Another season and another existential threat to the colony! A series of unstable cores across the map are schedule to detonate and bring with them a new flood of bad water that will drown our beavers. The good news? There are a couple small points that if we could get access to them, we would be able to stop the tide. The bad news? Those points are buried behind a wall of thorns that we will need to claw our way through. We're in another race against the clock! Also in this episode: - Automation! - Expanding our colony population - Our first (of hopefully many) tubeways - More water tanks! Gotta keep those beavers hydrated https://store.steampowered.com/app/1062090/Timberborn Map: Timberpunk 2 https://steamcommunity.com/sharedfiles/filedetails/?id=3619180600 Computer Specs: AMD Ryzen 9 9950X3D 64GB DDR5 Ram GeForce RTX 5090 #timberborn #thornbreakers #strategygames #colonybuilder #strategy #letsplay #letsplay #citymanagement #colonysim #beavers
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Big props to whomever built this map - these episodes are tv cinema
I only recently discovered your channel. Having to wait for new Thornbreakers episodes broke me so i binged all of Evergreen/Pressure in the meantime. Truly great videos.
Pro tip: build tunnels under thorns, rips out thorns without injured beavers, put pathway on top and power lines underneath!
This really is a diabolical map.
refresh... refresh... refresh..aw!! there we go!! :D
That tubeway is a massive shortcut and bypasses the need to move the road too- though I'm sure you already realize that. Really enjoying this series!
I'm so happy you noticed all the rubble before it vanished. I think the devs should put cleaning up rubbish on the same priority as building. Because of the vanishing system, I'm very often highlighting rubbish because it doesn't get picked up quick enough
possibly one of the most underrated youtubers
Not going to lie, this is a really encaging series AND map. Typically you see maps and series that solve issues asap. But here there is always another disaster right around the corner.
This map design is insanely good, it's crazy how much planning into how every little detail interacts went into it!
Can't believe Youtube kept this from me for a whole 60 seconds
I'd suggest you to manage your roads a bit. For example, your tubeway shortcut upwards is located in a very roundabout place and the builders have to walk throuought the entire colony before reaching that place. You can build a couple of platforms over the rivers on the unmanaged side of the dip to cut that time in half
Should let some of the water through those floodgates, so that you can keep your water wheels running.
There's actually a relic hiding in the middle of the aquaduct
It might be a good idea to start replacing all of your stair routes out of the Pit with tube ways, at least on low priority. That way the beavers can get out of the Pit on all sides way faster.
I'm playing along with this series. This map is certainly not easy, just for the fact that there are many crisis to juggle. I don't want to backseat, but you did put so much effort into explosives and hardly use them. The evaporation calculation has penalties for edges and corners, by squaring off your ponds you can significantly reduce the amount of evaporation. (3x-5x slower) *Warning nerd stuff - read only if curious* A 1x1x1 block of water on the map contains 5 units of water. A water block surrounded by water will evaporate at a rate rate of 1.16 units per day, edges will evaporate at 1.16 and corners will evaporate at 2.71 as long as the body of water is at least 3x3. A 1x1 water protrusion from the lake evaporates at 5.34, a 1x1 land protrusion into the lake causes between 1-2 units of evaporation per day cumulative from the surrounding blocks. In this particular map the "north pond" is fine at the top level due to many 3x3 areas, but the next level down has horrible evaporation so once the top level evaporates the next level evaporates much quicker. The "south pond" is worse, with many 1x1 and 2x2 areas. The southmost area with the water dump has areas that evaporate very quickly. Just blocking off the two small offshoots saves 35 units of water evaporation per day. That's 350 units during a ten day drought, more than a medium water tank, and enough water to sustain 11 beavers for the same ten day drought.
During the next drought, build a wall where the bomb blew up and where all of bad water is right next to the edge of the map. You can reclaim all of those aquifer drills and make that a big lake up top.
I love so mutch this season. Is so hard! It takes a lot of cleverness and attention to anticipate problems. Congrats!
I recently found your channel and have been absolutely loving it. I await more for this series
I'm so excited for folks who find this series once it's finished so they can binge through it like I so desperately want to do! This has been such an interesting and exciting playthrough!