Timberborn

Timberborn

Leaf Coats (Early Access)
124 Comments
Bobingabout  [author] 27 Oct @ 7:22pm 
@mikisilence which windmills are you talking about?

The in-tree windmill (not the one that goes on top) doesn't have any side connections, only top and bottom.
Mr_Rose 27 Oct @ 10:20am 
Suggestion regarding plant murderer; there are a couple of mods that change how beavers approach felling, including one that makes them cut dead trees first. Maybe look there for inspiration?
mikisilence 27 Oct @ 6:49am 
Something I noticed it when connecting the power shaft to the windmills is they don't autoconnect unless theres a gap. They don't make t-shafts :(
Bobingabout  [author] 26 Oct @ 5:39am 
A Wonder is the main thing that's missing. There's a couple of other things to add too, and a few things that need changing.

How "Plant Murderer" is applied needs changing, but that needs coding in ways I've not done before.
Zetus 26 Oct @ 12:32am 
Just need a final wonder to go?
Bobingabout  [author] 25 Oct @ 5:35am 
Like I said, make sure there's a ladder in the middle tile...

if that's not enough, there has to be something new that's preventing this.

what mods are you using?
layaivyfun 24 Oct @ 8:08pm 
very much enjoying this mod. One suggestion would be to not have the "tree killer" when a beaver is cutting down an already dead tree. If a builder removing a tree doesn't get the tag it would be cool to somehow implement dead trees not resulting in the tag too

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
Bobingabout  [author] 24 Oct @ 7:59am 
@mikisilence you should be able to build them on top of other things.

If you're building up a tree trunk from parts, make sure there's a ladder in the middle square.
mikisilence 24 Oct @ 6:26am 
Idk if Im crazy or not or missing some context but I can't build housing units on top of anything? I can only place houses on the ground and thats it.
Bobingabout  [author] 23 Oct @ 4:40pm 
I'm not sure why no tunnels isn't compatible with this mod, but you shouldn't need it because all the tunnels it adds should be in this faction by default.
steelghost 23 Oct @ 12:40pm 
fixed it. it clashes with more tunnels
steelghost 23 Oct @ 12:07pm 
i have some problems with timberborn not responding as soon as i launch the game
Bobingabout  [author] 19 Oct @ 5:25pm 
They don't have wheat. They're kind of Fruitarians, they don't like murdering plants, so they don't grow the types of plants where you have to chop them down to get the food part.

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.
Typo 19 Oct @ 5:15pm 
Dose this faction have a windmill to crush wheat into flour? Like the mod "Dutch Windmill" that I loved to play with but now that mod seams not to show up in game.... was thinking plant based faction might be drawn to wind power for buildings.
Dolthra 18 Oct @ 2:51pm 
Hey Bobingabout, just wanted to pop in and say that, while it's not even finished yet, this mod is absolutely amazing. It scratches a weird itch I didn't even realize I had from the only good part of Simcity 2013, the weird futuristic towers DLC, and I have been absolutely loving the playstyle of Leafcoats. It's such a refreshing change from the other factions in the game, and I really appreciate all the effort you have put into it!
swimspud 17 Oct @ 10:23pm 
Bob this is awesome, I saw a youtuber playing this and its very exciting. I'll wait a bit more before trying it out, but just wanted to shout out what a legend you are!!
Bobingabout  [author] 17 Oct @ 8:32am 
There's no way to satisfy the Roof need yet.
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.
PopovavCz 17 Oct @ 6:41am 
Hey, is there a way to make the "Plant Murderer" debuff not appear when cutting DEAD trees? The change would have very little gameplay impact but it adds a little more fun factor

Also, is there a way to satisfy the "Roof" need atm? Cant seem to find any
Bobingabout  [author] 16 Oct @ 2:49am 
It is actually on my suggestions list already. I'll probably do it at some point when I get back into modding.
Mr_Rose 15 Oct @ 9:11am 
a "power transfer branch" would be cool; I improvised one using metal overhangs and regular power shafts but it looks ugly.
Bobingabout  [author] 15 Oct @ 2:52am 
Yes. Many, but not all, tree parts will conduct power. Determining which ones can is a bit tricky though, as if the same side is both a door (or branch connection) and a power connection, it won't preview the power connection. They will however have a power connector (The white thing) between the building and power shaft when built.

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.
KGP2006 14 Oct @ 12:07pm 
Is it possible to get powerbetween 2 towers?
Moriarty 14 Oct @ 6:52am 
Hey @Bobingabout! Love your Factorio mods! I have to try this, since i know you make high quality mods.
andiiis 12 Oct @ 7:17am 
you are right :-D damn! I build up a power structure and did not recognize! Thanks again.
So wind, water and batteries it is.
Bobingabout  [author] 12 Oct @ 5:31am 
Badwater Discharge behaves as you're describing, Iron Teeth and Emberpelts get that.
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.
andiiis 12 Oct @ 12:37am 
Bob, isnt it the case that the bad water dome (when open) has unlimited badwater not depending on the season. Here it stops in a drought. Is that ment to be?
I build this with a whole water wheel structure around :-D never tested it!:cozyjunimogreen:
Bobingabout  [author] 11 Oct @ 7:46pm 
Plant Murderer goes away after 2 days.
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.
Joshnoi 11 Oct @ 6:52pm 
Is there a way to help the beavers that are plant murders to become now with well-being or decorations?
Kekkouneko 9 Oct @ 3:56pm 
I like the idea of the lumber press, but I think it's too deep in the research tree, I hate that my little plant lovers need to destroy so many trees just to barely get the presses online, and then you need a lot of them to replace chopping.

That's my only complaint, otherwise, very fun faction.
alfoxon 2 Oct @ 1:43pm 
Just started using this faction. Not finished a map yet but so far so good. I'm trying to cut only trees already on the map and rely long term on the Lumber press. No planting of traditional timber only trees like oak.
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.
Mr_Rose 29 Sep @ 9:12am 
@tekap2 try verifying the game files (right-click menu in the Steam library) to make sure you have the latest copy of everything and all in the right place.

FWIW, I have all those mods and more and its been running fine.
tekap2 29 Sep @ 9:03am 
Thanks for your reply Bobingabout. I tried to change the load order to the same as yours and unfortunately it didn't make a difference. I also unsubscribed and re-subscribed and that didn't change anything either.Some kind of strange anomaly by the looks of it. Thanks anyway. :)
Bobingabout  [author] 29 Sep @ 5:40am 
All I can say is, it works for me.

My load order is slightly different though, Script Pack, Harmony, Ladders, Leaf Coats.
tekap2 29 Sep @ 4:19am 
Hello, I am unable to start a new game as it crashes shortly after I click on start after selecting Normal Game mode. I have tried several different maps (official maps and custom maps) and running only mods needed for this (Bobbingabout Script Pack, Leaf Coats (Early Access), Harmony and Ladders - loading in that order). Am I missing something? Any advice would be appreciated. Many thanks.
Volleybal4life 28 Sep @ 6:13am 
I hope we'll get a 'wonder' at some point.

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)
Bobingabout  [author] 27 Sep @ 8:24am 
No. I'm not that great on documentation, instructions and guides, as you've probably noticed.

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.
James Stone 27 Sep @ 5:24am 
Is there any in depth documentation on how the mod works?
PopovavCz 25 Sep @ 11:49pm 
Wow corner zipline sounds great, and it would be another piece to fill the corners
Mr_Rose 24 Sep @ 11:33am 
Any chance of a zipline beam that is also a "tree corner" like the zipline levee but aesthetically matched to the tree building style.

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.
Zetus 22 Sep @ 3:39am 
Its time for the final wonder ? I guess.Thanks for all your work.
Bobingabout  [author] 21 Sep @ 5:21am 
When I designed the gravity battery, there was already so much you could put in the side pieces (Like the 1x1x2 storages, or the zipline station) that I needed something to occupy the corners.

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...
PopovavCz 20 Sep @ 12:16pm 
Love the mod and how vertical you are encouraged to be with this faction
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!
Bobingabout  [author] 20 Sep @ 6:12am 
Correction, Everything else except the Grapes were my own work. Lapan gave me the grapes model.
Bobingabout  [author] 20 Sep @ 6:10am 
Yeah... The Faction Icon, and Beaver Icons were AI generated, but only those 5 images, nothing else. Everything else was 100% my own work (using Timberborn assets as a base)

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.
Horror Sans02 20 Sep @ 3:26am 
This seem like an amazing faction with many ideas to explore. However the usage of AI art does downgrade it for me. I get why you might use it, but honestly the AI has no idea how to really get that timberborn beaver look. I'm loving your work so far like with the emberbelts.
Bobingabout  [author] 19 Sep @ 1:31pm 
Description says you have to build it on top of the bot part factory if you want it in a tree.
mikajens 18 Sep @ 12:59pm 
The robot assembly plant doesn't line up on the tree trunk, fyi
MRBTiger 18 Sep @ 10:53am 
Ooh, nice work - how'd you do the main art for the faction select screen? I was looking at it and trying to figure out whether there was like a base beaver model and then the leaves put on with some sort of brush, or if all done on one layer, or something else.
Bobingabout  [author] 18 Sep @ 8:48am 
I made everything myself, by editing Vanilla assets. Some icons were me doodling in a paint program.
MRBTiger 18 Sep @ 6:01am 
Cool mechanics (especially the tree structure bits), wondering who made the art for it?