Using the BAD WATER to MY advantage! Update 5 - Iron Teeth ep 3
Timberborn Update 5!
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New feature: badwater. This noxious liquid spills using the in-game water physics, and will mix with regular water. Like its not-deadly counterpart, badwater powers up Water Wheels, disables buildings with flooded entrances etc.
New season: badtides - on top of droughts and temperate seasons, you may now encounter badtides. During these seasons, badwater flows from water sources. By default, badtides randomly replace droughts after the three cycles. On custom difficulty, you can adjust that number as well as badtides’ duration and chance of occurring.
New object: Badwater Source - these new 3x3 structures added to (most) built-in maps and available in the map editor pump out badwater constantly, regardless of season.
Beavers walking or swimming in badwater may become contaminated. After three days, the contaminated beaver will receive a severe Well-being penalty and refuse to work while continuing to eat, drink, and occupy a household. If it’s a Folktail, it will not reproduce, and if it’s Iron Teeth, it will not care about the colony’s breeding pods. The higher the concentration of badwater, the higher the risk of contamination on contact.
Bots are unaffected by exposure to badwater. Go, bots!
Badwater is harmful so we’re giving your beavers tools to handle the new threat. At the same time, we’re also exploring ways of turning it into something useful. (That’s what producing adult Iron Teeth beavers is, right?) Since this is the first time we have two types of free-flowing liquid on the maps, we’ve also made some changes to existing buildings.
New building: Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Folktails-only) - this building only pumps badwater. At lower badwater concentrations, it works less efficiently.
New building: Deep Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Iron Teeth-only). You know the drill - this one reaches six tiles deep.
Updated buildings: Water Pump and Deep Water Pump. Their effectiveness now drops as the badwater concentration increases.
New building: Centrifuge (600 SP; 60 planks, 40 gears, 30 metal blocks; 2 workers; 200 HP to operate). This mechanized building turns badwater into a new good - extract.
New good: extract. This beautifully green liquid is stored in tanks. Right now, it has several uses such as the new pods described below.
New building: Advanced Breeding Pod (1000 SP; 5 treated planks, 2 metal blocks; Iron Teeth only). That’s right - if you invest a bit more in your breeding efforts, you can use extract to produce new beavers that are “born” adult. Slightly sad and very efficient!
New building: Decontamination Pod (400 SP; 20 planks, 5 metal blocks, 20 extract; requires 100 HP to operate). Badwater contamination is far too severe to be treated in a regular bed - you need this special, powered-up variant to ensure your beavers survive.
Updated building: Water Dump. This building was renamed to Fluid Dump and can now, uh, dump both water and badwater. Use the new toggle to pick what you want dumped.
Renamed (Deep) Mechanical Water Pumps to (Deep) Mechanical Fluid Pumps as they now transfer both water and badwater. Use the toggle to choose what should be pumped.
Updated building: Stream Gauge. It now also displays the current pollution level.
Several buildings relying on access to pure water (Lidos, Showers, Fountain ) are disabled as soon as the Beaver Environmental Agency detects any signs of pollution.
New building: Lantern
New building: Hammock - Folktails-only.
New building: Bulletin Pole - Folktails-only.
New building: Beaver Bust - Iron Teeth-only.
New building: Clock - Iron Teeth-only.
New building: Brazier - Iron Teeth-only.
New building: Scratcher - Iron Teeth-only.
New building: Swimming Pool
New building: Exercise Plaza Iron Teeth only.
New building: Wind Tunnel
Updated building: Carousel.
Updated the Beaver Statue - Iron Teeth
Updated building: Lido.
Paper Mill and Printing Press are now exclusive to Folktails.
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