Timberborn
Cheat Codes:
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Submitted by: David K.
Beginners Guide:
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Written by Lion Like
A helpful guide for people who need help with playing Timberborn,
or just need a few tips.
-=Starting a New Settlement!=-
When your first start playing Timberborn, the way you play the game is
immensely different from other games, so I created this guide to help
people with playing! Please enjoy!
So, when you load in, the very first things you want to do are to build
* Lodges: The beavers need a place to stay in in order to re-produce
beavers for work to make sure your settlement is always running!
* Water Pump: Gathering water is vital to your gameplay. With out it,
many causalities will occur.
* Lumber Jack Flag: In order to build, you need Wood, which is a vital
resource needed.
* Paths: Make sure Paths are connected to every single building in your
district/area you have! Other wise, the buildings will not work.
* Gather Flag: You spawn in the game with at least 200 Food (On normal
difficulty), but it drains fast. You must stock up for when droughts
happen.
Extra: Just so you know, on the first day, if you don’t build a Lodge for
your beavers, that’s okay but the next day will be difficult. Also, when
building a Lumber Jack Flag, you will want to mark spots for cutting trees
when they are fully grown. Also you should build a Warehouse once everything
is done for the Gather Flag, since you cant just store it all at the starting
District.
Once you finished with this, it would be time to move on to the next topic:
Beaver Needs.
-=Beaver Needs=-
Your beavers are not doing there job for free, you know(They technically have
to because they are the only one’s left in the human world). They need time
to relax and chill so they have time before they get back to work! The best
thing to do right now is to build a Campfire which helps improve their Social
Life making Re-producing beavers more easier!
When you get more Science Points later on, you can unlock more buildings
easily. And without further ado, lets jump into the next topic: Science!
-=Science!=-
Remember what I said about getting Science Points to upgrade your buildings?
Well, this shows how to do that. To get Science Points, you need to make a
Inventor. Once built connect a path to it. There are faster ways to do this,
such as building a:
* Observatory: This building produces Science Points extremely fast, but
costs a lot to unlock.
* Scrap Mine: Not only does it unlock Science Points, but it also collects
Scrap Metal!
Using these buildings are an efficient way of making Science Points. And
now, we shall move onto the next topic for Intermediate Players: Tips & Tricks.
-=Tips & Tricks=-
* In case you have too much water stored, it would be a good idea to create
a Water Destroyer. It destroys water into nothing-ness!
* If the Water Destroyer is not working, make a Dam to store alll of your
water but be careful! The Water Pump only goes 2 blocks down, so I’d
recommend placing it near a farm site.
* If something terrible happened to anything that you want to fix easily,
but can’t try doing ALT+SHIFT+Z. This is for PC unfortunately because I
don’t know the Mobile Version :(.
This is what I call, ‘Dev Mode’.
-=Other=-
* Thank you for taking a look at this guide and I really do hope this helps
new beginners to TimberBorn! I will add a Dictionary down below in case
you don’t know the meaning of something.
-=Dictionary=-
* Intermediate Player: Someone who is more advanced and knowledgeable in the
game they play (Like me for example).
* Efficient: Something or someone that is speedy with something.
* Immensely: For example, "My drawing is Immensely (Very) different from yours!"
Guide to Advanced Water Wheel Arrays:
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It is possible to build looping water arrays that generate tremendous
amounts of power!
First let’s discuss the concept of a looping water array in steps:
* Source water is fed into mechanical pumps.
* Mechanical pumps dump into a channel to concentrate the flow.
* The flow is pushed through water wheels causing the level to drop - the zig
zag helps speed.
* The height of the channel is adjusted to accommodate.
* Water flows out and down into the input channel.
Each loop adds the outflow to the CMS until it reaches the max the pumps can do!
-=Flow Limitations=-
To the best of my experimental knowledge the cross sectional flow within a
channel is limited to approximately 2.5 CMS which means a 2 wide 1 deep channel
can hold 5 CMS, a 2 wide 2 deep can hold 10 CMS, a 2 wide 3 deep can hold 15
CMS, and a 2 wide 4 deep can hold 20 CMS
-=Some Key details here=-
* The input channel is at -6 height the output channel is at -4 height relative
to the top of the array this ensures downflow through the system. The outflow
location is set up to dump all CMS that has made it through the channel.
* The Zig Zag speeds up water symmetrically and ensures the flow keeps moving.
* The upper level drops late in the system in order to ensure water is interacting
with the wheels.
* Further drops are possible – geometry limited this build.
* The output through the gates only occurs once the system is fully charged.
-=Some Key details here=-
* External Power is required to boot up the array and it can take a while to
charge up fully while the water in the system builds up.
* This arrangement of wheels eliminates internal power transfer poles.
* Geometry limited the size of this build.
* Evaporation may be the key limiter here.
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