Timberborn

Timberborn

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Gate [U7 ✅]
   
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5 Jun @ 9:14am
9 Jun @ 12:23am
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Gate [U7 ✅]

In 1 collection by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Description
Add a Gate: A road that can be closed.

"They called me mad when I blocked the road with a floodgate. Now they call me 'Sir.'" — Beavrick

Cost 150 Science to unlock, 10 Logs and 5 Planks to build (literally a repurposed Floodgate).

It also blocks water when closed.

Note: be careful when you close a Gate and make a 2nd District that connect with the other through that gate. When you open that gate and cause 2 districts to connect, the game will crash. Sorry there is no easy way for me to prevent that from happening so you just have to be careful when placing new district with Closed gate.

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Idea by @Iceph03nix on Discord.

Mod source code and donation: https://github.com/datvm/TimberbornMods

v7.1.0: Gate now also blocks water when closed (like a Levee/full height Floodgate). It's canon that it's a repurposed Floodgate. Fixed a crash because you could close the Gate before finish building.
13 Comments
Vigorous Gil 9 Jul @ 4:14pm 
If possible, I second the suggestion of having it auto-close during Badtide. I tend to build early game paths through water so beavers get wet buff, but will do redudancy bridges later, and this would help avoiding contamination
鸡【蛋柿】子 10 Jun @ 7:01pm 
是否可以出一个类似于 [To be updated] Choo!Choo! 的mod 虽然现在有了绳索 以及 管道 但不可否认 火车 确实挺有意思的
Vas 9 Jun @ 6:18am 
Note to your bad tide comment, if you use Automation, your beavers will likely already be home as the season starts while they are all asleep. So if you don't build homes on the other side, the gate would auto close at the start of the day before they have a chance to exit.
Luke ✞ Jesus Saves ✞  [author] 9 Jun @ 12:24am 
v7.1.0: Gate now also blocks water when closed (like a Levee/full height Floodgate). It's canon that it's a repurposed Floodgate.
Luke ✞ Jesus Saves ✞  [author] 8 Jun @ 1:52pm 
It does not act as a Floodgate (i.e. water can go through it). As for automation, maybe I will add it, though I think if you wait until Badtide it's probably a bit too late for your beavers already on the other side :P
Vas 8 Jun @ 7:40am 
Curious, but does it also serve the purpose of a flood gate? Like, for example, using this like a wall against water, and allowing it to open giving beavers a way into the empty reservoir?

(Too bad we can't have dynamic buildings, place it, then set how high you want it, cost adjusts, building is changed. One floodgate for all sizes basically!)
OUTTATIME88 8 Jun @ 2:09am 
is there anyway to add the close on badtide toggles? wish beavers ai was better so they didnt continue to go through contaminated water when theres a perfectly good bridge lol
Luke ✞ Jesus Saves ✞  [author] 7 Jun @ 11:22am 
Yeah someone suggested that but unfortunately I don't have it :( And now the Floodgate became canon due to the quote (of course I can change it) 😂
Wookiee 7 Jun @ 9:22am 
Although there is no animation for it, the old district crossing would also make a good model to reuse
Luke ✞ Jesus Saves ✞  [author] 6 Jun @ 9:13am 
I mod without Unity/asset so I can't create model, that's why I reuse models of other buildings in my mods 😅 But it's canon now with the lore text anyway 🤷

As for bot, unfortunately it cannot work because there is no such mechanism in the game. The only "filter" for bots and beavers right now in the game is District.