#Faster Growth

129 messages · Page 1 of 1 (latest)

chilly saddle
chilly saddle
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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.

chilly saddle
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Update for the new Core 5.1.0. The plugin configuration has changed!

chilly saddle
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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
chilly saddle
clever rapids
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Translation ... It means ... 4 days and 6 hours 🤣

slow root
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hey guys how do i get to that config file? the mod is there just no config file

clever rapids
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Into BeepinEX\config folder you have the TBMPL_FasterGrowth.properties file.

chilly saddle
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the configuration file is automatically created when the game is launched for the first time with mod

chilly saddle
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Version 6.1.0 released which no longer requires BepInEx 😉 And greatly improved

chilly saddle
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6.2.2

  • Added
# Vanilla: 1
# Multiplier of the number of days a plant or tree dies
Dying_Progress_Mult: 1.5
chilly saddle
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Update 6.2.5

  # Vanilla: 1
  # Multiplier of the amount obtained. It only applies to wood from all trees!
  Cuttable_Amount_Mult: 1.5
hollow bronze
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Quick question, how many logs in a oak for example is supposed to be obtained with a 1.0 multiplier?

chilly saddle
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the original quantity.. anything multiplied by 1 does not change after all, the basics of math 🙂

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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
...

hollow bronze
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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?

chilly saddle
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Impossible. If you change Cuttable_Amount_Mult and you have 1.0, then another mod may be causing it

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0.75 speed and 1.0 wood mult

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and 1.5 wood mult.

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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

hollow bronze
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I will test later with tbmpl only

chilly saddle
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i will try but this worked for me before

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ok, this must have changed with the update.. I'll try to fix it

hollow bronze
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It's not the update. I tried it in 6.5.1 with only tbmpl and still the same results.

frail bough
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when is the update for this likely to be pushed onto Steam?

chilly saddle
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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

hollow bronze
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Just tested it, and it seems to be okay now.

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though I forgot to update the config. Lost mature trees on load. 🤣

chilly saddle
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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
hollow bronze
chilly saddle
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I had an another bug there that the multiplier was also used for scrap metal towers

hollow bronze
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Oh, so the variable name was causing the issue?

chilly saddle
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nah, a bug in the code

chilly saddle
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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
frail bough
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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?

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**Don't worry turns out i was changing the old configuration file 🤦‍♂️ f me im dumb sometimes lol

chilly saddle
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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

chilly saddle
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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
hollow bronze
chilly saddle
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The last 4 values ​​must not be changed to Mult. Maybe I could have put a comment there

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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

hollow bronze
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so last 4 need to stay a whole number and not with decimals?

chilly saddle
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Value is always an INT, any multipliers are always FLOAT
MangroveFruit, PineResin, MapleSyrup, Chestnut => use only Value

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these 4 Goods are from trees and make a mess when Mult is set

hollow bronze
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alright then i'll keep that in mind. and you're right you need a comment there so not to confuse some people 😆

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int / float will do

chilly saddle
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there is 😉
# Amount of goods obtained. Multiplier "Mult" (float) or exact value "Value" (int) can be used

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at least I expect people to know what int and float are 😅

hollow bronze
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might as well the term whole number and decimal for those who are not familiar with coding.

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just to be safe 🤣

chilly saddle
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when there are more incidents, I will make an update. I don't want to update just because of a comment 🙂

hollow bronze
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I think updating the post only will be fine. no need to upload an update.

chilly saddle
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I can do that, but I don't really believe that people read it

hollow bronze
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well, that's their problem.

chilly saddle
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I updated it

hollow bronze
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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.

chilly saddle
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I need a better, detailed description. This has never happened to me. They always cut down everything

hollow bronze
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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.

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it might be just my save who knows.

forest swallow
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  1. did you have storage space for the logs to be stored? if the buildings' storage is full beavers will not cut new trees.
  2. 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
coral moat
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is this mod broken down?

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but it isnt faster than normal

hollow bronze
chilly saddle
# coral moat is this mod broken down?

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

hollow bronze
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I was able to recreate the bug that I encountered

chilly saddle
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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

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The same thing happens. if you put an empty log warehouse next to that field?

hollow bronze
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must be the config messing with my save. I rolled back to 6.2.8 for now since it works fine. 😅

chilly saddle
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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

forest swallow
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can it be related to the needs boost mod? thats the only new mod I downloaded since yesterday

chilly saddle
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you have the wrong configuration for FasterGrowth.. delete the existing one and let the configuration be created again

forest swallow
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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

chilly saddle
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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

forest swallow
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the ones missing are birch and oak, and yet those are the ones that beavers are cutting, while ignoring all the ones listed here

chilly saddle
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maybe I already have it, try version 6.3.0

forest swallow
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yes, I can confirm, seems to be working as normal now in v6.3.0

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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

chilly saddle
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OK, everything should work now, v6.3.1

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And "Mult" can be used for all goods in Yield

forest swallow
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yep, looks like its fixed

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thanks!

midnight ruin
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i cant seem to run this anymore on the experimental branch

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other tbmpl mods seem fine

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like windspeed is fine

midnight ruin
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never mind i just needed to delete the folder a resub

harsh turret
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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

forest swallow
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if you put a tile underneath your pipe, nothing can grow there

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e.g. impermeable floor

harsh turret
mint ore
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@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

chilly saddle
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I haven't tested any other mods and I don't plan to test whitepaws. Does it work without it?

void remnant
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It looks like it's specific to 'Rice.Whitepaws', so probably an issue with that individual faction.

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It would still be nice if the mod didn't crash when mods have weird data

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something in the GrowableToolPanelItemFactory patch didn't like missing data,

void remnant
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what happens if there's a config for a plant that isn't present in game?

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although in this case it looks like it was looked up in _growableMap, and it wasn't present.

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Maybe Growable.Awake (or GrowthTimeInDays) hadn't been called yet?

mint ore
void remnant
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hmm, weird

mint ore
chilly saddle
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I'll try to look into it, but I haven't had much time to do anything about TB lately

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I made version 6.3.3 so try if it crashes again, I haven't tested it

mint ore
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Will try.

mint ore
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@chilly saddle Awesome man. It's not crashing now.

void remnant
chilly saddle
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exactly, but only for those objects that should be there and are not (from whitepaws)

void remnant
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but the code now reads something like:

+if (!_gatherableMap.ContainsKey(nameWithoutClone))
+{
+  return;
+}
 float num = _growableMap[nameWithoutClone];
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shouldn't it be:

+if (!_growableMap.ContainsKey(nameWithoutClone))
+{
+  return;
+}
 float num = _growableMap[nameWithoutClone];
chilly saddle
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oops 🙂

void remnant
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heh

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I'mn not sure if growables and gatherables overlap 🙂

chilly saddle
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I overlooked it, I needed to go so I mixed up the maps

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should there be _growableMap correctly

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Fix in 6.3.4

void remnant
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I have no way to test it, so we'll need to wait for @mint ore to try it out

mint ore
chilly saddle
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I don't think anything will change, just test to make sure it still doesn't crash

mint ore
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Will test after I am done with my office work.