Timberborn

Timberborn

Booster Juice
27 Comments
Scavenger  [author] 15 Jul @ 12:40pm 
@Smaxta, thanks for your feedback. I appreciate it. I agree with your suggestions. But for now, further modelling is outside of my scope. Anyhow, I'll keep it in mind when I get back to Timberborn modding.
Smaxta 15 Jul @ 12:35am 
Super nicely made mod! A lot attention to details, whaat is outstanding. Plays well on Mac. The only, what I would like to see- some smoke or light (or anything) in time work in progress.
Scavenger  [author] 27 May @ 12:26pm 
@Lucy Swan,
I checked it out on Sunday evening, and all parts work as expected.
Scavenger  [author] 27 May @ 12:26pm 
@nnnnnneko2016,
Thank you very much! I'm glad you enjoy it
nnnnnneko2016 25 May @ 7:48pm 
Can't play the game without this mod!❥(^_-)
Scavenger  [author] 20 May @ 1:08pm 
@Lucy Swan,
I haven't checked recently with the latest game updates in May, but haven't had complaints so far. It's been running on experimental 7 for a few months now. I'll check it out on the weekend.
Lucy Swan 8 May @ 7:57am 
Has anyone ever seen that trees are getting ready really faster? I checked that several times and for me this seems not to change anything.
Scavenger  [author] 18 Apr @ 11:50am 
Hello makoaluveaux. I'm sorry, I don't understand your question. If it is in reference to the ingredients of the recipes, then yes. You'll need various ingredients to create fertilizer. However, there are just two different recipes to create the same fertilizer.
To create fertilizer, you'll need a chemist building. And to fertilize the trees, the fertilizer dump.
If this doesn't answer your question, then please add some context to you question.
makoaluveaux 17 Apr @ 10:04pm 
Does it require ALL of the components to make these?
Scavenger  [author] 3 Dec, 2024 @ 12:17pm 
@Maoman:
Thanks for your feedback. I'll take it into consideration. The recipes have changed a few times, but I haven't looked into the gain / cost ratio lately. For me, it was mainly about being able to have an alternative, given a persons playstyle or available resources. But not them necessarily being "more worth it".
Maoman 29 Nov, 2024 @ 11:55am 
I like this mod, but the advanced fertilizer recipe is bad. There's not enough gain to justify the additional cost.

Normal recipe: 6 per 2 hours (18 per 6 hours)
Advanced recipe: 10 per 3 hours (20 per 6 hours)

So, by using extract and dirt and way more wood and water, I get a whopping TWO additional fertilizer every six hours.

Please change this. I recommend swapping the times so that the normal recipe takes 3 hours and the advanced one takes 2 instead. That would make it 12 vs 30 per 6 hours--much more worth it.
jtseyman 17 Nov, 2024 @ 8:19am 
I've started a discussions for error reporting in the mod since my error report/player log was too big for the comments.
Scavenger  [author] 17 Nov, 2024 @ 12:59am 
Issues with Materials has been solved with 0.3.1
Thanks for reporting!
mxfdeyouxiang 15 Nov, 2024 @ 10:44pm 
v0.6.9.2-8993f96-sw
ArgumentException: Material Fertilizer not found in repository.
Timberborn.TimbermeshMaterials.MaterialRepository.GetMaterial (System.String materialName) (at <bb71dec75aba4c10a33a51c1f8aa0daf>:0)
Cordial.Mods.BoosterJuice.Scripts.Material.MaterialInitializer.Load () (at <232553dcccf84232b735a98c64e0f3d1>: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.SingletonLifecycleAdapter.Start () (at <83c35e71bcfd4e238b263c72f0ec19cd>:0)
LemonT 15 Nov, 2024 @ 8:38pm 
v0.6.9.2-8993f96-sw
ArgumentException: Material Fertilizer not found in repository.
Timberborn.TimbermeshMaterials.MaterialRepository.GetMaterial (System.String materialName) (at <bb71dec75aba4c10a33a51c1f8aa0daf>:0)
Cordial.Mods.BoosterJuice.Scripts.Material.MaterialInitializer.Load () (at <232553dcccf84232b735a98c64e0f3d1>: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.SingletonLifecycleAdapter.Start () (at <83c35e71bcfd4e238b263c72f0ec19cd>:0)
Scavenger  [author] 13 Nov, 2024 @ 12:07pm 
@mxfdeyouxiang:
Could you provide an error report / player log via Discord --> @CordialGnom?
Or directly paste it here?
mxfdeyouxiang 11 Nov, 2024 @ 6:08pm 
Updating to 0.26 caused a crash when trying to load previous saved games.
Scavenger  [author] 27 Oct, 2024 @ 1:09pm 
@roterose, Yes, I recently noticed that as well. The worker behaviour is something re-used from Timberborn, so not under my influence at this time. I'll see if I can figure it out.
roterose 23 Oct, 2024 @ 12:04pm 
the worker in fertilizer dump always go and take fertilizer, even 47/50 in building, this make the working time very low
Blakmoon 8 Oct, 2024 @ 11:08am 
Well, no more flying beaver for me ;)
Scavenger  [author] 7 Oct, 2024 @ 12:39pm 
@Blakmoon and @Prophet's Song:
The issue with the chemist building should (hopefully) be solved.
Blakmoon 7 Oct, 2024 @ 10:58am 
I came to report a bug, but this one may explain why I see the worker floating or levitating above buildings (maybe about a height of 18 tiles)
Scavenger  [author] 6 Oct, 2024 @ 5:31am 
@Prophet's Song:
Thank you for reporting this issue. I believe I have found the cause of it. I will update the tool soon.
Prophet's Song 29 Sep, 2024 @ 2:08am 
And here is shortend (because of character limit) the error log.

v0.6.8.0-b8673b4-xsw
IndexOutOfRangeException: Index was outside the bounds of the array.
Timberborn.WalkingSystem.SwimmingAnimator.ModelDepth (System.Single movementSpeed) (at <b8a627b5799c4546a68fa4d46c99299b>:0)
Timberborn.WalkingSystem.SwimmingAnimator.UpdateSwimming (System.Single movementSpeed, System.Boolean fastForward) (at <b8a627b5799c4546a68fa4d46c99299b>:0)
Timberborn.WalkingSystem.SwimmingAnimator.<Awake>b__26_0 (System.Object _, Timberborn.CharacterMovementSystem.AnimationUpdatedEventArgs e) (at <b8a627b5799c4546a68fa4d46c99299b>:0)
Prophet's Song 29 Sep, 2024 @ 2:06am 
Hello.

First I'd like to thank you for this mod. It fits so well with our industrious Ironteeth.

Secondly I'd like to report a bug with the chemist. Normally, when a beaver enters a building, the game teleports the beaver into the bulding. For example, to sit at the fireplace. But the teleport position of the chemist building is a couple tiles away from the bulding.
Should that position be outside of the map, the games crashes. I will post the error log in another comment.
Should the position be inside the map, you can focus on the worker and see how far away that position is - that is how I found out what was happening.

Again, thank you for your hard work.
Scavenger  [author] 24 Sep, 2024 @ 2:06pm 
@flumeister:
From the "chemist" building. I have updated the description. Didn't notice it was missing here. Also available on Mod.io.
flumeister 22 Sep, 2024 @ 1:53pm 
Where does the fertilizer come from?