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Timberborn dams
Timberborn dams









I have seen many requests for ability for finer control of water, this is simply allows the creation of a (flow through dam) with controls on the amount of water allowed to go downstream, which is often used in flood prone areas for flood control. on the end with the valves allow building on top, to integrate with the dam wall. *this would allow 4 flow control settings per buildingĤ. Uses current sluice gate system for valves, (2 valves/gates, 1 tile high with 3 settings 0. Requires a worker to actuate valves/gates, loss of worker or lack of worker leaves building and valves set in current position.ģ. This would be a 2x2 or 2x3 building to be placed in a riverbed to integrate with a dam.Ģ. This would keep the water level consistently at 1. For water plants especially helpful logic would be something like "pass water through until the output depth is greater or equal to 1". I really like the previously mentioned idea where the controlled flood gate would be a one beaver job, where you can set the desired logical condition for flooding. Lidos which especially in hard mode are only active during the wet season. Irrigation canals where the main water reservoir is usually much higher, but the canals have to be regularly flooded so they don't dry out. Farming water plants, because they drown if the water is too high or low (very very tedious to micromanage). Playing hard mode as Folktails, because the water pump depth restriction. And unfortunately micromanaging flood gates is essential for: Ideas : better floodgates, workers who change jobs, help prevent collapse of district by migration/better trade system, etc.ĭo not expect the player to be there at all.Īt the current state of the game micromanaging flood gates gets very annoying very quickly. Simply planning the buildings and roads and looking at the whole game unfold should be possible. But I think the game should not require an "active" player.

timberborn dams

Actually I think it should have disadvantage vs an active player.

timberborn dams

waste time to travel, require more jobs, produce less etc. It doesn't matter if it would cost more wood. But I think there should be sub-optimal options available for players who would like to fully automate a part of their map. controlling the flood gate, sending migrants from one place to the next ,turning on and off various jobs to maximize your days and so on. Players might use the multiple height states of floodgates to cheese things, so a cheaper object with more states could fill the niche instead- maybe color coded flags / smoke signals, depending on faction?ĭesign the game so it can be "completed" on cycle 1 day 1 on pause. Maybe players could also set priority levels per work order to organize and set up failsafes? Direct conflicts get a warning and halt progress until resolved. Towers with overlapping ranges could affect the same buildings in order to 'chain' operations together. That way players can choose to spam cheap versions or just consolidate.

timberborn dams

Maybe a tall, 1x1 or 1x2 Watchtower with a limited range? Players add a Work Order & select 2 buildings (similar to adding a Route in the Distrib/Drop-Off system), create an If-Then statement between them (EG: If Stream Gauge water height is <0.5, Then set Water Pump to Pause, etc), and let the employed beavers automate from there.Ĭould have multiple tiers with increased range &/or multiple work orders. I think a new labor work station would work.

timberborn dams

Maybe a bit harsh, but true to life if anything. There are already suggestions on controlling multiple buildings at once, but I think employing a beaver for automation is a good trade off and there is also a charm when a beaver goes to each building individually and gives news to the worker that they are now unemployed. If log pile is less than 20%, then the flags will work again. This can work with more buildings, if a log pile is full, then the control beaver can go and pause lumberjack flags. If the water is above a certain level again then the beaver will unpause the pumps.

TIMBERBORN DAMS FREE

A building that can process some type of logic, based on other buildings metrics.Ī beaver is assigned to the Control House and is responsible to check on a depth marker, and if it is below a certain level, the beaver will go to some selected water pumps and pause them to consume less water and free up some beavers to work on other stuff.









Timberborn dams