Timberborn

Timberborn

DracoDruid Apr 25, 2023 @ 1:00pm
Iron Teeth Breeding Pod: Better control & behavior
I'm currently playing the Iron Teeth with the need experimental branch and really feel that we need a little more control over their Breeding Pods.

1. We should have a switch to decide how long the pods are active: "Non-stop" (as is currently) or "No Vacancy" (stop adding berries & water once there are no more beds available)

2. The Pods behave weird when Paused. Beavers should no longer deliver berries & water (as is currently), but the breeding process should only stop once the remaining resources no longer are sufficient for it.
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Showing 1-6 of 6 comments
aaror Apr 27, 2023 @ 2:55pm 
I agree with you in terms of realism, but I prefer the way it currently works? I like to set up my pods and then pause all but one. I wait until it looks like the first pod is 1/3rd done and turn on the next. My goal is a constant stream of beavers rather than getting 3 or 5 at a time all consuming resources while too young to work.
As I said, you have a good point from a realism point of view-heck, pausing a pod should kill the baby beaver and reset it to zero-but it might be less "fun."
DracoDruid Apr 28, 2023 @ 11:59am 
Good point about the pausing.
I'd prefer it if a paused pod would use up the remaining nutrients to grow and if there are no more nutrients, the growth process should start to decline again (whether the pod is paused or not)
Wuik May 1, 2023 @ 8:14am 
Hello,
I have read on another post than after 6 or 8 pods that one pod for 20 beavers was the "average" for keep more and less a stable population...
So , i have tested on my actual game and for 200 beavers 10 pods seems working well...
Last edited by Wuik; May 1, 2023 @ 8:19am
jamiechi May 6, 2023 @ 2:21pm 
I agree with the OP. Also, there is a bit too much micromanagement in this game. Some things should be automatic.
brown29knight May 17, 2023 @ 6:11am 
Originally posted by Wuik:
Hello,
I have read on another post than after 6 or 8 pods that one pod for 20 beavers was the "average" for keep more and less a stable population...
So , i have tested on my actual game and for 200 beavers 10 pods seems working well...

It varies based on your beaver's well being. A beaver base lifespan is approx. 50 days. High well being can add to that in increments of 20% (10 days per increment) A breeding pod creates 1 young every 5 days, iirc. Therefore at well being 0, each pod will support 10 population, and as your well being increases, so will the population supported by each pod.
jamiechi May 17, 2023 @ 8:59pm 
It's getting easier for me to deal with the pods. In early game I just use 1 pod per house which holds 10. Later I add 1 or 2 to the total. Like 6 houses = 60 + 1 or 2.

Edit: Yesterday, instead of pausing the pods, I tried ignoring them and just adding housing as needed. I have lots of spare beds and am at a bit over 350 beavers and things have started settling down. Also, I purposely decided not to add bots to the game to see how that affects things. Adding a district helps so you have a place to send the unemployed beavers to.
Last edited by jamiechi; May 18, 2023 @ 4:46pm
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Showing 1-6 of 6 comments
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Date Posted: Apr 25, 2023 @ 1:00pm
Posts: 6