Timberborn

Timberborn

Live at workplaces
45 Comments
鸡【蛋柿】子 18 May @ 7:39am 
很神奇 订阅此mod之后 水泵提示道路被阻断
Valentin_126 22 Feb @ 3:03pm 
Why do the workspaces provide so much housing? I think it would make more sense that they can only house as many that can work. Also, is there a way to make beavers who live at a workplace also work at it? Doesn't really make sense that someone who's living in a water pumper works at a farm on the opposite side of the district.
alin_2015_todor  [author] 14 Feb @ 11:04pm 
Search for NoBreedingPods mod
QueenPixxa 14 Feb @ 12:53pm 
But I don't play Ember Pelts, not sure I want to play with a completely different faction
alin_2015_todor  [author] 14 Feb @ 10:17am 
Maybe, but it exist the Emberpelts faction mod that , with a lot of IT stuffs in it, has natural procreation by default.
QueenPixxa 14 Feb @ 6:09am 
Can you please make a mod with only natural procreation active, without the housing part?
alin_2015_todor  [author] 25 Nov, 2024 @ 8:05pm 
That cannot be done without code, and I don't have the space to install VisualC , saddly. Hope that in U7 dev's will allow to use some specifications for that.
DaOrkBoyz 25 Nov, 2024 @ 10:44am 
sorry, i asked to unspecificly. are there any news or updates for turning of the natural procreation for IT?
alin_2015_todor  [author] 12 Nov, 2024 @ 10:50pm 
Latest update is from 10.30.2024 ...
DaOrkBoyz 12 Nov, 2024 @ 1:49pm 
are there any updates yet? really want that great mod working as intended
alin_2015_todor  [author] 10 Sep, 2024 @ 9:20pm 
No, cannot turn off the reproductibility for IT, since the mod is codless. I don't have enough space, YET, to install all the needed programs to make code mods.
Acrinde 10 Sep, 2024 @ 2:54pm 
is there a way to turn off the natural procreation aspect for IT? i love the livable work spaces, but my population always balloons out of control very fast
alin_2015_todor  [author] 14 Aug, 2024 @ 7:48am 
YA, on workplaces that have, at least, 3 dweling slots .
helium 14 Aug, 2024 @ 6:26am 
Do they reproduce at workplaces now? Otherwise it would be extremely hard to breed more beavers in early game...
alin_2015_todor  [author] 13 Aug, 2024 @ 12:09am 
Could be a conflict with one of mimic's mod...
SheTheTDE 12 Aug, 2024 @ 5:56pm 
this mod isn't working for me but I'm going to assume it's a conflict. I'm just left with IronTeeth who are incapable of increasing their numbers.
alin_2015_todor  [author] 3 Aug, 2024 @ 1:22am 
Cannot be the same, this mod do not increase the workplace workers number. And, mimic mod , indeed has this issue on 1 worker workplaces sometimes.
Dark Lord 2 Aug, 2024 @ 9:47pm 
I also use another mod that increases the work places and even though it increases the number of work places for the forester to 3 I can never put more then one worker. If I do it causes the same glitch as this mod.
alin_2015_todor  [author] 2 Aug, 2024 @ 9:07pm 
Forester, for both factions, have 2 dwelling spaces, The fact that a beaver sleep on a ground, can ceWas a mod, House Optimize caused by a long distance to home. Beavers, by default, don't live mandatory near workplaces. Was a mod, House Optimize that solved that issue. Hope will be fixed tor U6.
Dark Lord 2 Aug, 2024 @ 8:18pm 
Is there a way to exclude certain buildings? For example the foresters hut causes a glitch because the building only has room for 1 occupant so it always shows that I have 1 beaver sleeping on the ground when they go to bed.
Vas 24 Jul, 2024 @ 2:45am 
I'd wait and see if anyone else comes up with better name ideas before updating it in game and all.
alin_2015_todor  [author] 24 Jul, 2024 @ 1:19am 
Live at work to be, But, must wait for a new updtate to change the description for ingame mod manager.
Vas 23 Jul, 2024 @ 8:43pm 
Sleep At Work?
Live At Work?
Work is Home?

That seems to be what this mod is focused on, while at the same time enabling natural procreation, it does a major balance change with the work being the new home.
alin_2015_todor  [author] 23 Jul, 2024 @ 6:45pm 
Any sugestion for mod name ?
saresare93 23 Jul, 2024 @ 6:40pm 
This mod is extremely misleading, making people think it's the mod.io mod and then giving them the workplace dwelling nightmare instead. I added this mod along with update 6 thinking it was the workshop version of the mod.io mod, and because of that thought the gameplay-destroying dwelling situation was part of update 6. Please just change the name of the mod to reflect what it actually does so you're not tricking people into thinking/doing the same thing.
Vas 15 Jul, 2024 @ 2:52am 
Ah. I guess I'll wait for that author to upload his here. I prefer the simplicity of -actual- natural procreation. Not "workshops are houses". Honestly, probably shouldn't use the same name if you're not doing the same thing.

If you are doing the same thing, then you shouldn't add extra features. If you want workshops are houses, should be a separate mod. Just my opinion on the matter. I imagine eventually when the workshop isn't group based subscribe only, a lot of people will come here confused as to why a mod has the same name as another and both do something different.
alin_2015_todor  [author] 14 Jul, 2024 @ 11:35pm 
Vas, no, that mod was with code, this mod is codeless
Vas 14 Jul, 2024 @ 8:08pm 
Wait, so this isn't like the original version on mod.io? Damn. :/ I required this mod because growing beavers in pods is stupid and silly and I don't want the game to function like that.
alin_2015_todor  [author] 13 Jul, 2024 @ 6:09am 
Read the comments bellow and will see that the main complains was about uncontrolled reproduction (like a "bunny" colonies, not beavers) ...
helium 13 Jul, 2024 @ 2:38am 
I'm not sure if there's a system in Timberborn for prioritizing certain housing over other. But if there's not, either just allow beavers to breed in the workshops and accept the mod is and will not be balanced. Or just remove the dwellings in workplaces altogether...
helium 13 Jul, 2024 @ 2:32am 
But the problem is that beavers won't PRIORITIZE living in lodges leading to entire colony dying off
alin_2015_todor  [author] 13 Jul, 2024 @ 2:29am 
beavers don't bread at workplaces (as is mentioned in mod description). You need to have regular houses for that. It's a drawback, I know, but alowing kits to be born in workplaces lead to uncontrolled reproduction and overpass to the living spaces ....
helium 13 Jul, 2024 @ 2:06am 
And I cannot force them into living in the lodges
helium 13 Jul, 2024 @ 2:06am 
I don't know what's wrong, but now it seems beavers simply don't breed if they live in the production buildings.
alin_2015_todor  [author] 7 Jul, 2024 @ 4:11am 
I know, guess will make workshops only for beds, not "funny", so, will need some proper houses in order to have kits. Need some testing. Expect working update tomorrow
TheDeadGuy 7 Jul, 2024 @ 2:38am 
It stills kicks out beavers at night from houses thus new beavers are born even if there is no available bed.
Thus the population keeps increasing.
alin_2015_todor  [author] 6 Jul, 2024 @ 8:00pm 
Fixed uncontrolled reproduction issue. Was not my intention to make mod so hard.... As for "why more living space then workers", powered or fueled workshops do not have living spaces.
WooSai 6 Jul, 2024 @ 7:34pm 
I grabbed this for when my next IT game starts. Next thing I know, I have 600 f'in FT beavers, and they ate through 8+K storage.
Also, why would a building have more hosing space than jobs?! That makes no sense. I literally paused EVERY HOUSE I HAVE (150+!!!) and still have open beds.

If you think this is a challenge mod, you're so wrong. It's an easy mode mod. Slower progression is more of a limiting factor than out of control birth rates. Excessive birth rates benefit* a longer work day, and poor conditions. Why would I care how happy my beavers are when I know that there are 10 more to replace them? Part of the difficulty of the game (especially IT) is extending the lifespan of your beavers. You just made them expendable.

The other flaw in your "It's a challenge mod is, if you think I can't just setup auto-migration to "The Contamination District" where sick/excess beavers go to die, you didn't think too hard about your mod. Challenge solved.
WooSai 6 Jul, 2024 @ 7:32pm 
For anyone who's thinking about downloading this mod, here's a real description:
This mod will make your beavers breed like bunnies. They will ignore housing limitations for FT. They'll do it outside. Like animals, or something.
IDK what they do for IT, but since FT weren't included in this part of the description, I would assume the same.
Most production buildings have housing built-in. And some will have more housing than they should. You will never need to build a house (maybe in the early game,
but shortly thereafter, you'll have enough buildings that house beavers that you'll need to pause them, anyway.
Red Clearance 6 Jul, 2024 @ 2:35pm 
I just have a suggestion, but a better description of the mod would be appreciated. I wasn't sure what you meant by "natural procreation" until I downloaded the mod and realized that my beavers were breeding out of control. I assumed (perhaps foolishly) that my beavers would breed the way the FT, producing new beavers up to the housing limit, rather than the way the IT does through timberpunk breeding pods.

And if this is a challenge mod, that should be stated obviously and unambiguously.
alin_2015_todor  [author] 6 Jul, 2024 @ 3:17am 
I never build a house, until will not have bots and a huge food production.
TheDeadGuy 6 Jul, 2024 @ 2:03am 
Okay so this adds houses to most workplace like water beaver mod. That's why my IT population grew so much. Time to destroy some actual houses. :steamhappy:
savagewolf 6 Jul, 2024 @ 1:18am 
idk about the iron teeth but the folktails breed uncontrollably, i love the housing in work buildings but the breeding for folktails needs to be fixed.
alin_2015_todor  [author] 5 Jul, 2024 @ 8:12pm 
Is a challenge mod , even FT acts like having breeding pods in term of population grow.But, I love dificulty, since the actual game mechanics is too esy. Best advice is to avoid to have houses, is not needed.
flumeister 5 Jul, 2024 @ 4:47pm 
I had this enabled with Folktails. The mod adds 15 beds to each hauling post and ten more to each builder's hut. The beavers don't seem to stop having babies even when there are not enough beds.