My mods for Timberborn
hawkfalcon / timberborn-mods Goto Github PK
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License: MIT License
My mods for Timberborn
License: MIT License
My mods for Timberborn
Golems now require resources from both factions(both charger and biofuel). Is it possible to just inherit the default one?
Hey, I just updated and played with this mod again. But there are no Crops to plant anymore. No carrots, no potatoes, no wheat etc. If the mod is disabled they are back and plantable. Therefore I assume its this mods fault. However I play with lots of other mods and it might be a conflict with another mod. Not sure but I hope you can have a look into that :)
Please help :)
I noticed a modded item was missing when I began playing with the newly updated Unified Factions. "Iron Teeth Path" from "More Paths" mod.
But I just noticed another item that was missing,e the water wheel. Base game water wheel from the Folktail faction. I have compact, and large water wheel, but not the 2x wide, 3x long one.
I'm playing with a fair few mods, I'll see if I can find a complete list of any items that appear to be missing for some reason. Here's a list of the mods exported by r2modman.
BepInEx-BepInExPack_Timberborn-5.4.19
Timberborn_Central-TimberAPI-0.4.4
hawkfalcon-UnifiedFactions-1.2.0
PB_Ozai-District_Extender-1.0.1
KyProject-SaveConfig-1.0.0
Hytone-SimpleFloodgateTriggers-2.1.0
Hytone-RotatingSun-2.2.0
Hytone-MirroredBuildings-2.0.0
sukunabikona-GeothermalPowerPlant-1.0.2
Tobbert-CategoryButton-1.1.1
Knatte_Anka-DamDecoration-1.2.8
Knatte_Anka-ExtendedFloodgate-0.6.6
KnatteAnka_And_Tobbert-Staircase-1.3.8
sukunabikona-PackingPlant-1.0.4
Tobbert-MorePlatforms-1.2.1
Tobbert-Ladder-1.2.1
KnatteAnka_And_Tobbert-MorePaths-1.1.0
Tobbert-DutchWindmill-1.0.1
Tobbert-FerrisWheel-1.0.2
Tobbert-VerticalPowerShafts-1.1.0
sukunabikona-10xDistributionPost-1.2.1
I have figured out where the coding goes within the frame work but can not figure out how to update with the new commands. How would I succesfully patch this?
Hello Hawkfalcon thanks for all your hardwork I am not sure if it is only me but creative mode is not working, map editor does works perfect, but even when I turn on the creative mode the buildings dont build instantly and still says that there arent enought science point.
A new major update for timberborn has been released, if you up for it, while I cant speak for everyone, I would like to use creative mode with the latest version.
I would like to try updating this myself, but its seems like a mountain to climb, not a lot of comments in the code that would lead a fledgling, mostly powershell scripter to success, not sure where to start, but I'm gonna putz around and give it shot, albeit a long shot.
Thanks for the work you have already put into this, much appreciated.
Error upon loading seems to be related to changes within Timberborn itself:
[Error :CreativeMode] Entrypoint failed: Could not load type Timberborn.BlockObjectTools.AnyBlockObjectDeletionTool, Timberborn.BlockObjectTools, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
I believe, in part, that it might be related to Timberborn dropping support for the .json format in exchange for the .timber format, but with all due respect, that is just a guess from a less then traveled coder.
Hey not sure if it's only on my end but i can't figure out to run the game with CreativeMode.
Tried moving things around, TimberAPI is fully updated, disabled the insta build and the science settings to no avail.
In creative mode, the water source blocks can't be deleted. Maps's flooding to death :D
After using it to build something and turning off when placing again is like the mod is still enabled for that item.
I need to restart the game to work again.
Title <3
I uninstalled and reinstalled mod and game still crashes. Is there anything certain i need to do to fix the mod?
It is lacking the config fille after installation for some reason and blefinx cannot load the mod.
Mod stopped working on experimental after the last patch. Not sure if will affect the mod when patch goes to Retail, but I would imagine it will.
Checked by disabling each mod, until until Unified Factions caused crashed. Attached Timberborn generated error report.
In the latest update, when playing as iron teeth, the game combines needs for both iron teeth and folktail golems. In this particular situation, placing any folktail assets to produce biofuel while playing as iron teeth crashes the game. Without biofuel, there is no way for golems to function after a short period of time.
Disabling this mod eliminates the needs of folktail fuels while playing as iron teeth. I do not see any way to configure this in such a way that the needs of both factions do not both occur.
Hello!
I got this message (in red color) while using UnifiedFactions mod, I downloaded it from Mod Manager inside of the game, version 1.3.2, Timberborn Update 4 (v0.4.9.3).
[Error :UnifiedFactions] Entrypoint failed: Could not load type Timberborn.FactionSystemGame.FactionObjectCollection, Timberborn.FactionSystemGame, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Thank you so much, screenshot added.
There are times where I want the mod active but not fully operational, for example I sometimes want to turn off the instant build feature or the no science cost or the no resources cost, basically it's where I'm designing a map and want to test it without rebooting TB, after testing it I would then make the actual map in the map editor, having to reboot without mods each time is just annoying, I'd rather just start a new game, design my map, save an instance of the settlement, test it without leaving the game, then create the actual map based on the save instance
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