Timberborn

Timberborn

aaror Jun 29, 2024 @ 7:36am
Steal some mods for the base game!
Going to post my top 3, but would love to hear other suggestions. I really think certain mods need to be added to the base game, and there are 2 that are especially needed, plus one that is just too cool not to add:

1. Ladders! By Tobbert the ladder mod is just what it says, instead of a long chain of stairs, you can build ladders to go up multiple levels. Personally I'd ignore physics and make them more expensive than stairs, both in tech and materials (I think Tobbert did make them more expensive in tech) to encourage stairs as the default, but having ladders as an option is great!

2. "Vertical power shafts" also by Tobbert. Instead of the "Go up one level but same direction" Tobbert made the vertical power shafts modular, you can go from horizontal to vertical, go up one square vertically, or go from vertical to horizontal. You can turn 90, or even 180 degrees while going up one level, can go up multiple levels without a "staircase" of shafts, etc. There is also a "universal" shaft that is really expensive but goes all 6 directions if needed.

3. Choo Choo. The Train mod by Tobbert. I never noticed all my favorite mods were by one person before. The train is just so cute and a fun thing to make late game! Personally I never found it super useful but I still love it!

A few honorable mentions:

Staircase by KnatteAnka lets staircases turn 90 degrees while going up. Useful to have.

More Platforms by Tobbert gives more options to get space above other buildings to build into the sky.

Extended Floodgates by KnatteAnka lets you have floodgates that are more than 3 blocks tall.

Looking forward to seeing what other mods people love, but please, DEVS, put the vertical power shafts and ladders in the game, and the trains if possible-heck, maybe hire Tobbert?
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Showing 1-3 of 3 comments
BlackSoul Jul 5, 2024 @ 5:21am 
1. Ladders sounds good and if correctly balanced it could be interesting in game.
2. I think that vertical power shafts are solved in experimental.
3. I am not sure about train. In my play I don't transport large amount of resources. Personally I would like to have some enhanced roads that would speed up beavers.
4. I currently playing only with Staircase, it is useful to save one spot for turning and it have non platform pillar for better look.
5. Platforms - there is lot of overhang platforms on experimental, I dont need any more.
6. Extended Floodgates - I think this mod is also obsolete with sĺuice as solid automated floodgate on experimental.
aaror Jul 6, 2024 @ 8:36pm 
Originally posted by BlackSoul:
1. Ladders sounds good and if correctly balanced it could be interesting in game.
2. I think that vertical power shafts are solved in experimental.
3. I am not sure about train. In my play I don't transport large amount of resources. Personally I would like to have some enhanced roads that would speed up beavers.
4. I currently playing only with Staircase, it is useful to save one spot for turning and it have non platform pillar for better look.
5. Platforms - there is lot of overhang platforms on experimental, I dont need any more.
6. Extended Floodgates - I think this mod is also obsolete with sĺuice as solid automated floodgate on experimental.

2. You are correct, I only just noticed that!
3. I'll be honest, I get my game to the "stable end game" (all beavers on vacation as bots do all the work) then make the train just because it looks cool.
4. I was using the staircase mod in the workshop, but I kept having crashes and taking the mod out fixed it. Probably a temporary thing, looking forward to curved stairs again, I agree it often looks better as well as being useful.
5. Agreed.
6. Agreed
Yeah this would be nice. I never use mod's anymore. To many years of gaming where an Update broke my game and I'd have to start over.

Only game I have personal experience with where update and mod's didn't collide is Farming Sim line. I've played at least two versions of it and never once had a mod/save problem. It's entirely related to how they approach modding I guess.
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Showing 1-3 of 3 comments
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