So instead of assigning beavers to building commodities we assign beavers to build machines to assign to building commodities? I feel like I’m missing the plot, here.
On a basic level, you could simply open and close your floodgates based on the water level in your reservoirs and maybe set off some fireworks when the badtide ends. Take it a step further and pause your Lumber Mills when you are running low on logs.
You’re thinking of beaver bots which have been in the game for a while. This is adding QoL features that were originally mod-only.
Using sensors, counters, timers, and relay logic, you can automate operations of your buildings, choose where the water flows as conditions change, customize the power grid’s behavior, decide when some parts of the city open, and much, much more.
The removed sluices and replaced them with valves, which give better flow control but no longer have any internal sensors. This shakes up the meta a lot, especially if you are utilizing underground pipes.
(Existing sluices remain on maps that already have them, and they’re still available in dev mode)
My first thought - and I posted this on their suggestion site - is that I love the automation stuff, but I want early-game automation to just be “beavers who’s job it is to sit and monitor a condition and then go do the thing they’re assigned to do when conditions are met”
You’d have to be strategic about the path from, say, a watchtower to the floodgates that need to be closed. You’d need to plan for staff for your infrastructure. If it don’t work well, you’d need to optimize for efficiency.
Little beavers doing semaphore or sounding horns to warn others to take action. Little bureaucrat beavers at the District Center turning on breeding pods when needed.
I think later on when you have stuff like bots, perhaps the beavers have scienced enough to have wifi floodgates. Feel like this was a missed opportunity for a more unique mechanic.
But hey the YouTube videos with the first “CPU in Timberborn” might be cool I guess
So instead of assigning beavers to building commodities we assign beavers to build machines to assign to building commodities? I feel like I’m missing the plot, here.
That doesn’t sound too or if place to me
You’re thinking of beaver bots which have been in the game for a while. This is adding QoL features that were originally mod-only.
The removed sluices and replaced them with valves, which give better flow control but no longer have any internal sensors. This shakes up the meta a lot, especially if you are utilizing underground pipes.
(Existing sluices remain on maps that already have them, and they’re still available in dev mode)
Damn, and just when RCE had finally figured them out!
My first thought - and I posted this on their suggestion site - is that I love the automation stuff, but I want early-game automation to just be “beavers who’s job it is to sit and monitor a condition and then go do the thing they’re assigned to do when conditions are met”
You’d have to be strategic about the path from, say, a watchtower to the floodgates that need to be closed. You’d need to plan for staff for your infrastructure. If it don’t work well, you’d need to optimize for efficiency.
Little beavers doing semaphore or sounding horns to warn others to take action. Little bureaucrat beavers at the District Center turning on breeding pods when needed.
I think later on when you have stuff like bots, perhaps the beavers have scienced enough to have wifi floodgates. Feel like this was a missed opportunity for a more unique mechanic.
But hey the YouTube videos with the first “CPU in Timberborn” might be cool I guess
Perfect secondary function for foresters in their little towers.
Also, this suddenly gave me the idea of having wildfires during droughts.