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Releases: timbermods/timberborn-tipsy-tail

The Tipsy Tail v0.2.7 — Water that actually moves

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@kramsey458 kramsey458 released this 19 Sep 17:51

The Tipsy Tail v0.2.7 — Water that actually moves

  • Fixes the completely still pool water of v0.2.6. That version left the ripples on a hidden ripple clock in the water shader that only the game can feed, and it never moved the pool.
  • The mod now animates the ripples itself, every frame, by sliding the water surface's texture coordinates. It runs on real elapsed time, so it keeps moving while the game is paused and never jumps after a frame hitch.
  • The two ripple layers drift in opposite directions, like the lake's, so the pattern shimmers and evolves instead of just sliding. The heading also wanders slowly.
  • The default speed was chosen by sampling the real ripple texture across the pool: the pattern is half-changed after about 3 seconds, which reads as calm moving water. Much faster and it boils.
  • The animation does nothing while the pool is off screen, and one shared animation serves every pool.
  • Colour is unchanged from v0.2.6. Honest limit: the pool water is opaque, so it is not see-through and does not darken with depth like the real lake. Every standalone water material in the game is opaque, and the lake shader needs the game's water simulation data.
  • Presets are updated (TipsyTail-v0.2.7-water-presets.zip): slower and livelier speeds, a darker or lighter tint, finer ripples, and two diagnostics: no motion at all, and the untouched vanilla fountain water. Copy one into Mods/TipsyTail as water.cfg and the pool changes within a few seconds. They help tell whether the pool is behind any lag you see.
  • Only Scripts/TipsyTail.Runtime.dll changed since v0.2.6. Wet fur relief, capacity and terrain cleanup on demolition are unchanged.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.7-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. Offline checks against the game's own files confirm that the shader's ripple clock is a hidden, unexposed global, that every raw-Time input and every bump-speed multiplier is zeroed so no shader clock is used, that the mod slides UV1 every frame and gives the second ripple layer a negative tiling, that every shader property the mod touches exists and is exposed, and that the default speed is in the calm range measured from the real ripple texture. The water appearance has not been verified in game by the author, and a reported lag is unresolved: the game log shows no errors from this mod. This is a prototype prerelease.

The Tipsy Tail v0.2.6 — Still-lake water look

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@kramsey458 kramsey458 released this 19 Sep 07:26

The Tipsy Tail v0.2.6 — Still-lake water look

  • Reworks the pool water toward the in-game lake look: a static texture, ripples moving on the game's own animation clock at the lake's speeds and scale, a slate teal-blue tint (instead of v0.2.5's saturated blue) and crisp white glints off the ripples.
  • Removes every motion driven by raw Unity time (albedo drift, ripple offset, noise and gloss scrolling), which can jitter in multiplayer host sessions. This is why some builds looked like they were stuttering.
  • Honest limit: the pool water is opaque, so it is not see-through and does not darken with depth like the real lake. Every standalone water material in the game is opaque, and the lake shader needs the game's water simulation data, so this is a close look-alike, not the same shader.
  • Water presets are updated (TipsyTail-v0.2.6-water-presets.zip): a darker or lighter tint, finer ripples, and three diagnostics: no motion at all, the previous raw-time motion, and the untouched vanilla fountain water. Copy one into Mods/TipsyTail as water.cfg and the pool changes within a few seconds. They help tell whether the pool is behind any lag you see.
  • The optional water.cfg check now runs every 2 seconds and compares only size and timestamp, so it adds no measurable cost.
  • Only Scripts/TipsyTail.Runtime.dll changed since v0.2.5. Wet fur relief, capacity and terrain cleanup on demolition are unchanged.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.6-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. Offline checks against the game's own files confirm that the shader reads only UV1 on its connected layers, that every raw-Time input passes through three speed properties which the mod zeroes, that the exported pool surface has no UV1 and the runtime supplies one, and that every shader property the mod touches exists. The water appearance has not been verified in game by the author, and a reported lag is unresolved: the game log shows no errors from this mod. This is a prototype prerelease.

The Tipsy Tail v0.2.5 — Moving lake water, stutter fix

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@kramsey458 kramsey458 released this 19 Sep 07:07

The Tipsy Tail v0.2.5 — Moving lake water, stutter fix

  • Fixes the pool water stutter and replaces the neon-cyan pool of v0.2.3 and v0.2.4, which are superseded by this version.
  • Root cause: the game's water material animates every layer through the mesh's second UV set, and the pool surface only had the first. Every pixel therefore sampled the same point, so the whole surface pulsed together instead of showing ripples moving across it. The pool surface now gets a proper second UV set at runtime.
  • The new look uses the game's own animated lake textures at the lake's ripple scale, the lake's gentle ripple speeds and a lake-blue tint. Only the pool is affected; fountains and map water are unchanged.
  • New optional live tuning: copy a preset from TipsyTail-v0.2.5-water-presets.zip into Mods/TipsyTail as water.cfg and the pool changes within about a second, with no restart. Presets cover a finer or coarser ripple scale, a deeper or lighter blue, and one that turns the fix off for comparison. It only changes how the pool is drawn.
  • Only Scripts/TipsyTail.Runtime.dll changed since v0.2.4. Wet fur relief, capacity and terrain cleanup on demolition are unchanged.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.5-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. Offline checks confirm the cause and the fix against the game's own files: the shader reads only UV1 on its connected layers, the exported pool surface has no UV1, the runtime supplies one, every shader property the mod touches exists, and the UV scale sits inside the ratio between the lake's and the fountain's texture tilings. The water appearance has not been verified in game by the author. The lake-scale default is an estimate, so please try the presets and report which one looks right. This is a prototype prerelease.

The Tipsy Tail v0.2.4 — Wet fur relief

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@kramsey458 kramsey458 released this 19 Sep 05:23

The Tipsy Tail v0.2.4 — Wet fur relief

  • The Tipsy Tail now satisfies the game's native Wet fur need for every visitor, at 0.5 points per hour. That is the same rate the Lido and Swimming Pool use for their swimming visitors.
  • Works for both Folktails and Iron Teeth with no extra setup, because Wet fur is part of the game's common need set. Existing pools pick it up when you load your save.
  • Recreation and wet fur relief both stop while the pool is dry, and resume when haulers restore the water.
  • The in-game description now mentions wet fur.
  • Data-only change: the model and runtime code are the same as v0.2.3, including the flat still-water surface and v0.2.1 terrain cleanup on demolition. The DLL is rebuilt only to carry the new version number.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.4-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. The wet fur effect is checked offline against the game's own blueprints: the need exists, both factions load it, and the rate matches the native swimming venues. Runtime compilation and terrain ownership/native integration regressions pass. The effect and the water appearance still require user testing in-game; no game session was launched for verification. This is a prototype prerelease.

The Tipsy Tail v0.2.3 — Still pool water

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@kramsey458 kramsey458 released this 19 Sep 04:12

The Tipsy Tail v0.2.3 — Still pool water

  • Replaces the pool's frozen fountain-water texture layers with one flat, glossy surface in Timberborn's own water tint. This removes the static blotches, dark patches and sparkle specks visible in v0.2.2.
  • Turns foam off entirely and makes the surface level, with no normal-map distortion.
  • Uses renderer-local overrides on the pool surface only, leaving the game's fountains and other water materials unchanged.
  • Only Scripts/TipsyTail.Runtime.dll changed since v0.2.2. The model, blueprint, capacity (four bar seats and four swimming lanes) and balance are identical, and v0.2.1 terrain cleanup on demolition is retained.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.3-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save to load the updated runtime. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. Runtime compilation, shader-property verification against the installed game (every overridden property exists and the foam and albedo math resolves to a flat tint), and terrain ownership/native integration regressions pass. Water appearance and behavior still require user testing in-game; no game session was launched for verification. This is a prototype prerelease.

The Tipsy Tail v0.2.2 — Calm pool water and swimming slots

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@kramsey458 kramsey458 released this 19 Sep 03:22

The Tipsy Tail v0.2.2 — Calm pool water and swimming slots

  • Stops all four scrolling water texture layers and the shader ripple motion on the pool surface.
  • Removes foam and reduces normal-map distortion for a calm, contained pool appearance.
  • Uses renderer-local overrides, leaving the game's fountains and other water materials unchanged.
  • Removes both corner sitting slots and their submerged benches/brackets. Visitors now use four bar seats and four swimming lanes; capacity remains eight.
  • Retains v0.2.1 terrain cleanup on demolition.

Install by replacing the old TipsyTail folder with the folder from TipsyTail-v0.2.2-mod.zip, including Scripts/TipsyTail.Runtime.dll. Restart Timberborn and reload your save to load the updated model and runtime. Multiplayer players need matching versions.

Built against Timberborn 1.1.2.4. Runtime compilation, model/blueprint/material/geometry checks, shader-property verification against the installed game, and terrain ownership/native integration regressions pass. Water appearance and behavior still require user testing in-game; no game session was launched for verification. This is a prototype prerelease.

The Tipsy Tail v0.2.1 — Demolition terrain cleanup

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@kramsey458 kramsey458 released this 19 Sep 03:09

The Tipsy Tail v0.2.1 — Demolition terrain cleanup

Fixes a terrain-cutout cleanup failure that could leave a blue rectangle where a demolished Tipsy Tail stood.

  • Tracks exactly which terrain tiles the building hides, releasing each once on demolition.
  • Handles repeated/reentrant model callbacks, hidden models, relocation and late deletion callbacks without leaking cutouts.
  • Avoids a separate placement-preview cutout owner; placing or cancelling a preview does not hide the ground.
  • Leaves soil heights and terrain data untouched, preserving the existing ground and other buildings' cutouts.

Updating an affected save: replace the old mod folder with this version, restart Timberborn, and reload your save. Terrain cutouts are rebuilt during loading, so an already-stranded cutout from a removed building should disappear. No save editing or manual terraforming is needed for this visual-cutout issue.

Download TipsyTail-v0.2.1-mod.zip and extract its TipsyTail folder into Documents/Timberborn/Mods. Keep the included Scripts/TipsyTail.Runtime.dll with the mod. No separate framework or mod is required. For multiplayer, every player must use the same version.

The fix was compiled against Timberborn 1.1.2.4. An offline test using the installed game's actual native handler reproduced 30 leaked cutout references after a reentrant callback; the replacement cleared all 30 in the same harness. Additional checks cover all four rotations, moving, construction cancellation, model hiding, other cutout owners and callbacks during deletion. Asset/blueprint checks pass. These are offline tests, not an in-game playtest; multiplayer remains unverified.

The two-block depth requirement, pool model, water consumption and recreation balance are unchanged. This remains a prototype prerelease.

The Tipsy Tail v0.2.0 — Public prototype

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@kramsey458 kramsey458 released this 18 Sep 20:46

The first public prerelease of The Tipsy Tail, a hauled-water swim-up pool bar for both Timberborn factions.

Targets Timberborn 1.1.2.4. Offline checks pass; the latest version still needs in-game playtesting.

Download and install

Download TipsyTail-v0.2.0-mod.zip, extract the included TipsyTail folder into Documents/Timberborn/Mods, enable it in Mod Manager, and restart. Use a separate test save initially. The automatic GitHub source archives are for development, not direct installation.

Included

  • Eight visitors: four bar seats, two soaking seats and two swimming lanes.
  • Two-block-deep underground basin, improved plank floor, corrected entry steps and pool ladder.
  • Teal fountain water, a lower counter, and removal of the central hanging ornament.
  • Native dirt-and-stakes construction site and the previous initialization fixes.
  • 60-unit hauled-water reserve; 12 units consumed per day while operating, even without visitors.

Placement and current limitations

Requires level 5 × 6 ground with two solid soil layers below it and three blocks of clearance above. Platforms and pre-dug empty pits do not qualify. Previous placements may need rebuilding if they do not meet the new depth requirement.

The water surface is decorative and fixed-height; paused/blocked buildings pause consumption. No bartender job or custom drinking animations. Game shader appearance, terrain cutout, visitor alignment and save migration still need verification; multiplayer is untested.

Report issues with your game version, faction, reproduction steps and a redacted log excerpt. See the repository README for full instructions.