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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
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)
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.
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
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)
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.
++ Love the concept
- - too expensive for low reward
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.
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).