Change Badtide to output mixed water instead of pure Badwater - partially contaminated water
In update 5, during Badtide I find it weird that the normal water source output only badwater with not a single normal water mixed in it. I mean, it was outputting clean water just a moment ago, and now all of a sudden there is not a single trace of that clean water anymore (during Badtide).
I think that it would be better if the water that were generated during Badtide were instead a mix between clean and badwater, and the ratio between the two to be varied based on difficulty or were randomized. I think that this will give the players more options on how they deal with the Badtide's water instead of just closing the floodgate and dumping all the badwater off the map.
Also while I'm at it if this suggestion were to be implemented, it should also be possible to make the Badtide replace the wet season instead of the dry season every so often, since the water outputted during this suggestion's Badtide would contain some normal water, albeit mixed with the badwater.
Comments: 17
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12 Nov, '24
Gin Fuyou SystemHighlighted comment
"less harsh Bad tide" (suggested by <Hidden> on 2024-11-07), including upvotes (1) and comments (0), was merged into this suggestion. -
04 Oct, '23
Guruthos MergedCurrently when you get a bad tide you go to your pre build floodgates clase them and redirect the water. not a challange, just an unnecessary step. or you just use fluid dumps and grow your further away from the river. after a while i usually anyhow go that step to supply larger amount of beavers. For me i feels like a check if i payed full attention and paused in the right moment to change my gates ... just annoying and no challange.
instead maybe make a bad tide a drought or even wet season with slightly polluted water between maybe 10 to 50% or even more so it's worth engineering a reservoir to capture and filter it for the good stuff. So basicly add a reward for your work. thats how our monkey brain works ;) -
07 Oct, '23
Gin Fuyou System"Make Badtides "usable"" (suggested by Guruthos on 2023-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Oct, '23
TTJIn another suggestion I have asked for a new freshwater source block that sticks to providing freshwater during badtides. This would allow map makets to generate an individual mixture of fresh water and badwater for each map.
Although I must admit that I also see some benefit in a mechanism that randomizes contamination or couples it to difficulty level. -
07 Oct, '23
LapisIn my opinion, contamination rate during badtide should be small at the start, rising up to the highest level in the middle then went down towards the end.
That fits the word "tide" a lot more. -
19 Oct, '23
Michael Christensen MergedAllow some usable water to be extracted from badtides, this is more realistic and allows for greater depth in how to manage/use the badtide.
In hard mode, after several cycles, replace a wetseason with contaminated wetseason, where gathering the water is now a requirement to survival and you might be praying for a badtide after your 'wetseason' just to get more water. -
20 Oct, '23
Jcheung System"Badtides should not be 100% contaminated, some wet seasons (hard mode) should be contaminated" (suggested by Michael Christensen on 2023-10-19), including upvotes (2) and comments (0), was merged into this suggestion.
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24 Oct, '23
Charles LacourAnother change I think would be reasonable would be to add the effect that soil has in real life. Specifically, it filters contamination, and lets clean water through. Have each cell of land take some percentage out (1/4 to 1/3 would be my first pass at it). Assume it's 1/3. The three blocks closest to the contaminated water would get poisoned, but cells beyond that point would get watered normally. The patch with dams and levees blocking everything doesn't work, because you can't turn them on and off. The fraction filtered out could be adjusted by the difficulty. 3 blocks - easy, 5 blocks - normal, 7 blocks (what it is now) - hard.
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11 Nov, '23
tesla Mergedwhen i watching the live those playing by noob, i found ther alway die in the frist wave of badtied. it happen so quick. all the water store become undrinkable and the plants died. the tutorial in game dont have info about badwater and how handle it. those player dont no what happen, and the game is over. i think the punishment is too heavy. maybe we can set the frist badtides only have 50% pollution level and increase by time, so the noob have more time to understand the mechanics and learn how to handle it
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20 Nov, '23
Gin Fuyou System"make the first badtide just have 50% pollution level" (suggested by tesla on 2023-11-11), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Jan, '24
Chance MergedMake badwater diluted. Have bad water include a small amount of water. during badtides, have the water sources still produce a small amount of water. Having all crops/trees die is really disheartening. I am enjoying badwater but it does make the game incredibly challenging and it would be fun to try to filter the water out instead of redirecting it off the map
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23 Jan, '24
Gin Fuyou System"Dilute Badwater" (suggested by <Hidden> on 2024-01-22), including upvotes (2) and comments (0), was merged into this suggestion.
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06 Mar, '24
ZamkI think also adding a filter block that only lets water through would be good with this
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21 Sep, '24
Weirdboywarboss MergedBadtides is not a good mechanic atm. It requires no clever strategies, there are no interesting dilemmas, the only thing you do is divert it. So you get one or two badtides that is a tossup if you survive depending on how fast they arrive, and after that it's just a draught.
If the contamination increases over time, the mechanic actually becomes interesting. You can decide how much of the badtide you need to control at all, and use the rest of the time to prepare instead of just having three days (the degree to which you need to solve problems before they happen is the worst thing about Timberborn). You can also now mitigate the problem with badwater pumps, such as buidling a series of dams where you lower the contamination to an acceptable level before letting it through, and storing it only the last few days when it gets too bad. Thirdly, it stops being draught with an asterisk. Yes, being able to get water during badtide makes it less scary, but more importantly, less boring! -
23 Sep, '24
Gin Fuyou System"Make badtides only partially contaminated" (suggested by <Hidden> on 2024-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Nov, '24
YupPup MergedI'm trying to complete the default hard settings and am consistently being killed by back to back bad tides that don't give my food supplies time to recover. My usual solution is to make a fluid dump in another corner of the map to grow food which then strains my already depleted water stores.
The way I see it is that bad tides are more for testing the resilience to corruption of your farms and orchards while droughts are for testing your endurance. If bad tides were 95% corrupt water that would allow pumps to keep working at a snails pace but still devastate farms that aren't protected.