Timberborn

Timberborn

Leaf Coats (Early Access)
95 kommentarer
alfoxon 2. okt. kl. 13:43 
Just started using this faction. Not finished a map yet but so far so good. I'm trying to cut only trees already on the map and rely long term on the Lumber press. No planting of traditional timber only trees like oak.
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.
Mr_Rose 29. sep. kl. 9:12 
@tekap2 try verifying the game files (right-click menu in the Steam library) to make sure you have the latest copy of everything and all in the right place.

FWIW, I have all those mods and more and its been running fine.
tekap2 29. sep. kl. 9:03 
Thanks for your reply Bobingabout. I tried to change the load order to the same as yours and unfortunately it didn't make a difference. I also unsubscribed and re-subscribed and that didn't change anything either.Some kind of strange anomaly by the looks of it. Thanks anyway. :)
Bobingabout  [ophavsmand] 29. sep. kl. 5:40 
All I can say is, it works for me.

My load order is slightly different though, Script Pack, Harmony, Ladders, Leaf Coats.
tekap2 29. sep. kl. 4:19 
Hello, I am unable to start a new game as it crashes shortly after I click on start after selecting Normal Game mode. I have tried several different maps (official maps and custom maps) and running only mods needed for this (Bobbingabout Script Pack, Leaf Coats (Early Access), Harmony and Ladders - loading in that order). Am I missing something? Any advice would be appreciated. Many thanks.
Volleybal4life 28. sep. kl. 6:13 
I hope we'll get a 'wonder' at some point.

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)
Bobingabout  [ophavsmand] 27. sep. kl. 8:24 
No. I'm not that great on documentation, instructions and guides, as you've probably noticed.

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.
James Stone 27. sep. kl. 5:24 
Is there any in depth documentation on how the mod works?
PopovavCz 25. sep. kl. 23:49 
Wow corner zipline sounds great, and it would be another piece to fill the corners
Mr_Rose 24. sep. kl. 11:33 
Any chance of a zipline beam that is also a "tree corner" like the zipline levee but aesthetically matched to the tree building style.

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.
Zetus 22. sep. kl. 3:39 
Its time for the final wonder ? I guess.Thanks for all your work.
Bobingabout  [ophavsmand] 21. sep. kl. 5:21 
When I designed the gravity battery, there was already so much you could put in the side pieces (Like the 1x1x2 storages, or the zipline station) that I needed something to occupy the corners.

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...
PopovavCz 20. sep. kl. 12:16 
Love the mod and how vertical you are encouraged to be with this faction
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!
Bobingabout  [ophavsmand] 20. sep. kl. 6:12 
Correction, Everything else except the Grapes were my own work. Lapan gave me the grapes model.
Bobingabout  [ophavsmand] 20. sep. kl. 6:10 
Yeah... The Faction Icon, and Beaver Icons were AI generated, but only those 5 images, nothing else. Everything else was 100% my own work (using Timberborn assets as a base)

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.
Horror Sans02 20. sep. kl. 3:26 
This seem like an amazing faction with many ideas to explore. However the usage of AI art does downgrade it for me. I get why you might use it, but honestly the AI has no idea how to really get that timberborn beaver look. I'm loving your work so far like with the emberbelts.
Bobingabout  [ophavsmand] 19. sep. kl. 13:31 
Description says you have to build it on top of the bot part factory if you want it in a tree.
mikajens 18. sep. kl. 12:59 
The robot assembly plant doesn't line up on the tree trunk, fyi
MRBTiger 18. sep. kl. 10:53 
Ooh, nice work - how'd you do the main art for the faction select screen? I was looking at it and trying to figure out whether there was like a base beaver model and then the leaves put on with some sort of brush, or if all done on one layer, or something else.
Bobingabout  [ophavsmand] 18. sep. kl. 8:48 
I made everything myself, by editing Vanilla assets. Some icons were me doodling in a paint program.
MRBTiger 18. sep. kl. 6:01 
Cool mechanics (especially the tree structure bits), wondering who made the art for it?
itsjustafish16 10. sep. kl. 14:08 
I think a specialized way to cure contaminated beavers like maybe some sort of honey-mead-wine thing (or just straight up wine and mead lol) would be interesting (which would additionally make beehives more useful, atm they are basically useless to me without some sort of honey mod), or maybe something like tree sap or some sort of leaf thing (think cough sirup with ivy-extract or something)?
And you could add fruit-juices maybe made with fruit+water(+more fruit)?
gosh i love this mod so far
Sargon16 9. sep. kl. 17:58 
Just want to give a shoutout to the mod author, you are doing fantastic stuff with this and emberpelts! Love your work :steamthumbsup:
itsjustafish16 9. sep. kl. 12:47 
I'm loving this mod so far, because it's so different from the basegame
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
Bobingabout  [ophavsmand] 8. sep. kl. 15:09 
Build a Branch Bridge, build them on that.
twhiteheadzm 7. sep. kl. 7:47 
I must be missing something as I couldn't figure out how the control tower and observation terrace are intended to be built. I can build them on top of a single block like a 1x1 platform but it feels like they were meant to be on trees but not sure in what configuration.
twhiteheadzm 7. sep. kl. 7:39 
RE: "Which log/plank building?"
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?
Elandos 6. sep. kl. 18:48 
Wonderful mod
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 ^^'
AzureDragon 6. sep. kl. 7:04 
Thank you for your work fixing these bugs - this is a great and fun mod!
navad108 5. sep. kl. 20:53 
Oh no problem. I totally understand. I have been having fun with it but I know it's not in it's final form. Take all the time you need.
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.
Jade 5. sep. kl. 15:49 
Loving this faction so far Bob, works perfectly with all my favourite mods, no crashes. Thankyou for all your hard work 😍
Bobingabout  [ophavsmand] 5. sep. kl. 14:17 
If you notice, there's only 65 obtainable wellbeing points. There's 66, total, one of them is inaccessible... Roofs. (there's also no Wonder, which would bring it to 76 to match the other factions)

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.
navad108 5. sep. kl. 13:52 
Alternatively, another way to cap the buildings would be with something like a gazebo? Like the observation deck but one that goes on the top of the trees. It could be like the garden to differentiate from the deck. Maybe like a botanical garden dome?
navad108 5. sep. kl. 13:47 
The faction is great! One thing I hope you can add - and would probably not difficult - would be a roof cap for the trees. Like in the decorations category. Just a simple straw roof in the shape of maybe the large windmill base? I have been playing on a large map with no cheating (The Caldera) and have well over a dozen trees, but don't need to put a windmill, observatory, or carousel on all of them.
Bobingabout  [ophavsmand] 5. sep. kl. 8:02 
Which log/plank building?
twhiteheadzm 5. sep. kl. 5:37 
I am loving this mod so far. It took a bit of time to figure out how ladders inside trees worked but once I understood that, its very nice. I notice the latest update prevented the log/plank building from being used in oval tree designs. If this was intentional then not an issue.
Otter Annihilation 4. sep. kl. 21:21 
I think some sort of Tree-singer hut or aura would be cool to help plants mature faster. Fits the druid vibes
AzureDragon 3. sep. kl. 13:41 
I understand the limitations and wish you luck! It's a great mod so far.

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.
Mr_Rose 2. sep. kl. 9:47 
Oh, meant to ask earlier; please say you’re going to make branch-compatible versions of the other wellbeing and decoration items like the lamp? Or maybe a generic branch-side platform that such a thing could be placed on?
Medicshy 2. sep. kl. 6:05 
I am so glad to see you making this. I had this idea posted on the forum, and you're doing it justice.
Bobingabout  [ophavsmand] 2. sep. kl. 5:50 
The Plant Murderer thing is difficult to solve, and I would have made it more like you're asking if I could.

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.
ThereisnoP 1. sep. kl. 20:20 
love the new faction work and the unique design idea with the tree structures!
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!
Mr_Rose 1. sep. kl. 9:06 
Thanks for sorting the pathing on the hauling post.
AzureDragon 31. aug. kl. 16:34 
Suggestion on Plant Murderer debuff (if the game allows): Applies to lumberjacks who cull trees that are alive, but not trees that are already dead (that's just recycling at that point, right?). Also not sure if this is possible, but builders who destroy living trees are also shameful plant murderers.
Echodacho 31. aug. kl. 11:27 
I had an interesting thought and want to share the idea here. For leaf coats, wouldn't it be fun to have the population increase through planting a form of special seed and baby beavers are grown like trees.
Mr_Rose 30. aug. kl. 14:47 
@Bobingabout then I'm not sure what's going on; there are some windows where a Branch will connect, but won't anchor - specifically with the sky-branch bridges. So you can end a branch connection there but one won't start.

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.
801 TTS Airbats 30. aug. kl. 11:58 
JC The Beard is doing a livestream of this rn
Rolling_Rat 30. aug. kl. 11:23 
Just downloading. I am really looking forward to it. Big fan of Emberpelts. Thanks Bobingabout!!
VenatorusMagnus 30. aug. kl. 10:46 
This mod needs mushrooms growing randomly under old growth trees.
Bobingabout  [ophavsmand] 30. aug. kl. 9:17 
@Mr_Rose If it has a window, or the faction emblem on the district center, you can probably connect a branch to it.

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.