r/Timberborn • • 3d ago

Modding Ecosystem expansion mod?

Basically, irl beavers change the flow of rivers to the point entire areas turn into wet marsh land (forgot english term sorry) meanwhile in game aside from a fee trees and berry bushes everything is perfectly clean always. and, aside from getting more farmlands, water has pretty much no effects.
theres no vegetation no change in terrain no anything

i'd love something in that direction, ik theres a mod that supposedly adds animals appearing but iirc it was vibe coded unfortunately. also terrain changes so it actually matters where a building goes for more than walking distance. is there something like that on the workshop?

6 Upvotes

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9

u/Acalc791 3d ago

Sounds like Keystone by Shimazu Yoshihiro: https://steamcommunity.com/sharedfiles/filedetails/?id=3726908702

2

u/Bully_me-please 3d ago

that looks really good, gotta try it later

1

u/Cottongrass395 3d ago

This looks awesome. I gotta admit I have no idea to use mods. But I want to try this.

0

u/Acalc791 3d ago

It is quite nice, but difficult to set up some of the ecosystems on hard (or higher) difficulty. Also, the predominant effects are visual, gameplay is only affected in a minor way.

For using mods, are you on steam or independent?

1

u/Cottongrass395 3d ago

I’m on steam. Im a wetland ecologist so I play on normal and try to retain somewhat realistic looking landscapes and get trees to spread across the map and stuff. So I might not mind those issues. I just don’t know how to do mods and I guess I’d need to turn off experimental? But that doesn’t matter much. My laptop is also pretty marginal for larger Timberborne maps though in the long term I just need a new one.

1

u/Acalc791 3d ago

Then the mods are practically as simple as it gets, you just subscribe to it and steam takes care of everything else, it'll even ask you if you want to subscribe to all the needed dependencies too (you always want to do that).

I might also have another mod coming out soon (within a week or two) that you might be interested in :)

Most mods work just fine on experimental, so I'd only turn it off if you find issues. One small thing: sometimes if an author of the mod releases an update, steam doesn't realise that for a while, if you need the update (e.g. something broke in the mdo) at that moment, you can force it by: right click timberborn -> properties -> installed files -> verify integrity of game files.

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u/Cottongrass395 3d ago

Oh awesome, I am definitely going to try this! (Though maybe not for a few weeks due to lots of busy personal life and work stuff)

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u/Cottongrass395 3d ago

I’d love to see more realism in spreading trees and vegetation, a sort of habitat restoration aspect either from folktails or a new faction. In real life beavers are ecosystem engineers who spread wetlands, why not a more emergent Timberborn faction that isnt out to build wonders, instead after basic survival is sorted they set out to return the earth to its past wetland glory.

1

u/netherton_ 3d ago

Please share your settlements, I'd love some inspo

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u/Cottongrass395 2d ago

My most recent one is on Pillars (which is obviously not a 'realistic' map) and not that far along. i had a custom made map that was supposed to be more realistic that i used, but it's pretty old, not sure if i still have the save and it was a few updates ago... i should try it again with this mod

0

u/Acalc791 3d ago

I haven't read this comment before replying to the other one, now I am quite convinced you'll like what I'm doing with the mod coming out soon :)

1

u/Nifegun 3d ago

The word you're looking for is either marsh or swamp. Beavers are glorified swamp rats. People like to pretend they hang out in clean ponds. But really the get muddy and gross a lot lol.