海狸浮生记 Timberborn

海狸浮生记 Timberborn

TImprove - Various QoL Timberborn-Improvements [U7 ✅]
75 条留言
Luke ✞ Jesus Saves ✞  [作者] 9 月 21 日 下午 7:14 
The feature you requested is implemented in TImprove 4 UI now: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3472334132
BoNes 9 月 21 日 上午 4:34 
Here's a screenshot of why I want these icons as optional https://imgur.com/a/Ip8Tlmz
BoNes 9 月 21 日 上午 4:28 
Yeah, those icons. Specifically the one for a paused building (if possible). If it's not possible to have them disabled individually, then perhaps adding an option to disable all paused icons (just the paused icon, not the other status icons).
Luke ✞ Jesus Saves ✞  [作者] 9 月 20 日 下午 6:50 
Oh! You mean these status icon? I thought you meant the pause button on the Entity Panel (control panel).
https://imgur.com/kPHVjTb

If that's the case, then it can only be disabled completely or not I think, not a specific kind.
BoNes 9 月 20 日 上午 10:47 
Yes, it does only show up once for each building. However, from certain camera angles the icons can block the view of objects behind it... especially when you have several buildings close together that are all paused (like my pumps).

As a clarification, I would like a new button on each building's UI panel that disables the paused status icon. By "icon" I'm referring to the circle with the two lines in it that appears above a building whenever it is paused.
EG: I select one of my pumps, I click this new button, and then no matter whether the pump is running or it is paused, the paused icon never appears. The current state of the button would need to be saved with the game save data.

The main use case for this is when you have a large number of buildings that are all paused (especially if they're close together), the icons can really clutter up the screen.
Luke ✞ Jesus Saves ✞  [作者] 9 月 20 日 上午 9:45 
Hi, not sure how it helps. Could you clarify why you would need it? Doesn't that button only show up once for each building?
BoNes 9 月 20 日 上午 6:50 
Feature Request: Could you please add the option (on a per structure basis) to disable the pause icon that appears above structures?

I have quite a few pumps (25) that are only active when the weather isn't temperate. So I have a near-constant wall of icons getting in the way. As a side note, I use the automation mod to turn them on & off so I never even need to know when they're paused. From my experience a lot of players that use the automation mod could probably make use of this feature.
Luke ✞ Jesus Saves ✞  [作者] 9 月 5 日 上午 8:43 
Sorry I don't get any crash on Windows (Harmony 2.4.0 affects MacOS only I think). Maybe try turning off the Rosetta thing and see if it helps? If not could you send me the full log in Discussion or on Discord please? Thanks.
meinhardt 9 月 4 日 下午 10:04 
It seems that v7.6.0 is not compatible with Harmony v2.4.0.
I get a TypeLoadException.
Are you aware of this?
Luke ✞ Jesus Saves ✞  [作者] 8 月 3 日 下午 7:24 
I am not sure what that option would do? And this mod aims not to change gameplay behavior (unless I misunderstand what you are asking).
OldGamer 8 月 3 日 下午 4:55 
I think you just need to change the variable 'SimpleOutputInventory' to on.
OldGamer 8 月 3 日 上午 5:06 
When the game starts, in developer mode, it's possible to modify the warehouse inventory of a district building, but if you need to move the district by creating a new one and deleting the old one, the new district doesn't have this option.
Would it be possible to add an option to modify the warehouse inventory of a new district building?
Luke ✞ Jesus Saves ✞  [作者] 8 月 1 日 下午 2:50 
v7.6.0: Added "On Shift end" speed option. Changed the in-game mod name to just "TImprove".

Thanks, I have always wanted this, don't know why I haven't made it yet. Like you I almost always want to skip it.
ToxicCowboy 8 月 1 日 上午 7:25 
Feature request: set speed when free time starts. I almost always 'skip' the free time by setting the gamespeed to 30x
nanaquewetung 7 月 26 日 下午 12:26 
TY for the update! <3
Luke ✞ Jesus Saves ✞  [作者] 7 月 25 日 下午 11:39 
@OldGamer likely will make a separate mod for it and it must be togglable or it will kill your game performance really quickly! And did you mean a global stat? I am not sure how useful it is if it's global. For example, one power system of yours may produce a lot extra quite another is lacking.
Luke ✞ Jesus Saves ✞  [作者] 7 月 25 日 下午 11:29 
v7.5.0:
- Lock free camera angle: When free camera is on, the vertical angle is still locked. This option is indepedent of the "Enable free camera" option, it also applies if you enable free camera through the Dev Mode.
- Use 24-hour format: Use 24-hour format for the real-time clock (17:30 instead of 05:30).
nanaquewetung 7 月 25 日 上午 11:02 
Usually yes but there are times during an autosave or random lag spikes that the game continues to rotate the camera if I was moving it and that is where the issue arises :/
So I figured it just not being possible even accidentally would be best
(I just thought I should validate my game to see if it can help with that lol)
OldGamer 7 月 25 日 上午 6:56 
Hi Luke,
It would be possible to add the power production data (sum of all sources), the consumption of all consumers whether active or paused and the actual consumption in a box like the one 'show coordinates', such as [ 4500/3860/3660 ]
Luke ✞ Jesus Saves ✞  [作者] 7 月 24 日 下午 10:12 
Oh I think I get what you meant. I never rotate the game that much before and never knew the unlimited rotating is from Free Camera lol. But isn't is easier to simply not rotating the camera? :P
nanaquewetung 7 月 24 日 下午 10:03 
Basically, is it possible to only have the zoom function of the free cam?
Luke ✞ Jesus Saves ✞  [作者] 7 月 24 日 下午 9:57 
Hi could you describe what you need again please? I am not sure what you are requesting.
nanaquewetung 7 月 24 日 上午 10:21 
Hello! Amazing mods.
I wanted to ask if it is possible to add/change the free camera? I know it is base game but the default free camera can be vertigo inducing.
So I was wondering if certain aspects of it can be toggled. I love the zoom feature but being able to go upside down, or even just past vertical at all is nauseating. Ty! <3
OldGamer 6 月 20 日 下午 12:43 
Maybe "Toxic Cowboy" refers to having the option to choose between 12/24 hours (am/pm vs. 0-24 hours). I'd like that option too.
Luke ✞ Jesus Saves ✞  [作者] 6 月 20 日 下午 12:15 
It's already in this mod. Or do you mean something else?
ToxicCowboy 6 月 20 日 下午 12:02 
Can you add a 24-hour real-time clock?
OldGamer 6 月 4 日 下午 8:16 
Hi Luke,
The new version works perfectly, thank you very much. Now I'm sure you've been blessed with several gifts that the rest of us mortals envy.
Luke ✞ Jesus Saves ✞  [作者] 6 月 4 日 下午 2:57 
v7.4.0: Refined the "Clear dead stumps" option and expanded "Pause on Bad weather" to "On new day" options.

Sorry that the settings are reset to default for those who are using it. Please enable them again after updating.

@OldGamer what you ask should be possible after this update.
OldGamer 6 月 4 日 上午 9:34 
Hi Luke,
Would it be possible to add an option to pause the game at the beginning of a new cycle?
TIA
Vas 5 月 29 日 下午 7:23 
Can you make the option that removes dead stuff more automatic? Like, instead of having to drag over dead stuff, I want dead stuff that can't be harvested to be automatically deleted from the map. I used to have a mod for that, but it doesn't seem to work anymore. I also wanted to get rid of stumps automatically too.
kayleipbeepboop 5 月 29 日 上午 10:16 
Hey, your mods are great, super useful and I appreciate how configurable they are. I was wondering if there's a mod that has a function similar to the existing "Assign Priorities" or demolish tools where you can highlight a bunch of things and pause/resume them all at once? Thanks for all the care and effort you put in!
tekap2 4 月 30 日 上午 7:46 
Thanks so much for your response. I was having trouble working out the best way to sent the crash log (I don't have discord and it was too long to copy in here) but there were some updates in the last 24 hours to some of the mods that I am using so I tried this one again and now it seems to be working now! Thanks again for your time! :)
Luke ✞ Jesus Saves ✞  [作者] 4 月 27 日 下午 9:51 
I use it often with all my mods and never turn this off. It's easier to know which mod causes it if you send us the crash log here or on Timberborn's official Discord :)
tekap2 4 月 27 日 上午 8:28 
Hello, I just wanted to check if there is currently any known compatibility issues with this mod. When I turn it on my game crashes. I'm only running a few mods at the moment while U7 is being updated regularly but I have seen YouTubers use the mod within the last day or two so I'm not sure why my game crashes when I activate this mod. It has only been occurring for me since the most recent update with the new powerlines. Any advice or information about known current compatibility issues would be greatly appreciated.
Luke ✞ Jesus Saves ✞  [作者] 4 月 23 日 上午 12:53 
v7.2.2: should work with U7 April 23 update.
Luke ✞ Jesus Saves ✞  [作者] 4 月 12 日 上午 11:11 
And here's the other request :) Configurable Game Speed: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3462728865
heyjude1971 4 月 9 日 上午 5:36 
Thanks a lot, Luke -- that's awesome!
And thanks again for all the wonderful mods.
Luke ✞ Jesus Saves ✞  [作者] 4 月 9 日 上午 4:51 
I made this mod that can acts as an "Unstuckify" one and I think it should not be included in the TImprove because it actually changes gameplay a little :) https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3460831859
Railfan 4 月 8 日 上午 8:56 
Thanks, has a lot of good improvements. At 30x, computer gets choppy but it still works, just not great. 99x is useless. Would love to see 8x and 16x, which would be much more useful when you are playing on a slower computer
heyjude1971 4 月 7 日 下午 2:58 
Thank you for SO MANY awesome mods! (And for keeping them updated!)
Your mods add a ton of fun to this game!

I'm curious if a fix for stranded beavers could be added. The 'Unstuckify' mod doesn't work with U7. Automatically sending any stranded beavers to the district center is SO helpful.

When the mod worked, sometimes I even stranded them on purpose (by deleting path, etc.) to avoid bad water dangers.

In any case, I wanted you to know that hubby and I really enjoy & appreciate your mods. :steamhappy:
Luke ✞ Jesus Saves ✞  [作者] 4 月 5 日 下午 1:58 
Hi, it's for when you want to close/open your Floodgates etc when bad weather starts :D As for your use case, I think Save Everyday is a better thing to do
Squinky 4 月 5 日 下午 1:53 
Thanks for the great mod!

Just a thought though: Wouldn't it be better for the game to pause a day BEFORE the bad weather starts? You usually want to do some preparations before it starts, if it has started then it is already too late...
Luke ✞ Jesus Saves ✞  [作者] 4 月 4 日 下午 1:42 
Yes it is known that 99x is unstable and should not be used unless you have a reason to. I noted that in the tooltip but somehow forgot to include it in the description.
ledhead 4 月 4 日 下午 1:39 
Seems to work beavers to till they starve to death at 99x

Just noticed a second wave of deaths that this time wasn't from my a possible production hiccup.
varazir 4 月 3 日 下午 1:38 
Thanks for x30 gameplay again, anything slower feels boring.
Luke ✞ Jesus Saves ✞  [作者] 4 月 2 日 下午 3:59 
v7.2.1: should work with U7 April 02 update.
Luke ✞ Jesus Saves ✞  [作者] 3 月 20 日 下午 11:18 
v7.2.0: add real-time clock support for both U6 and U7. U6 no longer needs TimberApi.

Idea from: https://www.reddit.com/r/Timberborn/comments/1jdth4t/would_you_use_a_real_time_clock_on_the_hub/
Luke ✞ Jesus Saves ✞  [作者] 3 月 8 日 上午 1:22 
No it's my fault actually, I use the word "dead trees" and caused the misunderstanding. I updated the mod description to "stumps". I will update the in-game texts if I update the mod.
Shiroe (cortana) 3 月 8 日 上午 12:21 
@luke. oh that explains why.
Well, it might have to be updated then since it says dead trees, one would assume it would be any kind, both stumps and the dead trees themself..
Luke ✞ Jesus Saves ✞  [作者] 3 月 7 日 下午 5:24 
Hi I think I should clarify that it's for clearing "dead stumps" (i.e. the ones where you can actually build on top of them right away anyway), not "dead trees" (the ones you can still collect logs from). Is it the correct description, or you actually have issues with stumps as well? If so could you check again to see if the option is checked? Thanks.