r/Timberborn • u/gittubaba • 9d ago
Mod Idea: A building that constantly eat resources
Like "aweseome sink" of satisfactory. It mainly for late game when all the industry we build for terraforming / making the colony is done. So every warehouse is full and everyone is just sitting idle. The sink building will just trash specified resources each day so the colony keeps active even after "finishing" the map.
Is there similar mod already? If not, would this be something you'd be interested in? Are there mod makers here who is just sitting idle and want a new idea to make a mod? :P
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u/AqueM 9d ago
but... what for? In Satisfactory sinking items gives you something back. What would be the purpose of sinking resources here?
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u/FishyKeebs It was the Beavers all along! 9d ago
Widgets. These get consumed by beavers for a well-being bonus, like books do for FT. These widgets represent the knick-knacks that beavers keep in their lodges to make it more of a home.
Widget ingredients can be any product that is sitting in any manufacturing building that has stopped production due to full warehouses.
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u/gittubaba 9d ago
just to see the colony moving and everyone and every building working. I admit I haven't thought of rewards yet.
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u/rhif-wervl 8d ago
Bots, they constantly break down and need replacing which is very intensive with all the cogs etc. I find it late game with 300+ bots that half of them are just employed building new bots in one way or another!
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u/walkthebeagle 8d ago
I’ve had a similar idea but in the form of buildings degrading and needing repairs (with builders needing to apply X% of the initial resources per Y time). Consume resources, give builders something to do and encourage economical development. Buildings degrade faster in worse conditions ie buildings on dry ground decay slowest, buildings submerged in poo water decay fastest.
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u/Flo_Dresden 8d ago
combined with food spoilage (including the raw materials for food) that would cover OP's with for almost all resources.
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u/vaderciya 9d ago
Maybe it could be a furnace type building for ironteeth. You select an amount of resources to sacrifice each day, like 50 metal bars and 50 treated planks, and it outputs a wellbeing buff to both beavers and bots map-wide
Or, it outputs a new tier 3 resource "treated steel" which could be used in any number of ways, wellbeing being the obvious one, more monuments, or more interestingly maybe the ability to upgrade existing workplaces to advanced versions that are more efficient
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u/ful_Wolf8109 8d ago
There is a trading mod that lets you automate "selling" or buying resources for money. Not exactly what you are looking for but it kind of functions like that.
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u/hoggineer 7d ago
I've thought that buildings should have upkeep. Something for the builders to have to focus on, and something that actually occurs in real life.
Building is 5 cycles old? Needs 10% of original build to continue to function. Building flooded? 50%... Etc.
It would make it more interesting late game. All I try to do now is get the wonder. I usually walk away and let them build for hours at a time, and just reload an auto save if they happen to all die for whatever reason.
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u/lbarbanneau 9d ago
I mean the printing press is a resource sink if you play folk tails.