Timberborn

Timberborn

28 ratings
Configurable Faction (Faction Mixer) [U7 ✅]
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
138.269 KB
11 Jun @ 1:44pm
14 Aug @ 2:14am
3 Change Notes ( view )

Subscribe to download
Configurable Faction (Faction Mixer) [U7 ✅]

In 2 collections by Luke ✞ Jesus Saves ✞
Luke's U7 Compatible Mods
94 items
Configurable Mods
24 items
Description
Someone requested a "configurable" mixed faction so here it is! You can choose any buildings from a faction to be shared to all other factions, including modded ones.

This is the up-to-date version of Configurable Faction (legacy). Please unsubscribe that one if you subscribe to this one.

v7.3.0 Update

This update adds the ability to export the options into a standalone mod. In order to do that, you need to subscribe to the optional mod TimberMod Builder.

With the optional mod active, you can see the "Export to Mod" button in the Mod Settings panel. Clicking that button will export the current configuration into a standalone mod named "Configurable Faction Exported". Restart the game, uncheck this mod and check the exported mod to use it.

Tip:
- Don't activate both mods at the same time, you will have conflicting data.
- You can deactivate the Exported mod and reactivate this mod to reconfigure the settings, remember to click the "Export to Mod" button again to update the exported mod.
- You can even modify and upload the exported mod to Steam Workshop to make your own flavor.

v7.2.0 Update

This update completely rewrites the mod to a better and more efficient system. The setup is completely different now. You no longer need to enter a game to pull the info anymore!

Right from the main menu, you can now go to Mods -> Settings button next to the mod name to configure what you want to add to a faction (unlike before where you choose a faction building and it's added to all other factions).

You can now also choose which Plants, Goods and Needs to transfer to this faction.

Note: sometimes an option you choose will lock in others because they are needed. For example, if you choose Coffee Brewery, the mod will lock in Coffee Beans and Coffee, which in turn lock in Coffee need. The mod also locks out certain options to prevent crashes (for example Forester). It also issues warnings if you pick Cattail or Spadderdock that you need the Aquatic Farmhouse for example.

There is now also a filer box to search for all items and their states. You can also quickly open the settings folder (now moved to "Documents\Timberborn\ConfigurableFaction" so your settings won't be overwritten when updating the mod).

Tip:
- Use TImprove 4 Mods to make the setting box taller.
- Use the "Open setting folder" to quickly copy/paste the profiles. Please restart the game AND go into the setting dialog if you make changes to the file.
- You can also press the Reset to Default button of the mod setting box.

Troubleshooting

If you do not see the change, most likely due to TimberApi is active. This mod does NOT work with TimberApi UNLESS using the v7.3.0 Export to Mod feature.

With v7.2.0 you should be able to apply the changes right from the main menu but just in case you have an issue, please try restarting the game after changing the settings.

Breeding is decided by the Housing (basically all Folktails Housing can do that). To add/remove the breeding ability, check out Configurable Housing.

If you need any support or feedback, feel free to contact me on Timberborn's official Discord ( https://discord.gg/6VZfcKGM2Z, on #mod-users[discord.com] channel), or @theapologist316

===
Mod source code and donation: https://github.com/datvm/TimberbornMods

v7.3.0: Added support for "Export to Mod".
v7.2.1: Ignore a crash when other mods add faulty Prefab Groups.
v7.2.0: Revamped the mod completely.
Popular Discussions View All (4)
14
6 Oct @ 4:23pm
Crash/Exception Log
CowabungaDude85
4
17 Jun @ 1:16am
Features?
波紋 小石
2
17 Jun @ 12:11pm
game crashes
apmaaron
44 Comments
Luke ✞ Jesus Saves ✞  [author] 19 Sep @ 11:41am 
It should not unless you add Biofuel in. If you add Biofuel, then the need has to be added because it's tied to the item and the game will crash if you don't do that. So to disable Biofuel need, you have to remove Biofuel item first.
maggy_za 19 Sep @ 11:03am 
WHY do the iron teeth bots require bio-fuel and why cant i disable it
miloszknap1988 17 Sep @ 5:17pm 
@ ramen you can use flywheel, just enable flywheel mod without TimberAppi. It will be showing that it's required but if you ignore it and start with previosly configured faction (crash if you enter modseting with flywheel activted) it will be avaliable.

1. flywheel off, configure faction
2. restart and activate flywheel without TimberApi.
3. enjoy game ;)

if you want make additional changes turn off flywheel.

However I have another problem, probably I'm too greedy ;), but any ideas how to deal with too many buildings in one tab? When i'd like to have all well being buildings, even if thay have the same purpouse but looks different, tab is extrending out of the screen so there is no option to chose firsts and lasts. MoreGroup don't like to work with faction mixer including emberpelts.

Thanks for any idea, or sugestions how can I proceed in order to help to implement something like that.
Luke ✞ Jesus Saves ✞  [author] 25 Aug @ 4:01pm 
From the Main Menu -> Mods -> the setting button next to the mod's name.
Sigille 24 Aug @ 9:26am 
Hi, where can i find the settings for this mod? thanks
Luke ✞ Jesus Saves ✞  [author] 14 Aug @ 2:17am 
v7.3.0: Added support for "Export to Mod". This mod can now be used with TimberApi if you use the new feature. Please read the updated description for more details.
Luke ✞ Jesus Saves ✞  [author] 2 Aug @ 5:22pm 
Yeah the game does not like it when you have two farming building, sorry. I keep forgetting to make an "empty faction" mod to be used with this one.
Lord Dracon 2 Aug @ 5:20pm 
I can't enable the efficient farmhouse for the Ironteeth faction? I'd like to put one for my farms so that I can have 3 farmers when I only have a 2x3 area
Luke ✞ Jesus Saves ✞  [author] 13 Jul @ 11:37am 
Doesn't Flywheel need TimberApi? If so it cannot work with this mod.
Ramen 13 Jul @ 3:53am 
doesnt work with flywheel mod