Timberborn

Timberborn

Emberpelts
275 Comments
Shimazu Yoshihiro 21 Jul @ 12:47pm 
This mod has quickly become my favorite, it is so much fun to play. Removes some of the frustrations with the other factions and makes tons of improvements.
teakel_ants 21 Jul @ 10:39am 
i fixed the no trees it was anther mod
Mr_Rose 21 Jul @ 9:15am 
@Sol Citizen - yeah, its an easter egg. I think thee's four? All different colours and named for different mod creators. Bright red, green, white, and blonde. Check page five (correct as of publication) of the comments here.
Sol Citizen. 20 Jul @ 5:37pm 
Apologies if this has already been commented, but I found a Beaver that was neon green and pink! Kind-of looks like a white-paws beaver. They also had what looked like a custom name (Lapantouflemagic).

Kinda interested to know if I found some sort of funny easter egg, I only noticed because out of all of my grey and red beavers, they stuck out like a beacon lol
Bobingabout  [author] 19 Jul @ 1:26pm 
@teakel_ants no trees? what other mods do you have installed?
Mr_Rose 19 Jul @ 10:56am 
@Bobingabout Thanks! This line "Basically, when it comes to the Lodges, walkways should connect to any full wall" resolved a fundamental misconception I had, so I'm getting much better use out of the walkways now.
teakel_ants 19 Jul @ 8:56am 
there are no trees spawning when i play this faction
Bobingabout  [author] 17 Jul @ 5:55pm 
no guide or tutorial right now.

Basically, when it comes to the Lodges, walkways should connect to any full wall, so no doors, no balcony, no sides of the balcony. same rules apply to the top and bottom of the lodge, if you build a walkway on top of a solid tile, it will connect, but if you place it on top of the balcony, it won't.

For the bridges, basically the foundation tile will connect on all sides like a walkway block, but then only the end of the bridge, like a normal bridge connection.

The only walkway that connects upwards is the ladder, but they should all connect down. (Except the stairs, as they only connect to 2 specific sides, like normal stairs)
Mr_Rose 17 Jul @ 8:57am 
I like the idea of the walkways but is there any chance of a tutorial? I can never tell when a building is going to connect to a sky-bridge or walkway properly until after it is built.

Also, a QoL thing; is it possible to get the walkways to build from each other like tubeways do?
Panchito Mágico 10 Jul @ 9:28am 
Thanks for the mini lodge update <3 works perfectly with Config. Faction Mixer mod.
GoblinJim 9 Jul @ 10:03am 
this is a fantastic mod, the emberpelts are very fun to play as, and have some very unique gameplay mechanics, great job!
NS-Sirens 7 Jul @ 6:27pm 
what is this rainbow coloured beaver?? lol
Panchito Mágico 3 Jul @ 11:00am 
I found it, I just had to add the Emberpelts Refinery duplicate (beacuse it has the same name as default Refinery, so it's hidden by default) to my Folktails faction because I am using Configurable Factions and default Refinery only produces "Biofuel", but not "Fuel", now I have both.

Nice mod <3
Bobingabout  [author] 3 Jul @ 10:16am 
@Panchito Mágico Science tab, Refinery.
Panchito Mágico 3 Jul @ 9:19am 
How do I make "Fuel"?
NoOne_ReaVen 3 Jul @ 3:36am 
I still dont know why it happened or what changed, but it somehow fixed itself... after I deleted the path and rebuild it the exact same way as before, which is starange in of itself as Builders dont need a path when they get to a construction site thats within the District borders.
Bobingabout  [author] 2 Jul @ 8:44am 
@NoOne_ReaVen That's definitely an odd one. I not heard of this issue before.
NoOne_ReaVen 2 Jul @ 7:54am 
So im building with the Emberpelts and my Colony has started a Bridge to connect two sides of a river, issues is Builders bring one resource then loiter around next to the project doing nothing, everything is there Except the Planks, which are in Storage (1.4k) and Connected 2 Feet away, what ever I start building using Planks on top of a building Build with Planks gets stuck, I have no bloody clue as to why and I dont have an error log, any advice on debugging this one?

It started after Micro Management got updated and I added Scientific Projects, but they dont seems to be the root of the issue as disabling those dosent change jack all.
Mr_Rose 29 Jun @ 12:00pm 
Got a visual bug; I have the 1x1x2 Storage mod and medium piles are not showing charcoal or clay. They are storing and distributing it but there's no "pile" in the piles.
Bobingabout  [author] 29 Jun @ 6:14am 
Plants in water?
It wouldn't fit an Aquaphobic faction.
andressa 29 Jun @ 5:37am 
Schade das es keine Früchte gibt die im Wasser stehen.
Mr_Rose 28 Jun @ 6:23pm 
So an engine limitation then?
Can happiness bonuses be conditional? ie campfire gives +1 happiness while wet (to offset some of the penalty) even if it doesn't make them dry faster, or does that trip the same rule?
Bobingabout  [author] 28 Jun @ 2:54pm 
Mr_Rose
No. I did try adding ways to dry off at some point, but that made it a critical need.

So you'd end up where beavers went to work, got wet on the way to work, then as soon as they got to work, quit and went to go sit next to a fire, got even wetter on the way to the fire, sat there for a bit, then went back to work... repeat. And that's all they did all day.

I felt it was too disruptive, and adding any kind of "Cure" for wet fur will reintroduce that annoyance.
Mr_Rose 28 Jun @ 1:00pm 
Question; does having Fires (rooftop, ground, even the contemplation spot) around help wet beavers dry off faster?
Related, request to add a "fur dryer" powered building to resolve wetness at super speed?
oliverrook 26 Jun @ 4:07pm 
Nvm, was an issue with the steam version of greedy embers.
Ugly Hamster 26 Jun @ 9:31am 
Is it just me or does Juice make it...too easy? Hear me out, 1 corn + 1 water = 5 water effectively. Instead of having to build massive projects to ensure that I have enough water for 30+ day droughts all I need is some warehouses of corn and a couple tankards of water and I am good to go.
Maybe tone done the effectiveness of juice?
Bobingabout  [author] 19 Jun @ 8:21am 
@tygrwlf AFAIK it works fine.
What issues are you having with it?

If you're having issues getting mods to work, join the official timberborn discord group and ask for help in the mod-users channel.
tygrwlf 18 Jun @ 9:53am 
Is this mod going to be fixed? I was looking forward to another faction, and this looks really fun!
Ugly Hamster 13 Jun @ 1:48pm 
Update to Working/Not Working mod with Emberpelts:
Sadly, Flywheels no longer work with Emberpelts, you'll get a crash and error:
GeneratedObjectSpecAlreadyExistsException: The given spec path was already generated "blueprints/tools/tool.smallflywheel.emberpelts"
FunkyMonkey9032 8 Jun @ 1:19pm 
I Love This Mod.
Ishalik 8 Jun @ 5:16am 
just as an update to the crash/no-crash list:
the mod berries are Delicious by now work since the mod also got its V7 update it seems :)
DemonLizard 7 Jun @ 8:35pm 
Ummm I have a blue beaver and this isnt a sex joke o.O lol
https://imgur.com/a/Hg25R6E
Bobingabout  [author] 7 Jun @ 7:45pm 
@NoOne_ReaVen
Like you have the normal path, and a tubeway, the Skywalks are basically another type of path that connect to lodges.
NoOne_ReaVen 7 Jun @ 5:18am 
How are the Skywalks supposed to be used? Are they like tubeways, scept they connect lodgeds directly or are they supposed to be connected to paths?
zagara77 6 Jun @ 11:37am 
i get that. it just feels wrong to have beavers that dont like swimming or getting wet
Bobingabout  [author] 6 Jun @ 7:26am 
@zagara77 They're supposed to hate water. At least it's only a -2 Wellbeing penalty, not like an actual injury or anything.

I'll make a note to look into it.
zagara77 6 Jun @ 5:40am 
hey @bobingabout would it be possible to be able to turn off the water debuff? i finally started playing them and think they are awesome except i hate the water debuff. i still want my beavers to be able to swim!!
polonca.lorbek 29 May @ 8:22am 
I just subscribed (didn't play, will soon) but it looks amaizing and wanted to say good job and amazing how much work you put into it
rhatt 24 May @ 3:41pm 
Strange, I only just got the version issue notification today. Well, thanks for the message about that!
Bobingabout  [author] 21 May @ 6:28am 
@rhatt It sounds like you have an older version of the mod, I fixed that issue weeks ago.
rhatt 20 May @ 11:52am 
I did a little testing. It's possible to make overhangs still. However it requires making a block that fully supports the overhang, then using the tunnel to clear out the space below. So it's not an issue about the the mod stopping dirt overhangs. I suspect it's something about the Emberpelt's actual dirt block buildable item being based on the previous code as far as where it's legally able to be placed.
rhatt 20 May @ 11:10am 
I'm not sure if this is an Emberpelts issue, but while working on a playthrough in Diorama I went to build out some dirt overhangs as the other factions now can.. and couldn't. There's no option to place dirt as an overhang. Figured I should bring that up here in case it is an Emberpelts thing.
Ishalik 19 May @ 4:41am 
about the Beaver colours/special beavers

I didn't knew that there are honourable mentions :D
I thought it was just some texture bug. I did look around the path but i got no folder "unique" in the beaver material thing where the textures are, hence why i thought its a placeholder texture as the correct one isn't able to load - thats why i wrote here about this (also not knowing thise where also people /modding friends)

knowing this ima absolutely fine with a special green or other beaver knowing its intentional and not a wierd texture bug :) its a neat easteregg ^^
RdFrex 18 May @ 11:43am 
@Bobingabout thank you for making Bricks costs on Tenements etc. !!

If you make brick only levee that would be 10 / 10 brick dams IRL are a thing
Sky 18 May @ 6:55am 
@Bobingabout can you make it compatible with "Configurable Tubeway & Zipline" to add ziplines to the faction?
mathewplungis 17 May @ 2:30pm 
this is my favorite faction!
Bobingabout  [author] 14 May @ 9:43am 
There are 4 beavers that should show up in aproximately every 1 in 325 beavers that have custom textures, named after modders, including Tobbert (Sandy), Battery Smooth (Green), Lapan... (Radioactive Whitepaw) and Myself (customised red). These can show up in any faction if you have this mod installed and enabled.

If you really want to delete it, you can browse to the mod's install folder (which will be under steam\steamapps\workshop\content\1062090\3346318229\), go through version-0.7\Blueprints and delete the CustomBeaverNamesList folder. you can also delete the CustomBeaverByName folder if you want, but isn't required.

You'll need to do that again after every mod update.
Ishalik 13 May @ 12:56pm 
just a quick question - i got at random some green beavers - does that come from here?
As those only show up in my emberpelt saves so far and i am trying to narrow the mod down that causes this bug as it does interup the otherwise lovely buzzing city of red and grey beavers.
So i wanted to see it can remove the offending mod except it should be this, then... well dunno how to change that.
Bobingabout  [author] 11 May @ 6:12am 
@Hosatsu You need to get the version of Ladder for Emberpelts. The original by Tobbert doesn't work with Emberpelts.
Hosatsu 10 May @ 9:39pm 
The Mod Ladder is not displayed for use in the Mod Bieber faction Emberpelts