Timberborn

Timberborn

Emberpelts
300 Comments
Bobingabout  [author] 6 Oct @ 4:35am 
I didn't want to add the power levee to this mod by default, so it would be an addon mod if I did.

I believe there's already a mod by Knatte Anke that adds a power levee to Emberpelts.
andiiis 6 Oct @ 2:02am 
Bob, thx alot for your effort! Love this!!! Can you maybe add the Power-Levee from the Leafcoats? <3:steamthumbsup:
Bobingabout  [author] 5 Oct @ 6:40am 
Vanilla has 321 names, I add 4 to bring it to 325.
4 in 325 beavers will be custom, so depending how many beavers you have, you'll probably have 1 of these most of the time.
Robin Fyre 30 Sep @ 10:08am 
I got a lime coloured beaver with a custom name, how rare is it?
Mr_Rose 24 Sep @ 9:33am 
you know what would be a cool entertainment option? a dust bath, like chinchilla's use. maybe powered to blow air through it?

unrelated; I use the "1x1x2 storage" mod which works quite well with Emberpelts except one tiny thing; the charcoal piles in medium storage are snow white. Is that something you can change or part of the other mod?
SkyBoX 23 Sep @ 10:03pm 
Jordan, that sounds like a good Idea for those Youtubers who do Challenges:
Playing with the Emberpelts on hard + Rain to seriously ruin your Day
Jordan 22 Sep @ 7:06pm 
I have an annoying thing I found, I have the more weather mod and since Rain is an option, it is so hard to get my beavers to populate. I keep getting rain cycles and can't save my little guys. Just a warning for people with both mods to turn off the rain cycle unless you want things to be harder
SkyBoX 21 Sep @ 12:33am 
Oh yeah and also worth noting are the kinda rare Beavers, like i saw this slightly greenish Lad/Lass running around and thought "oh Boy what's this one, he sick?" But naw, the Fur was just coloured like that
And after clicking on him the Beavers Name was "Battery Smooth" :DDD
SkyBoX 20 Sep @ 7:11am 
And part2:
The Magnum Opus however would be:
A Modification of the swimming Pool and indeed, the Beavers swim through this tasty looking red Stuff.
Just in a rather complex Suit which is one-time use and requires various Materials, Stuff like Resin and Apples ground together for Fiber Glass and bound by extract and clay with a dash of Charcoal, this happens in a Fermenter + maybe a...oh Boy am i thinking, maybe something like a slightly modified Smelter for example.
Even thought about a small Badwater Pool which is encapsulated by a Metal Mesh Wall in which the Suits get thrown after use and slowly dissolve.
Since i consider this a bit more serious Task i thought about a +3 Mood for the whole Ordeal.

Just an Idea though, please just remain awesome and do whatever you feel like :D
SkyBoX 20 Sep @ 7:10am 
Yeah tried dem Hippies, dey be alrite but lack the 1k HP supply of the Emberpelts.
Anyway, have something to read whilst on the Toilet:

Well, the Pelts got a solid disliking for Water, that's for sure.
But what if they not only liked but seriously loved Badwater?
Of course, they can't touch it, they just love beeing around it.
So to speak, like beeing contaminated but in a good Way.
For example:
Getting into a Tube and gliding submerged straight through Badwater gives them joy, just beeing really close and entirely surrounded by it is +1 Mood.
Slightly different would be this one:
A Contraption which looks like a wooden Donut which slowly spins ontop of Badwater whilst the Beavers sit on it outwards to enjoy the view.
This Thing could use 50hp and is a rather simple Construct out of Woodstuff, so i guess also +1 Mood would be alrite.
Bobingabout  [author] 20 Sep @ 6:05am 
Thanks.

Yeah, I'm still around. My focus has been more on my other new faction recently, the Leaf Coats.
SkyBoX 19 Sep @ 11:36pm 
Greetings Bob,
You still out here?
Because i got an Idea for utilizing Badwater a bit more for this Faction.
However the Comment i typed yesterday got too long, still got it saved but it would be a bit dumb to just post it without it ever beeing red by you.

Eitherway, have a giant Thank you upfront for not only dem Pelts but also your general Modding, for example the Storage Mod is just oh so good :D
Vicky_oops 16 Sep @ 5:21am 
Thanks for the hard work! I really enjoy the Emberpelts ( red is my favorite color too!)
Frenne Dilley 9 Sep @ 4:39am 
is anyone else getting a problem where trees don't spawn on any map?
R. F. Omega 14 Aug @ 10:30pm 
Ah I see. Thank you.
Wuik 14 Aug @ 1:07am 
Hi,
I have tested and played with before the U7 and can't continue my first game after..
But after the U7..
WOW !!
Really the best faction to play the most of the hard maps actually !!
Just be very carefull at the beginning for the water malus ..but after..
they don't like water ? very good idea !!
Just well equilibrate the fields to have meats and juices at the same time.
Energy made with :wood than after charcoal and finally fuel.. excellent !!
Big production of planks, gears and metal bars are welcome
And the tubeway :
The possibilitiy to make underwater and underground mines , aleas impossible with initials factions actually.
and recently i have finally understood than bridges with tubeways could be infinite if you removed the latest tube ...
I hope than they think to try to contact you and including this faction to the 1.0...
Bobingabout  [author] 28 Jul @ 7:56am 
There's not really a collection of all of my mods that I know if, I haven't made one.

But if you go to the top of the page, the navigation telling you where on steam you are should say
Timberborn > Workshop > Bobingabout's Workshop.

If you click on that last part, "Bobingabout's Workshop", it should list all of the Timberborn mods I've posted.

They should all be up to date, the only one that you don't need is Vertical T Power Shafts.

Also, if it's in the list, Tube Visitors Don't Get Wet, you don't want that one, it was specifically for 0.7.0.x. It's set to unlisted, so you shouldn't be able to see it, but if you do find it, don't use it. I might be seeing it because I uploaded it.
R. F. Omega 28 Jul @ 7:22am 
Hello,
Apologies if this has been asked and answered before, but I can not find an answer.
Is there a mod collection with all of your mods?
Or at the very least a collection with all of the ones you are currently keeping updated/Ones you think go well together?
Thank you for you time.
Brandmeister Wasserschlauch 27 Jul @ 9:28am 
Thanks for responding. I look forward to our ideas. If beavers were not highly evolved dam builders, they would just build a funeral pyre and burn a witch beaver to keep away the rain. No, just kidding - beavers would not do that.
Bobingabout  [author] 26 Jul @ 3:29pm 
@nanaquewetung I'd probably need to look into how Antidote works to figure that out, but most likely it would be the same result, beavers would go sit at the campfire or something to get the fire need as a "Medicine" to cure Wet fur.
nanaquewetung 26 Jul @ 12:28pm 
Maybe just make drying faster a part of having high fire wellness? So it just happens passively whenever they go do all that stuff at the end of a workday?
Bobingabout  [author] 26 Jul @ 4:48am 
I've talked about the drying thing before.

Basically, if the beavers have any way to dry off at all, they treat getting wet as a medical emergency, and abandon all current tasks to go and sit in front of the fire and dry off.

That means if you have a puddle somewhere on their way to their workspace, it means they'll go to work, get slightly wet because they walk through the puddle, and as soon as they get to work, leave to go chill out in front of the fire... then get wet on the way to work again, meaning they get stuck in this loop, and don't do any work at all.

So, there actually used to be a way to dry off, but I had to remove it because it caused more issues than it solved.

Imagine if I did add a drier as per your request. As soon as it starts raining, all your beavers would take the day off to chill out in at the drier all day.
Brandmeister Wasserschlauch 26 Jul @ 1:14am 
Hello,
Cool addition with the additional faction! I've got a quick suggestion regarding playing it with additional weather mods:

Currently when it starts raining, there's a small balancing issue - my beavers get wet and super unhappy, but there's no way to dry them off. Would it be awesome if you could add some kind of "Drying Station" or "Fur Dryer" to the game?

My suggestion:

Building consumes energy/coal
Beavers can dry themselves there
Reduces unhappiness from wet fur

What do you think? Would be a really cool quality-of-life fix for the mod!

Cheers and keep up the great work!
nanaquewetung 25 Jul @ 12:16pm 
Hello! Really fun faction so far. I was just wondering if it is possible to add compatibility with Lukes scientific mods? Particularly the alternate recipes mod.
Sol Citizen. 22 Jul @ 4:10pm 
@Mr_Rose
That's so cool! I did see the Neon Green one as well, I actually like the idea as a concept! A random beaver with completely off colours - call it a genetic call back or mutation!

Thank you for responding to my comment <3
Shimazu Yoshihiro 21 Jul @ 12:47pm 
This mod has quickly become my favorite, it is so much fun to play. Removes some of the frustrations with the other factions and makes tons of improvements.
teakel_ants 21 Jul @ 10:39am 
i fixed the no trees it was anther mod
Mr_Rose 21 Jul @ 9:15am 
@Sol Citizen - yeah, its an easter egg. I think thee's four? All different colours and named for different mod creators. Bright red, green, white, and blonde. Check page five (correct as of publication) of the comments here.
Sol Citizen. 20 Jul @ 5:37pm 
Apologies if this has already been commented, but I found a Beaver that was neon green and pink! Kind-of looks like a white-paws beaver. They also had what looked like a custom name (Lapantouflemagic).

Kinda interested to know if I found some sort of funny easter egg, I only noticed because out of all of my grey and red beavers, they stuck out like a beacon lol
Bobingabout  [author] 19 Jul @ 1:26pm 
@teakel_ants no trees? what other mods do you have installed?
Mr_Rose 19 Jul @ 10:56am 
@Bobingabout Thanks! This line "Basically, when it comes to the Lodges, walkways should connect to any full wall" resolved a fundamental misconception I had, so I'm getting much better use out of the walkways now.
teakel_ants 19 Jul @ 8:56am 
there are no trees spawning when i play this faction
Bobingabout  [author] 17 Jul @ 5:55pm 
no guide or tutorial right now.

Basically, when it comes to the Lodges, walkways should connect to any full wall, so no doors, no balcony, no sides of the balcony. same rules apply to the top and bottom of the lodge, if you build a walkway on top of a solid tile, it will connect, but if you place it on top of the balcony, it won't.

For the bridges, basically the foundation tile will connect on all sides like a walkway block, but then only the end of the bridge, like a normal bridge connection.

The only walkway that connects upwards is the ladder, but they should all connect down. (Except the stairs, as they only connect to 2 specific sides, like normal stairs)
Mr_Rose 17 Jul @ 8:57am 
I like the idea of the walkways but is there any chance of a tutorial? I can never tell when a building is going to connect to a sky-bridge or walkway properly until after it is built.

Also, a QoL thing; is it possible to get the walkways to build from each other like tubeways do?
Panchito Mágico 10 Jul @ 9:28am 
Thanks for the mini lodge update <3 works perfectly with Config. Faction Mixer mod.
GoblinJim 9 Jul @ 10:03am 
this is a fantastic mod, the emberpelts are very fun to play as, and have some very unique gameplay mechanics, great job!
NS-Sirens 7 Jul @ 6:27pm 
what is this rainbow coloured beaver?? lol
Panchito Mágico 3 Jul @ 11:00am 
I found it, I just had to add the Emberpelts Refinery duplicate (beacuse it has the same name as default Refinery, so it's hidden by default) to my Folktails faction because I am using Configurable Factions and default Refinery only produces "Biofuel", but not "Fuel", now I have both.

Nice mod <3
Bobingabout  [author] 3 Jul @ 10:16am 
@Panchito Mágico Science tab, Refinery.
Panchito Mágico 3 Jul @ 9:19am 
How do I make "Fuel"?
NoOne_ReaVen 3 Jul @ 3:36am 
I still dont know why it happened or what changed, but it somehow fixed itself... after I deleted the path and rebuild it the exact same way as before, which is starange in of itself as Builders dont need a path when they get to a construction site thats within the District borders.
Bobingabout  [author] 2 Jul @ 8:44am 
@NoOne_ReaVen That's definitely an odd one. I not heard of this issue before.
NoOne_ReaVen 2 Jul @ 7:54am 
So im building with the Emberpelts and my Colony has started a Bridge to connect two sides of a river, issues is Builders bring one resource then loiter around next to the project doing nothing, everything is there Except the Planks, which are in Storage (1.4k) and Connected 2 Feet away, what ever I start building using Planks on top of a building Build with Planks gets stuck, I have no bloody clue as to why and I dont have an error log, any advice on debugging this one?

It started after Micro Management got updated and I added Scientific Projects, but they dont seems to be the root of the issue as disabling those dosent change jack all.
Mr_Rose 29 Jun @ 12:00pm 
Got a visual bug; I have the 1x1x2 Storage mod and medium piles are not showing charcoal or clay. They are storing and distributing it but there's no "pile" in the piles.
Bobingabout  [author] 29 Jun @ 6:14am 
Plants in water?
It wouldn't fit an Aquaphobic faction.
andressa 29 Jun @ 5:37am 
Schade das es keine Früchte gibt die im Wasser stehen.
Mr_Rose 28 Jun @ 6:23pm 
So an engine limitation then?
Can happiness bonuses be conditional? ie campfire gives +1 happiness while wet (to offset some of the penalty) even if it doesn't make them dry faster, or does that trip the same rule?
Bobingabout  [author] 28 Jun @ 2:54pm 
Mr_Rose
No. I did try adding ways to dry off at some point, but that made it a critical need.

So you'd end up where beavers went to work, got wet on the way to work, then as soon as they got to work, quit and went to go sit next to a fire, got even wetter on the way to the fire, sat there for a bit, then went back to work... repeat. And that's all they did all day.

I felt it was too disruptive, and adding any kind of "Cure" for wet fur will reintroduce that annoyance.
Mr_Rose 28 Jun @ 1:00pm 
Question; does having Fires (rooftop, ground, even the contemplation spot) around help wet beavers dry off faster?
Related, request to add a "fur dryer" powered building to resolve wetness at super speed?
oliverrook 26 Jun @ 4:07pm 
Nvm, was an issue with the steam version of greedy embers.