Changes to the growth rate of trees, bushes, fields and everything. At the same time, it is possible to change the rate of ripening for harvesting.
https://mod.io/g/timberborn/m/faster-growth
#Faster Growth
129 messages · Page 1 of 1 (latest)
Updated. A modifier is now used instead of a percentage, plus it's possible to change the properties of beehives to speed up or change fields.
Update for the new Core 5.1.0. The plugin configuration has changed!
New update
- Fixed growth rate modifier bug
- Possibility to set the speed of spread of plants and trees
- For all plants, the time is displayed in days to 2 decimal places (without rounding)
- Support for Core 5.2.0
Translation ... It means ... 4 days and 6 hours 🤣
hey guys how do i get to that config file? the mod is there just no config file
Into BeepinEX\config folder you have the TBMPL_FasterGrowth.properties file.
the configuration file is automatically created when the game is launched for the first time with mod
Version 6.1.0 released which no longer requires BepInEx 😉 And greatly improved
6.2.2
- Added
# Vanilla: 1
# Multiplier of the number of days a plant or tree dies
Dying_Progress_Mult: 1.5
Update 6.2.5
# Vanilla: 1
# Multiplier of the amount obtained. It only applies to wood from all trees!
Cuttable_Amount_Mult: 1.5
Quick question, how many logs in a oak for example is supposed to be obtained with a 1.0 multiplier?
the original quantity.. anything multiplied by 1 does not change after all, the basics of math 🙂
https://timberborn.wiki.gg/wiki/Oak
1 = original * 1 .. Oaks 8 => 8
1.5 = original * 1.5 .. Oaks 8 => 12
1.3 = original * 1.3 .. Oaks 8 => 10.3 => 10
5 = original * 5 .. Oaks 8 => 40
100 = original * 100 .. Oaks 8 => 800
...
Welp I'm getting way higher than I should. I counted 27 on a 1.0 mult and 30+ on a 1.5 mult. Or is it a glitch?
Impossible. If you change Cuttable_Amount_Mult and you have 1.0, then another mod may be causing it
0.75 speed and 1.0 wood mult
and 1.5 wood mult.
it is possible that other mods change the specs and this mod then multiplies the modified value from another mod.. I have no idea what mod does that, you can deduce it by what the mod does
The tool bar and the tree info before cutting is correct. But after it is cut the value increases.
I will test later with tbmpl only
i will try but this worked for me before
ok, this must have changed with the update.. I'll try to fix it
It's not the update. I tried it in 6.5.1 with only tbmpl and still the same results.
when is the update for this likely to be pushed onto Steam?
So hopefully fixed in 6.2.7
Steam: No, I don't plan to make mods elsewhere specifically for Steam users. Everyone can go to mod.io which is the main mod channel for all TB dists. If you have Steam, then download manually or use ModManager
Just tested it, and it seems to be okay now.
though I forgot to update the config. Lost mature trees on load. 🤣
also i changed the config name for tree log yield
# Vanilla: 1
# Multiplier of available Logs from trees. Fallen trees will not change
Cuttable_Amount_Log_Mult: 1.5
Yeah, forgot to check if tbmpl changed the config in the @tmbpl after I downloaded the new update. that was a shocker.
I had an another bug there that the multiplier was also used for scrap metal towers
Oh, so the variable name was causing the issue?
nah, a bug in the code
Update 6.2.8
- Tree drying fix + configuration change (it also had an effect on the birth rate of beavers)
- Possibility to disable the death of nature (trees, etc.)
# Vanilla: 1
# Multiplier of the number of days a plant or tree dies
Days_To_Die_Dry_Mult: 1.5
# Vanilla: false
# Instead of the plants drying up and dying, they simply dry out and the water revives them again
Nature_Never_Dies: false
with the code in the config file, I have tried to stop the tree spreading further than the 1 tile as it is in vanilla, however i have set it to 1, and the reproduction is still spreading 2 tiles, i have set the spread changes to false and it is still spreading the 2 tiles, any ideas why its not regarding the changes in the config file?
**Don't worry turns out i was changing the old configuration file 🤦♂️ f me im dumb sometimes lol
the easiest is if you click on a specific mod in the main menu - a folder with configuration will open... only Enabled: false is enough to stop the spread
Update 6.2.9
- Added support for changing the yield of all crops in the game
# Amount of goods obtained. Multiplier "Mult" (float) or exact value "Value" (int) can be used
Amount_Goods:
- Id: Log
Mult: 1.5
- Id: Berries
Mult: 1.5
- Id: Carrot
Mult: 1.5
- Id: CattailRoot
Mult: 1.5
- Id: SunflowerSeeds
Mult: 1.5
- Id: Spadderdock
Mult: 1.5
- Id: Potato
Mult: 1.5
- Id: Wheat
Mult: 1.5
- Id: Dandelion
Mult: 1.5
- Id: Eggplant
Mult: 1.5
- Id: Cassava
Mult: 1.5
- Id: CoffeeBean
Mult: 1.5
- Id: Soybean
Mult: 1.5
- Id: Kohlrabi
Mult: 1.5
- Id: CanolaSeeds
Mult: 1.5
- Id: Corn
Mult: 1.5
- Id: MangroveFruit
Value: 6
- Id: PineResin
Value: 3
- Id: MapleSyrup
Value: 4
- Id: Chestnut
Value: 4
Report! Last 4 Values needs to be changed to Mult. It made the game crash.
The last 4 values must not be changed to Mult. Maybe I could have put a comment there
The game approaches these values differently because it's like the second Goods from the entity. That's why you need to have it as Value and manually calculate how much you want from the original value... by default is 4, 2, 3, 3 so, for example, mult. 3.5 is 3.5 x 3 = 10.5 => set 10 or 11
so last 4 need to stay a whole number and not with decimals?
Value is always an INT, any multipliers are always FLOAT
MangroveFruit, PineResin, MapleSyrup, Chestnut => use only Value
these 4 Goods are from trees and make a mess when Mult is set
alright then i'll keep that in mind. and you're right you need a comment there so not to confuse some people 😆
int / float will do
there is 😉
# Amount of goods obtained. Multiplier "Mult" (float) or exact value "Value" (int) can be used
at least I expect people to know what int and float are 😅
might as well the term whole number and decimal for those who are not familiar with coding.
just to be safe 🤣
when there are more incidents, I will make an update. I don't want to update just because of a comment 🙂
I think updating the post only will be fine. no need to upload an update.
I can do that, but I don't really believe that people read it
well, that's their problem.
I updated it
Hey @chilly saddle found a bug, for some reason the mod is preventing beavers to cut down some adult trees. an when I disabled the mod it cut down the said trees.
I need a better, detailed description. This has never happened to me. They always cut down everything
sadly i can't replicate it. but one of my pine field was not being cut down even though it was selected to be cut down and some random trees (birch) that was selected to be cut was being ignored.
it might be just my save who knows.
- did you have storage space for the logs to be stored? if the buildings' storage is full beavers will not cut new trees.
- did the beavers have access to these trees? if they are too far away or theres no stairs to access them they will not be cut
Yes to both questions. All the trees were highlighted to be cut. But was just ignored by the beavers.
No, everything works. 6.2.9 is for the latest version (Update 6). Below you send the screen configuration for Update 5 (5.1.3). If you are playing Update 5, you must download version 5.x.x
If I do a similar test on the map, it works for me. I can't think of what exactly could be causing this. I am not changing the logic that orders beavers to cut down trees
The same thing happens. if you put an empty log warehouse next to that field?
must be the config messing with my save. I rolled back to 6.2.8 for now since it works fine. 😅
you can try to use the default config if it keeps happening to you... the config is written in such a way that it occurs once and is used... I don't really test situations where the settings change during the game
seems to be an issue with FasterGrowth
can it be related to the needs boost mod? thats the only new mod I downloaded since yesterday
you have the wrong configuration for FasterGrowth.. delete the existing one and let the configuration be created again
seems like the lumberjacks are not cutting down trees that are affected by the yield multiplier. I've planted every type of tree and marked them to be cut, but only the Oak and Birch are beign cut because they are not in yield multiplier config by default
they are not in yield multiplier config by default - I don't understand, you have all the trees in the list.. mainly this is the speed yield
the ones missing are birch and oak, and yet those are the ones that beavers are cutting, while ignoring all the ones listed here
maybe I already have it, try version 6.3.0
yes, I can confirm, seems to be working as normal now in v6.3.0
also the yield rate multiplier isn't working, the information window will say your yield is 60 logs, but the actual yield is the default 6 logs
OK, everything should work now, v6.3.1
And "Mult" can be used for all goods in Yield
i cant seem to run this anymore on the experimental branch
other tbmpl mods seem fine
like windspeed is fine
never mind i just needed to delete the folder a resub
Hey, i've a question.. Is there any chance that i could change something in the config files for the mod Faster Growth(?) It's a good mod, but I hate the spread of wild trees or crops (like the mangrove one) It eventually blocks my water pumps by growing underneath the pipe
if you put a tile underneath your pipe, nothing can grow there
e.g. impermeable floor
That's a great thought of a idea, i'd like it. I'm going to give that a try then, Thanks @forest swallow
@chilly saddle I am getting this error while playing custom map with extra plants and clicked on one of the plants.
This was with whitepaws faction
I haven't tested any other mods and I don't plan to test whitepaws. Does it work without it?
It looks like it's specific to 'Rice.Whitepaws', so probably an issue with that individual faction.
It would still be nice if the mod didn't crash when mods have weird data
something in the GrowableToolPanelItemFactory patch didn't like missing data,
what happens if there's a config for a plant that isn't present in game?
although in this case it looks like it was looked up in _growableMap, and it wasn't present.
Maybe Growable.Awake (or GrowthTimeInDays) hadn't been called yet?
I guess it's also possible that the growable.name and the growablespec.name might not match
It also happens with GrapeVine.whitepaws.
When I am clicking on plant trees or plant crops button.
@void remnant @chilly saddle
Any idea what might be causing this.
I know you don't want to test whitepaws. But I would really appreciate it if you can point to right direction.
hmm, weird
So the error goes away when I uninstall Faster Growth.
It happens with every tree and crops.
After opening the plant trees and plant crops. The moment I hover over any tree or crops it crashes, and the error mention the name of tree or the crops.
I'll try to look into it, but I haven't had much time to do anything about TB lately
I made version 6.3.3 so try if it crashes again, I haven't tested it
Will try.
@chilly saddle Awesome man. It's not crashing now.
hmmm, you added a check for the _gatherableMap, but it's looking in the _growableMap, so the code is probably just disabled now
exactly, but only for those objects that should be there and are not (from whitepaws)
but the code now reads something like:
+if (!_gatherableMap.ContainsKey(nameWithoutClone))
+{
+ return;
+}
float num = _growableMap[nameWithoutClone];
shouldn't it be:
+if (!_growableMap.ContainsKey(nameWithoutClone))
+{
+ return;
+}
float num = _growableMap[nameWithoutClone];
oops 🙂
I overlooked it, I needed to go so I mixed up the maps
should there be _growableMap correctly
Fix in 6.3.4
I have no way to test it, so we'll need to wait for @mint ore to try it out
What should I look for? I mean it was working. Did I miss something?
I don't think anything will change, just test to make sure it still doesn't crash
Will test after I am done with my office work.