海狸浮生记 Timberborn

海狸浮生记 Timberborn

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Whitepaws Faction U7
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529.351 MB
6 月 25 日 上午 7:05
10 月 16 日 上午 4:45
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Whitepaws Faction U7

描述
Add an entire custom faction

Follow the true beaver path, you are a beaver, your Village is your dam, and everything is a house.

The Whitepaws do not build their dams out of levees and dam blocks, their town is their dam.
Mostly everything is a house, and most houses are also dams.
Arrange them correctly and you might succeed in building the grandest dam of all beaverkind

Or you might starve and die of thirst because your population got out of control

Youtuber Warning !
I've seen a few YouTubers make playthroughs of this faction, and I think it only makes good content of you already know your way around the mod. You may think it will be nice to discover it along with your audience but no, that is a terrible, terrible idea.
Most YouTubers during their first playthrough spend a good half of the time (at BEST) stumbling around, trying to find stuff in the menus, trying to figure out where this item is made, where that one is stored etc. Trust me, it is painful to watch, that will be hell to edit, and people won't enjoy it.

BUT, if you know what you're doing, know what your want to show, what you think you need to explain, and are generally used to the mod, I honestly think that makes some pretty good content.

So if you wants to give make a let's play of this faction, please play it for yourself off camera first. I'd argue to go at least to the point of making and duplicating your first blueprints, possibly go as far as getting the tree nursery unlocked and build. If you manage to reliably reach that (and if course, if you enjoy playing the mod) then you're probably ripe for a nice playthrough series

And for the love of god, don't play this on hard mode :/

Short Guide
- Your population will grow to fill every available bed, but mostly everything is a house. overbuild and you will starve.
- First thing you need to do is get food, water, and a bath or showers.

- Then you need to make planks
- Use planks to rebuild your town center (you start with a broken kart)
- ONLY THEN can you raze the broken kart
- This will drop an Anvil, a Library set, a Cauldron and the Chemistry glassware, thus unlocking ironworking, paparmaking, science and chemistry.
- From then you can build the library and get access to most simple science-locked buildings like stairs and platforms and other basic industry.

At this point you're mostly free. You will eventually need to unlock and build the Architect's lodge and Mechanic's lodge, they can make blueprints that unlocks larger and more efficient buildings.
General Explanation

I started making this mod a few month before Update4, I felt the game was far too easy and unchallenging, and still is, but more importantly lacked purpose. Why are we doing all this ? Back then we coul survive on a tiny dam and carrots for all eternity, so why do more ? Well here I'll have you race against your own population that keeps growing near-uncontrollably, so you are constantly pressured to build more to unlock better stuff to get more breathing room so you have workforce to dedicate to more improvements.
Concretely, to make the game more interesting (and challenging) the basic dam and levees are removed, but a lot of buildings are now made watertight. Arrange them into a dam whichever way you like, but they are most likely houses too so that will cause your population to expand.

If a building is blocky enough to look watertight, then it most likely is. since the middle of U6, you can now build watertight things on top of non-watertight things, and commit what most would call ''crimes against gravity''. Have fun !

Warning !
Make sure you have all the dependencies, and only the dependencies !
Mods that are known to also work with this mod will be listed at the end.

This mod was nearl3y in its final state at the end of U6. It won't change much with U7, but i'll probably add ziplines to the faction, or something more... uhh...we'll see. 😉. The U6 version is bug-free as far as I know.

RULE :
Pausing watertight buildings or keeping them disconnected to use them as dams without having to deal with the population is cheating.
Pausing water pumps even when part of a dam during droughts is fair enough
Pausing houses that are not part of a dam is always okay.
I'm not your mom, play as you like.

Compatible mods:
- Pipette tool

Dependencies

U7 - Logstairs, 1x1x2 storage, Lapantouflemagic's Texture pack (other will be added as they are fixed)

U6 - This mod requires the following mods to work:

NEW :


- Ladder
- Staircase
- 1x1x2 storage
- Logstairs
- Lapantouflemagics Texture pack
- Harmony
- TimberAPI
- MoreGroups
- Mod Settings
- Timber Commons
- HouseOptimize

No idea if they are compatible :
- Bee Sting Antidote
- FasterBeaver
- Dutch Windmill
- Extra Terrain Tools
- Better Mines
- Booster Juice
- Flywheels
- More Platforms
- Path Extention
- Planting Override
- Steam Update Buttons
- YamlDotNet
- TBMPL | Core
- TBMPL | Better Beaver Speed
- TBMPL | Better Wind Speed
- TBMPL | Longer Life
- TBMPL | More Workers
- Most mods trying to add a new building will have no effect

probably not compatible
- Berries Are Delicious
- Choo!Choo!
- DamDecoration
- DamDecorations_DecorationExtention
- Most mods that try to add a new effect to a good

probably fine
- Find Idle Beavers
- Mod Manager
- FPP Camera
- Any mod that is just doing UI things

Special thanks, credits and contributions:

Most of the assets are derived from timberborn base game.
Most of what is not comes from various free asset found online.
Some of the rest are my direct creations.

Curly stairs model are from Knatte's Staircaise mod.
Ladders models are slightly modified from Tobbert's Ladder mod.

Huge thanks to Wolfess for the white beaver skins and other custom textures.
Huge thanks to Thorlak for a large number of icons.
Huge thanks to Battery_Smooth for his custom scritps.
Huge thanks to Bobingabout for his help in setting up some scripts and for the T-shaft intersections.
Huge thanks to Igor for his work in Timbercommons (irrigation towers).
Huge thanks to all of the other people who helped me with this mod, including my dedicated testers :-)
热门讨论 查看全部(1)
1
9 月 12 日 上午 5:45
Progression on a map without brambles in the starting area
navad108
95 条留言
grauschweif 9 小时以前 
@Chris-Ann surely someone on discord can help you. there's a channel for whitepaws ('water beaver overhaul') on the official timberborn discord
WIllowCall 13 小时以前 
I love this mod but the wonder is MEAN. That was 3/4 of my colony and I should have seen it coming. :P
Chris-Ann 21 小时以前 
I cannot seem to get this faction to work. I have unsubscribed to all mods except for the ones required by this mod, and the script pack, and verified all files. But it keeps crashing. Can someone help please help me? I don't know what is going wrong.
grauschweif 10 月 23 日 上午 1:01 
@uuskaas67 that's a frequent one. will try to ask lapan for a tutorial board for those.

there's two types of upgrades:

small tower on the left (like forester, irrigation tower, small zipline)
triangle roof on the right (farmer, harvester, tapper, ..)

the doors must all face the same direction.
the tower must align with the triangle roof - usually means the entrance is one tile behind for the tower / the backsides align.

other type is two triangles (the upgrades under farmers for example) - doors must face same direction too.
for the aquifer pump it must have exactly one tile free below the triangle floor for the water outlet..
grauschweif 10 月 23 日 上午 12:57 
@Dub_DDDDDD posting those on the discord might reach lapan (there's a a channel for each major mod there). not sure he reads this otherwise.

for 1 and 3 - those likely aren't possible with timberborn rn
food is taken by what gives most well-being, but only if well-being is low for that food.. it's weird..
buildings only can pause-it-all really..

2 there's a floodgate

2+4 it's by design - the lodges should be the dam.
it should get overpopulated easily. levee, primitive dam and floodgate are only an addition to that.

that's the whole point of water beavers really, to be complex in the dam making and offer more of a challenge than spamming cheap log blocks all over. and more depth than unlocking anything within 10 cycles..
Dub_DDDDDD 10 月 22 日 下午 7:25 
I have a few things I would like to say in an update to this mod. #1: Ability to prioritize what food is eaten first. #2: Ability to make floodgates. #3: Ability to turn off the working without turning off the housing (mostly for the water pumps) #4: Ability to have better levees that can be place on top of each other (I have been using houses to hold back water as the levees cannot be placed high enough to store enough water to last through 6 day droughts.)
uuskass67 10 月 22 日 上午 10:51 
I can not work out how to use the forestry upgrade, and any other upgrades
grauschweif 10 月 19 日 上午 1:26 
@Downunda Thunda the wood burner can burn sawdust.

There's a faster mushroom recipe that uses sawdust and paper making.
The primitive sawmill produces much less per plank too, which should be a fairly early option.
Downunda Thunda 10 月 18 日 下午 9:22 
I'm loving playing with the Whitepaws. As some others have said, I like the challenge of virtually re-learning to play the game with these new mechanics.

One thing I do have a slight issue with is the sawdust. Is there any way to clear it away other than storing it in piles? Like, is there a way to just dispose of it? Burn it or use it some other way? I know there are a few recipies that do require sawdust, but most of what I see for it are advanced late-game, and the sawdust right now is majorly slowing down construction, as I can't make planks, as all my basic log-gnawing stations and all the piles I've assigned to the sawdust are all completely filled with the stuff.
KGP2006 10 月 17 日 上午 1:30 
Thanks grauschweif