Timberborn

Timberborn

Alternative Recipes Scientific Projects [U7 Only ✅]
33 Comments
Vas 16 Jun @ 5:47pm 
50 logs, 5 gears, and 5 scrap, for a single extract? Thats extremely ridiculous on the balance there, just wanted to also point that out too. Early recipes should be crude and wasteful, but not THAT wasteful. But alas, I dunno a good solution for now. I just happened across it. Many of the recipes I don't find worth using though. If you want alt recipes to be worth unlocking, they should be something someone might actually work for. If it costs a lot, and has no reason to unlock because you can get the proper or efficient recipe sooner, then there's no chance it'll be unlocked or used.
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 4:40pm 
You can edit the JSON file or you can make another mod with the same JSON file name to overwrite it.
Vas 12 Jun @ 4:36pm 
I wish I could discuss the balance of this in better detail in discord, but, I can't join. :/ Really aggravating.
Vas 12 Jun @ 4:35pm 
The regular recipe has storage for 20 cycles. It stores 80 bad water, where it uses 4. Same for the other ingredients. I watched the centrifuge as it worked and bad water kept draining super fast and reaching zero putting a stop to the building. I think the other thing did too but I was focused on Bad Water at the time.

The bad water storage tank was directly next to my building, or rather so close it would be negligible distance to transport. I think its related to just how fast they drain the inventory, and the extra worker inside can't go collect more fast enough. Remember, you now have 3 inputs in your recipe as opposed to 2. The worker must go out and get all three in the time it takes to drain whats in there already.

I even tried prioritizing the building with haulers and it didn't help.
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 3:21pm 
Not sure why you have the problem, but only the Plank recipe is throttled: https://imgur.com/hd5Jo4V . The recipe you mentioned has enough storage for 4 cycles.
Vas 12 Jun @ 2:14pm 
I stopped using the recipe because it was worse than regular centrifuge recipe. Thats why I was bringing it up. In fact many of these recipes, appear to slow things down rather than speed them up. New technologies should be either about getting more with less, or getting more faster.

In the case of the centrifuge, even with the supplies next to the building, it runs at basically the same speed only it costs more resources, so there wasn't much point. Sure, I get back slightly more per unit of bad water but then I also lose some regular water in the process and it doesn't gain me any more extract over the long run so I just kinda, stopped using it.

If the building could simply store more of its inputs, it would likely be able to work a little faster.
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 2:09pm 
They are very likely intentional for balancing purpose (if a recipe is very good, you lose in logistics) as explained in the below comment.
Vas 12 Jun @ 12:30pm 
Some of your recipes hold too little, for example Diluted Extract. It causes the efficiency to be lost as they can't load the material fast enough to keep the centrifuge going. Even when the bad water tank is sitting directly next to it.
鸡【蛋柿】子 4 Jun @ 6:43pm 
Hope to adapt to new ethnic groups ( Emberpelts and zxuiji -m- Greedy Embers )
Vas 26 May @ 5:49pm 
Found a small glitch, bulk logs is unlocked from the start with the research still needing to be researched. :P
Valoneu 16 May @ 3:58am 
oh okay
Luke ✞ Jesus Saves ✞  [author] 14 May @ 8:02pm 
Oh that must have been on purpose to balance it out because I did set its capacity to 1 cycle :P
Valoneu 14 May @ 4:46pm 
please set the internal storage in machines higher, for example bulk plants use 7 logs and they only can store 7 logs in the building so it can only do 1 recipe and then they need to restock and they just wait
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 11:01pm 
Sorry I still don't get it yet. Let's continue the discussion here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3459544570/830459135855205438/
Akinare 11 Apr @ 10:54pm 
For example, the recipes named "Plank Bulk Processing" in Scientific Project pages, while it also named "Plank (Faster)" in Lumbermill. It means that it has two different "ID, Text, Comment" in Localizations folder (the former is "LV.ARSP.PlankBulkProcessing" now, while the latter could be named like "LV.ARSPRecipes.PlankBulkProcessing").
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 10:24pm 
v7.2.1: Should work with April 10 update now.
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 7:36pm 
Hi, I would love to but I cannot understand the request, could you clarify how that would look like? Maybe give me an example please.
Akinare 11 Apr @ 12:31pm 
A small suggestion: Could you separate the name of recipes in workplace from those in Scientific Project? So the former can be straightforward, while the latter can be professional.
Luke ✞ Jesus Saves ✞  [author] 9 Apr @ 4:17pm 
v7.1.1:
I was made aware of an issue where a building cannot have a Good (like Water) as both an Ingredient and a Product, which causes Hauler to keep putting the goods in and out indefinitely. I have to move a few recipes around to fix this.

- Crude Log Press Extract (Iron Teeth only) is not in the Lumbermill instead of Gear Workshop (because it was using Gear as an ingredient).
- Water Filter is now in the Dirt Extractor instead of the Centrifuge (because it was using Water as an ingredient/product).

Please also update the Moddable & Unlockable Recipes to v7.1.3
RdFrex 9 Apr @ 12:27pm 
Please make more use of metal overall.

I dont get it why i cant build levees from metal or nearly pure metal platforms. In my usual game i have 1000 + metal and scrap metal and usually lack logs and planks.
Luke ✞ Jesus Saves ✞  [author] 8 Apr @ 9:02pm 
v7.1.0: Greedy Builders can now use the faction-specific projects.
Luke ✞ Jesus Saves ✞  [author] 8 Apr @ 7:04pm 
@Lannidar indeed balancing is not really my strong suite. Right now, those recipes follow like this:
- Huge trade-off (like exchange efficiency for time): 75.
- A little improvement/better flow: 150.
- Strong improvement/outright better than original: 1k-1.5k.

I did ask for some help with balancing on Discord but unfortunately no-one responded. You could send me feedback on the Timberborn's official Discord (there is a channel for this mod).

As for your question yes you can edit them manually but if I push an update, your changes will get overwritten so remember to back them up. Go to the mod's folder, in "Blueprints\ScientificProjects\` folder, you should see some JSON files, just open it with Notepad or any text editor.
鸡【蛋柿】子 8 Apr @ 7:00pm 
希望可以出一版关于自动解救迷失海狸的mod 现在已有的Unstuckify停止更新了 不适用于update7
Lannindar 8 Apr @ 5:31pm 
Is there any way to increase the science points required for these upgrades? They seem quite cheap imo for how powerful they can be
Luke ✞ Jesus Saves ✞  [author] 8 Apr @ 7:51am 
I am not sure if what you meant is the Greedy Builder mod, but if that is, then no, the faction-only projects are Folktails or Iron Teeth specific. Unfortunately I do not actually play with those mods so I am not sure. The author of the faction will have to make certain change or mod to add it to that faction (in technical term, by adding to the array of "Factions")
鸡【蛋柿】子 8 Apr @ 3:38am 
如果 是 铁牙和神尾 混合的种族 会全部显示吗?
104911520 7 Apr @ 9:51pm 
从新下载后可以用了,谢谢模组分享
Luke ✞ Jesus Saves ✞  [author] 7 Apr @ 12:32pm 
Right now the mods version should be:
- Scientific Projects: 7.1.7
- Moddable and Unlockable Recipe: 7.1.2
- TimberUi should be fine because it was updated 3 weeks ago, but it should be at 7.1.1
Luke ✞ Jesus Saves ✞  [author] 7 Apr @ 12:30pm 
Hi I published a new version of Moddable Recipe before this mod but it seems Steam is not updating everything. You can try using the "Steam Update button" mod, or use Steam's Verify game files feature to make sure all the mods are updated please. Thank you.
khevtol 7 Apr @ 8:18am 
This one does seem to crash on the new update
鸡【蛋柿】子 7 Apr @ 5:46am 
铁牙也崩溃了
鸡【蛋柿】子 7 Apr @ 5:42am 
如果是混合种族。。。。
鸡【蛋柿】子 7 Apr @ 5:33am 
不影响进入游戏菜单 当进入游戏模式 瀑布 简单 开始游戏 就会导致崩溃 不确定是当前mod还是依赖项 两个都取消掉之后 运行正常