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I did figure out that it's not walking on poisoned soil (unless someone has seen otherwise) that poisons the beavers. It's touching the liquid directly that does it. So it's important that you don't force your beavers to walk down a staircase into what normally is the river, and swim in it to build something, or allow the tide to come gushing in over the riverbanks and splash anybody.
I would suggest beaverbot building and letting them deal with the muck, but the issue is, it takes a while to get up to a development level with your beavers' civilization to make those, so they're not an option in early gameplay.
https://steamcommunity.com/sharedfiles/filedetails/?id=3146149210
As you can see, this is a very simple design, and still requires a lot of work (I had my Ironteeth rush to get the first part of it finished before the second Badtide), but it's enough to keep both my beavers and the water they're conserving safe for now. Yes, the ground is poisoned, and we lost a bunch of trees and blueberry bushes, but they can be replaced, and I have plans on putting those metal plates around the water source and the "Badqueduct" sides when my metal smelting industry is up and running. Eventually, this structure will continue on to the edge of the map, safely disposing of the sludge without too much trouble.
For those of you who want to know which map I'm using, there is a custom map available in the Mod Manager menu called "The Toxic Islands." It's the ultimate challenge in not only rescuing these islands, but taking back land and purifying the water, one step and platform at a time.
Update: I just found out in the game that Ironteeth beavers don't use metal with those plates that protect the ground from pollution. They use treated wood, so it looks like I'll have to set up a treated wood industry soon.
i built on it and one of my solutions, which does take some work but is easily managed... is a dam using flood gates at the water source.
But the setup is more of a box shape.
the source on the right. the top and left is all floodgates set to 1.5., so that changes just sync if needed.
the top , when overflows, funnels water to my extra farms
the left funnels water into a reserve i made with levees and gates, for emergency water. when this overflows it feeds the main/original river line for my village. and also overflows on the bottom side,
the bottom side of the source box feeds down and meets with the reserves feed at a fork, the sources line is at a lower level so that it cant mix.
it forks here so i can use clean water in both. the top part of the fork feeds the back of my farms and the bottom part runs in a straight line to the other side of the map and off the edge. this straight line is just filled with water wheels.
power is generated with both water types but bad water never enters the village . its controlled by just moving the source bottom gates to 0 when bad tide hits and 1.5 when normal tide. dont have to do anything for a drought and if water runs out i can lower a gate in the reserve to refeed the farms.
https://steamcommunity.com/sharedfiles/filedetails/?id=3146158532
https://steamcommunity.com/sharedfiles/filedetails/?id=3146158611
https://steamcommunity.com/sharedfiles/filedetails/?id=3146158706
i will say , I think this design made the game way to easy though. at these beavers current state, even if bad water did make it past to the clean water areas because i wasnt paying attention and killed all my crops. they have enough food/water saved up to survive until the clean water comes back and fixes everything again and have so many farms that they will restock what they ate at the 1st harvest.
A little like others players ..
My game on the Moutain Range map :
https://steamcommunity.com/app/1062090/discussions/4/4129305318296348716/
first you can enclose the center area, then direct two water source to flow to two side.
the big one need 8 blocks wide to not overflow and the small one only needs two.
to do this all you need is logs and planks and all can be done with initial district, I think there is no time for you build a new district.
https://steamcommunity.com/sharedfiles/filedetails/?id=3146506141
https://steamcommunity.com/sharedfiles/filedetails/?id=3146506073
I use the save camera position feature to snap on back to this dam when a badtide starts to open/close my floodgates. I naturally missed the timing occasionally, so I had floodgates set in specific spots to close off my main living areas and direct any badwater away and off the map. Overall, I had a floodgate system that allowed me to drain and refill all of my main living area pools in case I totally messed up a badtide and got contamination. I tried not to just reload, and just deal with it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3146524498
https://steamcommunity.com/sharedfiles/filedetails/?id=3146534729
I love it!
This is very clever and well-done too!
https://steamcommunity.com/sharedfiles/filedetails/?id=3146652557
Meander Hard
Here's some pictures of the various reservoirs and spillway that I'm using to hopefully spark an idea of what to do:
https://steamcommunity.com/sharedfiles/filedetails/?id=3146719333
https://steamcommunity.com/sharedfiles/filedetails/?id=3146719312
https://steamcommunity.com/sharedfiles/filedetails/?id=3146719303