Timberborn

Timberborn

Unlimited District Range (for Builders) [U6 + U7 ✅]
22 Comments
Luke ✞ Jesus Saves ✞  [author] 20 May @ 7:42pm 
The highly requested feature is now available at Configurable Building Range . You can also replace this mod with that mod and it gives you the ability to choose exactly how far your District Range can go.
hatim.kapadia2030 19 May @ 11:02am 
Hello,
Thank you for the mod. Not sure if you take requests, but would you be able to make one to configure the work area for the wood, metal, farms, etc.
Nibbles 17 May @ 12:43pm 
sorry i recently updated to patch 7 and an old mod i used had builder range and district range separated, i assumed this only touched builder range since the description seemed to focus on builder. but after using this mod for a while it does do both. sorry for the confusion. thanks for the work on the mod :D
Luke ✞ Jesus Saves ✞  [author] 17 May @ 9:31am 
What is "district influence range"? Doesn't this mod already increase that (i.e that's what the builders are using)
Nibbles 17 May @ 4:33am 
i care about the builders using roads too, but i like the idea of them opting in for the best route. if a zipline or tubeway is faster then take that, otherwise stick to the road and break off at the closest point to the build project. it only matters in an aesthetics sense, i dont want my builders running thru farm fields or foresty patches to reach a building site if theres a perfectly fine road that they could of taken just to keep traffic in an orderly way but it doesnt matter function wise, i appreciate your work on this mod tho. would you be interested in expanding it or making another one for district influence range?
Luke ✞ Jesus Saves ✞  [author] 12 May @ 1:59pm 
IIRC Builders don't care about roads. Why does it matter btw? It will always find the fastest way to get there, so Zipline or Tubeway will be used if applicable.
SqL ツ 12 May @ 1:45pm 
Question: Will my beavers still prefer to walk on the roads I place? Or will they just cut straight to the building area w/o caring about roads at all?
Luke ✞ Jesus Saves ✞  [author] 9 Apr @ 2:46pm 
Sorry that's Steam issue and nothing I can do about it. Try using the Verifying game files feature I think.
Hideo Kuze 9 Apr @ 1:36pm 
I subscribed to the mod but nothing is downloading
Who Asked 29 Mar @ 5:49pm 
figured it out, didnt download harmony even tho i clicked it
Who Asked 29 Mar @ 5:47pm 
hey there just wondering i try loading the game with the mod and it crashes immediately any idea or fixes?
Anythin 23 Mar @ 3:04pm 
You're correct, districts size can be unlimited. My initial post isn't that clear now I am re-reading it.


I am wondering if for example beavers looking for trees to cut or beavers gathering resources can also have an unlimited action range, because right now they only search for trees/resources in a relatively small area highlighted in blue.
Luke ✞ Jesus Saves ✞  [author] 22 Mar @ 2:54pm 
I am new to the game at Update 6 but I heard there used to be a district limit? The game no longer limits how big your district gets. So long as you can build road, you can reach anywhere.
Anythin 22 Mar @ 2:47pm 
Is there a possibility for this mod to also include all other beavers rather than just builders? It would greatly help increase the size of my settlements without having to deal with district crossings and stock management
anelusive 21 Mar @ 2:58pm 
That's fair! I've been trying to lay out the recharge stations better so they have less problems lol
Luke ✞ Jesus Saves ✞  [author] 20 Mar @ 10:07am 
Hi for simple mods but with many users like these, I'd rather be on the safe side and keep them simple and not adding a dependency. It survived the U7 update because it only use Harmony. I know it's not very convenient but maybe just keep your buildings a bit closer and don't put them too far? :P
anelusive 20 Mar @ 9:34am 
Is it possible to make the range configurable? I'm finding 500 is a little far for my bots, they get sad and run out of fuel. I love the mod tho, super helpful :steamthumbsup:
Luke ✞ Jesus Saves ✞  [author] 7 Feb @ 10:23am 
This one seems to survive the U7 update. I had a previous crash but not sure if it was from this mod. When I test again, no crash happens. If anyone has problem with this on U7, please tell me.
ViolentBlurr 6 Feb @ 9:25am 
Thanks
Luke ✞ Jesus Saves ✞  [author] 29 Jan @ 1:20am 
I always tested with existing saves :) Have fun. It also get disabled immediately if you disable/uninstall the mod.
brickferales 28 Jan @ 6:01pm 
Will this need to be a new save or can it be incorporated into an existing save? Many thanks
Medic 18 Jan @ 2:55pm 
thank you!