Timberborn

Timberborn

Configurable Explosives [U7 ✅]
24 Comments
Vas 8 Sep @ 3:16pm 
Oh, forgot the major use, one trip rather than two. Major boost to speed.
Vas 8 Sep @ 3:15pm 
Usefulness would be a slight earlier game explosive since you get regular dynamite before extract. Is fine though.
Luke ✞ Jesus Saves ✞  [author] 8 Sep @ 12:18pm 
@Vas not sure how useful that would be (considering Extracts are cheaper than Dynamites). In the meantime, you can make a JSON mod using Moddable Prefab to set the cost for them.
Luke ✞ Jesus Saves ✞  [author] 8 Sep @ 12:17pm 
@Anonymous Your request is now at this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3564742455
Vas 6 Sep @ 12:46pm 
Got a mod request for ya, I'd like to request a checkbox at the end of each option or before it, to replace the cost of extract with dynamite. So say a depth of 20 would cost 20 dynamite instead.
Luke ✞ Jesus Saves ✞  [author] 6 Sep @ 11:26am 
Interesting idea, I will try it! I think the easiest for me to do = support an optional "upward" direction where the terrain above would be destroyed if checked.
Anonymous 6 Sep @ 10:25am 
Would it be possible to have an explosive that can be placed on a block that is above the ground? For example, expanding an underground cave by blasting away parts of the ceiling from below.

Could a tunnel explosive be modified to allow it to be placed off the ground, and NOT insert a platform?
crashfly 8 Aug @ 11:46pm 
then if there is going to be a "cheat" option, i would like to request a related option to cost what the original explosives cost {that includes the extract} without the increased cost for the deeper bombs option. but i guess, technically, you have nothing to do with that mod.

i get it if it will be hard to implement, it would be to me just a less "cheaty" option than just 1 dynamite each. i guess i should probably ask the other mod creator if he would implement that option, rather than bug you about it.
Luke ✞ Jesus Saves ✞  [author] 8 Aug @ 10:45pm 
Sorry, that's what I meant. It's intended. All tiers cost the same (i.e. the depth no longer increases the cost)
crashfly 8 Aug @ 6:56pm 
i get the "do not get more expensive", however it seems like the tier 2 and tier 3 bombs *do* get cheaper as those require no extract.

the no extract <-- was what i was asking about.
Luke ✞ Jesus Saves ✞  [author] 8 Aug @ 4:59pm 
Yes, they don't get more expensive.
crashfly 8 Aug @ 2:51pm 
i tried the "cheat" option for a game. i was under the impression that option let the bombs stay at the default build requirements {1 deep - 1 dynamite, 2 deep - 1 extract & 1 dynamite, 3 deep - 2 extract & 1 dynamite}
however, what i noticed was that all of the bombs are 1 dynamite, no extract.
is that on purpose?
Luke ✞ Jesus Saves ✞  [author] 2 Aug @ 1:55am 
v7.1.0: Added "Make template" button. It will store the current settings of that dynamite and all dynamites you build (including different tiers) will try to use that settings.

This feature is a workaround for the requested feature for copying settings from previously placed Dynamites.Unfortunately in the game there is no way to know when you place multiple Dynamites at once, which one was the "root" and even then it's hard to determine which one to copy from. This button give you explicit control on which one you want to copy.
Nemo 9 Jul @ 4:18am 
Totally get it, I see your name ALL OVER the Timberborn workshop, I'm sure you've got quite a code base going. I know you don't need my permission, but take as long as you need, my dude. c:
Luke ✞ Jesus Saves ✞  [author] 19 Jun @ 9:03pm 
Sounds good. No promise on the timeline though as I am quite occupied with other mods atm 😅
Nemo 19 Jun @ 4:33pm 
You know what would help a lot with this mod? If when you placed dynamite, it would check the four cardinal directions around it for another dynamite, and copy it's settings if there is one. Would make placing them significantly faster and easier.
Dark Lord 2 Jun @ 3:59pm 
Thank you!
Luke ✞ Jesus Saves ✞  [author] 2 Jun @ 3:30pm 
v7.0.1: Should work with June 2nd update.
Dark Lord 2 Jun @ 2:54pm 
Can confirm mod is no longer working.
Bran Redmaw 2 Jun @ 7:20am 
Minor patch of today seems to have broken compatibility with this mod. Only after disabling this mod can I load into the game.
Vas 28 May @ 3:45pm 
Well, still would be nice to have an option in there, that lets you change the extract out with TNT so that all TNT would cost one resource. That way I can make my TNT out of extract with the option from another mod and just carry 5 TNT over to a spot when I want to use my medium 2x one which is set to 5 depth. that way TNT isn't made of two resources that both must be carried over. I've always kind of hated that beavers can't carry multiple resources.
Luke ✞ Jesus Saves ✞  [author] 28 May @ 7:12am 
Probably possible but not easy because the cost of building is pre-loaded. So I don't think it's worth the effort to change it mid-game
Vas 27 May @ 9:59pm 
Think you can add a setting for these below each, where you can swap extract with more sticks of TNT? So I can change both the double and triple to just use more TNT? One per level, basically.

It might also be helpful, if it told you in the UI for configuring it after you've built it, to show its current height, and the depth to bedrock, so you can see how much more you'll need.

Its too bad we can't make it so that it costs only the amount you want to go down, so like you build it, then increase its depth, and it enters build mode again requesting those resources to be rebuilt. With a way to copy to others to go to the same depth (and not copy the amount of depth to each but instead copy to what depth level you want, so TNT on different levels would just auto copy to that specific level to make a flat explosion).
Luke ✞ Jesus Saves ✞  [author] 16 Apr @ 12:49am 
If you make any cool Dynamites video with this mod and okay with me using it to showcase the mod, please tell me :D