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Timberborn expand district3/25/2023 Folktail golems are called Barrelbots, Iron Teeth golems are called Cogheads. They’re not affected by working hours and regular needs. Golems work at all workplaces with an exception of Inventor, Observatory, and Power Wheel. Their effectiveness comes at a price, though - you need to produce and power them up. They are super-efficient mechanized beavers that perform most duties of their living masters (and some that a beaver wouldn’t touch). This opens the door to adding further overlays - as long as having them makes sense. At a hit of a button, all warehouses display what and how much they hold. The stored good is always displayed on a model for each warehouse, pile and tank! And since crates containing goods are now color-coded, you can easily tell what that particular busy beaver is carrying without a single click.įinally, if you want to quickly see where your goods are stored, we are also introducing a special UI overlay to Timberborn. The new system will introduce more visual variety to your colonies as a positive side effect. To store fluids (Water, Biofuel, Maple Syrup and Pine Resin), your beavers will use three new universal tanks of different capacities. Dirt, Logs and Metal Scrap now use the Pile (or the stackable Industrial Pile if you’re Iron Teeth). We are considering adding some form of warehouse priorities as a substitute for Desired amounts - let us know your thoughts!Īt the same time, resource-specific piles and tanks (such as Log Piles or Catalyst Tanks) are going away, replaced with universal storage units that work similarly to the new warehouses. As a consequence, the ‘Distribute goods between warehouses when idle’ checkbox has also been removed. We found it to be widely misunderstood and with the redesigned storage system, it would be even less useful. Warehouses’ UI no longer includes the ‘Desired’ amount setting. Folktails, of course, keep their unique Underground Warehouses. To implement that change and make manipulating the numbers easier, we are rebalancing the capacities and redesigning the warehouses. Each warehouse will now only store a single resource picked by the player. Please note that this rework affects a key in-game system - treat what we describe below as a work in progress, as it may undergo significant changes before Update 3 even hits the Experimental branch.įirst of all, we are getting rid of the messy warehouses that accept anything from potatoes to golem limbs. That’s why for Update 3, we are redesigning the entire system to make it easier to control what is stored where. If a Storage Building is built between two districts, the resources inside of it can be freely shared by removing the path to it from one District and reconnecting it to another.Maintaining the warehouses in their current state can be tedious, especially in larger colonies with tons of goods and multiple districts in operation. Resources can be shared between Districts by using the Distribution Post and Drop-off Point to create Trade Routes.Īs of, it is possible to circumvent some of these restrictions. Workers will not cross District Gates to work but can be Migrated via their District Center. Likewise available resources in one District will not usable by another. Needs satisfied in one District will not automatically be satisfied in another. There can only be one District Center in any given District, so the planned expansion must be segregated from any existing Districts before building the District Center, either by District Gates or by simply removing linked paths.Įach District has its own Population, Needs and Resource pool. In order to establish a new District, a new District Center must be built which can be done for free and without a builder. Eventually the line will end, even if a path continues, indicating the District's limit. As the line continues, it will change color from green to red, red indicating you are reaching the limit of what that District Center can reach. When a District Center is selected, a Path Line will extend from it indicating the extent of the District's boundary. District Path Networks cannot cross each other, requiring a District Gate to separate them. Each District has its own Path Network, originating from the District Center and extending out to all paths connected to it.
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