Timberborn

Timberborn

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Micro Management (Unstuckify) [U7 ✅]
   
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73.955 KB
9 Apr @ 4:46am
2 Jul @ 1:48am
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Micro Management (Unstuckify) [U7 ✅]

In 1 collection by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
77 items
Description
With this mod, you can assign beavers and bots (called Citizens from now on) to specific Housing, Workplace or Districts. It also acts as a highly-requested "Unstuckify" feature. See the video if you are not sure about how to use it.

When moving to a District, the Citizen will be teleported to that District Center. Therefore, it can also act as an "Unstuckify" feature. That is also why you are allowed to move Citizens to the same District they are already in.

When moving to a new Housing or Workplace, if it is in another District, the Citizen will also be moved to a new District (as if you used the "Move to District" feature before this action). Also if the Housing or Workplace is full, a random Citizen will be kicked out.

You can hold Shift to show two alternative options: Unassign Housing and Unassign Workplace. This will remove the Citizen from the Housing or Workplace. Note that you should do this while pausing the game as it will try to reassign them to jobs and usually that same beaver will get the same job/housing.

Send all... feature

When selecting a District Center, you can also send all beavers with certain conditions to that one.

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

v7.2.0: Added "Send all..." feature. Idea credit: @OldGamer
v7.1.1: Fixed an issue when clicking the button with a building right behind it. The tool should not interfere with the UI now.
v7.1.0:
- Made the buttons bigger. Fixed the panel shows up for the first time you select anything.
- If you select a full House or Workplace, the highlight color is yellow to warn you that another Citizen will be kicked out.
26 Comments
NoOne_ReaVen 3 Jul @ 3:35am 
I still dont know why it happened or what changed, but it somehow fixed itself... after I deleted the path and rebuild it the exact same way as before, which is starange in of itself as Builders dont need a path when they get to a construction site thats within the District borders.
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 9:29am 
The easiest way to know is to disable mods one by one and see disabling which one allows it to work again.
NoOne_ReaVen 2 Jul @ 7:46am 
So the issue is that Planks dont get delivered although I have 1.4K stored right next door, i have no Error log and cant wrap my head around this one, any advice on how to debbug this?
NoOne_ReaVen 2 Jul @ 5:45am 
I dont know if its from this mod, but after recent updating this mod and adding the Scientific Projects mod series my builders deliver stuff to the construction site and then keep standing there until nightfall, nothing gets ever finished and I have all the construction materials that are needed, the game itself is running fine no lag or FPS drops, current colony are Emberpelts with round about 60 ish Beavers with Bots just getting started
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 1:50am 
v7.2.0: Added "Send all..." feature. Idea credit: @OldGamer
OldGamer 24 Jun @ 8:44pm 
I'd actually use it to send the excess beavers to the Graveyard district (where only the district center exists). When all the jobs are filled with robots, too many beavers is a problem. Thanks for your interest; I'll wait until you have time.
Luke ✞ Jesus Saves ✞  [author] 24 Jun @ 7:49pm 
Ah a concentration vacation camp, I like that idea. Yes it should be possible. No ETA promise though.
OldGamer 24 Jun @ 3:36pm 
Hi Luke,
Would it be possible to add a function that sends all homeless or jobless beavers to another district?
Luke ✞ Jesus Saves ✞  [author] 21 Jun @ 9:29pm 
v7.1.1: Fixed an issue when clicking the button with a building right behind it. The tool should not interfere with the UI now.
darkdroider 19 Jun @ 10:58pm 
ok, thanks