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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
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)
Also, a QoL thing; is it possible to get the walkways to build from each other like tubeways do?
Nice mod <3
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.
It wouldn't fit an Aquaphobic faction.
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?
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.
Related, request to add a "fur dryer" powered building to resolve wetness at super speed?
Maybe tone done the effectiveness of juice?
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.
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"
the mod berries are Delicious by now work since the mod also got its V7 update it seems :)
https://imgur.com/a/Hg25R6E
Like you have the normal path, and a tubeway, the Skywalks are basically another type of path that connect to lodges.
I'll make a note to look into it.
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 ^^
If you make brick only levee that would be 10 / 10 brick dams IRL are a thing
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.
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.