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File: timberborn.jpg (98 KB, 686x386)
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Timberborn finally released
It has redstone computers now
I'm getting wiped by back-to-back badtides
District management seems to be basically as bad as it always was but at some point they made it so districts don't have a range limit
I love folktales and how they have free infinite power
I still don't understand the point of robots
>>
Mods?
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>>2362683
There are some on the workshop
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>>2362662
Those are some pretty impressive reviews, what was the "off topic"
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>>2362722
Oops
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>nearby farmland all taken up
>need more wood
>start massive wood investment to make a faraway forestry project
>... realise I'm spending the wood to make the wood... to be able to afford the wood... to spend the wood...
Hmm

>>2362722
Can't tell, one month in 2022, nothing immediately obvious but steam isn't letting me read many reviews from that month
Might be Chinese players
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Fuck yeah segregation
It seems weird to me that paths are a mechanic when they are free and instant to make but I guess it will probably make more sense when it starts getting more factorio
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>>2362802
It's probably to keep pathfinding cheap, or developer's prefence
The game used to be quite anal with how you connected things, for example you could only walk ~40 tiles away from your district base, oh and power shafts weren't drag and drop because you had to place all of their puzzle pieces yourself
>>
>>2362662
>I'm getting wiped by back-to-back badtides
just store more water and automate floodgates
>District management seems to be basically as bad as it always was but at some point they made it so districts don't have a range limit
there is literally no reason to use separate districts, I don't know why they're still in the game
>I still don't understand the point of robots
you put them in high-injury jobs so you're not using up food and water on injured beavers that can't work
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>>2362816
You have to place the paths so multiple districts aren't automatically connected.
Multiple districts are handy for keeping beavers from walking too far each day and to limit how much work the computer has to do figuring out where to send everyone.
>>
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I'm a genius
no power but makes my water last longer
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>>2362802
I got confused thinking if there's other animal species than beavers in the game, but then I realized one faction can make robots
>>
Wait is there no way to rename districts?
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>>2362895
>one faction can make robots
Both can.
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>>2362887
>Human discover dam
Beavers itt laughing at you nigga.
>>
>>2362662
So... did they actually add anything significant in 1.0? Played this to death already.
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>>2362887
They should have added an achievement for this to see how many people actually figured it out

>>2362900
District building -> Button next to name

>>2363011
Depends when you stopped playing
But even if you stopped playing when it first came onto early access... no, not really, you just get a worse drought now unless you disable badtides
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>be born
>fully formed
>get told "Here's your job, rent's due next week, work will set you free"
Everyone asks why Ironteeth are all about work, no-one asks how excited are you for work tomorrow beaver
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>>2363011
the game is turing complete now
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Yall lack the mega structure drive from /vg/, post player-made wonders if you got the guts.
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>>2362662
>I still don't understand the point of robots
main purpose is to get max happiness.
also they work faster and don't get sick.
but setup requires big investment to get going.
>>
>>2362662
>I love folktales and how they have free infinite power
Boy I sure do have something to tell you
Look at the description of the Ironteeth badwater cap building
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>>2363369
>main purpose is to get max happiness.
For some reason when I played last I needed to reduce working hours by ~4 hours and spam leisure buildings
Now I have ~100 beavers, get by with only a couple of things like campfires, and only need one of each major leisure building, and everyone is satisfied, I even can't believe I'm feeding all of them on the same farmland I started with with half of my crops unharvested because the stores are full

>but setup requires big investment to get going.
Yeah I don't get this part
The only time I'd want robots is in the middle of a colony's lifecycle when ALL resources are tight and I cannot justify anyone working non-critical jobs

It's the same as automation - great, now I can turn off workplaces when I have enough resources! Oh wait, to unlock and use this I generally need a stable income of gears and steel...
>>
>>2363383
Bots are exponential, they don't get injured and work faster out of the box compared to beavers. If you're scared of using up limited Steel, then the infinite mines staffed by bots should be what you're aiming for.
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>>2363383
They don't get injured, meaning you can gradually replace all jobs with injury risk and stop beavers losing happiness from it
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>>2362887
badtides are going to fuck you up
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>>2363564
If he's only at dams then he has time to learn and prepare.
As in, learn the consequences and prepare during the next run.
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>Timberborn
>(Noun)born
>(Noun)kin
>(Noun) of the (Noun)
It's like reddit devs spin a big wheel to ad lib their lame naming conventions
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>>2363599
Alright then mister marketing consultant, what would you call it? Age of Timber? Woodcraft: Dawn of the Beaver?
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>>2363603
Life Is Timber: Your Own
Various Beaver Life
>>
>>2363603
Beaver’s Quest 6: Fur Today, Dam Tomorrow
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>>2363603
The Lost and the Dammed
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>>2363603

This Ugly Beaver Is Building Super Wet Dams And Basically You Are Fucking Stupid
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>>2363603
Splashytails
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>>2363603
Beaverpunk
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>>2363564
I didn't quite make it that far, I failed to scale my water supply with my population, towards the end I started to get plank treatment up to build a large pump I had had sitting unfinished for ages but I was just too late
I also towards the end realized I really should have been using those raised platforms, I had been laser focused on those artificial blocks I could use later and forgot to properly check if there was another way, a better way even, I almost managed to transfer my power to my plank treatment that I had previously done with a windmill but trying to fix so much at once at the end was probably the final blow, my last couple survivors too busy building to man the pumps
>>
>tfw you forgot to set up a Forester early on so now your entire colony grinds to a halt waiting for trees to regrow
>>
If I spread my homes around will the game try and employ people near their homes?
>>
>>2366155
There's a mod that checks your colony every day and re-homes your beavers to be closer to their jobs.
>>
>>2366442
Ah thanks, I found it
https://steamcommunity.com/sharedfiles/filedetails/?id=3438044391

While looking for it I also found some cool looking house shaped maps
>>
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Average happiness is annoying
I just managed to achieve the maximum of 77 by turning off work for two days straight but I should have hit it as soon as I got the final monument running

It looks like beavers are told to not max out their nutrition
I'm not sure if this is because they're not "hungry" but they kept preferencing playing over preventing themselves from not just being on low nutrition but actually hitting 0 on the bar and losing the bonus

I assume this is just a quirk with how they've programmed food because I always find my colonies stabilise as soon as I get food diversity and poverty meals mean my beavers are working harder and eating more (or maybe later meals use less crops)
>>
>>2363599
Don't forget the
>uncharismatic office worker singalong videos
>early merch
>news spam about the launch
>intro video is an epic journey, "We want Pixar! We want emotion!"
It's an autismo game made by autismos (numbers simulator, competent, a finished game even in early access, fun), so had an atrocious art direction that's anti-toy, anti-social, but even this wasn't immune to the middle class grift.
>>
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>>2365061
Try to unlock and build a large wooden water butt as your first thing to build with gears
It helps to have one big barrel
>too busy building
I like to set my pumps and farms to the highest priority
Unfortunately it's very easy to death spiral regardless, as you're fighting
1) dehydration and starvation removes work speed buffs (and I think gives you -50%?)
2) beavers stop pumping or harvesting to drink a thimble of water or crumb of a carrot the other side of the district, ironically continuing the water/food shortage
>lotsa science buildings
You should consider researching decorations like roofs to cheaply improve your beavers workspeed, runspeed and lifespan
It doesn't give you more beavers to do more jobs but I'm reasonably certain all jobs are completed faster, so you get more science, more power from running wheels, and faster plank making
>district 1, 2, 3
Whatcha using all those for? Are two of them backup districts that just grow carrots and pump water?
I really don't like districts because it's like I'm building colonies in parallel that need all the same amenities, jobs and food twice over, and special logistics jobs on top of that, but that's just me
>>
>>2366597
2 was just me messing around taking a poke at another area for metal mining I didn't actually get as far as really putting anything there because no food
3 was a serious attempt at badwater extraction that stalled out after I realized I didn't have what I needed to actually build the badwater pump yet but I would say was overall an important learning experience in learning how districts work and such
>>
I forgot I was tabbed out and forgot to go back and expected to come back to a fucker colony, but all I had was a mild beaver shortage from deaths from old age and no replacements because I for some reason had it set 24 hours when I tabbed out so they couldn't fuck
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>>2366699
>had it set 24 hours when I tabbed out so they couldn't fuck
>laughs in Iron Teeth
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>>2363603
el damo
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>>2366566
Sounds like your city planning could use some work. Or your beavers could use more downtime.
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Oh cool, a Timberborn thread.

I love this game. I've put so much time into it since it initially relased. The new automation features are a great addition for 1.0.

Posting my settlement. I've pretty much won the game now, just going for max happiness and 500 beavers.
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>>2368128
>The new automation features are a great addition for 1.0.
Anybody seen anything interesting done with the internet connection thing?
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>>2368363
that's a bit advanced for me. I've just used it for managing water levels more carefully.
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>>2368363
I saw someone on Reddit who was making an entire web interface for it.
>>
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i enjoy this game :)



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