Timberborn

Timberborn

An idea on dealing with Badtides
I've been playing two maps now, one with Folktails, and one with Ironteeth, and it hit me on how to make life easier on them during a Badtide.

In the past I've built artificial waterways using levees stacked into the shape of aqueducts (not raised above the ground with arches, of course, game doesn't work that way) that lead in a chosen direction from a water source. My idea was, you could build a dam right at the water source, with an aqueduct that leads away to the edge of the map, (it would need a floor to prevent ground poisoning), and for both Temperate and Drought seasons, the dam floodgates could stay open. During Badtide, you shut them, and the Badwater flows off the map, keeping your beavers and their land safe! :steamhappy: You could even treat it like a drought, and dam up clean water where the beavers need it until the Badtide is over.

The only part that would suck was time/resources needed to make the Badtide Aqueduct, and distance, depending on the map. But I think it could work.
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Showing 1-13 of 13 comments
stonelock99 Jan 23, 2024 @ 4:57pm 
I came up with the same idea, but even on EASY mode, the beavers all died before I could get it built. I'm trying again with the map edited to do much of the work before I get a path built there.
LadyAquanine735 Jan 23, 2024 @ 5:53pm 
I think, as you're progressing with the Badqueduct, as I'd like to call it :steamhappy: you can find ways to deal with the Badtide on a simple level. Like, don't build any paths for the beavers to get down to swim in the muck (bridges and platforms will do nicely), and have your dams fully open so the Badtide can't splash onto the land; store away water and food, for when your fields and forests die. I have attempted to protect the shorelines of my rivers with those metal plates, but it's almost impractical, having to build all those. Unless you have enough metal, it's gonna be inevitable that the soil gets poisoned and your trees/crops die until the tide is over and your beavers can replant.

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.
LadyAquanine735 Jan 23, 2024 @ 8:34pm 
Update: Here we go, an early idea of what my "Badqueduct" will look like :steamhappy:

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. :steamhappy:

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.
Last edited by LadyAquanine735; Jan 24, 2024 @ 3:00am
d[-_-]b Jan 23, 2024 @ 8:52pm 
yeah building a dam works to push it off the map and opening it up only when its clean water.
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.
Last edited by d[-_-]b; Jan 23, 2024 @ 9:16pm
LadyAquanine735 Jan 23, 2024 @ 11:46pm 
Wow! Your beavers are quite the engineers! :steamhappy: And that's clever, taking advantage of Badtides to harvest for Extract.
Wuik Jan 24, 2024 @ 12:35am 
Hello,
A little like others players ..
My game on the Moutain Range map :
https://steamcommunity.com/app/1062090/discussions/4/4129305318296348716/
oyssoyss Jan 24, 2024 @ 1:01am 
this way works in normal difficulty on the last island map which should be the hardest to handle bad tide.

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.
Deadman Jan 24, 2024 @ 10:52am 
As a proof of concept, I simply built a "U-Turn". Feels like a bit of a hack though having the Badwater flow off right next to where it comes in.

https://steamcommunity.com/sharedfiles/filedetails/?id=3146506141
https://steamcommunity.com/sharedfiles/filedetails/?id=3146506073
Last edited by Deadman; Jan 24, 2024 @ 10:55am
Momaw Nadon Jan 24, 2024 @ 11:22am 
I did the exact same thing as Deadman on the same map. I kept raising the overall water level, so had to keep building it up higher. On my outlet, I also built more waterwheels and have all districts tied together on power lines.

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
Last edited by Momaw Nadon; Jan 24, 2024 @ 11:37am
LadyAquanine735 Jan 24, 2024 @ 2:09pm 
Originally posted by Deadman:
As a proof of concept, I simply built a "U-Turn". Feels like a bit of a hack though having the Badwater flow off right next to where it comes in.

https://steamcommunity.com/sharedfiles/filedetails/?id=3146506141
https://steamcommunity.com/sharedfiles/filedetails/?id=3146506073

I love it! :steamhappy: Another clever concept! And it works too!

Originally posted by Momaw Nadon:
I did the exact same thing as Deadman on the same map. I kept raising the overall water level, so had to keep building it up higher. On my outlet, I also built more waterwheels and have all districts tied together on power lines.

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

This is very clever and well-done too! :steamhappy: Awesome work!
Brachius Jan 24, 2024 @ 3:33pm 
Last edited by Brachius; Jan 24, 2024 @ 3:47pm
LadyAquanine735 Jan 24, 2024 @ 3:58pm 
Nice work with the dikes. I noticed the Badwater soil contamination doesn't reach after a certain height, so perhaps earth-moving and landscaping can help :D
Last edited by LadyAquanine735; Jan 24, 2024 @ 3:58pm
almagnus1 Jan 24, 2024 @ 6:38pm 
I've found a rather successful way to deal with the bad tide was to build a spillway from my reservoir system that used the landscape and with a contiguous line of contamination barriers (including the diagonals) so I can flow the bad tide around my city into a part of the map I'm not using while using the water in the lake as if I was in a drought. It's worked pretty well and I can hold out for a week of bad tide before I start losing plants to lack of water.

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
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Date Posted: Jan 23, 2024 @ 4:53pm
Posts: 13