https://mod.io/g/timberborn/m/the-needles
A great calamity has devasted the lands, causing the earth to split open. Can the beavers thrive in such conditions? | Hey guys! I am looking for some feedback - I wanted to make this map a challenge, guiding the player into further areas away from the starting island by providing easily accessible badwater sources that can be closed off in order to bring back water.
#The Needles
46 messages Β· Page 1 of 1 (latest)
My current run, looking good 
Very interesting map idea! I need to try it. 
More vistas of a playthrough 
Currently doing a run with FK on normal.
Still in the early game (35 beavers) and already had 2 droughts but didn't have any problems so far.
I'll post screenshots later π
Sure, any feedback is always welcome!
Current run as Ironteeth, the map seems fair, not easy by any means, but not difficult either imo
still on route to closing all the badwater, leaving only one opened for badwater extractions
I personally love the look of small islands turned into farmlands, connected by bridges
Here is my colony on cycle 3 (hum maybe it's my first drought).
Felt the start was kind of easy with needing only 3 dams to secure the river and I already have badtide diversion for my river.
I'll try to secure a little lake at the front for water pumping.
Thanks for your feedback! Since I created the easier version I guess I will try to make this one a bit harder
So that give me something to think about
To be honest, it must be the 7th or 8th different map I'm trying and so far none presented real difficulties in normal mode.
I think hard mode should be tried before making changes ?
I secured a little "lake" at the end of the river but now I'm wondering it was really necessary. There is so much water on the map and this zone is at the center so maybe fresh water wouldn't have been moved too much by the badtide.
About my run, I have raised the riverside to flood a dry zone (now in beautiful green on the screentshot
)
yeah, I think hard mode should be the real challenge here, and frankly, I haven't tried it yet at all. I like what you did with creating the big lake there, I haven't thought about rising the water level, I simply used dynamite in my playthrough. Also what you did with sectoring the outside water is also quite brilliant 
I didn't have dynamite at the time so I went the other way π
Thanks for the sectoring but really, it is a side effect of expanding. I want to secure fresh water access for when I make a new district on the center island.
I'll probably need to have the fresh source in the corner under control though π€ (or it is just me trying to control everything π
)
you can't trust them water sources, so I would go for control π
I think I got tunnel vision on dynamite, thus rushing the middle island in order to access metal
But in the end, the result is the same π
My terraforming got out of hand π
beautiful, truly 
Food district (almost) up and running π
Well I did forgot to connect power and set water pumping but who cares π
I'm set now. I'm going to try another map and come back later (there are too much maps I want to try).
Thanks for the work here. The crossing from platform to platform is bit of a pain (don't change it) and needs a lot of log. Perfect when you have to count everything.
thanks for trying it out and for feedback!
No problem, it was fun and your map is unexpected with all those needles π
@finite stone I haven't gotten to download this yet. Do you know the elevation of the map? It looks like the water is deep in the screenshot.
@magic herald hey, the water level is 5 throughout the map, the elevation varies from 0-11, but it's mostly 0-1 when it comes to the sunken parts, with some parts having a greater hight though
The map looks really cool, I was wondering about a version with the starting base from down below the needles. I guess more like a desert version, the needles being more of an obstacle to building around. Only if thatβs a map idea that interests you.
That sounds really cool, I might try my hand at that
3 versions of the same map idea 
It is partially the case already. Lots of needles higher than starting ground.
Not as much annoying than it would with a ground start obviously.
Thanks, canβt wait to try it after work.
a small update to the verticality of the map (added some pits and craters here and there) while also tweaking the density of foliage
Doing a hardmode run, currently at cycle 6, survived the first badtide
the map looks like it's perfectly doable in hardmode
Cycle 20 hardmode, it's perfectly doable, but the 30-day-long badtide was rough
10 days without water, but after that I managed to build two large reservoirs of water near the source of water
my first hardmode playthrough, it's quite enjoyable; but I guess I prefer the pace of normal difficulty for now 
sectoring off parts of the water seems to be the way to go for hard difficulty, even though I prefer the aesthetic of bridging across of the normal mode