Timberborn

Timberborn

Leaf Coats Beta
50 Comments
Mr_Rose 2 hours ago 
@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 5 hours ago 
JC The Beard is doing a livestream of this rn
Rolling_Rat 6 hours ago 
Just downloading. I am really looking forward to it. Big fan of Emberpelts. Thanks Bobingabout!!
VenatorusMagnus 6 hours ago 
This mod needs mushrooms growing randomly under old growth trees.
Bobingabout  [author] 8 hours ago 
@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.
Mr_Rose 8 hours ago 
Just noticed you have a metal 1x1 platform that has more wood in it than the wooden 1x1

Also, is there any way of visually distinguishing bits of trunk that are branch-compatible from ones that aren’t?
Bobingabout  [author] 10 hours ago 
@alaneayres I'm using Vanilla locale entries where possible. Reduces the need for translations.

The Gatherer's flag refers to things as "Wild" plants, so I stuck with the same wording.
I can't look right now, I might just be using the same locale entry as the gatherer's flag, or I might have copy/paste it then changed a word or two.
波紋 小石 17 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 20 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] 29 Aug @ 7:41am 
@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 29 Aug @ 6:21am 
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.
Bobingabout  [author] 27 Aug @ 2:13pm 
@navad108 I did some tests, I didn't experience this issue.
Can you be more specific, describe the test conditions, like, which branch platform you were using?
navad108 27 Aug @ 8:10am 
I noticed a bug with the elevated contemplation spot. If you try to build it at the end of a branch the builders aren't able to get materials to it for some reason. If I use dev mode to finish it the beavers are able to reach it to use it just fine though.
Bobingabout  [author] 27 Aug @ 5:53am 
@navad108 Yeah, that's intentional for a future addon mod. I put it in the description of this mod a couple days ago.

@penguin_oh They should still have the same consumption as everyone else, but the starting difficulty is higher.
Unlike other factions, Forester is available from the start and costs only Logs.

Some maps with low starting berries will be more difficult for Leaf Coats than other factions. You can always edit the difficulty settings to add some extra berries to the starting inventory of the District Center.
penguin_oh 27 Aug @ 2:40am 
Is it just me who finds the start phase of this mod currently impossible? Like even if I instantly rush building forester to plant more food, and spam multiple gatherers to work on gathering berries right away, my beavers instantly go dying of hunger. Anything I plant doesn't grow quick enough and the berries near start run out. I feel like Leaf Coats have way higher food consumption than other factions for some reason, to the point you are guaranteed to die within first few days limited by food growth and beaver working speeds.
navad108 26 Aug @ 8:46pm 
It seams that the 'Emberpelts Don't Breed' mod makes the Leaf Coats also not breed. It took me a while to figure out why all my beavers died when they all had housing.
Bobingabout  [author] 26 Aug @ 5:41pm 
I will consider adding 3x1x1 storages. Basically a half-height version of the 3x1x2 storages.

Keep in mind that I have the Housing Optimize mod available, it really helps when mixing houses in with working buildings, but I do accept that not everyone will be using that, and it is difficult trying to figure out what to put between the layers of Wood Presses and Lumber Mills, that are 1 height in the tree, but 2 height on the outside, as the only thing that really fits is either housing, or dummy tree blocks.
Texugo Maldito 26 Aug @ 3:38pm 
I Hate You....
Emberpelts was my favorite faction, but this one has so many quality of life things... stacking houses without stairs, stacking storages, etc... its incredible great...
I will only ask if you can make storages 3x1x1 like the small house and maybe 3x2x1 with stair in the middle like the normal house, i dont like using the same tower with houses, storages and builders/haulers.
Another great mod.
Mr_Rose 26 Aug @ 2:53pm 
Thanks, I just wanted to confirm I wasn't missing something.
couple more things came up today tho:
1, do beehives actually do anything for the trees?
2. I can't seem to align the bot assembler on a treetop - it "falls off" when I get the tree-shaped bit close to the correct side.
Bobingabout  [author] 25 Aug @ 9:37am 
Yes, Bad Water Rig is the only way to get Extract.
and Bad Water is unobtainable. Unfortunately I couldn't remove it as a good for technical reasons.
Mr_Rose 25 Aug @ 9:23am 
Is the Badwater Rig the only way to get Extract? I Can't find any other building/source?
ryanjeffery95@yahoo.com 24 Aug @ 3:16pm 
I love this idea. Personally, I was thinking about getting into modding for the soul reason of making a mod like this.But I would like to make a small change. What if instead of focusing on farming in general, all the beavers become hemp farmers. Hemp could be used as an actual resource. The Agora will be blazing, the herbalist will need natural medicines, the rope lines need a plant based material to use as rope, and instead of books,these beavers can be using the paper for better things. Your the creator though. Still love the other race mod you have as well.
Bobingabout  [author] 23 Aug @ 6:44am 
It has beta in the name for a reason.
Thanks for pointing these things out to me.

I am thinking of making a difference between the 2 types of ladder, but not sure what yet. Like perhaps the basic ladder (without frame) can't stack, so it's uses are limited, more like compact stairs.
Mr_Rose 23 Aug @ 5:26am 
Another fantastic faction, the building style is cool and I cant wait to build up to a massive inter-connected tree-city.
A couple of things I don't get though; you have two types of ladder, one that unlocks, but they seem to achieve the same purpose? Also the new medical bed has the same costs as the old one is that intended?
Also from a balance perspective, any chance of a SP discount on the Tapper's Shack? It seems like the leafcoats need it much earlier than other factions do.
Bobingabout  [author] 23 Aug @ 5:17am 
Their fur looks like leaves.
Akinare 23 Aug @ 1:06am 
Hello Bob, I have a small question: Does the name LeafCoats means that the beavers wear clothes made of leaves, or do their fur take on the shape and color of leaves? Thx!
nhwhiting 22 Aug @ 11:07pm 
@anotherbjk04, you should turn off all except the ones required, and then add 1 at a time until you find the problem.
T.Hybrid21 22 Aug @ 1:11am 
Wait, let me grab the crash log for the grapes thing-- because it's when WhitePaws is active and a similar issue to when you try to play WhitePaws with BerriesAreDelicious also active-- basically complaining about the need been doubled, or something.

InvalidOperationException: Sequence contains more than one matching element
System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <56bcb176486e400396fc9557eca2a147>:0)
Timberborn.GameFactionSystem.FactionNeedService.GetBeaverOrBotNeedById (System.String id) (at <e217abf2c14443ebb45c16b61b3973af>:0)

Probably would happen the same if I tried starting a WhitePaws game with them... so-- thought it was worth mentioning as needing a warning.
Bobingabout  [author] 21 Aug @ 1:06pm 
Lapan gave me the grapes model, so I use the same grape material in a different file location.
This by itself shouldn't break anything, but I will at some point edit the models to use a new material name.

Plant murderer goes away by itself over 2 days. Roofs aren't actually added yet, it's still on the to do list. (I kinda ran out of steam modding, so released what I had, and have just been fixing bugs for now)

As for mods that work with it. The only ones really tested are things I've made myself. So you can use the name generator and Housing Optimize with no issues. I've seen people using things like the Minimap mod and the one that increases the max length of water pump pipes.

Note: Emberpelts Don't Breed does work with Leaf Coats, so, be careful of that one because there's no alternate method to get beavers yet.
Shimazu Yoshihiro 21 Aug @ 12:02pm 
Hi Bob, Can't wait to see wha you've cooked up this ime!
a-keilholz 21 Aug @ 11:22am 
i love it,,,, but how i cure a plant murderer and where i find the roofs?
anotherbjk04 21 Aug @ 9:51am 
@nhwhiting i've got like 30 mods, should i just turn all off excluding whats needed for this one?
jneff1091 21 Aug @ 8:57am 
This is terrific! Loving the stackable buildings for sure. Great job!!
nhwhiting 20 Aug @ 10:29pm 
@anotherbjk04, it only crashes while using mods which aren't required.
Can you pull up a list of any mods you think might be causing the crash?
anotherbjk04 20 Aug @ 6:43pm 
immediately crashes!! so excited to play when its stable!
Zetus 20 Aug @ 6:04pm 
Need a final wonder for this faction,really enjoy playing this mod
nhwhiting 20 Aug @ 3:21pm 
One of my current main issues is the lack of food variety. There should be more types of food, and types of food easier to grow. Maybe a vertical farm?
T.Hybrid21 20 Aug @ 11:50am 
Whitepaws does not play with these guys, grapes issue I think.

Something that should be warned for in anycase. Looking forwards to playing these guys. I've much enjoyed the Emberpelts.
Zetus 20 Aug @ 8:47am 
Good job!!! I will definitely try this out.
nhwhiting 20 Aug @ 2:03am 
But also, for now you can just use Dev Mode to add beavers.
nhwhiting 19 Aug @ 11:03pm 
Ooh. You could turn that into a mechanic!! (somehow)
Bobingabout  [author] 19 Aug @ 6:33pm 
Yeah, I'm working on fixing some bugs to stop the crashes.

There's another slight problem though that will be harder to solve... You start the game with no beavers.
NoOne_ReaVen 19 Aug @ 5:18pm 
Preview image looks very intriguing, lore vise it looks like they hollow out giant trees and build their Structures inside of them, from the mechanics point, it looks like they relie on wind energy and expanded upon the farming aspects of the game, I would love to see more diverse Plants with their own unique challenges. The astethics with the green remind me of the weathered cooper roofs of older European Buildings like in Hamburg Germany.
Mother 19 Aug @ 2:11pm 
Super excited to try this out, unfortunately it's crashing before loading. I turned off every mod except your script pack, ladders and harmony. I know you just released it today but i thought i'd say something since i didn't see any comments yet.