Part 10! Timberborners Season 14, the beavers return with the full 1.0 release! The Civil Draft Overstock Sale is here: https://creocards.com/collections/civil-draft Want to get your Civil Draft (and any other TCG) cards slabbed and graded? Use code RCE for 5% off (affiliate): https://acegrading.com/ Stock up on Gamer Supps with 10% off (affiliate): https://gamersupps.gg/BOOSH LINKS! PATREON: https://www.patreon.com/Realcivilengineer MERCH: https://realcivilengineer.com MEMBERSHIP: https://www.youtube.com/channel/UCeP4Yv3s4RvS0-6d9OInRMw/join DISCORD: https://discord.gg/realcivilengineer REDDIT: https://www.reddit.com/r/realcivilengineer/ TWITCH: https://www.twitch.tv/realcivilengineer PADDY (MY DOG): https://www.youtube.com/channel/UCcGn_Cyb-0-jI1xI_nrq7iA STREAM ARCHIVE: https://www.youtube.com/channel/UClktduM8LupB3Jep7l0nlLA SPOTIFY: https://open.spotify.com/artist/5b48KgsbugPtMt4afp1omm?si=Ltj0JFSYRfqMFA2Ms6pHSg Epic Game Store Support-A-Creator Code: RCE (In connection with Epic Games’ Support-A-Creator Program, I may receive a commission from certain in-game purchases) #realcivilengineer #timberborn #timberborners
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Some might say that a turdal surge through the whole city, wiping out the entirety of the food and water reserves, and causing the colony to get infected to -30% productivity, Might be classed and an "incident"
Instead of deleting your paths, there is an option to build a gate, which you could use a sensor to trigger it closed in an emergency. I believe it's in the same sub menu as the path routing.
There is a badwater source near the edge of the map that can be disabled entirely by placing 3 TNT to let all the poo water pressure drain out. This will solve most problems on this map!
Classic using a massive row of Flood Gates when Levees with one gate would have been fine...
31:25 "Oh, good news! Those beavers that were at -32 wellbeing and having their lifespans cut in half? They died of old age, definitely NOT from the incident."
1:43 "We've automated it" yeah, supply 400 hp, demand 695 hp 🤣 good job, architect 🤣
There’s two categories of YouTubers, ones that’s are really good at games, the others that are entertaining. And there’s RCE
As a suggestion, I would say to block up the hole in your main reservoir, there is no reason to have it now that you have rerouted both the source and the badwaters. You could do that AND expend it downwards using dynamite to slow down evaporation and give you more time before your farms dry up. It WOULD affect your water wheels at the start of every wet season, but I think the extra water storage is worth it.
“Build more storage” he says as his automation is set to %75 capacity.
Thanks to RCE, I started to respect architects, it's a noble occupation to stand up to such engineers.
Not sure if it’s been said, you can demolish the platforms in the tunnels. It will give you planks back.
I run the Resource production automation with 3 automation buildings, 2 counters (1 for Qty <= 80%, 1 Qty >=95%) and 1 Memory unit, Turns on when the <80% is triggered and resets when the >=95% triggers. The result is they fill things when its down and can take a good break if the demand is short, this also prevents a building from going On/Off/On/Off/On/Off Works best when there are Many of the same production facility.
took the majority of the vid js to get back to where we started, truly architecture behavior
If you press ALT + middle mouse button, you will slice down to the level your mouse cursor currently is on. So, if you hover over a tile that is level 5, you press ALT + Middle Mouse Buttton, the under ground view will directly jumpt to Level 5.
TIMBERBORNEEEEERS! Matt bring us more, it is a torture waiting every Friday for an episode😭
With engineers like these, who needs architects?
2 massive incidents this season? Christmas came early this year lmao 😂🤣
So since we got a David Bowie and Queen song does that mean the Queen inspired beavers will make an appearance soon 😅
GUYS GUESS WHAT!! IT'S FRIIDDAAYYY!!! 🎉
Some suggestions: 1. Build some valves and levees downriver of your colony so the badwater can't flow up stream into your colony when the clean water isn't there to push against it. 2. There's a nice quality of life mod called "More Tunnels" that will build a path, power shaft, or tube at the same time as a tunnel, which makes building things a lot less finnicky. 3. Use tubeways to go down into the water as close to the source as possible and build a system using sensors and valves to split good water from bad as quickly as possible so you don't have to wait for a big column of water to switch from good to bad and bad to good. 4. You can neuter certain badwater sources by dynamiting down where the tunnels cross a low point near the edge of the map. The pressure will push the water out through that point.