

Disposal Facility’s capacity is now 5 times larger.Engine will no longer consume logs while there’s a zero need for energy in the connected power grid.Workplaces now only consume energy while actually operating.Need bars now have a small area that’s always displayed to better communicate that the need has a non-zero value.īalanceEverybody loves playing with numbers!.Wellbeing score required to unlock the Iron Teeth has been adjusted but still requires a similar amount of progress.Needs are no longer equal in the wellbeing scores - harder-to-fulfil needs give more wellbeing.Beaver needs that had a boring “no effect” tooltip have received short descriptions.Base life expectancy has been increased, so if Shelter is above 0, the average lifespan remains the same. With Shelter below 0, beavers suffer from -20% Life Expectancy.Shelter no longer provides any stat boost when fulfilled.(It works the same as it used to, but it’s now consistent with other “bidirectional” needs). Sleep-deprived beavers fall unconscious when the bar reaches its minimum value.Sleep and Shelter can now also reach negative values.
Timberborn mechanical water pump update#
Needs system rework - cont’dFood and Water (previously: Thirst and Hunger) were updated in the initial Update 2 release, now Sleep and Shelter get a similar treatment. Found in the wild or grown by Foresters, and cut by Gatherers. A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds. And if you have an access to Medicine, it is super effective! Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.

Every few hours, all beavers working in factories have a chance of receiving an Injury (a temporary status that had already been inflicted by exploding golems).The more trees they cut, the more likely it is to happen. Lumberjacks will now occasionally break teeth, reducing their effectiveness. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face. For some time after leaving the water, beavers gain a 5% increased walking speed as well as immunity to Overheating. After spending too much time in the heat of drought, beavers suffer from a heatstroke (read: -10% working speed and -10% walking speed). Now, we’re expanding this system to cover the post-apocalyptic fate of regular beavers, too. Temporary statuses and where to find themYou have already seen certain temporary statuses thanks to the addition of golems. We hope you'll like what we're adding today. At the same time, we have another area where we can add more raw, lore-friendly content - such as teeth grinders, dandelions, medical beds, and healer huts.The ability to add negative effects allows us to expand existing features when it makes sense, for example by adding stinging bees to Beehives, broken teeth for lumberjacks, and work injuries of varying likelihood and severity in workplaces.With overheating in place, droughts become a deeper threat that’s harder to ignore. Similarly, extended lack of sleep or shelter now meaningfully affects beavers’ behaviour.It did not have any bad consequences, except perhaps on the player’s conscience. Keeping your beavers starved or dehydrated used to be a good strategy to reduce food and water consumption - and you could fix an excessive hunger with a few carrots.

Before, we had to shelve many cool ideas that, without any way to nerf them, could ruin the game’s difficulty curve. It’s a tool to counterbalance overpowered mechanics, both existing ones and those that we will introduce in the future.Let us explain why we’ve decided to torment your already miserable-at-times beavers with more negative effects. It’s a good moment for a follow-up to our developer’s log.
