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The in-tree windmill (not the one that goes on top) doesn't have any side connections, only top and bottom.
How "Plant Murderer" is applied needs changing, but that needs coding in ways I've not done before.
if that's not enough, there has to be something new that's preventing this.
what mods are you using?
There is also a bug where buildings that can only be built on top of another building can't be placed as well as building on top of medium storage.
Overall enjoying the faction greatly
If you're building up a tree trunk from parts, make sure there's a ladder in the middle square.
So... No Windmill that grinds flour, because they don't have wheat, or a gristmill in the first place.
I was going to add a gristmill that grinds Chestnuts down into powder, but then since they don't like fire either, and don't cook, I couldn't think of any recipes to use the Chestnut powder in.
And I'd have to rewrite a whole bunch of code to make "Plant Murderer" work as intended (Chop living trees, not dead trees, also when builders demolish living plants)
It's on my to do list, but I'm not actively modding at this time.
Also, is there a way to satisfy the "Roof" need atm? Cant seem to find any
You just need to find 2 of these points between the 2 buildings, and you'll have connected power.
As a general rule, MOST flat sides will conduct power. So, Housing units, Storages, etc.
Curved edges do not conduct power, nor have doors.
The Windmill (Middle) does not have any side connections, but the tree-top windmill does.
So wind, water and batteries it is.
Badwater Dome just caps it, Folktails and Leaf Coats get that..
I can understand the confusion though, because this is the badwater dome, but looks like the badwater discharge.
I build this with a whole water wheel structure around :-D never tested it!
I'm not sure if a decoration could easily reduce their debuff.
If you have something like a cure, or decontamination chamber type thing, where they go do a thing to feel better, they'd treat it as mandatory, so take time off work every time they cut down 1 tree until plant murderer went away, which would slow down productivity too much to be useful.
That's my only complaint, otherwise, very fun faction.
Using Meander map on normal though I usually play hard with 40-50 day droughts.
Certainly has great potential.
No download or crashing problems.
Not noticed any bugs or glitches yet.
i had to unscubcribe from Emberpelts, hats (the one which gives builders yellow hard hats)
I use no other mods save the script needed to run the mod.
FWIW, I have all those mods and more and its been running fine.
My load order is slightly different though, Script Pack, Harmony, Ladders, Leaf Coats.
Thoughts go to something like a huge tree, like the Maku Tree (Zelda). Instead of bringing building materials to it. You need to bring water and all kinds of food (fertilizer)
Overall, just take what you've learned from playing Vanilla, then run with the thought, "These beavers like to build tall, and don't like killing plants".
The main changes from Vanilla style is... Ladders to make building vertical easier, They don't like killing plants, so get a debuff from lumberjack, Also you probably want to plant Dandelions (which needs a Fermenter) and Grapes as soon as possible, because there's no farmhouse. And as a result of not wanting to kill trees, they don't like Fire, so they don't have explosives for Terraforming, so there's a new Tunnel based digging method. There's also no direct Bad Water collection method, you need to build a rig on a bad water discharge to get Extract.
There's a pair of optional addon mods to add Bad Water Pump and Dynamite back in if you want to play that way.
If it could stick out at 45 degrees instead of one of the cardinal directions that would be even better but I don't know if the engine allows that.
This was before I made most of the things that occupy an entire side, like the wood processing buildings.
it felt appropriate that something that doesn't need a door like the gravity batteries would be ideal for the corners.
Looking back, I do get your point that it could be useful to make a side version to wedge between these factories...
I was a little confused on how to get Extract cause there was no Centrifuge but figured out you just have to pump Badwater
But I did not manage to satisfy the beavers "Roof" need, since I couldnt find any roof blocks
Im looking forward to whatever you add to the mod and any potential future mods
If I was to suggest a feature or a building, maybe a flat tree Gravity battery would see some use, I just used the curved ones in the middle, it works but looks kinda sketchy
And bulding a big tree just to realise you forgot something or need to edit the second bottom layer is very annoying but I dont think theres anything that can be done about it, I just gotta plan better
Cheers and thank you for this amazing mod!
For Emperpelts, I recoloured the Iron Teeth Beaver Icons, and Folktails Contaminated Beaver Icons, and paid someone to draw the main faction select image.
I have very little income, and while people have donated to me, like on Patreon, it still hasn't paid for the faction select icon. I didn't want to be in the deficit again for Leaf Coats, which is why I opted for AI to do it for me.
I know that's not the ideal solution, but I just can't afford to pay someone to draw another faction select icon right now.