Timberborn

Timberborn

Leaf Coats (Early Access)
135 Comments
Fefedawizard 5 hours ago 
Thank you very much it is working completely fine now
Bobingabout  [author] Nov 5 @ 2:54am 
The most likely cause is that you have a mod enabled that it doesn't like.

It's recommended that you start with just Harmony, Bobingabout Script Pack, Ladder and Leaf Coats and make sure it works with those 4.

Then slowly add other mods 1 by 1. If it stops working, remove the most recently added mod.

You don't have to unsubscribe or delete the mods, just uncheck them in the mod list that shows up when you first load the game.
Fefedawizard Nov 5 @ 2:04am 
um, I am running into issues that this is not compatible with update 7. Do you have any idea of why is this happening. Thank you!
Totoro Nov 4 @ 9:11am 
this mod is amazing!! and exactly how I wanted to play this game! would love more decorations/leafy things to add to the tree trunks eventually!!
CloudEater Nov 4 @ 8:14am 
The concept for the Leaf Coats is really creative and fits really well into the game style Timberborn already has. I'm excited to see any future updates to this. Leaf or foliage items as decorations to add greenery to the top of the Leaf Coats tree trunk cities would be amazing. :steamthumbsup:
Bobingabout  [author] Nov 3 @ 5:12am 
2 weeks minimum. probably longer.
Fefedawizard Nov 2 @ 10:21pm 
Hi, could you possibly estimate how long you need to update to 1.0
Bobingabout  [author] Nov 1 @ 8:29pm 
I will update to V1.0, but it will take a while.
There's a lot of changing to how you mod, lots of new stuff to learn, and this is a big mod.
DrogonSkye Nov 1 @ 9:51am 
Are you planning on updating to 1.0 anytime soon. just curious
Bobingabout  [author] Oct 30 @ 9:24am 
Plant Murderer's don't breed. If you're having trouble with population, try pausing the lumberjack flags.

Plant Murderer takes 2 days to go away.
chejrw Oct 30 @ 8:30am 
Is there a trick to breeding these guys? I occasionally get a birth but my population is slowly dwindling as its well below replacement rate. They have food, water, and housing space...
Bobingabout  [author] Oct 27 @ 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 Oct 27 @ 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 Oct 27 @ 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] Oct 26 @ 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 Oct 26 @ 12:32am 
Just need a final wonder to go?
Bobingabout  [author] Oct 25 @ 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 Oct 24 @ 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] Oct 24 @ 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 Oct 24 @ 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] Oct 23 @ 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 Oct 23 @ 12:40pm 
fixed it. it clashes with more tunnels
steelghost Oct 23 @ 12:07pm 
i have some problems with timberborn not responding as soon as i launch the game
Bobingabout  [author] Oct 19 @ 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 Oct 19 @ 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 Oct 18 @ 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 Oct 17 @ 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] Oct 17 @ 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 Oct 17 @ 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] Oct 16 @ 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 Oct 15 @ 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] Oct 15 @ 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 Oct 14 @ 12:07pm 
Is it possible to get powerbetween 2 towers?
Moriarty Oct 14 @ 6:52am 
Hey @Bobingabout! Love your Factorio mods! I have to try this, since i know you make high quality mods.
andiiis Oct 12 @ 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] Oct 12 @ 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 Oct 12 @ 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] Oct 11 @ 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 Oct 11 @ 6:52pm 
Is there a way to help the beavers that are plant murders to become now with well-being or decorations?
Kekkouneko Oct 9 @ 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 Oct 2 @ 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 Sep 29 @ 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 Sep 29 @ 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] Sep 29 @ 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 Sep 29 @ 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 Sep 28 @ 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] Sep 27 @ 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 Sep 27 @ 5:24am 
Is there any in depth documentation on how the mod works?
PopovavCz Sep 25 @ 11:49pm 
Wow corner zipline sounds great, and it would be another piece to fill the corners
Mr_Rose Sep 24 @ 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.