Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I checked it out on Sunday evening, and all parts work as expected.
Thank you very much! I'm glad you enjoy it
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.
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.
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".
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.
Thanks for reporting!
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)
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)
Could you provide an error report / player log via Discord --> @CordialGnom?
Or directly paste it here?
The issue with the chemist building should (hopefully) be solved.
Thank you for reporting this issue. I believe I have found the cause of it. I will update the tool soon.
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)
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.
From the "chemist" building. I have updated the description. Didn't notice it was missing here. Also available on Mod.io.