#Players: ideas for challenges and achievements

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nocturne needle
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Greetings, fellow Timberborn players!

FYI: I am a normal player like you and not associated with the game makers.

I would like to invite you, my fellow players, to help all of us to create ideas for challenges and achievements.
I am looking for creative and challenging ideas that will push players to their limits and help them to master the game.

If you have any ideas, please just post them as an answer here. I don't know how to better handle this. Maybe the Timberborn mods can help me and let me know a better way of doing this?

Here are some things to keep in mind when posting your ideas:

Challenges should be difficult but achievable. They should test players' skills and knowledge of the game, but they should not be impossible to complete.

Achievements should be rewarding and meaningful. They should celebrate players' accomplishments and encourage them to keep playing the game.

Both challenges and achievements should be fun and engaging. They should encourage players to try new things and experiment with different strategies.

I am exited to see what ideas you come up with 🙂

You all have a wonderful day,
Greetings from Blue_Pepper

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Achievements:
Numerical order starts with A001:

A001 Build a beaver colony that lasts until Cycle 5, 10, 15, 20, 30, 50, 100

A002 Reach a population of 100 beavers (200, 300 etc.)

A003 Build a beaver colony with 0 beaver workers, all robots.

A004 Survive one dry season without any stockpiled food

A005 Build a dam that is at least 20 levees long

A006 Research all "technologies" in the game

A007 Survive a draugth without any water resources

A008 Build at least 3 districts that are each completely self-sufficient

A009 Build a fountain not farther than 8 tiles away from your district center.

A010 Create a park area with 2 benches, 2 shrubs, 2 lanters, within an area of 5 x 5 tiles.

A011 Create a park area with 2 benches, 3 shrubs, 2 lanters, 2 differet types of trees, within an area of 5 x 6 tiles.

A012 Create a hospital area with 4 hospital beds within an area of 5 x 5 tiles.

A013 fill a medium warehouse with books.

A014 fill a medium warehouse with explosives,

A015 kill a beaver with explosives

A016 have a beaver stranded and die.

A017 have a beaver stranded for 2 days then rescue him.

A018 Have 8 houses and 2 warehouses flooded simultaneously.

A019 Have ALL your crops flooded and ruined.

A020 Have ALL your crops under the influence of beehives.

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Ideas for Challenges. Numbers are starting with C001.

C001 fill one large warehouse with bread, then deliver ALL of it to another district. Caesar 3.

C002 create a Ironteeth colony fully run by robots, kill all beavers. Run it successfully for 1 cycle. You are borg.

C003 create a Ironteeth colony fully run by robots, kill all beavers. Activate 2 breeding pods and repopulate. You are not borg.

violet otter
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A021 Construct something at the build height limit.

A022 Fill all needs of a beaver.

A023 Have a beaver walk to work more than 300 tiles.

C004 Level at least 90% of the map to the same height level.

misty umbra
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Collect 100/500/1000/10000 resource

Have a population of 20/50/100/200

His listening I swear: have maximum shrine attendance with no temple.

river bluff
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Some irrigation challenge/achievement ideas:

Turning the map green:

  • Have at least 50% (75%) of the map irrigated by clean water
  • Keep over 25% (50%) of the map irrigated and healthy through 1/3/5 droughts or badtides

Drought/badtides:

  • Survive a drought/badtide with no irrigated farmland remaining
  • Survive 5 consecutive drought/badtides without irrigated farmland
  • Have over 75% (100%) of the map dry/contaminated
  • Survive 1/3/10 drought/badtide seasons with more than 75% (90%/100%) dry/contaminated land
  • Have 500/1000 crops/farmed trees die from contamination exposure
    Zombie colony:
  • Have 5 /10 /25 beavers get contaminated from badwater simultaneously
  • Cure a total of 25/50 contaminated beavers
    These are based on encouraging more reckless/seasonal playstyles probably with IT hydroponics or clever levee use with the U5 water physics changes. Not sure how it could be implemented, but checking the condition at the end of a dry/badtide season means it is a viable strategy to stock up during temperate and just let everything die each cycle. Someone clever can probably figure a way to adapt the completion % to different maps.. Map specific challenges could also work.
tulip badge
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A024 Plant 10000 trees during a single game

stone granite
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Hello, I've seen this thread and I've actually started building a mod that adds some UI that displays achievements ingame and logic to keep track of them. Let me know if you are interested in helping defining these achievements, and I'll try build the logic behind it. Here is my progress with the UI so far.

nocturne needle
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If you want to talk we can go to a voice chat

stone granite
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Thanks, happy to know that you can help. It's ok about your availability, we can discuss about it whenever you have time. I am mostly done with the general framework, and implemented a couple of basic achievements already. I've seen some of the suggestions, which are pretty interesting, but need to be refined a bit imo. Also I'll probably need some help/ideas for the achievement pictures. And translations, if that is requested

nocturne needle
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The last two things are super easy for me

stone granite
mint parrot
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maybe as a hard challenge: Build a Monument of Ingenuity with a max population of 12 beavers

nocturne needle
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Update: We're done with the artwork. I'll start on the translations. We're currently at approximately 50 achievements, but we only did the simpler ones yet, as creating a mod is very time consuming and Yurand and I both work fulltime.

mint parrot
nocturne needle
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to be fair, this achievement is very difficult to program, because you could 'almost' build it, but then reduce the the number of beavers deliberately, then finish it.

mint parrot
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could you create like a config file where you would set a flag for the save which just says "pop_over_x" and thus will invalidate the achievement?

nocturne needle
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Maybe. Bbut not at the first stage of the mod. We're both struggeling with time and availability. Right now the first goal is to get a fun mod out prior to Christmas.

mint parrot
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sure, never said you need to implement it right away, was just a thought 🙂

nocturne needle
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It's a fun idea. I like it 😄

mint parrot
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def would be a micromanagement hell 😅

nocturne needle
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I'm always going back to this thread and check what players suggest

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lol, it sure would

nocturne needle
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Hello all, Happy New Year! Lots of health, success, joy and fun to you all.
We've got a first iteration of the mod ready to download and use : )
https://mod.io/g/timberborn/m/achievement-mod

mod.io

Brag about your wonderful timberopolis by showing your friends how many challenges your beavers have overcome! This mod adds achievements to your game, which track your playthroughs and give you goals for your next beaver colony.

nocturne needle
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UPDATE: we've so far got more than 50 achievements, but we won't publish them here, to not take the fun away, once we publish the full mod.
Right now we would be mega happy, if players use the mod and provide feedback on the stability of the alpha version.

worthy cape
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How 'bout "Build a reservoir!" Must be at least 5x3x5 (WxHxL), then the next level up would be something like "Build a huge reservoir!" which would be at least10x7x10 and finally "Build a mega reservoir!" which would be at least 15x12x15

nocturne needle
worthy cape
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Don't need to know about levies

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just need to know about water

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You grab random tiles of water from the game and loop up to 15 tiles across the xyz axis and see if you reach the limit for each achievement, if you do then trigger it, regardless of if the player made it for now

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As for tile selection, could divide the map into chunks of 15x15x15 and check the corner cells, if any of them are water start the loop on them

nocturne needle
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Right, checking for 15 water tiles is indeed possible, but that would mean that every map that has a big lake would unlock the achievement. And water moves, so the achievement would need to check every map tile every iteration. That's a lot of computing power and most players don't have the hardware for that. But it might work!

median stag
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Show highest avg happiness/QoL achieved for each map/faction
I like the idea of keeping track of which factions/maps have unlocked achievements, though I have no idea how plausible that is to achieve with a mod.
Have at least 500 beavers with a 60+ happiness (quality of life) score
Have 200 functioning robotic beavers
Store 10,000 water units

Achievements with certain buildings?
Have a certain type of water wheel produce x amount of power
Build a battery that can store 50,000 hps.

Maybe faction-specific goals?
Folktails: drain the map of all badwater.
Irontails: replace all beavers with robots. (er... does that cause game over?) edit: was beaten to the punch on this one, great minds think alike!

I am excited to try this mod as it currently exists!

worthy cape
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10k water units is pitifully easy, at least make it something like 1mil

tacit trail
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power generation goals like 1000 HP, 10k, 25k, 50k, 100k, 250k, 500k

glacial sable
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A025 Have a beaver work 24 hours shift. "Overtime!"

A026 Generate power only with beavers with at least 5 of them. "It ain't much, but it's honest work."

A027 Have a beaver stranded under the water. "Hello, I'm under the water, please help me."/"Oxygen not included."

A028 Generate over 800HP with one waterwheel. "Overdrive!"

A029 Have a stream gauge showing 10 cm/s. "The quicker the better."/"I am speed."

A030 Have a beaver not sleep at any home for it's whole life. "Overcrowding, or is it?"

A031 Have a beaver with every food bonus applied. "Gourmet."

A032 Produce at least 50 planks in one day. "Mass production."

A033 Survive 30 days drought. "Better than hoomans."

A034 Have a beaver that is at least 90 years old. "Old guard."

A035 Build two bridges that are connected with their ends. "Trust me I'm an engineer."

A036 Use dynamite to destroy at least 50 blocks of terrain in one detonation. "Construction site."

A037 Delete at least 30 object blueprint at once. "Change of plans."

autumn gazelle
sand monolith
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the ghost blocks

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after placing but before its been built

cosmic widget
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get all beavers to not work for at least 10 cycles, bots would be needed so beavers would not starve, dehydrate, etc while getting it.