Timberborn

Timberborn

zxuiji -m- Greedy Builders
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
zxuiji  [author] 14 Jun @ 2:47am 
鸡【蛋柿】子 that's not a path I've ever specified in any of my public mods so you'll have to speak to the flywheels author and see what they say.
鸡【蛋柿】子 14 Jun @ 1:21am 
不确定是不是有其他mod影响 但确实订阅之后 加油个别种族会崩溃
鸡【蛋柿】子 14 Jun @ 1:06am 
v0.7.9.4-957f3c3-sw
GeneratedObjectSpecAlreadyExistsException: The given spec path was already generated "blueprints/tools/tool.smallflywheel.folktails"
TimberApi.SpecificationSystem.GeneratedSpecAssetRepository.AddSpecRange (System.Collections.Generic.IEnumerable`1[T] generatedSpecs) (at <514fe957c82a4375b887fa4e42e2be35>:0)
TimberApi.SpecificationSystem.GeneratedSpecLoader.PostLoad () (at <514fe957c82a4375b887fa4e42e2be35>:0)
TimberApi.SingletonSystem.SingletonLifecycleServicePatcher+<>c.<LoadAllPrefix>b__0_1 (TimberApi.SingletonSystem.ITimberApiPostLoadableSingleton singleton) (at <0673fedbcca9497a90c561275f1aa775>:0)
MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Vas 13 Jun @ 11:53am 
The full log for that crash; https://pastebin.com/866a4zSX
zxuiji  [author] 13 Jun @ 12:26am 
Hm, then you'll need to show me your log. Post the line that mentions the file path, just note I won't get to it until later today at the earliest because I'm volunteering for 8 hours in a mo.
Vas 12 Jun @ 8:47pm 
The only mod of yours I have is this one.
zxuiji  [author] 12 Jun @ 8:38pm 
vas it's probably my bentos mod, TB turned out to have an issue recognising the bento good that I made for emberpelts and despite giving the same ID as the good has in the player.log. I suggest you just disable my betnos mod for the foreseeable future and just keep an eye out for it getting updated
Vas 12 Jun @ 11:59am 
Unsure who's mod it is thats crashing, but when I use Flywheels, I have an error about a file path. It seems for people who are using custom race/faction mods.

https://pastebin.com/keciAdW5
zxuiji  [author] 8 Jun @ 3:34am 
j8000 it is difficult, if not impossible, to adequately explain the mod in just one sentence. That said here's my attempt, a mix and match of Folktails & IronTeeth buildings, needs, foods, etc.
Jezuz8000 7 Jun @ 2:13pm 
what is that mod in one sentence ?
zxuiji  [author] 3 Jun @ 9:18pm 
Something I forgot to do when I uploaded it yesterday, GreedyEmbers is now available both in the workshop and mod.io. Have fun playing :)
zxuiji  [author] 3 Jun @ 9:17pm 
no grendel, to begin with that would require scripting which would defeat the point of using only vanilla behaviours and the like. The second reason is that FT bots crash when there's an enrgy need so IT bots was the only option. I don't see how the power req are tedious though, you literally just overproduce and forget until things start dropping in numbers, at least that's the way I've always handled any resource.
Grendel 3 Jun @ 5:33pm 
Loving this mod! But having bots with both fuel and power requirements can get tedious.
Any chance you could add an FT Bots vs IT Bots option to let me set which version Bots are used?
zxuiji  [author] 3 Jun @ 1:46am 
well it seems the ladder itself is bugged. I think bob forgot to handle the "no path" situation when placing so I'll pass that onto him. For now just ensure there is always a path below the ladder when you place it.
Cookiesnm1lk 2 Jun @ 2:01pm 
yeah i've got both. otherwise it won't even show up to build. but the pause thing, i'm guessing it's just another mod doing that. so i assume the problem will resolve itself when you do the full release and everything gets updated. "ladders for emberpelts" is directly below "ladders" in my load order where it should be. soooo that can't be the problem. weird. and obv emberpelts itself is above both
zxuiji  [author] 2 Jun @ 1:38pm 
cm1lk I don't know about the pause thing since it's still working for me and I have the same version as what I attached to that github issue. Without being able to encounter the same issue I won't be able to address it unless I somehow get a stroke of inspiration :|

As for the ladder issue, you need to use the Emberpelts ladder mod which depends on the ladder mod. Presumably the EP Ladder depends on the EP paths instead of the FT paths
Cookiesnm1lk 2 Jun @ 12:02pm 
also worth noting thatr when i said ic an't use space to pause/unpause it's not when the mod is active, it's when i'm PLAYIGN greedy embers. if the mod is on and i'm not playing greedy embers it still works. so that's just weird af.
Cookiesnm1lk 2 Jun @ 11:59am 
so i just tried to place a ladder and it crashed.
"PrefabMappingException: No prefab found with name 'Path.Folktails'" seems to have something to do with the folktails part of the mod.
zxuiji  [author] 2 Jun @ 11:34am 
cm1lk that's wierd since GE doesn't touch settings, perhaps it's the result of another mod? btw the bentos mod crash will be fixed when I can actually see all the current goods in greedyembers.
zxuiji  [author] 2 Jun @ 11:31am 
shariz whichever mod you mean it would be weird as I have both greedybuilders and greedyembers active (the latta will not be officially supported until the hidden goods issue is resolved, at which point I'll upload it's first release to steam and mod,io). Are you sure GB is up to date? Check by unsubscribing and then resubscribing, sometimes steam just fails to update mods.
Cookiesnm1lk 2 Jun @ 11:09am 
idky but i can't pause/unpause the game with spacebar with greedy embers active
Sharizcobar 2 Jun @ 8:49am 
Heads up - new update seems to have broken the mod
zxuiji  [author] 31 May @ 12:55am 
well there IS the skyladder, little annoying to have to pair it with the walkway entrance but it's usable. I prefer the tubeways though as you can shove those right up against the doors :D
Cookiesnm1lk 30 May @ 8:23pm 
if it's helpful, it doesn't seem to like berry pie either. in other words "anything adding recipes to the food factory" i also notice a lack of ladders though that could just be because i forgot to download ladders for emberpelts.
zxuiji  [author] 30 May @ 7:59pm 
bentos huh? well I was gonna switch that to using bob's scripting pack anyways since it's only way to support GreedyEmbers so I'll keep that in mind
Cookiesnm1lk 30 May @ 1:53pm 
found the crash. it doesn't like your bentos mod atm
Cookiesnm1lk 30 May @ 1:47pm 
oh dear. it already crashed. :( prob compat issue with another mod I opened the food tab when it crashed if that helps.
Cookiesnm1lk 30 May @ 1:34pm 
eh, i dont' use bots anyway so LET'S FUCKIN GOOOO!
zxuiji  [author] 30 May @ 9:37am 
Alright, for those who can't wait, here's a link to the "issue" I raised on the mod I'd seeing if I can outsource the fix to where I've attached GreedyEmbers in it's current state:

https://github.com/datvm/TimberbornMods/issues/3

Just remember that version does not yet have a fix for the hidden goods issue. Off the top of my head the goods I can identify as hidden are the bot stuff. Only way to specify them as the resource to store at the moment is save editing.
Cookiesnm1lk 30 May @ 9:27am 
i believe in you!
zxuiji  [author] 30 May @ 9:02am 
yep. unfortunatly the hidden goods issue wasn't a result of another mod. I have a mod in mind that would be better suited to resolving it than creating my own mod for it so I'm gonna consult the author of that mod 1st to see if I can outsource the fix
Cookiesnm1lk 30 May @ 7:05am 
you'll make a post here when it's ready i hope?
zxuiji  [author] 29 May @ 8:00pm 
cm1lk speed isn't the issue, just looking for game breaking issues like that goods list issue
Cookiesnm1lk 29 May @ 1:47pm 
well i'll gladly beta test if ya need someone to throw the mod at the wall and try to smash it into a million pieces by forcing the game to have way too many beavers in it. :D. currently running 800 beavers. can only run the map on 1x speed. am sad. will switch to a small map. buuuut i wanna do that playthrough with greedy embers so i'll be waiting.
zxuiji  [author] 29 May @ 1:27pm 
yeah cookiesm1lk, GreedyEmbers is a thing, problem is I can't see all the goods in the warehouse options because there's so many. Might be due to another mod so I'll be checking that when I get a chance on saturday. For now all the core stuff is dealt with... besides scaling down the thumbnail so steam will except it. Won't be part of GreedyBuilders though, they're separate mods since GE would take longer to fix if an upadte breaks Emberpelts. Currently doing my own playthrough to hunt for issues like the aforementioned hidden goods (the box goes beyond the screen edge 😅)
Cookiesnm1lk 29 May @ 11:55am 
so are we getting emberpelts supoprt for this mod at some point? it was mentioned in the discord that there was going to be an addon for them
zxuiji  [author] 26 May @ 2:02pm 
as it turns out the fix was rather simple, already uploaded on both mod.io and steam so happy playing :)
GaiaRiot 26 May @ 12:24pm 
I am indeed on experimental. Thanks for the response!
zxuiji  [author] 26 May @ 11:17am 
gala it is likely because you're on experimental and GB currently only supports U6 & U7. I'm on experimental myself so will be addressing the issue sometime this week, maybe even today if I have the energy for it. For now just switch to the stable branch until I push an update for experimental branch.
GaiaRiot 26 May @ 8:35am 
Hello, I'm getting an error about solid tubeways: "InvalidOperationException: Failed to load asset at Buildings/Paths/SolidTubeway/SolidTubeway.IronTeeth"

Could this be because the devs just released an update that renamed the solid shafts and tubeways to vertical shafts and tubeways?