Timberborn

Timberborn

Planting Override
38 Comments
Scavenger  [author] 1 Jun @ 10:27am 
@Mr Rose, thank you for that question. It may have a buggy behaviour, as that is not a behaviour I have recently tested. But I'll look into it. It'll be a week or two though before I have the time.
Mr_Rose 29 May @ 9:35am 
Is anyone else having trouble with this mod and 3D terrain? Specifically the beehive replacement option; every time I try to place one on overhanging terrain, it seems to place the building somewhere unexpected, usually below.
Scavenger  [author] 15 Apr @ 12:46pm 
@Laresha,
Thanks for your feedback. It was up and running until the latest round of experimental updates (Timberborn v0.7.4.0). I have updated it just now, so I hope you can play with it again.
Lareesha 13 Apr @ 6:55pm 
Is this mod still broken for other people, I tried loading it today and this is the only one that gives me an error report.
BippyMiester 3 Apr @ 2:38pm 
If there is a post, i couldn't find it. Please tag me in it if there is a post, cause obviously i can't find it. lol Same name as here.
BippyMiester 3 Apr @ 2:37pm 
TAPI has been updated, mod is still broken. Theres no discord forum thread about this in the individual mods forum channel, so i can't post any error logs. Please make a forum post in the individual mods channel in the timberborn discord so i can send logs and I don't have to rely on steams BS comment system. Nobody checks notifications on steam. Thats like saying you check your spam folder on a regular basis. lol
Marcoevich 2 Apr @ 12:08pm 
Hi @Scavenger, Cheers! thank you for updating the mod. I will patiently wait for Timberapi to update. :)
Scavenger  [author] 2 Apr @ 12:02pm 
@Marcoevich: Sorry, forgot to mention, Greedybuilders support has been added. Just in case you didn't notice.
However, with todays experimental update, TimberApi is out of service, and therefore this mod as well.
Marcoevich 24 Mar @ 1:28pm 
Thank you Scavenger, appreciate that :)
Scavenger  [author] 24 Mar @ 12:18pm 
@Marcoevich:
Thanks for the feedback. Fair enough, I'll look into Greedybuilders support. It's not a mod I play with, so not something I've tested.
Marcoevich 23 Mar @ 4:42pm 
To add to my previous comment, when loading both moths together, I get this error:

v0.7.1.2-dc411b4-xsw
ArgumentException: Building not found: Forester.GreedyBuilders.
Marcoevich 23 Mar @ 4:41pm 
Hi @Scavenger, this mod has a conflict with "Greedy Builders" mod. According to that author, it's because this mod assumes that every faction has it's own unique prefabs. Can you look into that?
TheFinal1 28 Feb @ 12:57pm 
Thank you for the quick update.
Scavenger  [author] 28 Feb @ 12:49pm 
@TheFinal1:
TimberApi has been updated and now supports the tool system again. This mod has been updated.
Scavenger  [author] 21 Feb @ 11:32am 
@TheFinal1. Thanks for the update, I did notice. I was/am waiting for a release of TimberApi that fully supports tools again. Then I can get started on integrating the required changes.
TheFinal1 16 Feb @ 9:32am 
Just a heads up the most recent exp release broke this mod
Scavenger  [author] 24 Jan @ 11:36am 
@Cookiesnm1lk: Thanks for the second suggestion as well. I suggest you post this in the corresponding Timberborn Discord thread, if that is something for you. While it'd be an interesting challenge to implement, it's not one I currently have the capacity to take up.
Cookiesnm1lk 22 Jan @ 6:35pm 
so dev, i've got a different idea for ya if you are lookin to make another mod. soooo...... what if there was a mod that would let me switch out power corners with different ones without cutting the power? for example i'm looking at a 3 way intersection that i put down a while ago. i want to put a 4 way there but can't do taht without deleting the 3 way and killing my power for a while. buuuuuuuut..... what if there was somethign i could do to just paste a 4 way onto there?
Cookiesnm1lk 21 Jan @ 2:36pm 
yeah cause ya know..... i've got huge fields, and it's annoying selecting the "destroy resources" tool and being like "1.2.3.4.5.6.DESTROY. 1.2.3.4.5.6. DESTROY" aaand being able to jsut see the radius of the beehive as i do the destroying would be very helpful.
Aety9 21 Jan @ 9:50am 
Seconded the beehive suggestion!
Scavenger  [author] 20 Jan @ 12:54pm 
@Cookiesnm1lk
I like you suggestion. I'll have to do that integration quite differently than a plant. I'll keep it in mind, might get around to it in a week or two.
Cookiesnm1lk 18 Jan @ 9:00pm 
hey could you add the beehive to the replacing menu for the plants?
swimspud 25 Nov, 2024 @ 7:00pm 
thank you SOO MUCH
cowsarenottoys 10 Nov, 2024 @ 9:37pm 
I think I did restart the game in between, but I'm not 100% on that.
Scavenger  [author] 10 Nov, 2024 @ 1:44pm 
@Nice Save: Thanks for the feedback. That is definitely weird. I assume you started a new game without restarting Timberborn beforehand. Which is absolutely ok, confirmation would just help me try and find the issue in terms of the mod not being correctly reset.
I'll look into it.
cowsarenottoys 10 Nov, 2024 @ 1:45am 
Found some weirdness: I had used this mod in a previous game and after that ended I started a new game on the same map, and one of my berry bushes is already set to be replaced by a chestnut tree in the same place as I probably had a designation in the old game. I think (but can't confirm) that it didn't show up in my first session on the new game, but after my first save and reload it's definitely there.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3363254202
Scavenger  [author] 31 Oct, 2024 @ 2:32pm 
@Ishalik: I looked into it, and it seems in the workshop, I needed to add it manually. The mod window in Timberborn itself reacts on the manifest included in the mod, respectively the requirements handling that Timberborn handles. I didn't know of the separate Steam dependency handling.
Thanks for the feedback.
Ishalik 31 Oct, 2024 @ 4:18am 
if steam would see the dependencies, it would show them right here on the workshop (right over the creator pannel)

for example in the whitepaws fraction mod its visible and those get also auto downladed if you download the mod :)
but as i am no mod creator and just a user i have no idea how thois is done.
HodorineMemmlereit 22 Oct, 2024 @ 12:47am 
@Ishalik: That could be the problem. Thanks for the tipp. Will be helpful next time. :)
@ Scavenger: Sorry, I already deleted that file and started a new map.
Scavenger  [author] 21 Oct, 2024 @ 10:48pm 
@Ishalik, I am sorry to hear you have faced issues. Both TimberApi (0.7.7.0) and Harmony (0.0.0.1) are required mods that are noted in the mods manifest. This should ensure that steam also downloads the corresponding dependencies.
If you are facing issues with future updates/mods, you can verify the integrity of the game files. This will force steam to also check the state of your mods.
Ishalik 21 Oct, 2024 @ 9:10am 
just should other get to crashes on startup - the mod depends on the TimberApi, so if you havent installed that, it won't work (needed quite the trial and error on my side as the TimberApi mod isn't marked as official dependency and thus wont be automatically downloaded)
Scavenger  [author] 17 Oct, 2024 @ 11:13am 
@HodorineMemmlereit:
I am sorry to hear that. I would appreciate if you could provide the corresponding game logs via the Timberborn Discord.
HodorineMemmlereit 13 Oct, 2024 @ 12:55am 
Crashed my game. :(
Grubs 12 Oct, 2024 @ 10:03pm 
This is cool. Would be nice if it replaced the normal planting tools but it's still great to have this.
Macros 10 Oct, 2024 @ 2:56am 
Yes yes yes!
Blakmoon 8 Oct, 2024 @ 10:41am 
Finally someone did it !!! Thanks
Kavey 5 Oct, 2024 @ 2:28am 
Great idea - this solves one of the main annoyances transitioning from early to later games trying to plant oaks instead of faster growing trees 👍
Iyadriel 5 Oct, 2024 @ 12:56am 
Amazing! I hope this is added to the base game eventually.