Timberborn
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Leaf Coats Beta
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19 ago, ore 12:08
31 ago, ore 9:25
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Leaf Coats Beta

Descrizione
A new faction of beavers that have an affinity for plants.

Experimental release, expect bugs.
More info to come later.

Compatibility with other mods is mostly untested.
Known to conflict with Whitepaws, Disable that mod in your mod list when you enable LeafCoats and Vica Verca.
Doesn't conflict with any of my own mods.

Emberpelts don't breed will disable breeding in Leaf Coats. There is currently no alternate method to breeding to gain beavers, so you shouldn't use the 2 together.
Discussioni più popolari Visualizza tutte (3)
3
25 ago, ore 9:38
Water towers built ontop of other water towers wont connect
MishkaRose™
3
26 ago, ore 12:52
contaminated beavers
MishkaRose™
1
25 ago, ore 10:03
Pine resin is a liquid mod
MishkaRose™
51 commenti
Echodacho 3 ore fa 
I had an interesting thought and want to share the idea here. For leaf coats, wouldn't it be fun to have the population increase through planting a form of special seed and baby beavers are grown like trees.
Mr_Rose 30 ago, ore 14:47 
@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 30 ago, ore 11:58 
JC The Beard is doing a livestream of this rn
Rolling_Rat 30 ago, ore 11:23 
Just downloading. I am really looking forward to it. Big fan of Emberpelts. Thanks Bobingabout!!
VenatorusMagnus 30 ago, ore 10:46 
This mod needs mushrooms growing randomly under old growth trees.
Bobingabout  [autore] 30 ago, ore 9:17 
@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 30 ago, ore 8:32 
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  [autore] 30 ago, ore 6:47 
@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 29 ago, ore 23:59 
@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 29 ago, ore 20:37 
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.