Timberborn

Timberborn

Ziporter [U7 ✅]
17 Comments
Vas 8 Jun @ 2:53pm 
I wonder if it'd be possible to have it auto reduce time scale if stabilizer is activated. Or set it so time scale is auto reduced if stabilizer is below a certain percentage so the user could set it at 50%, or 0% for off.

I hope you can make this compatible with Greedy Builders though. :P Then I can test and provide a little more info on my other ideas and stuff. Though something so powerful, I'd probably raise the science cost by 10x and require having dug it up via the underground mines first through some kind of special project system or random chance per completed cycle on the underground mines.
Luke ✞ Jesus Saves ✞  [author] 8 Jun @ 2:11pm 
I just checked, an in-game day (24h) is 460 seconds. So 60s is about 3 in-game hours (that does not look right, I think when I tested it went for a game day or so). Just for your reference.
Luke ✞ Jesus Saves ✞  [author] 8 Jun @ 2:06pm 
But it's not game hours. I don't remember how much real life 60s (1x scaled) is to Timberborn. It's an oversight that I forgot to convert to the game's time unit. 60s at 1x, 30s at 2x speed etc.
Vas 8 Jun @ 12:46pm 
In your description, perhaps you should not use seconds but game hours. After all, people can play the game at various speeds. Not to mention 30x speed being kind of common, that would make it basically impossible to stop in time if it is based on 1x gameplay.

I haven't tried this, but I think it should have a stabilizer that lasts at least 6 game hours, with some kind of stabilizer building attachment that can increase it by 6 hours each.

I also think that there should be another building upgrade, directly attached to the building, that can reduce maintain power by 50HP.

I was gonna grab some screenshots and ideas from trying the mod, but I realized the mod won't work for Greedy Builders when I tried it. xD However I guess since you can't do modeling, these ideas for extensions should be on hold. However I still think time should be in game hours rather than seconds.
Luke ✞ Jesus Saves ✞  [author] 6 Jun @ 9:11am 
Someone already helped me with that but unfortunately we haven't figured out how to convert that model to Timbermesh so I can put in the game yet :P Whoosh sound can works after my last update to TimberUI and ModdableWeather. You can send me the sound file over (or URL), I can add it to the game ;)
Kavey 6 Jun @ 5:21am 
needs Stargate model and whoosh sound 😁
Luke ✞ Jesus Saves ✞  [author] 5 Jun @ 8:54pm 
You are on point on everything :steamhappy: Note that you don't need Dev Tool to delete the building. You can just use the usual tool. Nevertheless, the consequence remains no matter which tool you use.
Cynagen (58/300β) 5 Jun @ 5:31pm 
Do not let it run out of energy and become unstable, it makes a big hole and leaves one helluva mess to sort out. Also, they detonate on demolition (dev mode delete building), so this is truly a build-once, do-not-mess-with-it building.
Luke ✞ Jesus Saves ✞  [author] 3 Jun @ 12:26pm 
v7.1.0: added a warning when charge is being drained after connection is disconnected (Credit: Akinare). Should work with June 2nd update.
PEACEOFWAR 27 May @ 12:02pm 
I would love to see that heh.
Luke ✞ Jesus Saves ✞  [author] 27 May @ 11:54am 
Haha I knew it's from a movie but just couldn't remember which one. Maybe I should make a mod to continue the story where Beavers found the hoomans.
PEACEOFWAR 27 May @ 11:50am 
LOL no. I was doing a parody of StarGate with ya ;-)
Luke ✞ Jesus Saves ✞  [author] 27 May @ 11:33am 
Did the Space core tell you that?
PEACEOFWAR 27 May @ 10:50am 
Ok, what do my beavers do? They tried to enter this, but appeared in a duplicate pyramid of Treea~ on some other planet it appears, and after a short while these beavers with glowing eyes and weird deep voices appeared, and are upset that we brought a Forest fire bomb nuke with us, was this by design?
Akinare 24 May @ 2:29am 
The WarningChargeDraining will disappear below 1000hp, could you add another warning for it? Like "Ziporter charge is going low. Connection will be established at 2000HP charge. (or Stabilizer is going to be drained)"
Luke ✞ Jesus Saves ✞  [author] 18 May @ 2:44pm 
What could possibly go wrong? Highly recommended to build each one right next to your District Centers.
Chronos 18 May @ 4:43am 
Nice, just what I needed, a nuclear explosion in the middle of my colony
:papyrus: