Timberborn

Timberborn

Micro Management (Unstuckify) [U7 ✅]
26 Comments
NoOne_ReaVen 3 Jul @ 3:35am 
I still dont know why it happened or what changed, but it somehow fixed itself... after I deleted the path and rebuild it the exact same way as before, which is starange in of itself as Builders dont need a path when they get to a construction site thats within the District borders.
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 9:29am 
The easiest way to know is to disable mods one by one and see disabling which one allows it to work again.
NoOne_ReaVen 2 Jul @ 7:46am 
So the issue is that Planks dont get delivered although I have 1.4K stored right next door, i have no Error log and cant wrap my head around this one, any advice on how to debbug this?
NoOne_ReaVen 2 Jul @ 5:45am 
I dont know if its from this mod, but after recent updating this mod and adding the Scientific Projects mod series my builders deliver stuff to the construction site and then keep standing there until nightfall, nothing gets ever finished and I have all the construction materials that are needed, the game itself is running fine no lag or FPS drops, current colony are Emberpelts with round about 60 ish Beavers with Bots just getting started
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 1:50am 
v7.2.0: Added "Send all..." feature. Idea credit: @OldGamer
OldGamer 24 Jun @ 8:44pm 
I'd actually use it to send the excess beavers to the Graveyard district (where only the district center exists). When all the jobs are filled with robots, too many beavers is a problem. Thanks for your interest; I'll wait until you have time.
Luke ✞ Jesus Saves ✞  [author] 24 Jun @ 7:49pm 
Ah a concentration vacation camp, I like that idea. Yes it should be possible. No ETA promise though.
OldGamer 24 Jun @ 3:36pm 
Hi Luke,
Would it be possible to add a function that sends all homeless or jobless beavers to another district?
Luke ✞ Jesus Saves ✞  [author] 21 Jun @ 9:29pm 
v7.1.1: Fixed an issue when clicking the button with a building right behind it. The tool should not interfere with the UI now.
darkdroider 19 Jun @ 10:58pm 
ok, thanks
Luke ✞ Jesus Saves ✞  [author] 19 Jun @ 3:07pm 
Probably better to ask the dev on Discord. I don't think a mod can do anything about it.
darkdroider 19 Jun @ 9:48am 
I play on cloud gaming, and every time I need to reconfigure the game's mods and configs. Is there any way to synchronize all this, via mod (there is no access to files in the VM)???
OldGamer 18 Jun @ 8:58pm 
It works perfectly, thank you.
eliptus 17 Jun @ 11:33pm 
This significantly improves QoL. Thanks!
Luke ✞ Jesus Saves ✞  [author] 17 Jun @ 9:48pm 
v7.1.0:
- Made the buttons bigger. Fixed the panel shows up for the first time you select anything.
- If you select a full House or Workplace, the highlight color is yellow to warn you that another Citizen will be kicked out.
OldGamer 14 Jun @ 4:06pm 
Hi Luke,

Great work, as always. Congratulations! However, as 'eliptus' mentioned in his comment, the assignment buttons (house - workplace - district) appear everywhere. Could you make them only appear in the windows related to beavers and bots?

Aside from the above, I'm looking for a mod that calculates the resources (logs, planks, etc.) that will be used when constructing a building, walkway, wall, etc. before starting construction and that includes a selection tool like the one for deleting buildings. But please don't mark them in red.
eliptus 11 Jun @ 4:34am 
I'm finding this mod useful.

Just wanted to share some minor feedback:
- The first entity I click after game load, even if it's a building, shows the assign buttons.
- When assigning workplaces, it would be useful to highlight building as green if it has an empty work slot and red if work slots are full (assignment would unassign another beaver).
Luke ✞ Jesus Saves ✞  [author] 20 Apr @ 9:35pm 
This mod does not save or lock beavers into anything :) It simply assigns a beaver/bot to a building once. The game is free to re-assign if it needs to (but in my experience it's very rare that it does, usually when you move them between districts). So you can add/remove this mod at any time.
Haf 19 Apr @ 8:55pm 
Awesome mod! What would happen if I removed this mod after using it to set houses for beavers? Would it break anything?
heyjude42 18 Apr @ 2:09pm 
tyvm for the help! works great - your mods are most awesome!
Luke ✞ Jesus Saves ✞  [author] 15 Apr @ 10:22am 
I have attached a video, you can check it to see how to use the mod.
Luke ✞ Jesus Saves ✞  [author] 15 Apr @ 10:13am 
No you need to click on the actual District building :P
heyjude42 15 Apr @ 10:11am 
do you mean click on the district center that is listed under the assign district button? cos that is what I am clicking on and nothing happens
Luke ✞ Jesus Saves ✞  [author] 14 Apr @ 6:43pm 
You click "Assign District" button, then it would ask you to pick a District Center, click any District Center you want to assign the beaver or bot to, and it should be teleported there.
heyjude42 14 Apr @ 2:24pm 
how do you get the unstuckify to work? I can click on the citizen and it shows me the district info, but nothing happens when I click on that
Kingdom Line 12 Apr @ 10:18am 
yay great mod luke skywalker