Timberborn

Timberborn

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Configurable Growth [U6 + U7 ✅]
   
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Dec 30, 2024 @ 9:19am
Feb 25 @ 2:40pm
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Configurable Growth [U6 + U7 ✅]

In 2 collections by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
81 items
Configurable Mods
22 items
Description
To configure the mod: from the game menu (before you load a save) -> Mods -> Settings button next to the mod name.

Change the speed that your crops and trees grow. You can configure them separately. By default, the mod increases the growth speed of Trees by 2x and does not modify Crops or Products growth speed.

- Tree: mostly stuff planted by the Forester like Pines or Maples.
- Crop: mostly stuff planted by the Farmhouse like Carrots or Potatoes.
- Products: stuff that grows on trees like Resin on Pines or Berries on Blueberry Bushes.

- Reproducible chance multiplier: Make trees more or less likely to reproduce. Each tree each hour has a 1-3% chance to reproduce depends on the kind. Setting this to 1 to keep the game's setting and 0 means no reproduction.
- Spread distance: The distance (in blocks) that a tree can spread to a new block. 0 means no spreading. Game default: 1
- Can spread vertically: If enabled, trees can spread to blocks above or below them (using the Spread Distance). Game default: false

You can also set it to below 1 to make the game harder. For example, setting Tree growth to 0.5 makes trees take 2x the amount of time to grow.

===

v7.1.2: Fixed crash with U7 Feb25 update.
v7.1.0: Added Reproducible Chance and Distance (Only for U7). v7.1.1: fix an issue where they reproduce more southwards and eastwards. Thanks @todoralin for reporting.
v7.0.0: It is now compatible to U7. U6 stays at v1.3.0 because no change is needed.
v1.2: Fixed wrong settings being applied to the wrong items (tree, crops etc). Changed the detection method that checks for trees and crops.
v1.1: Added Gatherable Growth.

Mod source code (feel free to use it however you want): https://github.com/datvm/TimberbornMods
33 Comments
Luke ✞ Jesus Saves ✞  [author] Aug 6 @ 8:15pm 
Drought resistant is configurable but the game hard code contamination to 0.2 days for all plants
Fishkeeper01 Aug 6 @ 7:41pm 
Is it possible to also add configurations for badtide contamination and drought? I'd like for birch to be made useful by being badtide resistant and for certain crops to last longer/shorter in dry conditions.
Luke ✞ Jesus Saves ✞  [author] Jul 19 @ 8:56pm 
Is it the 3rd option (Products rate) or did I misunderstand your request?
Vigorous Gil Jul 19 @ 5:45pm 
Just reinforcing the suggestion of making a mod to double the output of items, mostly Berries since the "Berries are Delicious" mod makes early game Berry impossible to manage (unless you make 100s of berry bushes instead of anything else.
Vas Jun 8 @ 2:57pm 
I ended up removing the mod for the time being, it wasn't helpful as much in my case. Vertical Spread made it kind of annoying honestly, especially when it would make it impossible for builders to clear certain stuff over time and block building. :P But I thought I should report the bug I encountered anyway, since I thought you should know about it.
Luke ✞ Jesus Saves ✞  [author] Jun 8 @ 1:50pm 
Interesting, somebody else also reported a similar behavior though we couldn't come to the end of it. I guess better not use the Vertical Spread option.
Vas Jun 8 @ 11:58am 
I had a glitch when using this before. It kept spawning new plants even if I destroyed all plants in the entire area. I even went dev mode to destroy all plants on the map, and the same areas kept regenerating the same plants over and over. All settings were set to 1 except spread distance was 2 and vertical spreading.
Luke ✞ Jesus Saves ✞  [author] Mar 7 @ 5:25pm 
It should be possible but should be in the scope of another mod and out of scope of this one :)
kezza596 Mar 7 @ 12:03pm 
Would it be possible to adjust how much of an item it produces? I hate seeing 10+ potatoes in a cell but it only produces 1
Luke ✞ Jesus Saves ✞  [author] Feb 25 @ 1:56pm 
v7.1.2: Fixed crash with U7 Feb25 update.