海狸浮生记 Timberborn

海狸浮生记 Timberborn

Micro Management (Unstuckify) [U7 ✅]
29 条留言
The Erubian Warlord 8 月 12 日 上午 7:46 
just a teleport if that is simpler but ideally being able to assign the bots to a particular fuel/charge source
Luke ✞ Jesus Saves ✞  [作者] 8 月 12 日 上午 2:53 
I will see how difficult it is, probably need to be another mod that uses Harmony, because it's more of a behavior change. Do you mean assign a specific spot so they recharge there, or just teleport them there?
The Erubian Warlord 8 月 12 日 上午 12:04 
could you assign a bot to a fuel depot/charging station to get them moving again if they run out of juice?
NoOne_ReaVen 7 月 3 日 上午 3:35 
I still dont know why it happened or what changed, but it somehow fixed itself... after I deleted the path and rebuild it the exact same way as before, which is starange in of itself as Builders dont need a path when they get to a construction site thats within the District borders.
Luke ✞ Jesus Saves ✞  [作者] 7 月 2 日 上午 9:29 
The easiest way to know is to disable mods one by one and see disabling which one allows it to work again.
NoOne_ReaVen 7 月 2 日 上午 7:46 
So the issue is that Planks dont get delivered although I have 1.4K stored right next door, i have no Error log and cant wrap my head around this one, any advice on how to debbug this?
NoOne_ReaVen 7 月 2 日 上午 5:45 
I dont know if its from this mod, but after recent updating this mod and adding the Scientific Projects mod series my builders deliver stuff to the construction site and then keep standing there until nightfall, nothing gets ever finished and I have all the construction materials that are needed, the game itself is running fine no lag or FPS drops, current colony are Emberpelts with round about 60 ish Beavers with Bots just getting started
Luke ✞ Jesus Saves ✞  [作者] 7 月 2 日 上午 1:50 
v7.2.0: Added "Send all..." feature. Idea credit: @OldGamer
OldGamer 6 月 24 日 下午 8:44 
I'd actually use it to send the excess beavers to the Graveyard district (where only the district center exists). When all the jobs are filled with robots, too many beavers is a problem. Thanks for your interest; I'll wait until you have time.
Luke ✞ Jesus Saves ✞  [作者] 6 月 24 日 下午 7:49 
Ah a concentration vacation camp, I like that idea. Yes it should be possible. No ETA promise though.
OldGamer 6 月 24 日 下午 3:36 
Hi Luke,
Would it be possible to add a function that sends all homeless or jobless beavers to another district?
Luke ✞ Jesus Saves ✞  [作者] 6 月 21 日 下午 9:29 
v7.1.1: Fixed an issue when clicking the button with a building right behind it. The tool should not interfere with the UI now.
darkdroider 6 月 19 日 下午 10:58 
ok, thanks
Luke ✞ Jesus Saves ✞  [作者] 6 月 19 日 下午 3:07 
Probably better to ask the dev on Discord. I don't think a mod can do anything about it.
darkdroider 6 月 19 日 上午 9:48 
I play on cloud gaming, and every time I need to reconfigure the game's mods and configs. Is there any way to synchronize all this, via mod (there is no access to files in the VM)???
OldGamer 6 月 18 日 下午 8:58 
It works perfectly, thank you.
eliptus 6 月 17 日 下午 11:33 
This significantly improves QoL. Thanks!
Luke ✞ Jesus Saves ✞  [作者] 6 月 17 日 下午 9:48 
v7.1.0:
- Made the buttons bigger. Fixed the panel shows up for the first time you select anything.
- If you select a full House or Workplace, the highlight color is yellow to warn you that another Citizen will be kicked out.
OldGamer 6 月 14 日 下午 4:06 
Hi Luke,

Great work, as always. Congratulations! However, as 'eliptus' mentioned in his comment, the assignment buttons (house - workplace - district) appear everywhere. Could you make them only appear in the windows related to beavers and bots?

Aside from the above, I'm looking for a mod that calculates the resources (logs, planks, etc.) that will be used when constructing a building, walkway, wall, etc. before starting construction and that includes a selection tool like the one for deleting buildings. But please don't mark them in red.
eliptus 6 月 11 日 上午 4:34 
I'm finding this mod useful.

Just wanted to share some minor feedback:
- The first entity I click after game load, even if it's a building, shows the assign buttons.
- When assigning workplaces, it would be useful to highlight building as green if it has an empty work slot and red if work slots are full (assignment would unassign another beaver).
Luke ✞ Jesus Saves ✞  [作者] 4 月 20 日 下午 9:35 
This mod does not save or lock beavers into anything :) It simply assigns a beaver/bot to a building once. The game is free to re-assign if it needs to (but in my experience it's very rare that it does, usually when you move them between districts). So you can add/remove this mod at any time.
Haf 4 月 19 日 下午 8:55 
Awesome mod! What would happen if I removed this mod after using it to set houses for beavers? Would it break anything?
heyjude42 4 月 18 日 下午 2:09 
tyvm for the help! works great - your mods are most awesome!
Luke ✞ Jesus Saves ✞  [作者] 4 月 15 日 上午 10:22 
I have attached a video, you can check it to see how to use the mod.
Luke ✞ Jesus Saves ✞  [作者] 4 月 15 日 上午 10:13 
No you need to click on the actual District building :P
heyjude42 4 月 15 日 上午 10:11 
do you mean click on the district center that is listed under the assign district button? cos that is what I am clicking on and nothing happens
Luke ✞ Jesus Saves ✞  [作者] 4 月 14 日 下午 6:43 
You click "Assign District" button, then it would ask you to pick a District Center, click any District Center you want to assign the beaver or bot to, and it should be teleported there.
heyjude42 4 月 14 日 下午 2:24 
how do you get the unstuckify to work? I can click on the citizen and it shows me the district info, but nothing happens when I click on that
Kingdom 4 月 12 日 上午 10:18 
yay great mod luke skywalker