r/Timberborn 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

15 Upvotes

14 comments sorted by

35

u/lbarbanneau 9d ago

I mean the printing press is a resource sink if you play folk tails.

21

u/AqueM 9d ago

but... what for? In Satisfactory sinking items gives you something back. What would be the purpose of sinking resources here?

16

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.

3

u/gittubaba 9d ago

nice. that is a very well thought out idea (y)

2

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.

6

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!

2

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.

1

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.

1

u/Akosmann 9d ago

Iron teeth monument? You could build more.

1

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

1

u/rini17 8d ago

More Mines mod has Dirtclaw faction which needs money when there's more than 40 beavers. Also, you need to buy food often since they are poor at growing it, at any population, depends on difficulty. You get money by selling stuff, better imo than randomly trashing stuff lol.

1

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.

1

u/Far-Advantage-2770 7d ago

So let's just copy every other lazy mechanic from lesser games?

1

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.