Timberborn

Timberborn

nordstern Nov 5, 2024 @ 12:14pm
Canals above eachother possible
hi,
on the map i have 3 freshwater sources i currently do not know how to use. The problem is i can not easily terraform their directions. But also they are entering a bad tide source.

So i had the idea to build a canal system above eachother.

From the idea. The bad water flows in a canal. Were the fresh water comes, i build plattforms in the bad water and on these plattform these metalplates which prevent water from ozee away. So the bad tide follows its old path, but the fresh water runs above the bad water. Because the fresh water comes from an higher point its after studing the map over and over again in my opinion the easist way to do.

But its a huge project and because time matters in my game (the dry and bad tide are up to 60 days) i want to know its possible before i will concentrate my whole workforce on these project for several cycles.

I also thing about making my water sources i currently use higher. with this system. Yes, i can terraform this with earth. But currently i do not have the tech for this and i do not plan to have it in several cycles. Their are bigger problems than this. So i can increase the fresh water flowing in my reservoir by 3 tiles. This will increase my storage by 100% and will i think solve any problems of food (dry areas from lowering water, becaue reserviour is empty) permanently. Water is not the problem. With dynamite i made the area arround my base with river and canals 5 tiles deep.

I need the fresh water sources from above for a new district i want to build.

What do you think.. its possible from the mechanic?

Thanks for answers and maybe other suggestions.
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Showing 1-11 of 11 comments
Alcator Nov 5, 2024 @ 12:42pm 
Yes, aqueducts are possible now.

Use impermeable floor on platforms or overhangs (or take advantage of natural overhangs, if they are in the map), and surround it with levees or dams on the sides, to drive any liquid across.
BedlamBetty Nov 5, 2024 @ 1:09pm 
Why 5 tiles deep?
While 1 tile could technically suffice, with a large enough pool, I find two deep, all roads are canals much better, since it gives you more room for your one up from bottom underwater farms, and puts the first platform at either 4 or 5 tiles from base (lowest level), so more room for vertical growth.
Since you have up to 60 day bad, or dry tides, I'd suggest 3 block wide canals, the middle tile being your road, with two tile deep, since more than that does not benefit irrigation or evaporation. As one example, you would still need to place your underwater crops at 4 height so they don't flood and would therefore be as vulnerable to a decrease in water level at 1 height as they would at 4.
There is a lot of information missing here.
Are your canals self contained? If so, 4 deep would be the optimal level, in order to get 15 irrigated plots for farmland from a canal at 4 elevation, 3 wide, separated by a block of land at the same height and the farms built in a valley at base 1.
You would need some self contained underwater farming for that as well, which remains vulnerable to water levels.
This seems really overkill though.
You could just concentrate on built storage, which is cheaper, in order to survive your extra long tides, and block off contamination from your natural storage, before considering an extra expensive project. It's definitely not a bad idea to actually do, in order to learn how to do better tomorrow what you did yesterday.


As for your question, where are your water sources?
Unless your water sources are in the map, not on the edge, building water height requires enormous construction projects with multiple sluices and days of water during which you may be foregoing water power in your system. In fact, even if they are in map, but edge of map sources can easily spill out into themselves.
How long do your good tides even last?

What you are proposing doesn't seem like an effective way to avoid losing.
From the little of the description of the problem, you need sluices upstream of the badwater sources, and canals bypassing them to move good water from the sources to the beavers.
Since you have access to explosives, build canals , sluices and protect the edges from contamination, then close off the badwater sources, leaving the closest one as the closed badwater production place.
nordstern Nov 5, 2024 @ 5:48pm 
Its on the edge and two rivers flowing into eachother. Also their is another river dry were i force the bad tide in by closing the gates.

The idea of building 5 tiles deep was because my reserviour is maybe not big enough. so i use my canals as waterreserve in emergency. The calculation was that i will lose 0,045 water per day. So 60 days 3 tiles deep. And i wanted a reserve for waterpumps for emergancy. My reservior will be not great help, because it is less deep and so it will dry out before my main-water. So its job is to hold the water as long as possible over 4 tiles.

Currently i am planing to increase the reservior, but this will be not easy. I have water storage for currently 16 days but building up for 34 days. I am using the river to build my waterstorages on him, so i do not lose land for this. And i have a paused projekt were i build a huge plattform with overhangs for my food industry and food storages. My raw food storages are in the canals.

Their is also a huge sea (dry) which i can flood. But i am not sure. Because i can use this for waterplants. But if i do so, my waterreservior is way to small to compansate both areas.

I must increase (2,5 per day) my storages to 90k+ 100k would be better because of replanting food in emergancy case. The plan is to build this over my agrar land with huge overhangs.
Last edited by nordstern; Nov 5, 2024 @ 5:52pm
BedlamBetty Nov 6, 2024 @ 4:37am 
Considering all you've said, I'd suggest something resembling this:

https://steamcommunity.com/sharedfiles/filedetails/?id=3361036827

On a larger scale obviously. You can farm in the space that is under water level, as I placed in the 0 as an example, with the space between the 1 and the 0 as the 3 wide canals that are five deep (this would give you 15 blocks of irrigation from the edge of your canal wall, which you would do well to reduce to 12 or 10, in order to maintain irrigation as the canals dry up)

It's probably the best way to maintain your farmland during such long droughts or bad tides, and you can just use sluices on the bottom and levees in parts of the same type of construction for underwater farming, that way you feed water as needed with a .75 close rate, from a much larger and higher water source.
nordstern Nov 6, 2024 @ 5:44am 
Thats a great idea. Building under water and then work with a Schütz (called in german, do not know what it is in english... i mean the new part were you can say which depth the water on the other hand should have and ad which contamination to open/close).

So i have this in my lake instead of keeping the whole lake on this level.
BedlamBetty Nov 6, 2024 @ 6:01am 
Originally posted by nordstern:
Thats a great idea. Building under water and then work with a Schütz (called in german, do not know what it is in english... i mean the new part were you can say which depth the water on the other hand should have and ad which contamination to open/close).

So i have this in my lake instead of keeping the whole lake on this level.

Yeah, the sluice.
Add a few on the bottom level and build some levees above them, with a close at .75, or .80, for example.

I'd also just block badwater from going through the canals at all, since badwater will kill your plant life very fast.
This way you can maintain forests and farms, even underwater farms, as long as you have any depth at all to your five deep canals.
Last edited by BedlamBetty; Nov 6, 2024 @ 6:04am
nordstern Nov 6, 2024 @ 10:39am 
I should not write this. But i have improved my dynamite production and now.. well... the lake has reached the lowest level and this means it is now 11 tiles deep. I am not sure to build the farms so deep because of the way up.

I also rebuild my whole farming area... this was a huge act. Now with 3x3 tiles (3 wide, 3 deep) and made the mainriver straight with 10 tiles wide. So i can built on them the huge pump (3+1 wide) a street and the water storage (7 tiles together). And on the other side 3 tiles space for buildings over the river.
And also i reduced the level of the farms to 3. And with this i could increase the depth of the main-waterreservior from 4 tiles to 7 tiles.
Last edited by nordstern; Nov 6, 2024 @ 10:41am
BedlamBetty Nov 6, 2024 @ 1:21pm 
Nice, hopefully you'll be ready for your long droughts and badwater tides.
Hope it all goes well.
Have fun
BedlamBetty Nov 6, 2024 @ 1:23pm 
Remember that even a full lake doesn't restrict you from terraforming in it in preparation for the next good tide season. Just a thought
nordstern Nov 7, 2024 @ 5:45pm 
i know... i am currently planing my aqua culture and ignoring the season, because its save for bad tide and dry or normal tide does not matter. I also often build damms during bad tide by prebuilding plattforms so the beaver must not enter the bad water. But sometimes i force them to work in bad water if nessesary. For this i have medicin tanks in reserve. Currently with 980 units in it. Sometime its better to get ill beavers but save the furure than risk the furture for healthy beavers at the moment.

Also i think i must work on getting access to new fresh water. The current one is to low to fill the reservior in time and my aqua culture lake and supply my lifing water areas and against evaporation. So i block the accress to my living river as long as possible. I think i should add more sources. This will be a mess of work. 256x256 and i had to go to the other side of the map and build an aquaduct and a bad tide way in it and this over a bad water river.

Two questions more:

- how can i soften the population drops? Currently i have a huge drop in my gameplay were really fast arround 1/2nd of my population is dying because of age during half of a cycle. And all childs can not compansate this and new childs needs time and during this my whole hauler, research and workers are empty and also many industrial areas. This is not critical but during this time the progress is really slow. These phase durate arround 1-1,5 cycles until i reach unemplyoment. I am currently planing with 5% unemployment for dying waves but this wave is to big and long.
I think i made the misstake of building houses to fast at a point in the game and building new houses during this phase for better regrowth of the beavers. But how can i soften this retrospectively?


- Can i prevent water from getting away? It has a reduction of 0,045. What happens if i build above and on the ground of my reservior these unpenetratable metallplates?
Last edited by nordstern; Nov 7, 2024 @ 5:52pm
BedlamBetty Nov 8, 2024 @ 2:35am 
Create bots.
Place bots at edge production, with a medium tank of fuel beside the production building and any small or medium storage necessary for production resources.

There is no way to stop water from evaporating. You can, however, create a large enough area of potential storage in order to block off all map exits for water and count only on evaporation to reduce the volume of water enough to store the next good tide without flooding anything, but it is entirely possible this is not the case with how long your good and bad tides are.
The math is available to you, and I'm certainly not going to solve the equation when I have no incentive to do so.

Also, get the badwater source domes and a badwater source mine. so you block all the sources, but the one you want to use.

https://steamcommunity.com/sharedfiles/filedetails/?id=3361992143


https://steamcommunity.com/sharedfiles/filedetails/?id=3361992413

https://steamcommunity.com/sharedfiles/filedetails/?id=3361992717
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Date Posted: Nov 5, 2024 @ 12:14pm
Posts: 11