Timberborn

Timberborn

Bobingabout Script Pack
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Update: 27 sep om 8:11

Update: 8 sep om 7:45

Fixed crash on tunnel script when trying to place an object in floating terrain. (Leaf Coats loose Dirt. It just doesn't place anything in that situation now)
Fixed floating rubble on Rubble Spawner scipt (leaf coats loose dirt removal.)

Update: 7 sep om 4:33

Edited the "Tunnel" script used by LeafCoats Remove Terrain and Loosen Dirt to add a Z offset. (so you can set it to delete the block below the object, makes it able to function more like Dynamite)
Edited the Beaver Avatar and Texture setters for beavers with Unique names to also work with names that include a command, such as <color> and <size>
The Setters will also match First Names only if the full name isn't found. So an Icon and Texture for "Gary" will also match to a beaver named "Gary II" or "Gary Jr".

Update: 27 aug om 12:36

Slight edit to my custom tunnel script. (Should fix shovel rubble on Leaf Coats Loosen Dirt)

Update: 20 aug om 11:59

Added Leaf Coats Avatars, Avatar Map and Beaver Grow Up Map.
Added new Rubble Spawner script, that will generate Rubble when the object is destroyed. This is on top of any other rubble generated.

Update: 19 aug om 11:54

Added new script for custom "Tunnels" (replace terrain with something other than a building)
Added Ruin Model Hider script.
Added Pneumatic Tubes scripts.

Update: 25 jun om 15:57

Fix to AddRecipe script on ManufactoryEditor to set Capacity size. (It was possible that if you added a recipe that used a lot of ingredients or large quantity to a building that normally only has few recipes with a small item quantity, that you'd run into Capacity issues. The script now counts all total possible items after the new inventory perameters have been calculated and sets the Capacity value of the Inventory to this number.)

Update: 16 jun om 9:40

Tweaks to Branch scripts.
Added Emberpelts Toggleable Procreation House Script from Emberpelts mod.

Update: 10 jun om 8:03

Updates to the Path Placer Script (Can handle more than just the origin position, and can have multiple copies added to a prefab)
New script to let you define the crate positions on Warehouse layouts.
New script to let you define the crate positions on Stockpile layouts, with a model Scale multiplier, and Max Height. (It also scales displayed items with actual items, so you don't have to match 1:1)
Added a Disable Fire script (for Leaf Coats District Center)

Update: 3 jun om 5:16

Updates to the Path Placer Script