![]() ![]() ![]() Yes, it can now be placed on top of platforms and other buildings. Updated building: Large Pile (Folktails-only 6 logs Solid capacity: 180). New building: Small Industrial Pile (Iron Teeth-only 4 logs capacity: 20 Solid). New building: Small Pile (Folktails-only 3 logs capacity: 20). Updated building: Large Warehouse (250 SP to unlock 60 logs, 80 planks capacity: 1200 Solid) - also now has a new, cuboid shape. Updated building: Medium Warehouse (15 logs capacity: 200 Solid). New building: Small Warehouse (3 logs capacity: 30 Solid) - a cute 1x1 cube to fill all these random empty tiles! Goods stored in Tanks are: Water, Biofuel, Catalyst, Maple Syrup, Medicine. Tanks are no longer good-specific, as you can pick what’s stored inside. Goods stored in Piles are: Logs, Dirt, Planks, Treated Planks, Scrap Metal, Metal Blocks. Piles are no longer good-specific, as you can pick what’s stored inside. Warehouse, pile and tank entrances are now decorated with banners representing the goods stored inside. Crates and barrels carried by beavers or stored in warehouses are now painted with a different color and an icon depending on the resource. The number of crates indicates the warehouse’s occupancy. Warehouses are now wall-less, exposing the stored goods as stacks of crates. These buildings are now universal, allowing you to choose what should be stored inside (including many goods that used to be stored in warehouses). The new system also applies to all piles and tanks. You can change your selection at any time but before beavers start bringing the new resource, they will remove the old one. The player picks a single good that will be stored in a particular warehouse. Warehouses no longer accept all goods at the same time. We also completely changed how the goods are presented within the UI and in the game world! All boxed goods have received unique crates, and the resources stored in piles and tanks are now easily recognizable when stored or transported. While reworking the storage system, we updated all related buildings functionally and visually, and added a few additional ones. It makes it easier to manage resources across the colony, see what is stored where, and how much room is left for each good. ![]() We have redesigned the warehouses to work similarly to how many players already used them in the late game - but better! The new system helps you avoid a situation where they get clogged up by an overproduced good and can’t take another (for example, with golem heads taking up the room you need for food). Please check this thread if you want to play on the Update 2 branch. This way, you're able to continue your U2 playthrough as long as you're fine with not having access to the U3 features. However, we have added a separate branch for Update 2. With the reworked storage system added in Update 3, it had to be done. This sucks, yes, and we try to limit losing save compatibility to the minimum - but it’s not always possible. Important note: saves created on Update 2 and before are incompatible with the new version of the game. Watch the Timberborn Update 3 Feature trailer below! With all the changes across the board, there’s never been a better time to pick up the game - or to start another round of frantic beaver colony building! ![]() The highlight of this patch is the brand-new storage system but we have also redesigned bots, improved migrations, added the ability to recover resources from deleted buildings, and more. Just in time for the holidays, the next major Timberborn update is ready to play for everyone. ![]()
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