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Timberborn 1.0: New Automation Tools Complete Guide!Dive into the various automation tools added in the Timberborn 1.0 update. From levers to sensors, counters, and web integration, we'll explore how these new tools can make your beaver colony more efficient through their core features. Now you can build a smarter city without the hassle of manual operation.
Timberborn 1.0: New Automation Tools Complete Guide!
1. 🎮 Lever - The Start of Remote Control
· Levers can be placed anywhere on the map and connected to any building to turn it on or off.
· For example, you can connect a floodgate to a lever, set it to 0m (closed) or 1m (open), and operate it remotely.
· It's useful for building a central control station to efficiently manage scattered buildings across the map.
00:20 - 01:15
1. 🎮 Lever - The Start of Remote Control
· Levers can be placed anywhere on the map and connected to any building to turn it on or off.
· For example, you can connect a floodgate to a lever, set it to 0m (closed) or 1m (open), and operate it remotely.
· It's useful for building a central control station to efficiently manage scattered buildings across the map.
01:16 - 02:05
2. 🎮 Relay - Complex Condition Automation
· Relays operate by combining signals from multiple levers. For example, you can set an 'AND' condition so that the relay only turns on when all connected levers are on.
· It can be used to build complex automation systems, such as linking with sensors that simultaneously measure river depth and pollution levels to open or close floodgates only when all specific conditions are met.
02:06 - 02:45
3. 🎮 Flow Sensor - River Flow Control
· Flow sensors measure river flow and send signals to turn buildings on or off based on a specific threshold.
· If the river flow becomes too slow, you can open floodgates to increase water flow, which can help boost power generation from water wheels.
02:46 - 03:17
4. 🎮 Depth Sensor - Water Level Management
· Depth sensors measure water depth and control buildings based on a set threshold.
· It's useful when you want to maintain a constant water level in a specific river. For example, you can automate floodgates to open and drain water if the depth becomes too high.
03:18 - 03:46
5. 🎮 Pollution Sensor - Water Quality Management and Farm Protection
· Pollution sensors measure water pollution levels and send signals to turn buildings on or off based on a specific threshold.
· If pollution levels rise, you can temporarily pause buildings like aquatic farms to protect beavers from entering contaminated water.
03:47 - 04:21
6. 🎮 Chronometer - Time-Based Automation
· Chronometers send signals to turn buildings on or off based on in-game time or work duration.
· While there are no clear use cases yet, it could be applied to buildings or activities that should only operate during specific time periods.
04:22 - 04:55
7. 🎮 Weather Station - Optimizing Wind Power Generation
· Weather stations measure the presence or absence of wind and send signals to buildings like wind power plants.
· When there's no wind, you can temporarily pause wind-powered industrial buildings, encouraging beavers to perform other tasks and reducing wasted labor.
04:56 - 05:27
8. 🎮 Power Meter - Power Grid Management
· Power meters measure the total power in the grid and send signals to turn buildings on or off based on a specific power level.
· When wind power generation is insufficient, you can keep essential buildings running and temporarily pause less critical ones to efficiently distribute power.
05:28 - 06:05
9. 🎮 Population Counter - Workforce Optimization
· Population counters count the beaver population (especially worker beavers) and send signals to turn buildings on or off based on a specific population number.
· It can be set for the entire district or specific areas, allowing you to ensure all buildings are staffed by beavers or temporarily pause empty buildings to optimize your workforce.
06:06 - 07:03
10. 🎮 Resource Counter - Resource-Based Production Automation
· Resource counters measure the quantity of a specific resource and send signals to turn buildings on or off based on a set threshold.
· For example, you can activate water pumps only when water is below 5,000 and pause them when there's enough, allowing beavers to perform other tasks. This is extremely useful for efficiently managing your workforce without manually pausing or restarting buildings.
07:04 - 07:29
11. 🎮 Science Counter - Science Point-Based Control
· Science counters measure the amount of Science Points and send signals to turn buildings on or off based on a specific Science Point level.
· While Science Points are primarily used for manual unlocks, and clear automation use cases are still unclear, they could be used to control buildings based on specific research progress.
07:30 - 08:38
12. 🎮 Indicator - Displaying Important Messages
· Indicators display custom messages on screen based on signals from other buildings.
· Settings include always displaying, showing warnings only when activated, or adding journal entries.
· They provide useful notifications to ensure you don't miss important information, even if it's on the other side of the map when managing a large colony.
08:39 - 09:23
13. 🎮 Speaker - Audible Notifications
· Speakers generate sounds based on signals. Various alarm sounds can be set.
· They provide audible signals when important events occur, helping players become aware of the situation.
09:24 - 10:15
14. 🎮 Fireworks Launcher - Celebrations and Visual Notifications
· Fireworks launchers launch fireworks based on signals. Launch angle, direction, flight distance, and more can be customized.
· They can be used for celebrations upon the completion of specific buildings or achievement of important goals, or to provide visual notifications. (Fireworks resources are required.)
10:16 - 11:09
15. 🎮 Demolition Charge - Emergency Preparedness
· Demolition charges are placed on top of dynamite and can detonate it based on the lever's state.
· They can be used in emergencies, such as blowing up the walls of a large reservoir to release water into the river.
11:10 - 11:37
16. 🎮 Timer - Automating Periodic Tasks
· Timers can automate periodic tasks, such as operating buildings for a specific duration, pausing them for a set time, and then restarting them.
· They offer various time-based automation options, like running farms only for certain periods or turning buildings on or off after a specific delay.
11:38 - 12:22
17. 🎮 Memory Cell - Single Trigger Event
· Memory cells, once triggered, remain on even if the input signal is turned off.
· They are useful for building systems that should only activate once for a specific event, such as filling a reservoir just once and maintaining that state.
12:23 - 13:11
18. 🎮 Web Lever - External Web Integration Control
· Web levers provide the ability to turn buildings on or off based on selections made on a local website.
· You can build your own small website to remotely control specific parts of your colony.
· This is a very interesting feature that can be used for Twitch integration during streaming, allowing viewers to interact by turning specific parts of the colony on or off.
13:37 - 13:57
19. 💡 Key Features of Automation Tools
· Timberborn's automation tools operate without separate cabling.
· Any lever, no matter where it is on the map, can be connected to any building on the map, allowing for the creation of flexible automation systems without complex wiring.
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