Timberborn

Timberborn

zxuiji -m- Greedy Builders
Showing 1-10 of 19 entries
< 1  2 >
Update: 26 May @ 12:36pm

Turns out this update was easier than expected :D

Update: 23 Apr @ 10:01pm

Don't think I remembered to upload last night. Managed to get the faction working again though I had to abandon my existing save (kept crashing TB without even being caught). New game worked fine, just haven't built enough to try out the new shafts yet XD When I do verify myself that the shafts are working then I'll do the mod.io upload as well. Still, a day of volunteering before that :)

Update: 8 Apr @ 6:33am

Fixed the issue milkrr was referring to. Turns out in my attempt to create a permenant fix to another issue experienced by players who had the mod in the early days when it still had the IronTeeth well being req I ended up causing an unexpected issue. Dunno how I wasn't getting that same issue with my other mods active (not just those of my own creation) but whatevs, issue resolved.

Update: 6 Apr @ 3:11am

Now supports tunnels! The teeth grindstone issue I found yesterday turned out to be caused by bob's scripting pack. Gonna hafta wait on that one to update before can use it again :|

Update: 8 Mar @ 1:34pm

Bumped the version number now that I've added an FAQ.txt file to the
mod's folder. I'd appreciate it if yuou find that (thumbnail is also in the folder so keep an eye out for that when hunting for it) and check if your query is addressed there first from now on.

Update: 25 Feb @ 11:00am

Changed "NeedModifications" to "BlueprintModifiers" in tha faction spec file and got into gameplay. Only just don this so not yet fully checked for other sources of crashes (will be playing normally to look for those) so this update is just for those who don't mind risking the odd crash or 2 to play with GreedyBuilders anyways :)

Update: 10 Feb @ 10:33am

Some people have reported that the faction was locked. The previous version set the unlock condition to Folktails wellbeing of at least 0, since that didn't work I'm removing the unlock spec from the faction altogether now that I can. If this one created an issue for you just use the dev menu to unlock it by force. You just press [ctrl]+[shit]+[z] at the main menu, enter settings and the "unlock all factions" will be there waiting for you to click it. Beyond this there's nothing more I can do to resolve the issue from my end.

Update: 6 Feb @ 12:00pm

Now works with update 7 on the experimental channel. Worry not those on update 6 still, Timberborn has a versioning system in place for workshop mods (it also works on mod.io mods btw) so you can switch to and from update 6 whenever you like, update 5 and lower do not have this versioning system or even mod support at all so stick to mod.io and the mod manager in those cases

Update: 22 Oct, 2024 @ 1:22pm

The name pool issue should be resolved now. Previously I had issues with Loki being the only name appearing. I originally solved that by adding the name pools and a dedicated description member, which seems to have become an issue itself recently. Having removed that I see the Loki issue is no longer happening so in theory should be fine for subscribers also.

Update: 13 Oct, 2024 @ 2:42am

Prequisit now set to Folktails at 0 wellbeing, this should sort the locked state that some players have where there should no longer be a locked state. Also added the pip segment fix mentioned in a steam post on the mod. Forgot the name of the poster, only remember the soul part but I'm sure the you can find the post if you really want to know the posters name.