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报告翻译问题
Using Meander map on normal though I usually play hard with 40-50 day droughts.
Certainly has great potential.
No download or crashing problems.
Not noticed any bugs or glitches yet.
i had to unscubcribe from Emberpelts, hats (the one which gives builders yellow hard hats)
I use no other mods save the script needed to run the mod.
FWIW, I have all those mods and more and its been running fine.
My load order is slightly different though, Script Pack, Harmony, Ladders, Leaf Coats.
Thoughts go to something like a huge tree, like the Maku Tree (Zelda). Instead of bringing building materials to it. You need to bring water and all kinds of food (fertilizer)
Overall, just take what you've learned from playing Vanilla, then run with the thought, "These beavers like to build tall, and don't like killing plants".
The main changes from Vanilla style is... Ladders to make building vertical easier, They don't like killing plants, so get a debuff from lumberjack, Also you probably want to plant Dandelions (which needs a Fermenter) and Grapes as soon as possible, because there's no farmhouse. And as a result of not wanting to kill trees, they don't like Fire, so they don't have explosives for Terraforming, so there's a new Tunnel based digging method. There's also no direct Bad Water collection method, you need to build a rig on a bad water discharge to get Extract.
There's a pair of optional addon mods to add Bad Water Pump and Dynamite back in if you want to play that way.
If it could stick out at 45 degrees instead of one of the cardinal directions that would be even better but I don't know if the engine allows that.
This was before I made most of the things that occupy an entire side, like the wood processing buildings.
it felt appropriate that something that doesn't need a door like the gravity batteries would be ideal for the corners.
Looking back, I do get your point that it could be useful to make a side version to wedge between these factories...
I was a little confused on how to get Extract cause there was no Centrifuge but figured out you just have to pump Badwater
But I did not manage to satisfy the beavers "Roof" need, since I couldnt find any roof blocks
Im looking forward to whatever you add to the mod and any potential future mods
If I was to suggest a feature or a building, maybe a flat tree Gravity battery would see some use, I just used the curved ones in the middle, it works but looks kinda sketchy
And bulding a big tree just to realise you forgot something or need to edit the second bottom layer is very annoying but I dont think theres anything that can be done about it, I just gotta plan better
Cheers and thank you for this amazing mod!
For Emperpelts, I recoloured the Iron Teeth Beaver Icons, and Folktails Contaminated Beaver Icons, and paid someone to draw the main faction select image.
I have very little income, and while people have donated to me, like on Patreon, it still hasn't paid for the faction select icon. I didn't want to be in the deficit again for Leaf Coats, which is why I opted for AI to do it for me.
I know that's not the ideal solution, but I just can't afford to pay someone to draw another faction select icon right now.
And you could add fruit-juices maybe made with fruit+water(+more fruit)?
gosh i love this mod so far
I have to admit that it did kick my a** a bit before I figured out *most* of the new mechanics...
Really made my day and makes timberborn more enjoyable and an interesting change of pace.
I do have several buildings/decorations/others for which 2 versions are available, but I'm not sure whether that's because of this mod being experimental so far or other mods interfering or intentional. If so a distinction between the two (icon in the menu thingy and name) would be nice, but not a priority.
10/10 for an early version of a mod that might as well be a whole other game
I had built some trees in an earlier version using 5x3 configuration with the Lumber press and after reloading the game with a newer version the sides were removed. But after further experimentation I think it is actually a change to the 'branch' building which now cannot be built on top of. Do you have any documentation as to how that building is now intended to be used?
Early Ladder is a bit op
One small thing that i noticed
there is very little need for the Pineamber planks aside from 2-3 big buildings
feels a bit off
maybe have the kontamination barriere be said planks instead of metal?
sry for the wierd names
I am playing the game in german ^^'
The ideas though you have in here are really great. I was so impressed with the Emberpelts Faction. Played through that over the past year or so and saw how you kept improving it. You really perfected that one. The fact that you started a whole new faction that feels so unique and different is outstanding. I will happily follow it through development - however long it takes.
I do intend to make Roofs, or other similar decorations, such as a tree topper as you suggest.
Part of the reason this is named as Beta is because it's unfinished. I worked on this for 2 months straight and ran out of steam, after a 2 week break I did the bare minimum to "Complete" the faction to a playable state.
I will come back to adding new assets, like Roofs, and other decorative leafy bits at a later date, but currently I don't have enough drive to do more than fix bugs.
One small bug I found: If you build a grinder directly above a zipline, the grinder entrance is blocked. (To reproduce: Build the tree zipline variant and random things to fill that level. On the level above, build a grinder so that the entrance is directly on top of the zipline. Try to link to the path network with a ladder; it'll say blocked path.) Other buildings do not seem to have this problem.
The problem is I'm hooking into an Event that says "I chopped down a tree", but the event doesn't give any information on what was chopped down, so I can't filter to only Living trees.
When I figure out a way to change this, I will.
I would also want to include when builders "Remove Natural Resource" on a living plant too, but there's no event for that at all.
Lets just say, improving this is on my to do list.
just an idea, but maybe could you make it when beavers chop down dead trees, they don't get the "tree murderer" negative? really love it otherwise!
Also I think I found a path error; I have a Builder's Hut with a small house facing it then a Hauling post on top of the house and the ledge on top of the Hut, then on top of the second level of the Hut is a Warehouse (not Small or Medium) and the warehouse says it has no road connection.
It's also specifically the flat side of the trunk structure, so doesn't apply to the sides of machines like the wood buildings, or grinder.
Perhaps with the exception of one side of the Woodworkshop... I'd have to check.