海狸浮生记 Timberborn

海狸浮生记 Timberborn

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22 条留言
Ton Wolfe  [作者] 11 月 16 日 下午 1:42 
Thanks for pointing that out; fixed it. (Hopefully!)
JimboIncinerator 11 月 16 日 上午 11:25 
I believe the Almond Bark demand is broken. Even when beavers have 100% they are still eating it? So its a massive resource sink.
Ton Wolfe  [作者] 11 月 15 日 下午 3:23 
@KemonoAmigo Unfortunately, V1 is needed. A U7 version would require Unity assets for the building models, which I don’t know how to do. Sorry.


@Peco Dirt’s not one I want to add (I can’t imagine beavers hauling dirt around and selling it to each other). I do agree dirt should be easier to get, though. There are a couple other mods for that already, I think.
Peco 11 月 15 日 上午 6:25 
Could you add dirt to the list of purchasable items, it would be very useful on tiny maps with limited dirt to begin with
KemonoAmigo 11 月 15 日 上午 6:06 
Is V1 actually necessary for this mod to function? I play on the non-experimental branch because an essential mod I use doesn't yet support V1 and above.
Ton Wolfe  [作者] 11 月 14 日 下午 2:55 
Yeah, I wasn’t sure what goods made sense for IT; I’ve never played them much. Looking at the recipes more, corn seems like a decent option. I went with corn rations for selling, though, since value-added items make more sense to export.
Trifonius 11 月 14 日 上午 7:29 
Could I humbly request Corn is added to the IT recipes? FT has wheat flour so it'd be a nice addition.
唐伯虎 11 月 10 日 上午 12:01 
Thank you very much for your generosity. I will explain the source of the model in the introduction
Ton Wolfe  [作者] 11 月 9 日 下午 11:55 
Yes, re-using my models is okay.

If you post the mods anywhere public, I would appreciate credit for the models. But credit is optional if you don’t want to.
唐伯虎 11 月 9 日 下午 11:41 
I have been learning how to make mods recently, but I don't know how to make models. Can I borrow your model to make them?
Ton Wolfe  [作者] 11 月 9 日 下午 4:27 
Buying and selling is a workshop recipe, like anything else in the game. So they will buy or sell stuff until they either run out of ingredients, or there is no storage space left for the product. You can control it by limiting warehouse space, or by pausing the market buildings.
BW 11 月 9 日 上午 11:29 
is that mod can set to buy something periodically and automatically?
Ton Wolfe  [作者] 11 月 9 日 上午 1:24 
Yes, a mod to buy science points is possible. But my goal with this mod is just to provide a simple economy. Adding recipes for all the items and science would take a lot of time, and make the interface more complicated than I want.

You are welcome to copy this mod and add recipes for more items. It’s not too hard; mostly just changing a few item names.

There’s a guide with more details here: https://github.com/mechanistry/timberborn-modding/wiki
唐伯虎 11 月 8 日 下午 10:16 
Maybe we can buy science
唐伯虎 11 月 8 日 下午 9:20 
It's okay, it's best if everything can be bought and sold
Ton Wolfe  [作者] 11 月 8 日 下午 4:22 
Oh, right; they need them to breed. I don’t play IronTeeth much.

I’ll add berries later tonight. The update will probably overwrite any changes you made to the files in the workshop folder, so you may need to change those again afterwards. Sorry.
唐伯虎 11 月 8 日 下午 4:02 
Iron teeth really need berries, they should be added to buying and selling
唐伯虎 11 月 8 日 上午 1:02 
Thank you very much, I have found it
Ton Wolfe  [作者] 11 月 8 日 上午 12:23 
Not in-game. It’s fairly easy to change in the mod’s code, though. In your Steam Workshop folder, look for the files with names like Blueprints/Recipes/Recipe.TWMBuyAlmondBark.blueprint.json and change the quantities to whatever you want.
唐伯虎 11 月 8 日 上午 12:02 
Can users set the quantity
Ton Wolfe  [作者] 11 月 7 日 下午 11:53 
Yep, it’s intended to skew certain goods more than others. I suppose I could make it equal if people consider that a problem, though.
唐伯虎 11 月 7 日 下午 10:14 
Coffee beans have a 2-fold difference
The difference in explosives is 10 times