Timberborn

Timberborn

Whitepaws Faction U7
79 Comments
Gangstergunnar 4 Oct @ 8:13am 
@lapantouflemagic
Might be a better place for this but, from what i can tell, it seems that the pineapple icon is still the one visible in the airship trade options from your latest airship trade-route tweeks :D love the referances to the emberpelts and leafcoats btw👏

It also states it as "ananas" when hovering the icon, but it still shows the apples as the "result" of the trade, just thought to mention it in case you hadent recieved feedback on it yet^^
Gangstergunnar 4 Oct @ 7:57am 
Yeah ok, it seems to be working much better and without fault now that i have bots for hauling, guess the drills never then get to the "full" point.
grauschweif 21 Sep @ 1:25am 
@Gangstergunnar that's a limit in the base game and hauling priorities. If you have a clay pit set to produce gold dust they will fetch the dirt almost too well.

otherwise some people reported using Automation mod to set it to auto-pause when full and continue once emptied.
Gangstergunnar 20 Sep @ 7:24am 
Just gotta say that i really do enjoy the whitepaws and all the new buildings, productions and mechanics!

But was also wondering if anyone else was experiencing that the mechanical drills sometimes seem to stop drilling? It feels like if/when they dont have room to output more materials (and they then stop) the haulsers dont seem to go and empty it even though there is storage awailable? But when i then pause the drill the haulers flood inn to empty, and then it functions til it stops again.

I suspect it gets stuck when the storage "fills" during the night time when haulsers arent working and emptying it?
TwinFlower 15 Sep @ 3:23am 
Love this faction. Dove in 100% blind.
As a easy mode builder I loved the challenge of complex tech and production tree over 14 days drought.
The slow research is cool, because it forces you to plan.
grauschweif 15 Sep @ 2:12am 
@Gangstergunnar re-balancing.

the waterpump has bad performance (same as deep pump with some well-being actually).
big tanks made people not build dams. so now water management is more interesting again.

pretty sure those wont come back from what lapan said.
tech 14 Sep @ 12:51pm 
TIP: for the grand dam to work, you need to connect the power in the middle of the archways per @grauschweif and I found out that you need to have a 2 high levee on either side behind the archway doors so it doesn't get flooded.
Gangstergunnar 14 Sep @ 4:09am 
Is there a reason to not use the oversized waterpump and buerried tanks? Can see they are in as a devmodetool, som im guessing they are just a bit buggy atm?
Grubs 13 Sep @ 1:13am 
@grauschweif Thanks, i got it working. Love how well the ziplines are integrated by the way, the tower supporting upgrades like the forester is really neat.
Wogard 12 Sep @ 1:35am 
@grauschweif Thanks a lot.
grauschweif 12 Sep @ 12:28am 
@Grubs either from below or through the arches on the sides. the connector is (well-hidden) in the middle behind the actual door.

@Kizer will be fixed with the next update.

The aquifer goes on top of triangle roofs - like farmers - and must have one tile below the pipe free to be placed.

Not sure about the torii gates. last time i checked the dependency for vanilla materials wasn't compatible.
SkyaLykos 11 Sep @ 10:24pm 
Nevermind, I found it attached to Emberpelts
SkyaLykos 11 Sep @ 10:23pm 
So, I can't seem to find the script pack that runs the mod? Doesn't appear when you search for it, isn't in the Required tab...
Grubs 10 Sep @ 11:10pm 
How do you connect power to the grand dam? The shaft coming out the back seems to go into the ground but I can't place upward or universal power shaft under it.
Kizer 10 Sep @ 8:47pm 
There is an issue with the water outflow for the abyssal nuclear power plant, it is not a constant water source. it outputs bad water in bad tides etc.
Kizer 10 Sep @ 8:45pm 
Is it possible to use the Torii gate mod?

Also, how do you place the small aquifer pump? The building looks like it needs to sit on top of another building?
grauschweif 10 Sep @ 4:23am 
@Ferandril small aquifer is placed on top of two triangle roofs (like farmers, tappers hut, ..)
it also needs for the 'pipe' to reach one tile below ground. so might need to dynamite that tile.

tbh: it's far from properly described right now
Ferandril 10 Sep @ 4:05am 
Does anyone know how to place the small aquifer pump?
Wogard 9 Sep @ 5:33am 
Trop cool ton mod ! Je me régale ! petite infos pour t'éviter trop de recherche la mise à jour du 09/09/2025 à cassé le mod a cause du mod Timbercommons !
navad108 3 Sep @ 8:08pm 
@nhwhiting The wild brambles are bushes that you will need to harvest to proceed with the faction. However they spread extremely fast so you need to build a fence to contain them asap. They are very slow to harvest and the beavers get a debuff from doing so but it is removed by showering. When you unlock the forester (it's a long process to get to that point) you can plant domesticated ones that don't spread.
In general the White Paws faction very differently from other ones but it is very rewarding once you get the hang of them. Use the billboards to learn the basics.
One thing to know, due to the specific requirements of progressing with brambles, if a map doesn't have spruce trees accessible from the starting area (which brambles will replace), it may be impossible to progress. I think all of the standard maps should be fine in that regard with the exception of the plateaus one, but custom maps may be problematic.
sourabh.29.feb 2 Sep @ 11:15am 
Do i have to change to experimental branch for the latest update to in update 7?
Frenne Dilley 2 Sep @ 6:07am 
@yagohuk232 i wish i could upvote comments like this, i don't even understand it but i don't care
nhwhiting 30 Aug @ 10:09pm 
What do Wild Brambles do?
They are in the tree planting section, but it says you need the building "Unplantable"
However, it is not a building.
Also, what is the difference between Wild and Domesticated Brambles?
yagohuk232 30 Aug @ 9:57pm 
indians simulator
marlysalt 29 Aug @ 1:09pm 
I'm glad you still update this
Frenne Dilley 28 Aug @ 2:02pm 
is anyone else getting no spawning trees or bushes on every map or is it just me? i'm not sure which mod it is tbh but you guys seem pretty helpful
Sick 27 Aug @ 9:54am 
Really enjoyed this. Despite watching a youtuber playthrough, I struggled and ending up doing 1 play with no bad tides or droughts. That got me through the mechanics and learning where everything is in the menus. I really liked that it was so hard to get science going. Also found it very challenging on a map with no wild brambles easily reachable (built towers of houses to get to them). All in all, good experience.
HalcyonSon 26 Aug @ 9:34am 
Downloaded thinking this would be a bunch of new art and tweaked mechanics. Got utterly incomprehensible poorly organized menus with obnoxious icons. Removed. I'd be far more likely to play if at least the basic structures remained in the same place with the same icons, so I don't have to relearn the entire game before I get five minutes in.
grauschweif 26 Aug @ 7:46am 
@Rejella issue with the pump been reported on the discord. likely will get an update within the next few days.
there's also an issue with the seamstress (might crash) with the 5.2.9 version.
Rejella 26 Aug @ 2:47am 
I've started a U7 WhitePaws run as my first run with them, loving it so far!

Just a check if I'm doing anything incorrect of if it's a bug; I've replaced my Small Badwater Pump with a regular Badwater Pump, which has power and pathing, but it's not pumping anything.And just like the small brother, it is covered by the badwater.

Is there a special trick here, or is this something in the mod not functioning as intended?
Kabanchik016 21 Aug @ 9:26pm 
@Netje77
where is all the storage, the very first thing is that there is an anvil on the pillow
Kabanchik016 21 Aug @ 9:22pm 
hi. when installing the mod, next to the whitepaws Fraction U7 mod there is a yellow exclamation mark! the game starts, but it feels like half of the buildings for production are missing((
As I understand it, this part of the mod is not installed correctly((( how to install it? I really want to play these beavers, I liked them(((
Frenne Dilley 21 Aug @ 8:23am 
Creepy cow you have a unique username, i almost thought there was a war in the comments. Well done, i am triggered and shall now cry in the corner like a little girl :SaladLaugh:
Netje77 21 Aug @ 8:04am 
@creepy crow, indeed I don't have the special storage boxes, where can I find it?
creepy crow 20 Aug @ 8:51pm 
@Netje77. If you don't have the special storage boxes for it, the beavers will not pick it up.
nhwhiting 19 Aug @ 11:36pm 
The game crashes after going past the mod list.
Zohan_ZZGamer 19 Aug @ 11:36pm 
so im understanding the mod pack and enjoying it, but atm i am struggling to find how to obtain the Rope and obtain dirt. No buildings that i can see before needing science to unlock additional buildings provides these items.
Netje77 19 Aug @ 12:12pm 
What am I doing wrong, When I have built the town centre and demolished the broken cart, i don't get the mentioned stuff
Alchemist 19 Aug @ 6:57am 
Is the nuclear plant outflow supposed to be season-independent? I'm having problem with it refusing to work during droughts and spilling badwater during badtide. (also, it somehow works even if the plant is shut down) In other words, I wasted huge amount of resorces on powerplant that is way too much for my needs with outflow that doesn't do what I built it for...
Blackwing215b 11 Aug @ 11:47am 
@grauschweif I did, but reloading a safe fixed this for me. But before reloading I destroyed one of the greenhouses, rebuilt it and replanted bananas - worked tool,k but only for the rebuilt and replanted.
Sgt. Penguin Toaster 11 Aug @ 1:10am 
DeathToYouAll's instructions worked for me, but i am now having an issue where my beavers won't drink sake. sake says it meets a thirst need, but i just had most of my colony die of thirst with 800 sake in storage. is that an intentional change in this update? last update i found that they drank my sake before i could use it for anything, but now they're refusing to drin it and would rather die of thirst lol.
grauschweif 9 Aug @ 10:24pm 
@Blackwing215b bananas must be marked for 'cutting' to be harvested.

for the water storage: lapantouflemagic is working on a big update.
Blackwing215b 9 Aug @ 4:20pm 
Facing the bug with disappearing underground water storage with top entry after loading a safe too. Plus for some reason neither Woodfelling planification lodge nor just lumberjack flags gather bananas
DeathToYouAll 6 Aug @ 7:24am 
What I found was that you have to go through the entire list. unsub then resub to all mods.. then the bobbingaobutscriptpack installed. then get the order right.
all worked after that.
very hard mod but for those that like a challenge.. very fun mod.
Frenne Dilley 4 Aug @ 6:16am 
...it doesn't work? :Kanae_Emoticon:
Frenne Dilley 4 Aug @ 6:15am 
oh i had no idea there was a U7 version! i really need to go back to special ed class.
T.Hybrid21 3 Aug @ 11:32am 
I've been having so, so much fun absolutely failing to play these guys in any reasonable way. This mod truly is the Beaver mod of all time! To be fair, I also picked the WORST maps to play them on, but it's fun!
I have yet to complete them, but I think that's only a good thing honestly.

Very quickly gets chaotic. Though, I have noticed, if only because I jump between factions as I'm playing... when you have this active and try to start a new Emberpelts/GreedyEmbers game all the trees are just-- wiped out. It's kind of funny actually. And doubt people would notice it so much but still, worth mentioning. There's also an error and crash with GreedyBuilders, but I'm pretty sure that's on their end.
Also Folktails with the half Whitepaws textures is wild.
pepelachsart 3 Aug @ 3:19am 
I uninstalled all mods, reinstalled only the ones required, from the pack that is given, but it says:
"Missing required mod: BobingaboutScriptPack" right behind the Whitepaws mod, in that little yellow warning triangle.

After finding and installing the scriptpack, the game crashes, right after i choose a difficulty. the game starts but i cannot start a game
Sgt. Penguin Toaster 31 Jul @ 10:12pm 
I currently can't even load the mod, i have all the "required" mods from the list (plus one that isn't included in the collection that the whitepaws mod has a little caution symbol next to it when it isn't there) and no matter what i try with modload order or turning certain mods on or off to test it encounters a bug and won't run.

is there an official load order for the required mods by chance? i can't seem to find it if there is.
DWIGHT_K_SCHREWT 31 Jul @ 7:20pm 
@numptyD3 same issue with buried tank, sounds like on discord they might get rid of the buried tank, we will see.