Timberborn

Timberborn

221 ratings
Emberpelts
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1.041 GB
10 Oct, 2024 @ 7:42am
10 Jul @ 7:10am
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Emberpelts

Description
This mod adds a new faction, The Emberpelts! The Emberpelts have an affinity for the colour red, and fire.
This is my first mod for Timberborn.

Unlock requirements Folktails Wellbeing 1.
It is currently still a work in progress.

Description of the faction:
The goal was to maintain that Vanilla feel, as if the game added an official new faction. Most of what you've come to expect from Folktails and Iron Teeth will also be in Emberpelts but with a new colour scheme and aesthetic.
Emberpelts love fire, that means they HATE water. The new challenge to the faction is to try not to get them wet.
Most of their crops are new, but a few are reused such as Wheat, Corn and Canola. All food recipes are new, Most foods are cooked similar to Folktails, what else would you expect from a faction that likes Fire? They also have fruit juices to drink, they're not really a fan of water.
This mod has a new resource of Clay, which you can turn into Bricks as a construction material. They also make Charcoal for use as a fuel.
Most of the items from Aesthetics and Wellbeing sections are currently just recoloured versions of a hand-picked combination of Folktails and Iron Teeth items, like the dance hall and exercise plaza.
The primary means of generating power is from burning a fuel in an engine. They have more than one type of engine, each burning a different fuel. I also added a few extra power shaft variants to make connecting on multiple levels easier. Generating power from water is limited to a small water wheel.

There's a 1/6 chance that an Emberpelt beaver will have charcoal coloured fur, and these adult charcoal fur beavers have red markings. This is not a bug, these are not Iron Teeth beavers.

As of Update 7, you will also need to install the following mods.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3416879061

Known mods that crash with Emberpelts:
AquaCadre
More Paths

Known mods that cause issues with Emberpelts:
No More Ground Only

Known mods that do work with Emberpelts:
Pipes (Old Gopher)
Fly Wheels
2 tall small storage+
Power Shaft Extension
Automation
More Groups
Rotating Sun
And more...

My mods for Emberpelts:
Project Phoenix
Emberpelts don't breed
Patch Mods (they also need the original mod)
Ladder
Choo choo!

Thanks to Knatte Anke, for teaching me the basics of modding in Unity and modelling in Blender.
Thanks to Tobbert and Battery Smooth for helping with scripting.
Thanks to lapantouflemagic Author of Water Beavers mod, who helped solve some strange behaviours, and more.
Thanks to zxuiji Author of Greedy Beavers mod, for getting me started on making a new faction.
German translation by Ayargajin

https://www.patreon.com/c/Bobingabout
Popular Discussions View All (4)
4
11 Jun @ 3:16pm
Reproduction Idea Mechanics.
wadeweinrichcamacho
2
24 Mar @ 9:34am
My game is crashing on Experimental with only these mods, in this order. (Exception log below)
corrpendragon
1
25 Apr @ 8:31am
Placing small warehouses on top of gristmills?
FinallyCanuck
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.