Timberborn

Timberborn

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Configurable Faction (Faction Mixer) [U7 ✅]
   
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11 Jun @ 1:44pm
16 Jun @ 1:16pm
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Configurable Faction (Faction Mixer) [U7 ✅]

In 1 collection by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Description
Someone requested a "configurable" mixed faction so here it is! You can choose any buildings from a faction to be shared to all other factions, including modded ones.

This mod currently does not work with TimberApi

This is the up-to-date version of Configurable Faction (legacy). Please unsubscribe that one if you subscribe to this one.

v7.2.0 Update

This update completely rewrites the mod to a better and more efficient system. The setup is completely different now. You no longer need to enter a game to pull the info anymore!

Right from the main menu, you can now go to Mods -> Settings button next to the mod name to configure what you want to add to a faction (unlike before where you choose a faction building and it's added to all other factions).

You can now also choose which Plants, Goods and Needs to transfer to this faction.

Note: sometimes an option you choose will lock in others because they are needed. For example, if you choose Coffee Brewery, the mod will lock in Coffee Beans and Coffee, which in turn lock in Coffee need. The mod also locks out certain options to prevent crashes (for example Forester). It also issues warnings if you pick Cattail or Spadderdock that you need the Aquatic Farmhouse for example.

There is now also a filer box to search for all items and their states. You can also quickly open the settings folder (now moved to "Documents\Timberborn\ConfigurableFaction" so your settings won't be overwritten when updating the mod).

Tip:
- Use TImprove 4 Mods to make the setting box taller.
- Use the "Open setting folder" to quickly copy/paste the profiles. Please restart the game AND go into the setting dialog if you make changes to the file.
- You can also press the Reset to Default button of the mod setting box.

Troubleshooting

Note to Experimental branch: MaterialPlzNoCrashes is no longer needed. It's incorporated into the game. Please unsubscribe/turn off that mod. MaterialPlzNoCrashes is still needed for now.

If you do not see the change, most likely due to TimberApi is active. This mod does NOT work with TimberApi.

With v7.2.0 you should be able to apply the changes right from the main menu but just in case you have an issue, please try restarting the game after changing the settings.

Breeding is decided by the Housing (basically all Folktails Housing can do that). To add/remove the breeding ability, check out Configurable Housing.

If you need any support or feedback, feel free to contact me on Timberborn's official Discord ( https://discord.gg/6VZfcKGM2Z, on #mod-users[discord.com] channel), or @theapologist316

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

v7.2.1: Ignore a crash when other mods add faulty Prefab Groups.
v7.2.0: Revamped the mod completely.
Popular Discussions View All (4)
9
18 Jun @ 1:48am
Crash/Exception Log
CowabungaDude85
4
17 Jun @ 1:16am
Features?
波紋 小石
2
17 Jun @ 12:11pm
game crashes
apmaaron
36 Comments
Luke ✞ Jesus Saves ✞  [author] 13 Jul @ 11:37am 
Doesn't Flywheel need TimberApi? If so it cannot work with this mod.
Ramen 13 Jul @ 3:53am 
doesnt work with flywheel mod
aaror 12 Jul @ 11:12am 
It was TimberApi, but...now I am very confused, I have no idea what mod was using it, isn't it a mod that just supports other mods? When I took it out none of my mods complained...
Well, it works now...Thank you!
Luke ✞ Jesus Saves ✞  [author] 12 Jul @ 10:23am 
Are you sure it's not TimberApi?
aaror 12 Jul @ 9:29am 
Modsettings updated and killed your mod. New buildings no longer show and if you load a game that had new buildings with the new version of Modsettings the new buildings disappear.
Luke ✞ Jesus Saves ✞  [author] 4 Jul @ 5:59pm 
They rewrite the toolbar and load them too early before the game's code can kick in. So it does not crash but you can't see any addition tools on the toolbar (it's not really the game's toolbar).
DetectiveFoley 4 Jul @ 2:43pm 
I don't get it, why is this mod not compatible when TimberAPI is present?
Panchito Mágico 3 Jul @ 1:09am 
Yeah, I had TimberAPI, I thought it was solved but it was only for other mod.

It's okay, I removed the Dam_DecorationExtention" mod and Levee crash was fixed, I can play without it...

Now I am fighting TimberAPI because I can't use Faction Config. with it so I had to delete RotatingSun, MoreGroups (the thing I said in Discord), DamDecoration, etc. :(
Luke ✞ Jesus Saves ✞  [author] 3 Jul @ 1:03am 
> KeyNotFoundException: The given key 'DE_sM_BW_LeveeSQ' was not present in the dictionary.

Not sure what that one is. Probably from a modded building that you later removed?

> all that I add is not actually added to any faction

See Troubleshooting, most likely you have TimberApi.
Panchito Mágico 2 Jul @ 11:57pm 
Is there any problem between this and Emberpelts? Because it's not working properly, all that I add is not actually added to any faction