Part 11! Timberborners Season 16, we're building a beaver tower! The Civil Draft expansion, Architectural Reality, is here: https://creocards.com/civildraft 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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RCE: I'm low on metal **proceeds planning 8 billion hyper tubes**
He really needs to build one of the infinite mines before he runs out of scrap metal.
Matt should do a first person tour of the tower once it's completed
yo matt you can use large water tanks to store massive amounts of water compared to dams witch is supper useful when making the map green when you use them with spouts
You should move the number crunchers above the breeding pods so then the nuts look more round and also add bushes
Happy Friday beavers!
The shadow of the tower moving when the camera moves tells me that in this game Matt plays as the sun. Since he determines the beaver's agency, he is kind of a deity to the beavers... so I guess that makes him Ra.
21:41 I think you need a bush in the middle of the breading pods (& maybe around the outside too) - then you’d have some happy beavers dues to you bushy pods
I wonder when Mat finnaly discovers he can use underground tunnels as pipes
You got the right idea on the resource counters and memory. It works well, can be improved on with larger colonies where you have hundreds of beavers and hundreds of bots,
21:11 THATS ME I MADE IT
YES! Matt figured out how automation works!
"might be worth just going up and down this shaft!"" - Matt 2026😭👀
"Past Matt reckoned that was a good idea, let's try and find out why." Holy crap, I never identified with someone so much as I identified with you just now.
I still say David Flowie needs to become Ziggy Sawdust.
Math if definitely not an engineer, we know how logic works. There are two ways to do it: 1) 2xResource counter + memory 2) Resource counter + timer I generally use the second solution and have about 30 items controlled. I love finding a place where I can lineup all resource counters (With timers behind them) and I have a standard naming I use for them like: Planks need and Planks Timer.
One more thing to automate: The Breeding Pods.
You will want to use a memory to control your steam engines, as you did for your resources. With just one power meter, they will keep switching off and on rapidly unless your demands are so great that they can't keep up.
8:30 Good recovery. Almost cocked it up. Resources that actually get used don't get to 100% because they are constantly in flux. Your factories will also lose a lot of time waiting for haulers to bring stuff to the last remaining empty spots. 90% should be fine. Higher is possible if you really have a lot of storage, as long as they have somewhere to store the outputs efficiently.
Just a little tip for mega projects... build some storage for whatever the main materials are right next to the building site. Set it to "obtain" and "prioritise by haulers". The haulers will then bring the materials to the storage and the builders just go between the building site and the storage. Much more efficient.