Timberborn

Timberborn

Loooking for Mods
hi,
i am currently looking for a mod which reduces the demand of social life and fun buildings but maybe give me all the food from the other faction as needs. The reason is that i hate these buildings. Not because they are in the game.. because the beavers do not use them properly, because there are to much needed so they have no time. Even with 12h work they are not able to visit all available and needed buildings.

Or maybe a mod were beavers will use for example showers more efficient. I have lots of empty showers but my beavers only have arrounc 50-60% wet fur. The same with every other building. I have enough, but they do not use them to get 100%.

Another aspect i am looking for is the "priorize by haulers". I have for example 10 waterpumps. And i have 1 watertank next to them and 1 tank in the housing area with priorized by haulers. I have also enough haulers. Why is the priorized tank not really filled up? Only maybe a litte bit or afte rthe tank next to the pumps is full.
I understand under priorize that the hauler will first fill up these tank before any other tank or transfer water from a tank to this tank.
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Showing 1-14 of 14 comments
It all depends on the number of your haulers. If you observe them working, you will see that they not only move materials between storages, but more importantly boost factoriy production by restocking ingredients etc., reducing idle time.
I was told long ago that prioritising storage buildings is in general not a good idea and to just let haulers do what they think is a priority job, unless it's temporarily necessary to put them all in one job; it was actually a very good suggestion and I give it to you in turn :)

EDIT - PS ... You probably need more haulers.
Last edited by QueenPixxa; Feb 8 @ 9:19am
i know... but if i give them a priorized job they should do this first.
In my game i had 300 haulers for 1.128 beavers.

What is with the other points?
I have currently baths for over 1.000 beavers at the same time and 12h shifts but the bath or wet fur (i have showers too) is only 50% fullfilled. Is it opossible to fullfil every wellbeing possible? I am playing currently with arround 1.500 beavers... rising.
Alcator Feb 8 @ 3:45pm 
Your beavers will be able to attend all the well being activities if you fully automate your jobs, building a beaver utopia.

Also, 1100 beavers? Why?
because it happend.

I build up a bit.. needed here some new beavers and their.. i build no robots and so with the time i got this number. Mainly because i need huge amouts of ressources for my building plans. With this i needed much water and food and from this a better food industrie. And also many books, etc. And at the end many workers (i have 80) and haulers to make this work because of the distances (480 haulers).
So i have currently 1546 beavers and 560 of them are haulers and workers.

And build up so much workers because i play on hard. But with customization. I trippled the lengh of dry and bad tide. And this means i must build up my dam system really fast. And with the increasing number of neavers i had to build up a water-aquaduct system which gathers every watersouce on the map to my reservior which is currently 14 tiles deep and has 90x60 tiles. I plan to increase this to 24 tiles high. So i can handle the 90 days crises.

because of this i am also stockpilung food and water... i mean i have storages for 120k water and 84k food. and another 68k for pre-products for the food.


Maybe i can build smaller. But i every building game i try to have as much pops as possible. It makes more fun to plan a huge city on the terrain i have than try to have few beavers and manage the game with them.

This is why i hate fun and social life buildings... i need massive ones. And especially the buildings who are needing ground are a space problem. But i like build up the food lines. I currently had no intention of robots.
The reason for this is twice. With Ironteeth my pop grwoth with better wellbeing with the same amount of pods. But i build up the base until i expand wellbeeings and so i need pods at the start in mass but lesser in lategame and this is bad to balance. But the robots here have a good support-system. The Folktails are for my playstile nearly perfect, because i can plan and expand. Even with the tubes and zips i can simply add them to a city instead of building/planing from the start like the Ironteeth must do. But the folktails here need energy for the robots and i hate doing this in lategame. because building so many beavers means i must plan really space efficient and adding later energy-wheels in it is aweful.

And this is why i plan with the Update7 to play with "greedy workers" mod. So i can play as folktails but have more foodlines what i love to build up and hauler-based energy-system.

But maybe i should play with lesser beavers and use over 1.000 robots instead.. if possible. But i heared they are living 70 days or so. But i am not sure if they are better. Because there workspeed is smaller than the 160% with max. wellbeeing.
Last edited by nordstern; Feb 8 @ 6:51pm
Wow that's a bigass colony you have! Please post screenshots, I've never seen such a large population.
The main reason I play IronTeeth is because of their bots (and now the tubeways), they are cost-effective. I can have loads of bots, lower work hours to almost zero and increase wellbeing. The only IT thing I hate is the reproduction system.

I heard that optimal hauler number is 30% of population, and you are within that number; they should do priority jobs if you told them, it's weird that they ignore your orders.
alfoxon Feb 9 @ 7:56am 
be interesting to know which mods you already have and if anyone knows if they change beaver behaviour badly? I only use the ladder mod. I tend to avoid them during an EA but spam the little darlings after full release.

Which map is this huge colony on btw?

10 pumps for a thousand beavers? it might be that your beavers are drinking faster than the tank can be filled to the top. Especially if close to a big sleeping area.
why mods? I have a mod for ladders, one who does double the storage space, harmony, statistics, healthy beavers (no beesting penalty), unlucky (beavers will port to the house if stuck without exit) and freeflow (waterflow) and i am playing the mod-map Between two rivers. But i added a 3rd source of fresh water in the right upper corner and bad water in the left upper corner and replaced the fresh water from the top of the map to the center... its better in the lategame to build a huge reservior.

Why should i only use 10 pumps? i currently have 38 of the improved folktail pumps in work and another 17 in reserve.
But dynamite and dry is your best friend. You must terraform as hell. Especially if you play with up to 90 days of crises.

Currently i think i should use robots. But they are really bad in maintance. They need huge amouts of wood, And plants for fuel... is tough to get more space for plants. Or more for wood. Extract or metal is not the problem. But i am currently building more and more upwards and this is really metal intensive. I have currently 26 metalsmiths and all my projects are waiting for metal.
I think i must build a new district because of the distances to build them... because adding new plattforms and so and connect them with energy is a hell.
Last edited by nordstern; Feb 9 @ 4:13pm
There must be a difference in metal production between IronTeeth and FolkTails. I had just 4 metal factories until cycle 29, and then added 2 more. My beaver population is 40 times smaller than yours but I produce bots, plus I'm building tubeways all around a large map, sluices/platforms/sealants projects all around, and metal is never lower than ~200. I have no mods that change production rates.
Out of a population of 40 beavers and 80 bots I have 30 haulers: maybe that makes a difference in the factories' productivity, either that or IronTeeth have a faster production.
i am not producing bots. This was not my intention and i am not building tubeways... because its not offical released.

That makes not a difference. But having more beavers mean you need more jobs to maintain them and more space and space is bought with plattforms or hangs and both cost metal. Not as much, but if you must build hundreds of them it gets really costy. Also the watertanks i needed (arround 80) need metal and other things lime wonders, social life or fun buildings. And you need a ton of them. Only to make onough space on the roof for the terraces needs hundreds of metal. The most important point is space.. space is all and space costs at a point were you can not make more with dynamite and dry, tons of metal.

So in this aspects its easier to manage metal with low populations for sure. Because you can save the plattform and hang-spam you need to have over 1.000 beavers.

Currently i am planing to switch to them. But i think i must decrease the amount of beavers to do so, so i can switch books to cards and have free space for fuel-plants. But this will be a mess of work, because i must replace 1.500 beavers in their jobs with 120% productivity currently. So i think its better to restart.

And because space for water is an issue i play with folktails because of their better pumps. With the ironteeth you need way more pumps and space for pods. And the only advantage they have is no children, better plank-production and science with bots. The children are not so bad over time, the science does not matter if you play so tall and the buff on planks is nice but you can not compensate the benefits of the folktails. Also the folktails need lesser water and food and have a food-buff. And this is all great for building tall. I calculated a bit and even without the hive the ironteeth need the same space for food and need algae and fungus. Because of the oil.
Also they need energy for the bots and this in such a massive city is a hell to implement.

I like many ideas of the ironteeth but for really huge population they are bad.
Last edited by nordstern; Feb 9 @ 6:03pm
One way I dealt with it was to dig a trench on busy paths and fill them with water and put the path at the bottom, that got their fur wet on busy paths and worked better than the showers. You don't need to make the submerged path all that long either.
You will need to take into account the fact that bots work 24/7. When you send a bot to work in place of a beaver, the production/creation of products and ingredients will go up an insane amount because not only they always work, they are better workers as well!
I have seen in examples outside industry, like in water extraction, or lumberjacking, metal-scrapping... 1 bot does the job of 3-4 beavers. I don't even feed them grease, they are still excellent at everything they do.
I never implemented a Folktail bot population because it seems to me a lot more resource-intensive than the simpler Iron Bots. I prefer to produce tons of metal and timber products than faffing around with the different crops & industries required for a Folk Bot to work. Good luck with that :)
Alcator Feb 10 @ 8:34am 
Originally posted by QueenPixxa:
I never implemented a Folktail bot population because it seems to me a lot more resource-intensive than the simpler Iron Bots. I prefer to produce tons of metal and timber products than faffing around with the different crops & industries required for a Folk Bot to work. Good luck with that :)

Funny, I have the opposite experience -- since the fuel for FT bots does not need power to make, the bots can support themselves even during droughts etc.
With IronTooth, it's always "Can I afford to attach 1 more charging station to this network, or will the balance of power break? And if I don't build it, will the new bots spend half their time looking for a recharge station while moving extremely slowly?"
The problem with the ironteeth is that they are in my opinion bad implemented.
1. no population control
2. population grow with more wellbeeing but (for me) if i start pushing wellbeeing i need only a few more beavers because i build up the base without wellbeeing.
3. The description says they are high tech... but at the end they need more worker and are less effective than folktails. Even their bots are not better (water pumps, etc)
4. they need massive amouts of metal like the description. In reality they have a better lumbermill and the smith is the same like the folktails and they need the same amount of metal.
5. They are high tech but their bots are more difficult to handle (energy-lines)

I do not see the IronTeeth as technological based work is all-faction. Because they need spcial and fun buildings, have the same prodictivity, the same bots but worse popcontroll and worse and if you play with huge amounts of beavers their water/food production is bad too.

We have techbased workoholics which are no workoholics and do not use tech to make work better.
Originally posted by Alcator:
Originally posted by QueenPixxa:
I never implemented a Folktail bot population because it seems to me a lot more resource-intensive than the simpler Iron Bots. I prefer to produce tons of metal and timber products than faffing around with the different crops & industries required for a Folk Bot to work. Good luck with that :)

Funny, I have the opposite experience -- since the fuel for FT bots does not need power to make, the bots can support themselves even during droughts etc.
With IronTooth, it's always "Can I afford to attach 1 more charging station to this network, or will the balance of power break? And if I don't build it, will the new bots spend half their time looking for a recharge station while moving extremely slowly?"

Yes, the charging chairs are truly horrendous with their constant power request that shouldn't even exist. They should only take power when needed, like all chargers IRL, like kettles, radiators etc.
I am so fed up with them, what I do as soon as I have good metal and wood resources: I plop a power engine (detached by the main power line) with only those chairs attached. That solves my problem. It's expensive but my bots love it.
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