This plant creates complete nutritional meals by packaging multiple food items.
https://mod.io/g/timberborn/m/packingplant
#Packing Plant
131 messages · Page 1 of 1 (latest)
The beavers are clearly eating the books. Can I get a beaver bento box book included?
I actually considered this approach, but it didn't work very well because books have nothing to do with hunger needs.
For example, on easy difficulty, beavers consume less food per day, so they would get fewer books.
Even on Normal or Hard difficulty, the beavers' book needs would probably be too low, and the beavers' book needs would be empty before 24 hours had passed.
Since this would change the consumption of books that were originally supposed to be consumed, I decided not to attach a short story to the bento.
Water is not included with the bento for the same reason.
I did not want to change the balance of the vanilla game, as it would have been too much of a change for me.
However, if you want this behavior, you can add the following to the RecipeSpecification and GoodSpecification in the Mod folder.
If you do so, please keep a backup in a separate folder, as any updates to the mod will overwrite the data and make it disappear.
RecipeSpecification.FoodPackAll.Packing.original.json
"Ingredients": [
{
"Good": {
"Id": "Book"
},
"Amount": 1
}
]
GoodSpecification.FoodPackAll.Packing.original.json
"ConsumptionEffects": [
{
"NeedId": "Books",
"Points": 0.04
}
]
Thank you so much. I will take all your words into consideration
Support for update 4 (v1.2.0)
@open canopy translation deDE v1.2.0
Thank you!
I guess I need to ping everyone since many people have localized it
OH MY GOODNESS THANK YOU!!!!
I've missed this mod quite a bit. Thank you for all your hard works.

that looks different
It's a bento factory and an energy gel factory
Folktails may have forgotten the pleasures of cooking, but they never forgot the pleasures of eating
But Ironteeth no longer regarded eating as anything more than an act of nourishment
(headcanon)
@versed fern @white light @drifting grove
Excuse me for sending a ping
Packing Plant has been redesigned for
Ironteeth and has new recipes and flavor text
I am using the previous translation as a placeholder, please send me the file if you have any updates
I will update it when experimental branch is merged into the main branch at the latest
Could you list the recipes? I mean ingredients, so I can come up with fitting names?
new lines are starting from
minorunara.Good.HealthShakeAll.DisplayName,Meal Replacement,- ?
recipes lists
**Health Shake (Fermented)**🤮
-Fermented Cassava
-Fermented Soybean
-Fermented Mushroom
Health Shake (Ration)
-Corn Ration
-Eggplant Ration
-Algae Ration
I imagine something like this
True
It's all ingredients (no coffee in there, for the same issue we discussed earlier about books)
Meal Replacement
-Kohlrabi
-Mangrove Fruit
-Fermented Cassava
-Fermented Soybean
-Fermented Mushroom
-Corn Ration
-Eggplant Ration
-Algae Ration
No need to rush, I have to go to bed
Yeah, I need to think about "Meal Replacement"
I'm not very familiar with English. So, what does Flavor's "Morning Gathering" mean? something like motto?
I got it from Frostpunk, however rather "Morning meeting" might be more appropriate
It is a gathering of employees and bosses before work begins in an office or factory, where the company motto is shouted by all
Written in titled case made me think it's something like newspaper name
Thought it was very fitting for ItonT
📰
Oh, Frostpunk, KR adult can easily understand it. good.
I'm very happy to update this.
Thanks! Updated
I seem to be having some very unusual problems with this specific mod. Would it be best to post about it here or in the modding-basics channel?
What is it like?
It seems to be corrupting saves. Basically, I can use the mod, play with the mod on for a while, then save and after reloading the game, the save does not load. If I turn off the mod, I can load the game without the plant, then resave the game, quit, reload the mod, put the buildings back in, and save, and the map will load again. I can save here and reload the game with the plant. Then again after a while I save and have to go through the entire process again. It only seems to happen with this one mod though.
I can probably upload some files tomorrow if there are specific ones that would help.
What's happening😱
As far as I know, this is the only mod that currently works with V4 that adds its own items, so maybe there is something wrong there
Hmmm, I don't know if I can fix it, but a crash report might help
C:\Users\USERNAME\Documents\Timberborn\Error reports
Thanks for letting me know
I made a new error log this morning. Just let me know if theres anything else I can do to help!
Are you sure your're loading the exact same save after turning the mod of?
I'm having here #🤖mod-creators message the same problem.
But after reading this, I deinstalled Packing Plant and tried to load that save and it crashes nontheless.
Difference is, I haven't placed a buildung from this mod yet.
I compared the two "1 Exception ... .txt" files in notepad++ and they're identical.
This error was first reported to @tulip stirrup because of his Water Extention mod.
Hmm we need someone that can debug what is realy wrong
Do you know when the first report came? Did the person who reported also had Packing Plant installed? Or before Packing Plant was updated for U4?
Yeah we should bribe pmduda with a puzzle to run those saves through their debugging tool even if the saves are modded.
Think that was before packing plant was updated but the error was first noted with u4 in my water extention
That's what I thought
Ya it is the same save. I have a set of 3 saves that I could post if it helps. One that crashes when loading with the packing plant, one that does not have the plants, and one made right after replacing the buildings and the save loads. Of course if you use that save for a while and make a new save it stops being able to be loaded.
Thank you
I loaded the save data you provided and the exact same thing happened in my environment.
It fails to load when the mod is enabled and loads when the mod is disabled.
Oddly enough, it seems that it is not the item that is the problem, but the building.
I honestly have no idea what the cause is.
I wonder what's going on
I just tested with my before mentioned save.
Deactivating Packing Plant still crash.
Deactivating Extended Floodgates still crash.
Deactivating Water Extention still crash.
Then I renamed the BepinEx folder and the save loads in a vanilla environment.
So I think it's not one building from one mod that destroys the save.
It's any building from any mod that has the potential to destroy the save.
And for everybody it seems to be a different one.
Wonder if its enought to have TAPI as only plugin
With only TAPI the save loads fine. Would it be helpful, if I continue to find out, which mod is the culprit for me?
Sure
i think i've been experiencing this issue too but with the water extension mod previously, i never got as far as uninstalling the mod and testing the save file(i'm not that smart lol,) but when i saw the uploaded the errors they looked a whole lot like mine. I've been referring to it as a corrupt save(glad i didn't delete it,) when it might be a not with that mod save lol
i will update after i have a chance to test it this evening.
So after further testing, for me the mod destroying the safe is 2-tall small storage.
this has me so curious
The exact same type of error (except for the address where the error occurred) occurred to me as well. It was working flawlessly until 12 hours ago...
I don't have enough motivation to do an ablation test, so I have no choice but to stare at it until someone solves it.
sigh😰
If I get the same error with Torii or Geothermal Plant, perhaps it's my development environment, but if I only get the error with Packing Plant, I really don't know what's wrong
Update 4 doesn't seem to like me
Maybe I should tag it as broken before I disappoint people any further
Well with it happening with multiple mods its more likely that is some weird bug in TAPI( multiple component error)
Yea I don't think it's your mod. Which is amazing btw. I have two saves where the mod causing the issue is the water extension mod, and my most recent one was vertical power shafts........I have another corrupted save that remains untested as far
I don't know if it's a problem with update 4 or TAPI, but when I rerun the game, the order of building icons is intermittently changed, or the order of building materials is changed. I thought my eyes were broken somewhere, but maybe it's true that **something **is unstable...?
How the hell does SingleOrDefault cause an error...
because it can only be one or default
that is a bug in TAPI

Thanks for the kind words
Getting a skin graphics glitch when I build more than one of these.
its not that you use mirrored buildings mod? (or have it installed even?)
I do have and use Mirror
That mod has a know bug that can break models but author has no time to investigate
Right. I'll unflip and see what happens.
May even try to disable mod and see how it behave. Alt f4 do not create a auto save if buildings go missing without that mod
Unflipping fixed it. And now I know what to look for if something weird happens again.
> a beaver drinking coffee
@inner sedge /imagine generation done !
> a beaver drinking coffee
@inner sedge variations generated !
> a beaver reading book
@inner sedge /imagine generation done !
> a beaver reading book
@inner sedge /imagine generation done !
@inner sedge upscale done !
> a beaver drinking coffee
@indigo kindle /imagine generation done !
jundiyy, you need to wait 2 seconds to use that command again.
> a beaver drinking coffee
@sly patio /imagine generation done !
Don't even know what I did. Just randomly clicked on stuff.
@open canopy My message could be gone a long way but it could have found a reason for the crash see: #🤖mod-creators message
So I think I have fixed the long-suffering bug that was causing it to fail to load
Updating to version 1.2.2 should load the save data normally and not cause any further corruption of the save data
Sorry for the inconvenience everyone. And thank you🙂
The error report provided by @fleet geode was helpful in confirming the fix
Its a great mod, Im glad you got it fixed!
Why the does the "all" option for FT use 1 sunflower seed and 2 of everything else (7 crops) to create 15 packages? I always thought all food units were nutritionally equal, so shouldn't it simply be 1 or 2 of everything to create either 8 or 16 packages?
think it has to do with how much hunger they fill
The only source I have is the wiki (||https://timberborn.fandom.com/wiki/Food||):
Beavers consume, on average, 2.5 units of food per day to fill their hunger and will prioritize other food types over Berries. Each food in game is worth one food unit irrelevant of type.
The nutritional value of sunflower seeds is higher than other foods, and one consumption restores half of the beaver's sunflower seed gauge.
When choosing foods (other than Packing Food), beavers give preference to foods with the lowest gauge, so when a sufficient variety of foods are offered, sunflower seeds are consumed less.
That is why the recipe requires only one sunflower seed.
How did you figure that out? I never saw that mentioned anywhere and it seems like really important information to calculate ideal crop distribution. 
So, I ran some tests and you're right. Sunflower Seeds provide more nutritional value than other food types. The default need that one gets from a single food unit seems to be 0.2 (scale is 0.0 to 1.0). The only exception are Sunflower Seeds, which fills the respective need up to 0.5 per unit. In conclusion, I always planted too much sunflower seeds and that's why the warehouse filled up so quickly. 😅
You no longer update github repo?
Well, I thought I would do it later and forgot about it
I just did it now
Thanks, finally got to update the translations!
Poor IT don't get paper mills anymore, maybe their beaver bento takes metal blocks?

Seems on brand with the IT if nothing else
Just add the papermill back specifically for the packaging plant
well I add it for the windmills and beehives that I added but yeah, could consider faction exchange a dependency from now on to resolve the papermill issue
i was just suggesting the sub for the sake of ease of modder
Well the alternative solution is to just use planks instead of paper and make boxes instead of wrapping
I guess that's fair too
i cannot see the packing plant option in the tool bar but i see the food option in storage
Update 5? Note its not u5 ready!
oh..i did not look at that sorry
Paper gone?
How dare you!!!
:greta's face:
I would use metal blocks, but they are too expensive due to not being recyclable, so I went ad-hoc and used planks
Hurray, one of the best mods returns. Any word on the Tori Gates?
The torii has also been updated⛩️
I wasn't sure if I should put well-being on the lantern, but for now it is the same as before
Bless your hard work

I know this won't be instant but could you add a variant of the building for GreedyBuilders Faction please? It needs to cover needs generated by crops of both factions instead of just one or the other. For now I've a custom mod that specifies the FT one to be used in GB but I'd really rather have recipes that cover everything. I did try adding both variants of the building to GB but that just crashed the game.
bruh why there's no u6 version
No worries bud, at some point I'll try to implement bentos with the same effect via built in bakery and food factory. I got the bentos to function correctly, now I just need to get the recipes added to the buildings
yay
Don't expect it to be quick, I'm unskilled when it comes to models and scripting in tapi, mainly because all that ISingleton and other un-intuitional names just put me off even trying.
k
It's up
yay
So is it like that from 1 "meal" they get all the food buffs?
yep, for the bentos I added an extra buff because who doesn't like more variety in their meals? 🙂
that said, all bento related comments should go into the Bentos thread/channel/whatever it is so that we don't bug the packaging plant author with pings about stuff not directly related to their mod 🙂
Hi everyone. Will this mod be ported to the new version?
Will it be coming on steam packing plant
well you can download my bentos mod since it's working last I checked. Unlike this mod it's friendly to GreedyBuilders (and probably the Emberpelts that are under dev, just needs some additional json to declare it to the faction).
so packing plant won't come to steam?
never mind steam I don't think it's coming to U6 at all, you'll have to make do with my bentos mod
😦
Well, I am planning to do it one of these days, but now that I am a full time worker, I don't have much time.
Maybe in the new year...maybe.
I remember when I was a student. So much free times...
Still hopping that one day we get an update 
@open canopy would you be willing to opensource it? I could update it to 1.0 for you
I think, the issue is that it used another mod as a template at the beginning ... So it would need to be recreated more or less from source (and to be honest, wioth how the game changed, the only thing that might be kept would be the models ^^)
I thought i saw this before, i think it was tobbert his mod right?
I thought it was Alec
https://mod.io/g/timberborn/m/packingplant#description
License
This mod was made from Elec's ExtendedArchitecture, so the license follows the original mod.
This mod works for 1.0?
apparently not