Timberborn

Timberborn

43 ratings
Leaf Coats Beta
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285.657 MB
Aug 19 @ 12:08pm
Aug 31 @ 9:25am
12 Change Notes ( view )

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Leaf Coats Beta

Description
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.
Popular Discussions View All (3)
3
Aug 25 @ 9:38am
Water towers built ontop of other water towers wont connect
MishkaRose™
3
Aug 26 @ 12:52pm
contaminated beavers
MishkaRose™
1
Aug 25 @ 10:03am
Pine resin is a liquid mod
MishkaRose™
58 Comments
AzureDragon 6 hours ago 
I understand the limitations and wish you luck! It's a great mod so far.

One small bug I found: If you build a grinder directly above a zipline, the grinder entrance is blocked. (To reproduce: Build the tree zipline variant and random things to fill that level. On the level above, build a grinder so that the entrance is directly on top of the zipline. Try to link to the path network with a ladder; it'll say blocked path.) Other buildings do not seem to have this problem.
Mr_Rose Sep 2 @ 9:47am 
Oh, meant to ask earlier; please say you’re going to make branch-compatible versions of the other wellbeing and decoration items like the lamp? Or maybe a generic branch-side platform that such a thing could be placed on?
Medicshy Sep 2 @ 6:05am 
I am so glad to see you making this. I had this idea posted on the forum, and you're doing it justice.
Bobingabout  [author] Sep 2 @ 5:50am 
The Plant Murderer thing is difficult to solve, and I would have made it more like you're asking if I could.

The problem is I'm hooking into an Event that says "I chopped down a tree", but the event doesn't give any information on what was chopped down, so I can't filter to only Living trees.

When I figure out a way to change this, I will.

I would also want to include when builders "Remove Natural Resource" on a living plant too, but there's no event for that at all.

Lets just say, improving this is on my to do list.
ThereisnoP Sep 1 @ 8:20pm 
love the new faction work and the unique design idea with the tree structures!
just an idea, but maybe could you make it when beavers chop down dead trees, they don't get the "tree murderer" negative? really love it otherwise!
Mr_Rose Sep 1 @ 9:06am 
Thanks for sorting the pathing on the hauling post.
AzureDragon Aug 31 @ 4:34pm 
Suggestion on Plant Murderer debuff (if the game allows): Applies to lumberjacks who cull trees that are alive, but not trees that are already dead (that's just recycling at that point, right?). Also not sure if this is possible, but builders who destroy living trees are also shameful plant murderers.
Echodacho Aug 31 @ 11:27am 
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 Aug 30 @ 2:47pm 
@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 Aug 30 @ 11:58am 
JC The Beard is doing a livestream of this rn