Timberborn

Timberborn

Configurable Faction (Faction Mixer) [U7 ✅]
Features?
I'm tempted to test out this mod. It looks like a customizable Greedy Builders. The logo looks similar. I think I saw a screenshot with a mix of folktale and iron tooth beavers living in one map together (was that on the legacy version?).

On the other hand, loading this up requires disabling TimberAPI. I think that's listed as a prerequisite for Greedy Builders, Embers, and Greedy Ember factions. I'd rather not lose their perks without similar gains.

Greedy Builders adds an assortment of folktale and iron tooth buildings, needs, and crops. It also shows you what those two kinds of beavers would look like living together. Does Configurable Faction import beavers with appearances matching the factions you decide to draw from?

Embers adds new aesthetics, crops, paths, buildings, recipes, and functions, like treating badwater in a rig to make pure water. I'd have to test whether Configurable Faction can draw from any of these innovations without TimberAPI active. Do you think Configurable Faction can be compatible with mod factions? Is the legacy version?

Greedy Embers puts features of the Greedy Builders and Embers together, including gray, red, and brown beavers to match the faction mix. Does Configurable Faction have this feature?

But Greedy Embers, or your recent Scientific mod update, no longer matches science recipes with their buildings. For example, Greedy Embers imports Ember gear workshops, so you can still buy the bulk gear recipe but the building does not offer it (waste of science). Conversely, the paper mill shows the sunflower paper recipe is locked, and the science menu does not list the recipe for purchase (a bit frustrating). I imagine the Ember's large plank and gear workshops (that cut production times in half) would not present your custom recipes, even if Configurable Faction allows me to import them. Or is Configurable Faction surprisingly compatible?

Are these shortcomings from TimberAPI? Would disabling it and using Configurable Faction fix these discrepancies? I plan to test this eventually, but I'm curious what features this mod is designed for, and which are beyond your concept.
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Luke ✞ Jesus Saves ✞  [developer] 15 Jun @ 9:58pm 
Pretty sure Greedy Builders do not need TimberApi. It's a very simple JSON mod that append the factions' buildings.

About TimberApi incompatibility, please see this: https://discord.com/channels/558398674389172225/1064983064020799498/1382261408455987321 . Unfortunately there is no easy way to resolve it. You can still use the legacy version of this mod that works with TimberApi though it is less convenient.
Thanks for the quick, helpful response. It looks like the conflicts I found were related to other mods. Sadly, deselecting timberAPI rules out using flywheels, fertilizer (booster), crop replacer, employment, etc. I miss those but I'm curious to test how this mod works.

So far I'm impressed with how it recognizes mod factions and allows importing their features, even listing them under their faction names. I'll see if this mod cleans up any of the science issues I presented above. Thanks again.
Luke ✞ Jesus Saves ✞  [developer] 16 Jun @ 9:31pm 
I have a plan for an offshoot (albeit less supported) that support TimberApi later though it's pretty low on the list right now because many other of my mods need some maintenance from user's feedback. I have a vague idea of how to make this work for TimberApi but in exchange the config will be more tedious.
I'd like to learn how to code to be helpful. For me, the best scenario would be to implement multiple factions like old Warcraft games did. You could start in a map with your faction, surrounded by a fog of war. Exploring would reveal more of the map.

Players could choose to play multi-faction scenarios. On these maps, another faction, or even more than one, lives somewhere else on the map. Finding them could offer you more building options, as well as crops and needs. Maybe you could take control of multiple factions by fulfilling mission objectives, like during the tutorial (e.g. helping them stockpile an amount of food and water before hazard weather hits). Rescuing another faction might be a central goal in a scenario.

I'm not sure it's possible with the base game. But that seems more fun.

At the same time, implementing something like that might require some of the same coding as you've shared here. If you hid (or locked) the other faction's tech in the menu and required finding them or completing a mission to reveal/unlock it, that could rely on similar code.
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