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Slight issue that unmarking a cut area isn't displaying correctly but still does function. Not sure if that may be this or the Cut Dead Trees First mod or a conflict between them (no error message).
I find it hard to grow pine resin
Also, to ensure you have all the latest mod versions, use the steam functionality to "verify the integraty of your game files".
Thanks again for the hint. I checked Igors fix, and it doesn't apply to my tool the same way. I used the support from TimberApi to integrate my tool, Igor built his tool handling on his own. The dependcies that cause the tool to fail lie not within my implementation, but that TimberApi does not load its toolsystem in the MapEditor.
At the moment it seems there is no other solution than to deactivate the mod when starting up Timberborn.
I hope a combined solution is possible in the near future.
Automation mod had the same issue. @Igor fixed it.
Here's the link to his comment.
https://discord.com/channels/558398674389172225/1190169064383991858/1290064584433995778
Thanks for the feedback. I have never used the MapEditor, I'll try and figure out if I can avoid loading the tool in this case. Otherwise, you'll just have to deactivate the mod manually before opening the editor.
CutterTool is causing a crash when trying to edit a map.
Normal game play works fine.
v0.6.7.0-04e31ee-xsw
KeyNotFoundException: ToolFactory(cuttertool) was not found.
TimberApi.Tools.ToolSystem.ToolFactoryService.Get (System.String factoryId) (at <ab4408e1c6ec42a4af542a94b52bc79e>:0)
TimberApi.Tools.ToolSystem.ToolService.Load () (at <ab4408e1c6ec42a4af542a94b52bc79e>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <58b499ce3ed641769ada231ade6d58e3>:0)
Interesting suggestion. I'll consider it for a future update. However, considering the natural forests continue to grow, you'd have to mark them later on again. Or I'd have to create a mod that continuously marks all trees, but then Maple or Chestnuttrees would be marked as well, and I assume you wouldn't want that....