Timberborn

Timberborn

zxuiji -m- More Bombs
48 Comments
zxuiji  [author] 8 Jun @ 3:31am 
cm1lk, crashify, you might wanna take a *closer* look at my edit in the mod's description as you seem to have missed a key reason for why I switch to deeper bombs. I have been using it myself and you can set *any* depth with configurable explosives. Take a close look at the bottom of the UI when you select a bomb.
crashfly 7 Jun @ 9:23pm 
i agree with Cookiesnm1lk. it is more advantageous to have multiple levels of bombs instead of just a single "deeper" bomb type. makes it hard to landscape the terrain when you cannot just remove specific levels.
Cookiesnm1lk 7 Jun @ 8:46pm 
right but deeper bombs just multiplies bomb depth which means taht it's not as flexible.
zxuiji  [author] 7 Jun @ 8:43pm 
nah cm1lk, I do have an idea that would make it easier to maintain but there's not much point when deeper bombs is literally a set once and forget type mod. I don't see the TB ever changing what it modifies so it should stay compatible with every update from here on out so long as moddable prefabs works.
Cookiesnm1lk 7 Jun @ 11:40am 
so is this going to get a patch for greedy embers?
zxuiji  [author] 6 Jun @ 8:33am 
yeah TDG, deeper bombs is easier to maintain since it's just json, no need for me to fight tooth and nail with unity to get anything done.
TheDeadGuy 6 Jun @ 7:42am 
zxuiji is this abandoned?
zxuiji  [author] 12 May @ 9:58pm 
Hi SqL, I was referring to "Configurable Explosives". I've finally tried it, it's great, just lacking the option to go further than the defined max depth (which is weird) so I'll have to make a mod that modifies the max depth of the vanilla bombs to be 5 times as much. Does mean that mod would then be exclusively for when Configurable Explosives is installed so I'll set that as a requirement in the manifest.json also. Not decided on what name to give it because I'm currently focusing on making GreedyEmbers a thing like my GreedyBuilders.
SqL ツ 12 May @ 12:33pm 
What's the mod you are refering to?
zxuiji  [author] 9 May @ 9:13pm 
biggerton there's another mod that allows configuring the existing bombs. I'm going to be using that myself from now on so this mod will be abandoned in favour of that, assuming I don't have to click each individual bomb (haven't gotten round to downloading an try it out). If I do end up updating this one it'll be because I found the other mod unsatisfactory or I just felt like down so. For now just treat the mod as abandoned and check back every few months or so to see if I changed my mind. If you have it installed already then disable it and let steam autoupdate it on it's own when that happens, TB will likely re-enable automatically then/
Biggerton Ouncerton The III 9 May @ 10:49am 
PLEASE update to u7 if its not already
zxuiji  [author] 23 Mar @ 7:42am 
落魄书生 I honeestly forgot until a little while ago about checking if the configurable tubeway and zipline mod crashes with greedybuilders loaded. I tried just now but my game loaded just fine and even when I clicked the zipline buildings I had I experienced no crashes. Perhaps you need bobing about's scripting mod installed? I wouldn't know as I'm not the author of that mod to begin with. I suggest you head on over to the timberborn discord and talk to bobingabout in the related mod channel for the mod or in the mod-users channel.
zxuiji  [author] 22 Mar @ 7:04am 
落魄书生 That's unexpected. I'll take a look later today
落魄书生 21 Mar @ 9:02pm 
"After extensive testing, I found that your MOD has compatibility issues with 'Configurable Tubeway & Zipline [U7 Feb25 ✅]'. Is there a way to resolve these compatibility issues?"
zxuiji  [author] 20 Mar @ 12:54pm 
raiflan I use GB myself and don't experience crashes so I won't be able to addresss it without a log from you at bare minimum. If you pop on over to Timberborn's discord you'll find my this mod's channel there under "#individual-mods". Upload the Player.log there and I can try seeing what the issue is.
Railfan 20 Mar @ 5:32am 
Mod stopped working for me, causing the game to crash when loading. I unsubscribed and re-subscribed, and it did not fix it. I cleared the Steam Cache, restarted Steam (and computer), resubscribed, and the game still crashed when loading. Hope this gets fixed. Game runs fine without loading these mods, so playing without it.
zxuiji  [author] 18 Mar @ 6:27pm 
trais the thumbnail is in the mod's base directory so no need to look in the manifests. With that said if you haven't found it then steam or something musta wiped the directory by mistake, or failed to update after wiping it. Best bet is to unsubscribe then re-subscribe to make steam re-download the mod. If that doesn't resolve it then I don't have any ideas to the cause. I would still recommend the mod manager instead since that downloads from mod.io and is more reliable at updating...despite the occasional wiping of mod directories, at least the directory is named properly and allows you to see for sure it failed.
traisjames 18 Mar @ 4:49pm 
Looks like I am waiting for a fixed version, I can't find "More Bombs/" in the manifest files.
Anlemy 17 Mar @ 3:08am 
Thanks, the mod works perfectly. Great work!
zxuiji  [author] 13 Mar @ 11:58pm 
Ah, grind that's an issue I found the cause of later, didn't realise I'd done it to the release. basically to keep my dev builds separate from the know working version when I build new versions of more bombs I have it setting up so the target folder is "Dev - More Bombs" unfortunately it seems that the mod builder is using that instead of the mod id to generate the file names of the bundles. I only found out later that those names are somehow REAL sensitive to being changed (which is abysmal design in my opinion but whatever). Since I doubt you want to wait for me to get round to uploading a fix version just rename the bundles and manifests to be prefixed with "dev - ", you might need to open the manifests in a text editor to replace all of "More Bombs/" with "Dev - More Bombs/" as well.
🔸Grind🔸 13 Mar @ 3:13pm 
My game also crashes with this mod. Disabled it and the crash on start went away.

Crashlog:
v0.6.9.4-5873e3b-sw
GeneratedObjectSpecificationAlreadyExistsException: The given specification path was already generated "specifications/tools/toolspecification.devpowergenerator"
TimberApi.SpecificationSystem.GeneratedSpecificationAssetRepository.AddSpecificationRange (System.Collections.Generic.IEnumerable`1[T] generatedSpecifications) (at <29bd38ea98344a93be50513bcce5b431>:0)
TimberApi.SpecificationSystem.GeneratedSpecificationLoader.PostLoad () (at <29bd38ea98344a93be50513bcce5b431>:0)
TimberApi.SingletonSystem.SingletonLifecycleServicePatcher+<>c.<LoadAllPrefix>b__0_1 (TimberApi.SingletonSystem.ITimberApiPostLoadableSingleton singleton) (at <bb6080f9907b49c6b0d39c33e516e6c2>:0)
Had to cut away bc 1000 char limit
zxuiji  [author] 13 Mar @ 3:42am 
hmm, anlemy could you go into the mod's asset bundles folder and check something for me, do any of the bundles as "dev -" in them? Ignore the version-0.7.1 folder as that's not relevant to u6
Anlemy 13 Mar @ 12:51am 
after installing the mod, the game crashes and I can't launch it. I'm using version U6. I really love this mod and hope you can look into this issue.
zxuiji  [author] 10 Mar @ 6:53am 
Got it, so I did manage to corrupt the u6 version. I'll sort it out tonight so check back tomorrow. Until then jsut leave it disabled on u6
Noclaf 10 Mar @ 6:01am 
Yes, indeed I'm running u6. I solved it by removing the mod and then I was ablo to load the savegame. However when I saved the game without mod activated, added the mod back and then tried to load, it crashed again - so I assume this mod is not working for anyone with u6 (?).
tomerbigcohen 10 Mar @ 5:00am 
u6 crashes.
u7 dosent!
zxuiji  [author] 10 Mar @ 4:43am 
u6/u7 means update 6/update 7(experimental branch)
tomerbigcohen 10 Mar @ 4:17am 
im on the latest update of the game. what does u7/u6 means? atm i tried to just run your mods together (this and the utility) and it crashes.
zxuiji  [author] 10 Mar @ 4:12am 
tomer which version you on? u6 or u7? Trying to identify where I should turn my attention. If it's a corrupt u6 version then I need to replace and re-upload. If it's not then I'm gonna need the player.log u7 generates for you so I can see exactly what exception it's giving. In the latta case take the log to timberborn discord (mod-users channel or the dedicated more bombs channel in individual mods).
tomerbigcohen 10 Mar @ 3:31am 
crashes my game as well.
zxuiji  [author] 9 Mar @ 10:13pm 
noclaf you on u6 still? That might be the issue as I may have corrupted my copy of the u6 version which is in the mod's version-0.6.5 folder. That being the case I'll need to go download the previous version from mod.io and replace it :|
Noclaf 9 Mar @ 1:48pm 
Game keeps crashing after mod update.
QueenPixxa 28 Jan @ 7:22am 
brilliant! I'm glad you got everything under control now :)
zxuiji  [author] 27 Jan @ 9:37pm 
yeah it's working, I made sure of that before I gave up on it. That said I finally learned how to make and use timbermesh files so an update to this mod will be coming soon, just gotta get round to making the whitepaw variants and remove the workaround I stuck in of just adding the extract and it's building back in.
QueenPixxa 27 Jan @ 2:23pm 
Is this mod working? I read that you're not updating most of your mods, at the moment, so I want to make sure that this one is not operative right now.
zxuiji  [author] 22 Oct, 2024 @ 1:49pm 
yeah anivex, the recent update was a json addition which does not req unity's involvement so it was not an issue to do. I may yet find the mental strength to try dealing with it again (mostly because I want to reduce the poly count of the base which just uses a cylinder) but not right now.
Mr_Anivex 22 Oct, 2024 @ 1:41pm 
Does that include this mod?
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] 5 Sep, 2024 @ 6:50am 
yeah I'm working on it kapik, the 1st hurdle is cleaning up the mess unity made when I linked to the new dlls. It wiped my references to textures and assets so I have to restore those before I can rebuild with the new prefab components
KapiK 5 Sep, 2024 @ 4:33am 
No longer working since update 2024-09-05.
The game won't start and you get the game error screen.
zxuiji  [author] 27 Aug, 2024 @ 9:34am 
Thank you hawkehunt, that was helpful :)
BulletSponge 27 Aug, 2024 @ 12:17am 
Yes Rico.. Kaboom

Love being able to drill with Dynamite
Enginerd 26 Aug, 2024 @ 10:40am 
Yes, as Hawkehunt said, there's certainly mods listed within Timberborn that show other requirements.. look at like MoreGroups, Water Extension, and such by Knatteanka(?) they have a lot of mods and the show it needing a materials pack or TimberApi for example
hawkehunt 26 Aug, 2024 @ 6:56am 
I've definitely seen dependencies set up in Steam Workshop mods before.

I've never done it myself, but there's supposed to be an "Add/Remove Required Items" option on your author homepage for the mod?
zxuiji  [author] 24 Aug, 2024 @ 7:39am 
Sorry mumen rider, tunnels are currently a no go as the game still runs on a height map for the ground. Blowing sideways requires custom scripts and as I'm not yet experienced in that side of modding TB that will be a long ways off even if iit is technically possible (and assuming I'm ever in the mood to try). For now you'll have to make do with shoving bombs on top of where you want your side channels. If you don't mind not being able to grow plants on top then you could install the dirt mod and activate dev mode to build the "Stone Wall" blocks on top of platforms at the bottom of the tunnels you want to make. I'm already considering oing just that in my current playthrough just for how nice the grassy stone walls look compared to levies :)
Mumen Rider 24 Aug, 2024 @ 3:50am 
It would be nice to make it an all-in-one bombastic mod. With the new verticality in the experimental build, it would be nice to have bombs that explode sideways and upwards to create tunnels. Perhaps it can be added to the mod?
zxuiji  [author] 21 Aug, 2024 @ 9:36pm 
I failed to add it to the description or the manifest but timberapi is an optional dependency. It's used for moving the vanilla bombs and factory to the Bombs group (not in screenshot because at the time thereof I was having issues loading both at the same time - resolved that before uploading). As for textures and models I'm still experimenting with what feels right so you'll excuse me for putting that issue aside to upload something that can at least be used.
Kavey 21 Aug, 2024 @ 3:45pm 
Megabooms. Nice. 🤩