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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.
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.
Also, is there any way of visually distinguishing bits of trunk that are branch-compatible from ones that aren’t?
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.
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.
Maybe.
Love the new warehouse and pile, any chance of a tank to go with?
Also, any chance of getting a power connection from the bottom of the Treadmill?
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.
I'll try and figure out why.
Can you be more specific, describe the test conditions, like, which branch platform you were using?
@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.
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.
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.
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.
and Bad Water is unobtainable. Unfortunately I couldn't remove it as a good for technical reasons.
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.
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.
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.
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.
Can you pull up a list of any mods you think might be causing the crash?
Something that should be warned for in anycase. Looking forwards to playing these guys. I've much enjoyed the Emberpelts.
There's another slight problem though that will be harder to solve... You start the game with no beavers.