Timberborn

Timberborn

Configurable Faction (legacy)
74 Comments
Luke ✞ Jesus Saves ✞  [author] 11 Jun @ 1:29pm 
I have reverted this mod back to the previous version. Unfortunately, the description is now gone too. I will release the new version in a separate mod so it does not disrupt everyone who is using it. Does anyone know if there is a way to get back the old description somehow?
Luke ✞ Jesus Saves ✞  [author] 11 Jun @ 1:18pm 
Hi, just found out it is not currently work with TimberApi, I am working to find a fix
tynichols1207 11 Jun @ 12:57pm 
i'm having the same problem as wags and aikov i set up the settings i want and it does not work when loading up a previous save
Aikov 11 Jun @ 10:19am 
Same problerm. No crashes, but nothing from the other factions loads in. In existing save files all buildings from the other faction are deleted. New game also doesnt give access to other buildings.
naoufel_gamer 11 Jun @ 10:02am 
if i change setting do i need to restart game
Wags 11 Jun @ 4:01am 
Update broke the mod. Now shows error saying it needs Mod Settings below it in the load order(which it does) but still shows an error.
After redoing the settings, nothing gets added in the game and everything from another faction built before the update, is deleted from your save. Restarting game after changing settings does not help.
Luke ✞ Jesus Saves ✞  [author] 10 Jun @ 11:17pm 
v7.2.0: Revamped the mod completely. Please note it now needs TimberUI and you need to reconfigure the mod with the new UI/settings. Sorry about the inconvenience but I believe this will give you a lot more options :)
CowabungaDude85 6 Jun @ 12:23pm 
I decided to disable this mod for now til you revamp it.
Luke ✞ Jesus Saves ✞  [author] 6 Jun @ 9:15am 
It should. You just need to enter the game with that building and the list should update. But I am going to update this mod later so you no longer need to enter a game or the tedious setup anymore.
Anomaris 6 Jun @ 6:36am 
is it possible to get a building from a mod to show up? like the leevee tubeways?
Luke ✞ Jesus Saves ✞  [author] 5 Jun @ 9:06pm 
I think I will do a big revamp to the Setting UI later. This mod is becoming quite popular and the UI is not the best right now. I may consider changing the approach to parse the info right from the menu instead of having you jumping through hoops.
Luke ✞ Jesus Saves ✞  [author] 5 Jun @ 1:40am 
Could you send me the Player.log or the crash log please. In Discussion: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/3455892854
CowabungaDude85 5 Jun @ 1:24am 
FT is my starting beavers and I'm adding in all the IT food buildings only.
CowabungaDude85 5 Jun @ 1:22am 
I'm using the crops option for the Folk tails. I'm using all the buildings for just the farming i.e. coffee shop for coffee etc. Game loads fine but when I hover over one of the "additional" buildings it CTD. Let me know if you need more info.
Luke ✞ Jesus Saves ✞  [author] 3 Jun @ 1:01pm 
Did you pick any building in the Notes section? If not, then please send the Player.log file content in the Discussion and the buildings that you selected.
commero123 3 Jun @ 12:45pm 
i do what you said in description . Want to play folktails i start a game with them and exit, when i go back to mod settings nothing is selected. I pick the buildings I want and the games crashes. When i reset to default and start again it works
Dr. Thunder 26 May @ 8:00am 
Just an update to the issue I posted two pages back. You were absolutely right it wasn't your mod that caused the crash, the same crashes would happen with your mod disabled, but having those dependency mods enabled. With everything disabled the crashes ceased.

So to make it short, it wasn't your mod, it was either the dependencies or my unoptimized jury-rigged PC. Either way, best regards to you.
Luke ✞ Jesus Saves ✞  [author] 23 May @ 5:50pm 
Yep pop growth (breeding) is tied to the house building, not faction :) See https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446296053
Diego 23 May @ 3:35pm 
hahaha just notice that foxtails dont reproduce in Barracks and rowhouses :D maybe add that as a disclaimer in the description xD
MrSolerPower 19 May @ 3:59pm 
I moved it to the discussion tab
Luke ✞ Jesus Saves ✞  [author] 19 May @ 2:48pm 
Look like a problem with the Planting option. I am not so sure what the problem is but your multi-comments log is a bit hard to read. Next time please send it on Discord (Timberborn official Discord has mod-users channel that is very supportive), or use a service like Pastebin.com or even Steam discussion, it allows you to paste the whole thing: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/3455892854
tynichols1207 19 May @ 12:16pm 
i am having a problem where i can't get the crop crossover to work i think it's one of the food items but the iron teeth crops won't work and every time i try and load it up with the crops it just crashes
Breakfast (Childrens Day) 18 May @ 4:21pm 
Will be testing this out as Iron Teeth with almost everything from Folktails added (that makes sense)
It doesn't work out of the box with the "Berry pies" mod, but I fixed that by removing all references to Folktails in the pie mod. Meal bars on top of all the Folktails food is good enough :undyne:
Luke ✞ Jesus Saves ✞  [author] 17 May @ 7:57pm 
Hi could you send the full Player.log content in the DIscussion or DIscord please? I cannot reproduce it. I enabled only 4 mods (this mod and the 3 dependencies). And the stack trace you posted unfortunately is missing the important part I am looking for.
aaror 17 May @ 9:45am 
Sorry, error was too long, part after "(p2)" goes after the prior comment as a single error message, it is the exception report, I can post the player log and starting item if they help.
aaror 17 May @ 9:44am 
(p2)
System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () (at <ccf9ff037b1542ac969d4d0a5c530152>:0)
Timberborn.EntitySystem.PrefabNameMapper.Load () (at <22bb5769d3ba432b81c39982475727c0>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <bc6761db24914adeb690964cfa18cc68>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <bc6761db24914adeb690964cfa18cc68>:0)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <bc6761db24914adeb690964cfa18cc68>:0)
aaror 17 May @ 9:44am 
v0.2.6.2-7db8c4d-xsw
MissingFieldException: Field not found: System.Collections.Generic.List`1<Timberborn.FactionSystem.FactionSpecification> Timberborn.FactionSystem.FactionSpecificationService._factions Due to: Could not find field in class
(wrapper dynamic-method) Timberborn.FactionSystemGame.FactionObjectCollection.DMD<Timberborn.FactionSystemGame.FactionObjectCollection::GetObjects>(Timberborn.FactionSystemGame.FactionObjectCollection)
Timberborn.EntitySystem.ObjectCollectionService+<GetAll>d__2.MoveNext () (at <22bb5769d3ba432b81c39982475727c0>:0)
System.Linq.Enumerable+<OfTypeIterator>d__32`1[TResult].MoveNext () (at <ccf9ff037b1542ac969d4d0a5c530152>:0)
System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <ccf9ff037b1542ac969d4d0a5c530152>:0)
aaror 17 May @ 9:44am 
Had same error as MrSolerPower I suspect. Only this mod and dependancies and got an error, running only the dependancies didn't throw error. Error happens on new game start. Deleted mod folder and reinstalled mod, ran fine to create folktails game, then went to create irontooth game to load other buildings for mod and crashed on game start. error log to follow due to length
Luke ✞ Jesus Saves ✞  [author] 14 May @ 8:03pm 
Could you send the crash log here or on Discord please?
MrSolerPower 14 May @ 5:12pm 
So this is literally the only mod that I'm running (including the required mods) and my game is still crashing. It starts up fine, however, when I go to start a new game, that's when it crashes
Luke ✞ Jesus Saves ✞  [author] 13 May @ 10:40pm 
I have been using it with plenty of mods. I don't use Smart power though so I am not sure. Other mods are not "officially" supported because you cannot know what are out there but I did fix stuff if it's reasonable. Usually you can try disabling half the mods then the other half to determine which one causes the crash.
Sakemomo 13 May @ 10:32pm 
does this mod (and its prerequisite mods) need to be the only active ones in order to work? like, does having smart power count as a modded building that would interfere with this one? i keep crashing after following your setup guide and starting to select items from the other faction to load with the one i want to play with and wondering if i might have a mod compatiabilty issue happening.
Luke ✞ Jesus Saves ✞  [author] 12 May @ 2:03pm 
v7.1.3: Fixed adding Iron Teeth wonder to FT crashing the game.

Thanks Dr. Thunder for reporting.
Luke ✞ Jesus Saves ✞  [author] 12 May @ 1:31pm 
Hi, if you crash at ~cycle 20 then there is definitely something else is wrong. Cycle 20 is not that late. Unfortunately what you describe seem to be a StackOverflow or OutOfMemory error, those are the two that an application cannot handle themselves. I would try disable some mods and find out which causes it.

As for the report, thank you for telling me, that's an interesting error indeed. I will see if I can fix it.
Dr. Thunder 11 May @ 7:54am 
Good day, first of all thank you for the magnificent mod, it's something I always wanted from the game - to be able to do everything in a single playthrough. Unfortunately, the game keeps crashing for me at some cycle ~20, it lets me play for an ingame day or two and then without fail the game just closes on me, no crash report or anything like that, just closes. I run a pretty solid machine with a 13th gen intel and respectable video card and it never happened before, is there anything I can do about it?

On a separate issue, just wanted to let you know that I didn't manage to add the "Earth repopulator" to the folktails. Not an issue for me, just reporting.
Luke ✞ Jesus Saves ✞  [author] 11 May @ 3:40am 
Pop growth is tied to the house building, not faction. See https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446296053
aaror 10 May @ 9:07pm 
Does this require pods for population growth (like ironteeth) or if I don't add pods will housing create population?
Luke ✞ Jesus Saves ✞  [author] 9 May @ 7:20am 
Modded buildings are not guaranteed to work. You will need to post the crash log for us to know which one is causing it. Probably need to create a Discussion or post it on Discord.
MichionSim 9 May @ 12:39am 
The game crashes with the mod (and the necessary secondary mods) after selecting the faction. So during step 1
Luke ✞ Jesus Saves ✞  [author] 8 May @ 11:30am 
v7.1.2: Fixed certain buildings were missing.

Not just Tubeway but a few other buildings were missing as well due to faulty logic in my code. Thanks for reporting :)
Luke ✞ Jesus Saves ✞  [author] 7 May @ 4:51pm 
Likely some mod change it in a strange way? Anyway I will stop updating mods for now until the official U7 is released. No use fixing stuff now if U7 is going to crash stuff :P
Pld 7 May @ 1:11pm 
Everything works perfect, except the when setting the Tubeway for the Folktails. I can select the Tubeway Station, Solid Tubeway and even a modded Tiny Tubeway Station, but the regular Tubeway doesnt appear to me to select it. Any thoughs?
Luke ✞ Jesus Saves ✞  [author] 5 May @ 10:40am 
v7.1.1: Added Don't add Bot's needs. Fixed duplicate crop causing crash from modded factions.

This should fix the Emberpelt crash. Modded factions are still not "officially" supported by this mod though.
aaror 4 May @ 7:47pm 
Before I download this, if I play folktales will I need breeding pods if I use this mod? Greedy Beavers requires pods and I just don't like the pods-prefer the 'fill available housing' method.
Hatdatsat 4 May @ 7:11am 
bots now need fuel and energy? o.O that is a bit much. is there an option to make them only use 1 source??
Rakuray 27 Apr @ 9:42am 
When using Emberpelts and selecting plants we get the error "Duplicate prefab name Wheat in objects: Wheat, Wheat."
GaiaRiot 26 Apr @ 9:25am 
Re-enabled my mods and it's crashing again. I don't have time today to look into it further, but I'll try to isolate which mod is causing a problem when I get a chance. The error exception this time was "InvalidOperationException: Prefab with component PlaneSpec not found or multiple prefabs/components found".
GaiaRiot 26 Apr @ 9:08am 
I deleted the data, and it looks like "berry pie" and "those platforms" might have both been causing problems. I also ended up having to disable TimberAPI, though, which I'd forgotten to disable before, and I haven't tested it with any other mods yet. I did get both factions to load a new game, at least. Thank you! I'll post again if I encounter any further issues with re-enabling my usual mod list.
Luke ✞ Jesus Saves ✞  [author] 26 Apr @ 8:42am 
I guess the mod accidentally pick up a modded item and saved it. Could you try deleting the data and try again (see Troubleshooting section in the description).
GaiaRiot 26 Apr @ 8:20am 
Just tried again with a new Folktails game and am getting "ArgumentException: There is no GoodSpec with id: DREME_BerryFilling", if that helps.