Timberborn

Timberborn

Configurable Faction (Faction Mixer) [U7 ✅]
36 Comments
Luke ✞ Jesus Saves ✞  [author] 13 Jul @ 11:37am 
Doesn't Flywheel need TimberApi? If so it cannot work with this mod.
Ramen 13 Jul @ 3:53am 
doesnt work with flywheel mod
aaror 12 Jul @ 11:12am 
It was TimberApi, but...now I am very confused, I have no idea what mod was using it, isn't it a mod that just supports other mods? When I took it out none of my mods complained...
Well, it works now...Thank you!
Luke ✞ Jesus Saves ✞  [author] 12 Jul @ 10:23am 
Are you sure it's not TimberApi?
aaror 12 Jul @ 9:29am 
Modsettings updated and killed your mod. New buildings no longer show and if you load a game that had new buildings with the new version of Modsettings the new buildings disappear.
Luke ✞ Jesus Saves ✞  [author] 4 Jul @ 5:59pm 
They rewrite the toolbar and load them too early before the game's code can kick in. So it does not crash but you can't see any addition tools on the toolbar (it's not really the game's toolbar).
DetectiveFoley 4 Jul @ 2:43pm 
I don't get it, why is this mod not compatible when TimberAPI is present?
Panchito Mágico 3 Jul @ 1:09am 
Yeah, I had TimberAPI, I thought it was solved but it was only for other mod.

It's okay, I removed the Dam_DecorationExtention" mod and Levee crash was fixed, I can play without it...

Now I am fighting TimberAPI because I can't use Faction Config. with it so I had to delete RotatingSun, MoreGroups (the thing I said in Discord), DamDecoration, etc. :(
Luke ✞ Jesus Saves ✞  [author] 3 Jul @ 1:03am 
> KeyNotFoundException: The given key 'DE_sM_BW_LeveeSQ' was not present in the dictionary.

Not sure what that one is. Probably from a modded building that you later removed?

> all that I add is not actually added to any faction

See Troubleshooting, most likely you have TimberApi.
Panchito Mágico 2 Jul @ 11:57pm 
Is there any problem between this and Emberpelts? Because it's not working properly, all that I add is not actually added to any faction
Panchito Mágico 2 Jul @ 9:34pm 
Hello <3 everything works great but when I click on mod settings for this mod, game crashes, log is here:
https://pastebin.com/nrBmVzkm
Luke ✞ Jesus Saves ✞  [author] 30 Jun @ 4:21pm 
There is a plan to make a separate version that should work for it. But this one is unlikely to work with TimberApi. The other version maybe will make configuration a bit more tedious than this one (need restart etc a bit similar to the Legacy version).
c_bykgds 30 Jun @ 12:33pm 
Hi there, is there any chance this mod will be compatible with timberapi?
Luke ✞ Jesus Saves ✞  [author] 26 Jun @ 6:27pm 
FT won't reproduce in IT's houses. See the note on how it works and how to mitigate it. IT will even reproduce like FT in FT's houses.
EGGONS 26 Jun @ 3:18pm 
i might be wrong about this but
i think having the breeding pods for folktails stops folktales from reproduce ing
Luke ✞ Jesus Saves ✞  [author] 26 Jun @ 12:44am 
So for now, this mod should work after you update MaterialPlzNoCrashes to v7.0.1 (I just updated a few minutes ago). This mod itself does not need to be updated.
Luke ✞ Jesus Saves ✞  [author] 26 Jun @ 12:33am 
So, after today's update, there seem to be a problem that the feature they promised to release wasn't there and so the game crashes if you don't have MaterialPlzNoCrashes... I reverted MaterialPlzNoCrashes so it should work, and this mod still needs it for now.
Luke ✞ Jesus Saves ✞  [author] 19 Jun @ 3:08pm 
It does not create a new faction. It simply add stuff the current factions.
AnarchistMetalhead 19 Jun @ 8:12am 
does this allow creating a custom faction too, or is it strictly adding/removing features to the two existing factions?
Luke ✞ Jesus Saves ✞  [author] 17 Jun @ 12:09pm 
Charging and use biofuel sounds right if you add both of them in :P The crash is not normal though, can you please give me the crash log? Thanks.

Also note to everyone that if you are playing on EXP branch, unsubscribe/turn off MaterialPlzNoCrashes . It is no longer needed but it's not in the live/stable version yet.
apmaaron 17 Jun @ 9:28am 
i put it in discord
BananaSplitYumYum 17 Jun @ 3:56am 
Hello! Awesome mod,and thank u for this work) i found a lil promlem. When i'am playing as green boys, my bots use biofuel and charge at the same time. and when they use chargestation, game crashes(
Luke ✞ Jesus Saves ✞  [author] 16 Jun @ 1:16pm 
v7.2.1: Ignore a crash when other mods add faulty Prefab Groups.
Luke ✞ Jesus Saves ✞  [author] 16 Jun @ 1:14pm 
Hi does the game crash or the items do not show up? I believe it's a typo but this mod has 4 dependencies (so in total 5 mods are active). If the game crashes, please send me the crash log on Discord or in the Discussion section, thanks.
apmaaron 16 Jun @ 11:47am 
hi i am just using this mod and the and the 3 that make it work and the game will not load up has all one else had this problem and how you fix it ?
Luke ✞ Jesus Saves ✞  [author] 14 Jun @ 10:55am 
Do you have TimberApi active? Not showing is likely due to TimberApi overwriting the game's toolbar.
Sasha 14 Jun @ 6:59am 
so i tried this mod then went in and added buildings and such from folktails to iron teeth launched restarted the game then started a brand new save file and nothing was added to iron teeth from FT so had to remove it since its was just dead weight and slowing down loading times while adding nothing for me
CowabungaDude85 12 Jun @ 11:51pm 
So TimberAPI, TimberAPI UI Builder, and More Groups are disabled. So far everything I've chosen from the list shows up in game. Testing was done with FT adding in IT. I don't use the other factions from the workshop(yet). Unless you can get them to work together somehow. On my end this is the only way I can get the other factions items to show up.
Luudz 12 Jun @ 5:28pm 
dang its too bad it don't work with timberapi
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 3:18pm 
Could you send me the crash log in disccussion or Discord + which items you picked please? (You can post the JSON file in the Settings folder).
CowabungaDude85 12 Jun @ 2:33pm 
Causes game to crash with just this mod and what's required enabled.
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 2:08pm 
It's discussed here (official Timberborn Discord in case you need to join the server first): https://discord.com/channels/558398674389172225/1064983064020799498/1382261408455987321 . Basically TimberApi makes their own toolbar (and hide the game's original) and unfortunately that means certain things are not picked up.
☆ Pickled_bacon 12 Jun @ 1:49pm 
Question because I'm not knowledgeable about that, why isn't this mod compatible with TimberApi?
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 8:19am 
@Chronos thank you :)
@theCaptain it's due to TimberApi actually (because More Groups need TimberApi)
theCaptain 12 Jun @ 7:37am 
The update was great. But there seems to be a clash with the More Groups mod. Using the more groups mod prevents the selected options to not show up
Chronos 11 Jun @ 4:39pm 
What an impressive mod, nice work!