Exploits: One square lake and Free Warehouse
Exploits have been reported by several communities.
This may be fun at first, but it makes the game much less fun, so please fix it.
1. one square lake
Use Water Dump to store water in a hole drilled with dynamite or in a space surrounded by Levee.
This will irrigate a large area with very little water consumption.
This makes the Irrigation Tower completely useless. There is no need for irrigation channels. 2.
The solution is to let the plants reduce the amount of water in the vicinity. 2.
2. make the Drop-off Point a free Warehouse (or Water Tank)
The district system is good, but the transportation system is an exploit.
Use District Gates to divide the roads, and place District Centers and a large number of Drop-off Points there to replace the free Warehouses and Water Tanks.
This is especially good for saving Water Tanks and storing large amounts of water early in the game.
Comments: 19
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26 Sep, '21
Just a PancakeYeah, I used the second one but instead I would keep a separate district set us for emergency Evac with loads of drop off points full of everything required to reset. the first one is weird, but it makes sense to last that long. I think the issue is not the amount of time it takes to evaporate but the range it gives.
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26 Sep, '21
Thaina YuOne option is just remove drop off point
https://timberborn.featureupvote.com/suggestions/215354/remove-drop-off-point-from-the-game -
26 Sep, '21
SeizanFor the first one, I would rather make 1x1 water squares not irrigate the lands around it. A 2x2 water pool seems ok to me. Compared to the irrigation tower it would need more space, so there is a trade-off.
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27 Sep, '21
David C BollingerHonestly, I'm fine with both. The 1x1 lake requires dynamite, which I would consider a bit more late game, although I haven't compared the water consumption of the two options, so it probably is a bit OP. And I don't mind the storage thing, keep in mind, the drop offs aren't stackable. This means that, in terms of large, dense builds, warehouses are still typically better, and they are easier to manage, and don't require a massive (also non solid) building to serve them, or any additional beavers. If you really don't like these exploits, just don't use them.
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29 Sep, '21
BaerI kinda agree with the 1 block lakes, but still it is up to you if you want to use exploits or not
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29 Sep, '21
FalconAtI think the 1x1 lake 'exploit' is no exploit at all. It just reveals that irrigation towers are broken. The 'exploit' can be resolved by making irrigation towers better than the 1x1 lake.
Advantages of a 1x1 lake:
A dedicated worker operates it, so crops don't die when porters are needed elsewhere.
It uses less water over all.
It can potentially use less space.
Disadvantages of an irrigation tower:
No dedicated worker-- crops frequently die because of labor shortages.
Greedy water consumption--can kill off a population if employed too soon.
The 1x1 lake 'exploit' would be a non-issue if the irrigation tower was more efficient and had a dedicated porter. -
30 Sep, '21
sukunabikonaWell, after listening to your opinions, my opinion has changed.
After all, this game is a single player game in a sandbox, and exploits are not a big problem if the player sets the regulations.
Fixing these exploits is going to take a lot of man-months, and I think we should just fix them when they are needed.
Instead, it might be more attractive to provide incentives for players to still want to lay irrigation canals even if there is a 1*1 lake. -
01 Oct, '21
Gin Fuyou Adminsukunabikona, well, for me some exploits break the immersion. I don't consider free warehouses a big one, but irrigation thing is notable. I believe devs are going to address that one in a someway.
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01 Oct, '21
DrailI just don't see how it'll be fixable without having to completely redesign the entire water system. I've already worked out other methods that still let me hydrate vast amounts of land and the only final end result is more wood required and that's infinite and in the end I no longer need to use beavers. I guess it'll depend on whether being able to do it quickly or not at all is what breaks the immersion.
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03 Oct, '21
chan3Or simply make irrigation tower consume less water than the natural evaporation rate...
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28 Oct, '21
AridesI believe the key issue is the discrepancy between irrigation via water tower and water holes in general. Irrigation tower soaks high amounts of water to irrigate nearby land, which sort of provides the notion that the land "drinks" the water to become arable (which is an insanely cool mechanic in a game).
However then there is a small water hole which does the same without being drained in no time. Lame. There is no "let's make the hole bigger so that irrigation lasts longer", all it takes is pumping a few liters into a hole anywhere and voila - green all around. That just doesn't feel right. -
19 Apr, '22
RayneI don't know how difficult it would be to program that, but as a design it would be nice if the lake area was proportional to the irrigation coverage.
For example, a 1x1 lake would irrigate 1 tile around it; a 4x4 lake would irrigate 16 tiles around it. -
19 Apr, '22
Gin Fuyou AdminRayne, the problem is now being addressed in the experimental branch, now solution taken for some tuning
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21 May, '22
RayneHmmm, that's good news for me, but maybe some players will complain. Games must be designed to offer small rewards for small risks and large rewards for large risks. Otherwise, there will be no players taking on the challenge of big risks. Irrigation is one of the key elements of Timberborn. 1x1 dump is a small risk, but it has given a big reward comparable to mechanical water pumps, irrigation canals and aqueducts. This removes the incentive for players to take on the big risk of building a new river. Worse, too many players are already used to this and will complain if you nerf it. I think it is a necessary fix, but I hope the devs don't get review bombed.
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07 Nov, '22
Gin Fuyou Admin"Waterpump bug" (suggested by Christian on 2022-10-26), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Dec, '22
PrzemysławI think number 1 is one of the irrigation techniques and it's ok. I could agree that water consumption could be a little higher if there is a field nearby. It would be more realistic, but also, in this case, water consumption should be lower near the forest. Going further water consumption near the forest could be different depending if this forest is in the growing stage or it's mature. I mean growing forest -> higher consumption, mature forest -> lower consumption and water retention.
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10 Dec, '22
Gin Fuyou AdminPrzemysław, it's not really OK, because it's makes irrigation tower pointless being way more efficient
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12 Jan, '23
RikiWe can increase the wet range of the irrigation tower, after all it uses a lot of water, so the irrigation tower and one square lake have their own advantages and disadvantages