Timberborn

Timberborn

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zxuiji -m- Greedy Builders
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1.566 MB
Jul 7, 2024 @ 12:41am
May 26 @ 12:36pm
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zxuiji -m- Greedy Builders

Description
The greed of these beavers leaves their tools in a mess...

This mod is only json and a couple of PNGs to define a new faction out of the buildings and resources the Folktails and IronTeeth have to offer. I selected the most productive where possible and the Folktails aesthetic when there was no difference.

Here's a YT series on the faction: https://www.youtube.com/playlist?list=PLyP1nO7KKOd2-jtMO1OeXIsPvYqY3d0Qf

**Edit:**You do NOT need any other mod to use this one, not even TimberAPI. Also if the faction is locked for you (which it shouldn't be) then enter dev mode in the main menu with [ctrl]+[shift]+[z] then enter settings and click "Unlock All Factions"

**Edit 2:** Vanilla behaviour is used everywhere so lodges and pods are the only source of beavers...besides dev mode
Popular Discussions View All (1)
3
Jan 9 @ 1:59am
how to manually add mod support for other mod. a tutorial
kohinoor
228 Comments
zxuiji  [author] May 26 @ 2:02pm 
as it turns out the fix was rather simple, already uploaded on both mod.io and steam so happy playing :)
GaiaRiot May 26 @ 12:24pm 
I am indeed on experimental. Thanks for the response!
zxuiji  [author] May 26 @ 11:17am 
gala it is likely because you're on experimental and GB currently only supports U6 & U7. I'm on experimental myself so will be addressing the issue sometime this week, maybe even today if I have the energy for it. For now just switch to the stable branch until I push an update for experimental branch.
GaiaRiot May 26 @ 8:35am 
Hello, I'm getting an error about solid tubeways: "InvalidOperationException: Failed to load asset at Buildings/Paths/SolidTubeway/SolidTubeway.IronTeeth"

Could this be because the devs just released an update that renamed the solid shafts and tubeways to vertical shafts and tubeways?
zxuiji  [author] May 26 @ 7:23am 
ptil I chose both because *I* wanted both. I did make an effort to try an override the details of the biofuel so that it's treated as a boost instead but I think the closest I got was making them continue working even without it so long as they have energy. I will not be removing the feature as that would defeat the point of "Have access to as much as possible". Perhaps you should take it a sign to learn better strategies. The one I take to is growing lots of potatoes and filling up on fuel prior to starting the bots. My rule of thumb is "overproduce always".
Ptilopsis May 25 @ 11:52pm 
Hello, in the current version, robots require both biofuel and electricity. This is troublesome and unreasonable. Can you change it to only one of them? Thank you
zxuiji  [author] May 20 @ 9:01pm 
sorry shariz, not possible with vanilla buildings. I'd have to duplicate most of them and maintain them. I'm already prone to getting side tracked too often as it is, no chance am I going to be able to maintain that many extra prefabs when I still haven't gotten round to fixing aquacadre up for u7
Sharizcobar May 20 @ 3:48pm 
Would it be possible for you to add an all buildings version (similar to United Factions), where instead of getting the best of both worlds, you're able to build both faction's building sets, including the different aesthetics for different buildings?
zxuiji  [author] May 9 @ 9:06pm 
bjk4 I'm pretty sure I answered that question in the FAQ file, anyways no, the barracks never bred anything, that's why they don't in the IT. I don't alter functionality of any buildings in this mod, only declare they be available to the faction.
anotherbjk04 May 9 @ 3:43pm 
Sorry for the stupid question but i cant find it anywhere. Are the IT barracks supposed to breed beavers like the FT housing?