Timberborn

Timberborn

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Leaf Coats Beta
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288.255 MB
19 Aug @ 12:08pm
27 Aug @ 4:19pm
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Leaf Coats Beta

Description
A new faction of beavers that have an affinity for plants.

Experimental release, expect bugs.
More info to come later.

Compatibility with other mods is mostly untested.
Known to conflict with Whitepaws, Disable that mod in your mod list when you enable LeafCoats and Vica Verca.
Doesn't conflict with any of my own mods.

Emberpelts don't breed will disable breeding in Leaf Coats. There is currently no alternate method to breeding to gain beavers, so you shouldn't use the 2 together.
Popular Discussions View All (3)
3
25 Aug @ 9:38am
Water towers built ontop of other water towers wont connect
MishkaRose™
3
26 Aug @ 12:52pm
contaminated beavers
MishkaRose™
1
25 Aug @ 10:03am
Pine resin is a liquid mod
MishkaRose™
43 Comments
波紋 小石 4 hours ago 
@alaneayres, this mod adds eucalyptus and willow trees, which you can prune for bark and branches respectively. As with the gatherer and tapper, you don't have to direct the beaver to harvest specific trees, it will visit eucalyptus and willow nearby to collect the resources. That works if they're ready. Click on the trees to see if they have resources ready to harvest. Sadly, birch and oak don't offer these resources, or nuts, resin, syrup, or fruit, so they are less valuable late game.
alaneayres 7 hours ago 
I have a dumb question about the pruning source - it describes it as pulling from 'wild' plants.
Does it have to be a particular plant? Trees not marked for cutting? Trees not planted by the forester?

I have one next to a stand of oak, and the beaver says it has nothing to do.
Bobingabout  [author] 20 hours ago 
@timotheus316 Yeah, I already lowered the initial grow time of Grapes. I could lower things a little more, but the other trees are in other factions, so I didn't want to divert too far away from the expectation with them.
timotheus316 22 hours ago 
Maybe lower some stats on grow time on some of the trees? The learning curve is steep. You gotta get growing stuff fast on some maps or run out of food real quick. I love the ascetic. But people gotta know food runs out quick if you don't get planting food bearing trees out the gate.
Bobingabout  [author] 28 Aug @ 12:51pm 
A bit more awkward to do the door on the Tank.
Maybe.
Mr_Rose 28 Aug @ 12:50pm 
Oh, right, because the part factory has that extra overhang distance. I get it now. :steamthumbsup:

Love the new warehouse and pile, any chance of a tank to go with?
Bobingabout  [author] 28 Aug @ 12:42pm 
@Mr_Rose It's supposed to sit on top of the Bot Part Factory.
Mr_Rose 28 Aug @ 10:26am 
Is the Bot Assembler supposed to be able to "overhang" from a tree section? The model seems like it should but I can't get it to build anywhere but on the ground.

Also, any chance of getting a power connection from the bottom of the Treadmill?
Texugo Maldito 27 Aug @ 4:15pm 
You work really fast, thx for adding the 3x1x1 storage.
Not a request, its more a suggestion/idea, a tier 2 and/or stackable "science lab", maybe even "consuming" planks, gears, etc, to produce more science. I feel that the science lab uses too much space and next tier is endgame level, being able to stack would be great, overclock the science production with stuff would fit emberbelts nicely.
Bobingabout  [author] 27 Aug @ 2:42pm 
Okay, from what I can tell, It's not an issue with the branch, nor being on the end of it. It's when you put more than 1 on the branch, it prevents you building them further along the branch.

I'll try and figure out why.