Timberborn

Timberborn

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zxuiji -m- Greedy Builders
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1.566 MB
7 Jul, 2024 @ 12:41am
26 May @ 12:36pm
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zxuiji -m- Greedy Builders

Description
The greed of these beavers leaves their tools in a mess...

Discord Invite: https://discord.gg/M52kUTZv

This mod is only json and a couple of PNGs to define a new faction out of the buildings and resources the Folktails and IronTeeth have to offer. I selected the most productive where possible and the Folktails aesthetic when there was no difference.

Here's a YT series on the faction: https://www.youtube.com/playlist?list=PLyP1nO7KKOd2-jtMO1OeXIsPvYqY3d0Qf

**Edit:**You do NOT need any other mod to use this one, not even TimberAPI. Also if the faction is locked for you (which it shouldn't be) then enter dev mode in the main menu with [ctrl]+[shift]+[z] then enter settings and click "Unlock All Factions"

**Edit 2:** Vanilla behaviour is used everywhere so lodges and pods are the only source of beavers...besides dev mode

**Edit 3:** Last I checked I was unable to update my mods on the workshop so you'll have to use the mod.io versions for now. Also I've started a discord sever for greater flexibility when communicating with users of my mods, you should be able to see the invite in the link above. I don't know if there's any costs involved if the activity gets big so unless it requires more than a text message please keep you posts here where it's definitly free for me.
Popular Discussions View All (1)
3
9 Jan @ 1:59am
how to manually add mod support for other mod. a tutorial
kohinoor
274 Comments
zxuiji  [author] 12 Aug @ 10:42am 
g2n :)
ZHOU 11 Aug @ 8:44pm 
scientific projects' author has replied,I will try to modify some files
zxuiji  [author] 11 Aug @ 7:03am 
zhou the mod system is setup so it's the mods themselves that support optional factions like this one, not the other way round which would multiply the burden by the same magnitude as there is mods in the mod space. In other words you need to take your request to the alt recipes mod author rather than to me in this particular case.
ZHOU 11 Aug @ 1:37am 
when I use this mod and 'Alternative Recipes Scientific Projects' mod,because you use the building of one kind of beaver,for example,the wood workshop belonging to folktails don't have new recipe of ironteeth. Can you fix it by adding tag to make some building can use two kinds of beavers'upgrade?
zxuiji  [author] 31 Jul @ 12:21am 
时代を越える想い that's the responsibility of choo choo's author. If I include via this mod then it becomes a requirement to have the mod, not an option. I do not plan to ever make any other mod a requirement to run this one.
时代を越える想い 30 Jul @ 6:14am 
我发现开启此模组以后无法使用火车模组
I found that after opening this mod, I cannot use the train mod
zxuiji  [author] 18 Jul @ 11:36pm 
luudz that's the responsibility of the author of the mod, not mine. If I do it then choo choo would become a req for this mod which I do not want. This mod is about relying on vanilla features only. The author of choo choo would have to set this mod as an optional dependency and create some files with `.optional.json` at the end to declare what from his mod should show up in GreedyBuilders.
Luudz 18 Jul @ 2:19pm 
Any way to make Choo Choo U7 available with this mod?
鸡【蛋柿】子 14 Jun @ 7:19pm 
ok 感谢提醒
zxuiji  [author] 14 Jun @ 2:56am 
vas same to you, blueprints/tools/tool.smallflywheel.folktails is not something I ever specify in my public mods. The only buildings my factions declare to be in them are ones available in the base factions they source from. Ones that are added by other mods are their responsibility. You should try talking to the flywheels author as well like 鸡【蛋柿】子