Timberborn

Timberborn

zxuiji -m- Bentos
Showing 1-8 of 8 entries
Update: 9 Jun @ 1:18am

Took me embarrasingly long to notice I misnamed the Blueprints folder for this version as Blueprint. Fixing that got TB to pay attention to my spec files and display the bentos in game. With all that said here are the main changes:

1. Switched to using Bob's Script Pack mod as the dependency for the recipies to actually be added to buildings.
2. Made Emberpelts a dependency because I think TB would crash if I attempted to define new recipes without the source goods existing. If Bob's mod has a counter measure for that later then I'll make use of that at some point to make Emberpelts optional like my GreedyBuilders and GreedyEmbers are.
3. Emberpelts support obviously :D

I am considering making the food extensions pack mandatory and adding it's food products to the recipe of the Emberpelts bento, that will be decided later by my in game experience of feeding my cologny

Update: 20 Apr @ 4:31am

Now supports U7. Since TAPI either won't support recipes or hasn't gotten round to it this mod currently relies on the moddable recipes mod for U7 support.

Update: 9 Nov, 2024 @ 1:42pm

Switched to full json under the hood, no more custom prefabs so other mods can be compatible with this one now and vise versa. Comes at the cost of requiring TimberAPI version 0.7.7.2 or above (which at the time of this upload requires some mods to be rebuilt to be compatible)

Update: 6 Sep, 2024 @ 7:31am

Partially fxied for the new patch, the foodfactory animation (whatever the animation was) crashes when the relavant component is attached so for now that's removed. Still get the smoke though :)

Update: 27 Jul, 2024 @ 1:39pm

Addresssed the "beaver puts ingredient in, beaver pulls ingrediant straight back out" sitiation. As I'd expected it was because the factory also had recipes for creating some of those ingrediants so the game thinks it's left over from those recipes once they're put in. I suspect the same was happening with the bakery so in both case I replaced the ingrediants with the ingrediants needed to make those ingrediants.. which also makes the hour per bento more justifiable (originally it was just for cutting the planks up into boxes and arranging the ingrediants)

Update: 27 Jul, 2024 @ 1:01am

The hit or miss success of loading the mod should be fixed now, along side the invisible buildings that I originally didn't check for in 0.6.0.00 having forgotten about the material groups for each faction being a thing. The mod now does what I originally intended to do, re-uses the original buildings with just a duplicate main prefabs to add the recipes in. Took me this long to do it because I was waging war with unity trying to get it to do what I had expected it to do out of the box with the ripped assets, use the same paths as what is in Timberborn for meshes etc

Update: 24 Jul, 2024 @ 5:59am

Updated the thumbnail to match mod.io variant (since mod.io would'nt let me use anything but 512 width)

Update: 24 Jul, 2024 @ 4:03am