Timberborn

Timberborn

Underwater Base
10 Comments
Arcadaeus  [author] 26 Oct, 2024 @ 9:22am 
@zugarijaru
Congratulation, sounds like you drained the ocean and dominated the map.
Nice to hear what is possible

I think its best to have everything on 1 or 2 layers the player can switch to see whats important
At least for underwater bases, but you have erased that problem
zugarijaru 26 Oct, 2024 @ 8:55am 
revisit this map, finally remove the outer wall, removed most of the roof for easy view, and reduce the badwater to max 2 level high thanks for the challenge
Arcadaeus  [author] 9 Oct, 2024 @ 1:37am 
New underwater map is out: THE RUSTY SPEAR
It lets you enter the ocean from underwater with new batshit insane tech I developed

Also check out Rekkabas map: SEALAB UNDERNEATH THE WATER
It has enough space for whatever you want to do, and a quest
to repair sections that is a welcome change in gameplay
northreal 16 Jul, 2024 @ 4:42pm 
Incredibly fun and challenging.
Arcadaeus  [author] 11 Jul, 2024 @ 8:47pm 
thank you for the feedback.

I had some lag while testing, nothing too game-braking just a few seconds lag.
But honestly I am glad it only lags as much as it does.
I mean...the whole map is an ocean

learning expieriance for the next map: smaller map size- lower source values

the base is already as much centered as possible between food, wood , water
it also has enough space for a production if beaverpower is used
I used haulers and built my storage close to sources and then production("recieve")
also small water and food storage in key locations with "recieve" priority

you cant expand easily so its good the map is spacious,
but the big downside is travel distance

best action?
you mean after first production?

enough watertanks, -then either
platforms in ocean
or risky move with indoor watersource
close builders and storage helps - also 2nd floodgate and a saved game
zugarijaru 11 Jul, 2024 @ 9:50am 
map so hard, had no clue which action would be best, need closer resource so beaver wont travel long between water and food, is builder base need to be relocated? still idk, framerate is dying due to massive water flow animation lol
Arcadaeus  [author] 6 Jul, 2024 @ 9:35am 
Ok so you can use negative numbers in watersources to absorb water.

with this you can build indoor water without the risk of overflow.
no need to move water outside either anymore

so: indoor waterpower/drinking water
Arcadaeus  [author] 5 Jul, 2024 @ 3:52pm 
regading physics, turns out I didnt need all the blockages on top:
overhangs block water from above and let water from below pass.
so you need blockage to keep water in not out. exept open sides..

If I knew from the start I could save on top blockage,
and build a one way water disposal into the sea
Arcadaeus  [author] 5 Jul, 2024 @ 3:06pm 
its definitly fun to build in this way, can recommend.
I think its possible to build completly in water if you give yourself starting enough water
and work immedeatly on an underwater source.

in that case you are really cut off from the surface
darthbuckethead 5 Jul, 2024 @ 2:41pm 
Really interesting concept. I've been exploring ideas on how to deal with physics, so thanks for putting in that work. I'm having a lot of fun with creating hidden secrets and flow pathing options with blockages.