Timberborn

Timberborn

EleventhStar Jun 25, 2024 @ 9:44am
Update 6 is basically all the most requested features
They actually did it.

-aqueducts / multiple levels of water.
-dams at the bottom of leevees.
-automated sluices for badwater management.
-more options for building vertically, including stacking buildings.

https://steamcommunity.com/games/1062090/announcements/detail/6233625359675151562?snr=2___

personal favorite: "Beavers are now granted a slightly randomized life expectancy at birth."
Last edited by EleventhStar; Jun 25, 2024 @ 9:53am
< >
Showing 1-15 of 19 comments
Powerthrucontrol Jun 25, 2024 @ 11:06am 
I'd like to say thank you to the dev's. You all are amazing, and your work is hugely appreciated.
Dardomor Jun 25, 2024 @ 12:59pm 
+1 to all of the above, plus an extra special thank you to the devs !! ❤️
City Builder Jun 25, 2024 @ 1:04pm 
Thanks Devs, time to play it again. Total time played so far 750 hours+
bcrehore Jun 25, 2024 @ 3:17pm 
Been playing since the demo came out. There have been many changes, but today's update, taking into account the players requests, has to be the best. AND it didn't break my old saves! Thanks.
Greytusks Jun 25, 2024 @ 3:55pm 
I also love all those changes
stonelock99 Jun 25, 2024 @ 7:58pm 
As long as we can turn off bad tides and edit out bad water it sounds great.
City Builder Jun 25, 2024 @ 8:10pm 
Originally posted by stonelock99:
As long as we can turn off bad tides and edit out bad water it sounds great.
In custom game you can turn off bad tide water and if you want to edit maps and remove bad water I believe you can do that too,
TwoWholeWorms Jun 25, 2024 @ 10:05pm 
Loving the sluices so far, the only thing I think that's missing in this update with all the changes is "Close below upstream depth" so you can turn off a gate when the feeding water level drops. This together with the other options would fully allow you to manage everything relating to badtides, allowing for the older gates to change levels and open / close channels when you want or need to. :)
Wolfman Jun 26, 2024 @ 4:05am 
It indeed sounds promising. I look forward to it!
jjjcarels Jun 26, 2024 @ 4:56am 
Holy smokes, that's some update... The water simulation has been the bedrock of the game since it's very first demo's. It couldn't have been easy to redevelop that into true multi-level capable model and _not_ break the whole game. Truly, truly, deepest respect, even before having played the new update. It takes courage to touch this deep into your game, this far into development.
Obi-Wonka Nobi Jun 26, 2024 @ 8:20am 
So far, changing the floodgates to adjust by 5% increments is my favorite. I'm able to direct water flow from a singe source into 1 major and 1 minor channel. (And keep my water topped up at 90%!)

It also eradiated a problem with frequent, temporary flooding by adding an extra floodgate as a relief valve. The main channel is set at 90% floodgate height and the relief is 95%. The excess spills out into a "who cares" area instead of overtopping the irrigation channel by exceeding 100% depth.
I'm torn: do I keep my rebuilding colony (had a near extinction die off) and see where they can go, or go experimental now?
BigSamoan01 Jun 26, 2024 @ 11:23pm 
I really really want the beavers to be able to use resources in rubble instead of having to pick it up, take it to storage and then someone else has to get it and take it to the construction. builders should be able to just get the resource from rubble
grilled.dev_Mechanistry  [developer] Jun 27, 2024 @ 12:05am 
Originally posted by Puppy Cat Underfoot:
I'm torn: do I keep my rebuilding colony (had a near extinction die off) and see where they can go, or go experimental now?
You can do both, Update 5 saves are compatible with the experimental update :)
macky_07 Jun 27, 2024 @ 9:06am 
Great.. It seems that a Roman aqueducts can now be built. Which I longed for.
< >
Showing 1-15 of 19 comments
Per page: 1530 50

Date Posted: Jun 25, 2024 @ 9:44am
Posts: 19