Timberborn

Timberborn

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Whitepaws Faction U7
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234.114 MB
25 Jun @ 7:05am
20 Jul @ 11:09am
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Whitepaws Faction U7

Description
Add an entire custom faction

Follow the true beaver path, you are a beaver, your Village is your dam, and everything is a house.

The Whitepaws do not build their dams out of levees and dam blocks, their town is their dam.
Mostly everything is a house, and most houses are also dams.
Arrange them correctly and you might succeed in building the grandest dam of all beaverkind

Or you might starve and die of thirst because your population got out of control

Youtuber Warning !
I've seen a few YouTubers make playthroughs of this faction, and I think it only makes good content of you already know your way around the mod. You may think it will be nice to discover it along with your audience but no, that is a terrible, terrible idea.
Most YouTubers during their first playthrough spend a good half of the time (at BEST) stumbling around, trying to find stuff in the menus, trying to figure out where this item is made, where that one is stored etc. Trust me, it is painful to watch, that will be hell to edit, and people won't enjoy it.

BUT, if you know what you're doing, know what your want to show, what you think you need to explain, and are generally used to the mod, I honestly think that makes some pretty good content.

So if you wants to give make a let's play of this faction, please play it for yourself off camera first. I'd argue to go at least to the point of making and duplicating your first blueprints, possibly go as far as getting the tree nursery unlocked and build. If you manage to reliably reach that (and if course, if you enjoy playing the mod) then you're probably ripe for a nice playthrough series

And for the love of god, don't play this on hard mode :/

Short Guide
- Your population will grow to fill every available bed, but mostly everything is a house. overbuild and you will starve.
- First thing you need to do is get food, water, and a bath or showers.

- Then you need to make planks
- Use planks to rebuild your town center (you start with a broken kart)
- ONLY THEN can you raze the broken kart
- This will drop an Anvil, a Library set, a Cauldron and the Chemistry glassware, thus unlocking ironworking, paparmaking, science and chemistry.
- From then you can build the library and get access to most simple science-locked buildings like stairs and platforms and other basic industry.

At this point you're mostly free. You will eventually need to unlock and build the Architect's lodge and Mechanic's lodge, they can make blueprints that unlocks larger and more efficient buildings.
General Explanation

I started making this mod a few month before Update4, I felt the game was far too easy and unchallenging, and still is, but more importantly lacked purpose. Why are we doing all this ? Back then we coul survive on a tiny dam and carrots for all eternity, so why do more ? Well here I'll have you race against your own population that keeps growing near-uncontrollably, so you are constantly pressured to build more to unlock better stuff to get more breathing room so you have workforce to dedicate to more improvements.
Concretely, to make the game more interesting (and challenging) the basic dam and levees are removed, but a lot of buildings are now made watertight. Arrange them into a dam whichever way you like, but they are most likely houses too so that will cause your population to expand.

If a building is blocky enough to look watertight, then it most likely is. since the middle of U6, you can now build watertight things on top of non-watertight things, and commit what most would call ''crimes against gravity''. Have fun !

Warning !
Make sure you have all the dependencies, and only the dependencies !
Mods that are known to also work with this mod will be listed at the end.

This mod was nearl3y in its final state at the end of U6. It won't change much with U7, but i'll probably add ziplines to the faction, or something more... uhh...we'll see. 😉. The U6 version is bug-free as far as I know.

RULE :
Pausing watertight buildings or keeping them disconnected to use them as dams without having to deal with the population is cheating.
Pausing water pumps even when part of a dam during droughts is fair enough
Pausing houses that are not part of a dam is always okay.
I'm not your mom, play as you like.

Compatible mods:
- Pipette tool

Dependencies

U7 - Logstairs, 1x1x2 storage, Lapantouflemagic's Texture pack (other will be added as they are fixed)

U6 - This mod requires the following mods to work:

NEW :


- Ladder
- Staircase
- 1x1x2 storage
- Logstairs
- Lapantouflemagics Texture pack
- Harmony
- TimberAPI
- MoreGroups
- Mod Settings
- Timber Commons
- HouseOptimize

No idea if they are compatible :
- Bee Sting Antidote
- FasterBeaver
- Dutch Windmill
- Extra Terrain Tools
- Better Mines
- Booster Juice
- Flywheels
- More Platforms
- Path Extention
- Planting Override
- Steam Update Buttons
- YamlDotNet
- TBMPL | Core
- TBMPL | Better Beaver Speed
- TBMPL | Better Wind Speed
- TBMPL | Longer Life
- TBMPL | More Workers
- Most mods trying to add a new building will have no effect

probably not compatible
- Berries Are Delicious
- Choo!Choo!
- DamDecoration
- DamDecorations_DecorationExtention
- Most mods that try to add a new effect to a good

probably fine
- Find Idle Beavers
- Mod Manager
- FPP Camera
- Any mod that is just doing UI things

Special thanks, credits and contributions:

Most of the assets are derived from timberborn base game.
Most of what is not comes from various free asset found online.
Some of the rest are my direct creations.

Curly stairs model are from Knatte's Staircaise mod.
Ladders models are slightly modified from Tobbert's Ladder mod.

Huge thanks to Wolfess for the white beaver skins and other custom textures.
Huge thanks to Thorlak for a large number of icons.
Huge thanks to Battery_Smooth for his custom scritps.
Huge thanks to Bobingabout for his help in setting up some scripts and for the T-shaft intersections.
Huge thanks to Igor for his work in Timbercommons (irrigation towers).
Huge thanks to all of the other people who helped me with this mod, including my dedicated testers :-)
26 Comments
rtwpsom2 21 Jul @ 1:54pm 
also can i ask why the power shafts are so limited in where they and enter buildings? all that does is make everything messyer and harder to work with
rtwpsom2 21 Jul @ 10:05am 
does anyone know where to get prosthetics? one of my beavers gor maimed, and i dont know how to make prosthetics
Questionmarc 21 Jul @ 9:46am 
does the long range district exchange work for anyone?
rtwpsom2 18 Jul @ 7:39pm 
@ivoolorin also thanks, but i feel that needs to be shown in the desc, like just a quick "the 2 above stuff req ground, rest does not"
rtwpsom2 18 Jul @ 7:37pm 
WHY CAN YOU NOT PLACE A FLUID DUMP ON ITS OWN?!? NO REASON TO MAKE IT REQ A LIDO, AND IT MAKES ANY USE YOU CULD COME UP WITH FOR THE BADWATER OUTPUT USELESS
ivoolorin 18 Jul @ 12:36pm 
@lapantouflemagic Hi, I'd like to report a bug in the current version - the 24 long ranged district crossing is unable to be built (gets stuck on "waiting for materials"), probably because it is set to cost 12 planks and then another 12 planks on top of that. Guess the other planks were meant to be metal fasteners.
navad108 18 Jul @ 12:28pm 
@croc There are ziplines now but I think it's still being refined? I noticed beavers fall off frequently and can get stranded.
navad108 18 Jul @ 12:25pm 
I don't see a storage option for the new zipline scrolls.
Luke 18 Jul @ 9:18am 
Since the new update is anyone else having uncontrollable contamination issues?
ivoolorin 17 Jul @ 2:48pm 
You can still place the mine on other solid buildings, that's how I'm playing the Hollows rn... Only to find out there are three perfectly fine locations not far ftom spawn.