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Timberborn aquatic farm
Timberborn aquatic farm








timberborn aquatic farm

Increased injury chance in end-game workshops.Beavers with a negative sleep need now get a 10% movement speed penalty.Increased Working speed penalty from Starvation to -50%.Beavers working in Biofuel Refinery now have a chance to be injured rather than poisoned.Scarecrow now grants +1 well-being to beavers in its radius.Changed Cogheads’ lifespan to 70 days to match Barrelbots’ lifespan.

timberborn aquatic farm

Changed the maximum life expectancy of adult beavers and kits to +110%.Golem heads (both factions) now cost 1 Plank, 3 Gears, 1 Metal block.Golem limbs (both factions) now cost 1 Plank, 3 Gears.Iron Teeth’s Golem chassis now costs 5 Planks, 1 Metal block.Folktails’ Golem chassis now costs 5 Planks, 1 Metal block, 1 Biofuel.Control Tower now costs 1000 SP to unlock and 20 Planks, 15 Gears, 20 Metal Blocks to build.Golem Assembler now costs 750 SP to unlock and 100 Planks, 50 Gears, 50 Metal Blocks to build.Carrying capacity buffs and debuffs from needs have been removed, but the base beaver and golem carrying capacity was increased to 14 and 20, respectively.īalanceThe changes above required tweaking some numbers, obviously.Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.Renamed Food and Water back to Hunger and Thirst.Kits now properly enjoy Wet Fur and Shelter as separate needs contributing to their Well-being.Bonuses for golems are Work Speed, Movement Speed.Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.Bonuses affecting a unit are now summed up and directly displayed in the unit’s panel.Well-being and condition are now tiered - when a unit hits a certain tier, its bonuses are boosted.Different needs and attractions have different values - now always displayed and greyed out if not satisfied. Each unit’s well-being (or “condition” if it’s a golem) rating is now a summary of values provided by needs and attractions (or negative values if a beaver is injured etc.).Regardless of your playstyle, every new food type, attraction or decoration has a positive effect.

TIMBERBORN AQUATIC FARM HOW TO

This also gives you more freedom in deciding how to make your colony happy. Also, despite different available combinations, the pool of actual bonuses was limited, so we’re simplifying the whole system. In the end, we realized that it was still too hard to understand how bonuses work and to check what provides what. Well-being reworkAfter we made the first changes to the Needs system, we continued tweaking the Well-being panels and how they conveyed the information. All optional golem buffs are now under the “Boosts” need category.The overall performance of golems has been increased due to the well-being rework.

timberborn aquatic farm

  • Removed specific profession boosts in Control Towers.
  • It’s now a purely positive need that boosts golems’ condition when satisfied.
  • Renamed “Control Signal” need to “Control Tower” (to keep it in line with beaver needs).
  • Yeah, we deemed it too cool to just throw away! Its model was replaced with an updated Maintenance Station’s model.
  • Golem Factory (both factions) was renamed Golem Assembler.
  • Removed Disposal Facility from the game.
  • Removed Maintenance Station from the game.
  • Golems no longer explode and pollute their surroundings on death.
  • Biofuel Refinery has been renamed Refinery and has a second recipe: Catalyst.
  • Use this to supercharge your Barrelbots with a secret plant compound!
  • New building: Catalyst Tank (600 SP 15 Gears, 20 Treated Planks, 15 Metal Blocks Folktails only).
  • We’re making cuts here while also giving Folktails their own way of boosting golems’ efficiency. Further maintenance duties were a bit too much, limiting their usability, how easy they were to migrate and so on. GolemsYour robotic rodents already require production and powering up.










    Timberborn aquatic farm