Timberborn

Timberborn

zxuiji -m- Bentos
64 Comments
Panchito Mágico 4 Jul @ 2:45am 
🙏😇
zxuiji  [author] 4 Jul @ 1:46am 
Yeah that is a typo, I'm assuming no-one's reported a crash due to it yet due to not having reached the stage of producing them for beavers to eat. I haven't reached that stage yet though I've now corrected it in my copy of the mod. I'll push an update to mod.io at a later date when I get back into playing TB. Hopefully the devs will have figured out the cause of the crashes I've been having when attempting to upload to the workshop by then.
Panchito Mágico 2 Jul @ 11:26pm 
Amazing! Thanks!

Also, there is another typo but I think it does not crash or does anything wrong, it's on Blueprints > Needs.

Your archive: Need.Beaver.EmberpelttsBento.json
I guess it should be: Need.Beaver.EmberpeltsBento.json

Probably it doesn't affect anything because I can play normally now but I think it's good to know! (I did not change it just in case).
<3
zxuiji  [author] 2 Jul @ 11:08pm 
panchito that turned out to be a typo on my part. I can't update my workshop mods atm for some reason so your choice are either to switch to the mod.io version/s via the mod manager or fix the typo yourself. In the latta case you just nee to go into the mod's folder and find the faction json for adding the bentos to emberpelts. Should be Faction.Emberpelts.optional.json but I mistakenly put Faction.EmberPelts.optional.json. Game is doing case sensitive recognition of file names it's loaded so it's not realising that the file is meant for the emberpelts and thus is not adding the needs and goods as declared in the json.
Panchito Mágico 2 Jul @ 11:02pm 
v0.7.10.2-5762fd5-sw
Exception: NeedSpec with id EmberpeltsBento is not used!
Timberborn.GameFactionSystem.NeedVerifier.VerifyAllNeedsAreUsed (System.Collections.Generic.IEnumerable`1[T] needSpecs, System.Collections.Generic.ICollection`1[T] allFactionNeeds) (at <4827091d584f4dc4b195d28e4710a336>:0)
Timberborn.GameFactionSystem.NeedVerifier.Load () (at <4827091d584f4dc4b195d28e4710a336>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Panchito Mágico 2 Jul @ 9:44pm 
Why would you make "Emberpelts" mod a requirement? Literally its breaking my game
Cynagen (58/300β) 14 Jun @ 12:04am 
Understood and sorry I didn't go another page back on comments to get my answer. Here's to hoping you can find some way to detect if the Emberpelts are installed and patch accordingly, rather than requiring an additional entire faction.
zxuiji  [author] 12 Jun @ 8:43am 
cynagen as I've stated in my response to others, it's because it was the only way to support the faction within this mod and I don't want to clutter the mod space with "Bentos for faction X"
Cynagen (58/300β) 11 Jun @ 9:38pm 
why is emberpelts now a requirement?
zxuiji  [author] 11 Jun @ 12:21pm 
I don't think it's the EP update that did it since my copy won't auto update due to me having to download manually since the mod manager was getting stuck for some reason when trying to download it.
Zargachi 11 Jun @ 3:39am 
emberpelts got and update too apparently, maybe is it?
zxuiji  [author] 10 Jun @ 9:00pm 
won't be tapi anymore, I've only left it listed because previous versions needed it. Same with MUR, I converted the related files already so there's nothing matching the spec they look for.
Zargachi 10 Jun @ 3:12pm 
couldn't be a problem with one of the needed mods? like TApi or M.U.R.?
zxuiji  [author] 10 Jun @ 1:28pm 
I tried looking into the crash but not managed to fix it. For some reason TB is not seeing a defined good when I add it to emberpelts. I can't figure out why because when I do a session search for the ID the ID appears in all related files where it should along with the player.log where TB declared it couldn't be found. I'm volunteering 2mw so will be late in the day before I try to address it again, assuming I have the energy left for it, otherwise it will be the day after 2mw that I try again.
Zargachi 10 Jun @ 12:38pm 
nha, can't see a problem on having emberpelts as a available faction, just don't play them if don't want to, at the momment i want to but can't cuz game is crashing all the time xD
zxuiji  [author] 10 Jun @ 12:10pm 
nah zangachi, the food ext mod has nothin' to do with the crash, did it on me despite having that active. as for the "more mods" thing, that's precisely against my "less mods" motto. Until the recipes get a method of being defined with goods that aren't defined emberpelts are just going to be required. You can however just go into the folder and delete the emeberpelts related stuff to make it work, you'll just have to do that on every update to bentos though.
Zargachi 10 Jun @ 11:47am 
was thinking here, i have some mods that add new foods, includign an official addon for emberpelts that add more food, could be related?
Zargachi 10 Jun @ 11:05am 
couldn't you make another mod that works like a connection between the two? like, you have bento or emberpelts is ok bur if you want to have both mods you need a third mod to make the connection between the two
zxuiji  [author] 10 Jun @ 10:40am 
nirahiel it's because I added a bento for emberpelts as well. The goal of each bento is to cover all the food needs of each faction. each faction has it's own custom set based on custom goods so I have to depend on the faction existing to define the related bento
Cookiesnm1lk 10 Jun @ 9:03am 
oh heck yes. greedy embers has access to bentos now? life is complete!
Nirahiel 10 Jun @ 6:00am 
Why does your mod require goods from the emberpelts in the first place, I don't get it.
zxuiji  [author] 10 Jun @ 5:00am 
zargachi I'll be taking a look today... assuming I can get past my own crash screen at the main menu.

nirahiel that's gonna be the case for the time being, the problem lies in the recipe definitions, not adding them to the buildings. For the recipes to be defined the source good/s needs to be defined so until some means of defining optional recipes, that is to say recipes depending on goods that might not be loaded, is created I will be making this mod depend on emberpelts to avoid cluttering the mod space with loads of variants of the same mod.
Nirahiel 10 Jun @ 4:27am 
I don't want to subscribe to emberpelts. Does that mean I can't use your mod anymore ?
Zargachi 10 Jun @ 3:52am 
still giving the same emberpelts error with other factions as well
Zargachi 9 Jun @ 5:37pm 
have everything cheked
zxuiji  [author] 9 Jun @ 11:51am 
Also forgot to update steam's understanding of what mods are required so that might have something to do with the crashes. Take a look at the new ones (moddable and unlockable recipes was left in for the sake of the previous version)
zxuiji  [author] 9 Jun @ 11:48am 
hmm, I'll have a look soon enough. Currently still doing my GreedyEmebers playthrough and it never crashed with it so I assumed all was ok. I'll have time 2mw to take a look so I'll do it then with a new game.
Zargachi 9 Jun @ 11:00am 
mine is crashing when i load a saved run or try to start a new one
NoOne_ReaVen 9 Jun @ 7:49am 
Emberpelts crashes upon selection of Bakery in the menu
Zargachi 9 Jun @ 6:42am 
Exception: NeedSpec with id EmberpeltsBento is not used!
at Timberborn.GameFactionSystem.NeedVerifier.VerifyAllNeedsAreUsed (System.Collections.Generic.IEnumerable`1[T] needSpecs, System.Collections.Generic.ICollection`1[T] allFactionNeeds) [0x0003b] in <cd974b5f0b624b5dae5cac4eed5159b5>:0
at Timberborn.GameFactionSystem.NeedVerifier.Load () [0x00050] in <cd974b5f0b624b5dae5cac4eed5159b5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
at Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () [0x00000] in <06f27ee5bfd04f50ae75edf6857d4232>:0
Zargachi 9 Jun @ 5:50am 
getting a crash with this mod fsr after update
zxuiji  [author] 14 May @ 11:54pm 
fugo it's the same amount of resources to make the vanilla items so I won't be change that part. The well being is now fixed to the amount I had planned on giving it to start with, 10, so they're worth it for that alone. Even without that they're worth it to keep the well being of every food need full so that they work at optimal speed. I often find my beavers make too many to eat and fill their storehouses completely.
Fugo 14 May @ 8:02pm 
Hi zxuijl,

The fact that the bentos consume so many resources and only return one bento kinda kills the motivation to do them. It's really too much waste of food just to have 1 that fulfills all the bonuses. It may be possible to make it, so every production cycle creates more bentos? (at least 10). I made a quick spreadsheet to exemplify this:

https://docs.google.com/spreadsheets/d/13x5kYqcc8ik1M2dkY8ccWwk0cTbWOEe57h9fUrL5mhI/edit?usp=sharing
(Only calculated Folktails, but the same is true for Iron Teeth)
zxuiji  [author] 8 May @ 1:04pm 
Yeah that was a whoopsie on my part nirahiel, fixed now :)
Nirahiel 8 May @ 10:25am 
Needs unlockable recipes ? The mod screen says so, but the requirement on the workshop doesn't...
zxuiji  [author] 27 Mar @ 11:03pm 
yeah lafall this is more intended as end-game product more than early game XD
LaFalleneuse1(CH) 27 Mar @ 8:05am 
It was not a complaint but a review.
update because i am stuborn and kept trying : it is stackable and it really look like filling the whole food needs. It is stackable but need SOOOO much ressource to start to stack (a very little bit).
It is actually really good but only if you keep in mind to focus only on bentos I guess. (which I didn't). I saw it like an expensive bonus that should be worth 5 but it isnt, it too fullfill all the food.
Would have been intersting to explain the concept in the description.
zxuiji  [author] 14 Mar @ 10:19pm 
lafall it was the intent that the bento need give a +5 bonus, I just haven't figured out which parameter causes that yet, aside from that they collect every consumable need into 1 product ensuring beavers get their daily fix every day. Also the bentos should be stackable, they go in the warehouses., Or do you mean the bakery is not? The bakery is not stackable even in vanilla game so I don't know what you're complaining about there.
LaFalleneuse1(CH) 14 Mar @ 6:23pm 
Tried the mod for a few hours and it is not worth it from my logic. You need so much ressource but mostly the fact that it only gives you a +1 boost needs is quite the point after spending quite big ressource from everything. I wasn't able to stack it so it doesn't work like food and I can't stack it and transport it for other districts.
++ Love the concept
- - too expensive for low reward
Allie BONES 11 Oct, 2024 @ 2:29am 
Thank you, I'll look into it!
zxuiji  [author] 11 Oct, 2024 @ 1:35am 
Allie you can change the recipe requirements in the json, I'll try to remember that if the TB mod system changes enough that I don't have to deal with unity's broken prefab system but until then I'm abandoning mods that require an assets folder (so all but GreedyBuilders and AppendVanillaResources) for my own sanity.

Every time TB does an update I have to replace my ripped assets and unity decides that despite the assets my mods reference having the same paths I couldn't possibly want to replace the missing guid of the old asset with the guid of the new asset that uses the same path, meaning I have to go through each individual mod's prefabs and reselect the assets they refer to just to be able to rebuild, let alone extend the mod.

Thankfully I've already updated my asset mods to the new component system and have not had reports of breakages since. If you do go and edit the recipe's json then you're looking for the 3316292521 folder in the subscribed mods for TB.
Allie BONES 10 Oct, 2024 @ 10:53pm 
Iron Teeth bentos are wildly inefficient - 1 corn normally yields 5 meals, a 1 algae or eggplant yields 6, so requiring 1 of each to produce a single meal, plus 1 kohlrabi, 1 mangrove fruit, and the 3 fermented foods, means you're turning 21 meals into 1!

3 factories producing each ration can easily keep over 100 beavers fed, but I got up to 10 factories and still couldn't keep a surplus when producing bentos.

The recipe ought to either require rations rather than raw veggies and produce 20 bentos, or the non-ration ingredients should be brought up to requiring 5 of each, and the results should be 40 bentos (turning 42 meals into 40, which would be worth it for the logistical efficiency and 1 happiness).
zxuiji  [author] 16 Sep, 2024 @ 3:14am 
I'm temporarily abandoning my other mods that involve assets. Unity keeps wiping the refs to TB assets forcing me to reconstruct the prefabs from scratch every time and I've had enough of it. The devs appear to be working on a new spec system which would make that problem a thing of the past so I'll wait for that to be available before maintaining the other mods.
zxuiji  [author] 12 Aug, 2024 @ 4:29am 
Just seen ur msg greenskye, in essence it adds 2 new recipes that in most cases take the produced food and put it all in 1. The idea is to give every food based need all at once with the exception of berries (because I didn't want the 2 bento products clashing in greedy builders)
GreenSkye 11 Aug, 2024 @ 9:45pm 
Sorry, but what exactly does this mod do? Is it just another type of food to make? Does it count as multiple types of food? If so, which ones?
Slepnair 31 Jul, 2024 @ 8:18am 
@zxuji I resubbed to the mod. I'll test it again in a bit and see if i can recreate it.
zxuiji  [author] 29 Jul, 2024 @ 11:57pm 
ralstad2 while it is possible it doesn't feel right to me, there's no reason the ingredients HAVE to be products of raw ingredients either so either live with it or make your own mod to my mod :)
ralstad2 29 Jul, 2024 @ 7:29pm 
zxuiji, I don't know if this is possible but can you use another building as the base to do this? I mean not the Bakery maybe something like the Lumber mill or paper mill.
zxuiji  [author] 29 Jul, 2024 @ 12:07am 
selpnair I've tried recreating the situation you described but the bakeries never disappeared on me and I'm still using the version I uploaded (haven't found anything to modify in the prefabs). I can only think it's an old copy you're using. The 1st version I uploaded (0.6.0.00) definitely had hidden buildings (because I was struggling with the assset usage back then) but that was fixed in 0.6.0.01 since at that time I was able to use the assets the way I originally intended, using all defaults besides the main prefabs.
zxuiji  [author] 28 Jul, 2024 @ 11:54pm 
ralstad2 those are the ingredients used to make the relative products, since using the products of those ingredients just confuses the game. It sees the other recipes defining those products and thinks the ingredient is left over product from the other recipes and seeks to remove it the moment it's put in for the bento recipe. This is the reason I chose to abandon using the products the other recipes list.