Tired of destroying tree stumps by hand? So just turn them off.
https://mod.io/g/timberborn/m/no-stumps
#No Stumps
89 messages · Page 1 of 1 (latest)
Get stumped
If only there was 1 log from the destruction of tree stumps or something (which would be a nice bonus by the way), but it's only visual. So apart from the job of destroying them, there's nothing useful about it. Of course, if someone likes stumps, I'm not forcing anyone to turn them off 🙂
I know, they're going to destroy roads, buildings, fields, too, but you know what... it's extra work that I can devote to building a dam, for example 🙃
When I get my populations closer to 2k beavers, the lag is so bad I end up going into dev mode to mass delete tree stumps.
Thanks for this mod
Update 5.0.3!
## Automatically removes all dead trees, plants, bushes from which nothing can be obtained.
# Setting type: Boolean
# Default value: false
AutoRemoveDeadPlants = true
Is it remove as instant or mark to demolish
instant remove.. but only what makes sense. A dead tree that keeps getting cut down won't remove it
the same with the field, if there is something on the field that can be picked up, it doesn't delete it either. It removes smartly what it would have removed manually anyway
Will make more sense to remove something death after a number of days, instead of staying forever to be gathered . How is now the game, a dead tree can be gathered at any time. In real word, after a time, will be destroyed, or, if it not, will be gathered for stone, not for lumber 🤣
You might as well throw trees in water and expect coal in a few thousand years. 😅 But otherwise I agree
For coal, game won't last enough to play 🤣
But otherwise, I don't understand why stumps and dead plants don't disappear automatically after a while. The dead plants due to contamination could easily disappear immediately, the dead trees, that's the question. If it should go they should still be able to cut them down or should they die completely
Update for the new Core 5.1.0. The plugin configuration has changed!
Does that mean it is also playable on update 5?
yes, but u need update Core to 5.1.0
there have been big changes, so even the configuration is a little different, and that's about all my mods, not just NoStumps
cant seem to get this to work
it works
can you explain how to get it to work and what it is it precisely does?
After a tree is cut and all logs are picked-up, the area is clean (no visual stmps remains) ...
when i installed the mod it doesnt seem to work for some reason tho
do i have to edit some file or download manually?
cause the mod manager clearly wont work with it
It do not work for the existing leftover stumps, only for the new ones
❓ Must be on experimental still today and have version 1.3.6 of the Mod Manager
so it only works in U5?
YES
okay ty
if you want to check it, install TBMPL Linker mod and directly in the main menu of the game you can check if Stumps (and other tbmpl mods) are loaded and used... if it is not in the menu, then an problem occurred and it was not loaded
like this
Ty!
Version 6.1.0 released which no longer requires BepInEx 😉
But BepInEx is used for other markets like Gog, Epic? no? The game is sold on these markets too.
BepInEx has nothing to do with where the game is sold. It can simply be used always. However, as I wrote, the game supports self-loading, so it is no longer needed since the last version.
In editor, a soon as I activate the water simulation, got that crash. With No Stumps disabled, all it's OK.
NoStumps is inactive in map editor... What do you mean by water simulation in editor?
Ok, I'll try and let you know, I don't have much time now
and, with this mod ?
yeah
Can you try placing some not grown yet ?
I found out that Recipe Boosts has a bug in the editor, but I'll fix that, but NoStumps works
Maybe is the removal of trees that has nothing to be gathered ...
like this?
ya
I try what I can and everything works for me. The error is something in the game, if it was a mod, there will be something about the patch in the log
The parameter is null, but I think this is a bug in the game or another mod is causing it, but I currently have these active and everything works for me
[Inject]
public void InjectDependencies(NaturalResourceReproducer naturalResourceReproducer)
{
this._naturalResourceReproducer = naturalResourceReproducer;
}
Modded: true, official
- 1x1x2Storage (v2.2.8)
- 4Wdistrictcenter (v2.0.6)
- Append Vanilla Resources (v0.6.1.01)
- AquaCadre (v0.6.0.03)
- Greedy Builders (v0.6.1.03)
- Harmony (v2.3.3)
- KnatteMaterials (v1.0.2)
- Ladder (v2.1.0)
- Mod Manager (v3.0.2)
- Pantry (v0.0.0.1)
- Path Extention (v2.0.5)
- TimberApi (v0.7.4.0)
- DamDecoration (v3.0.2)
- MoreGroups (v2.0.5)
- SmartPower (v1.9.3)
- TimberPrint (v0.2.0.1)
- Water Extention (v2.0.10)
- YamlDotNet (v16.0.0.0)
- TBMPL | Core (v6.2.8)
- TBMPL | Better Batteries (v6.2.0)
- TBMPL | Better Beaver Names (v6.2.0)
- TBMPL | Core Temp (v1.0.0)
- TBMPL | Better Beaver Speed (v6.2.0)
- TBMPL | Better Wind Speed (v6.2.0)
- TBMPL | Carrier Changer (v6.2.0)
- TBMPL | Developer Mode (v6.2.0)
- TBMPL | Endless Pipes (v6.0.0)
- TBMPL | Extended Status Panel (v6.0.3)
- TBMPL | Faster Growth (v6.2.2)
- TBMPL | Fixed Day Time (v6.2.0)
- TBMPL | Game Speed Control (v6.2.1)
- TBMPL | Large Districts (v6.2.0)
- TBMPL | Larger Stocks & Tanks (v6.2.1)
- TBMPL | Longer Life (v6.2.0)
- TBMPL | Map Size Unlocker (v6.2.0)
- TBMPL | More Inhabitants (v6.2.0)
- TBMPL | More Visitors (v6.2.2)
- TBMPL | More Workers (v6.2.0)
- TBMPL | No Construction Limits (v6.2.0)
- TBMPL | No Fog (v6.2.0)
- TBMPL | No Stuck (v6.2.0)
- TBMPL | No Stumps (v6.2.1)
- TBMPL | No Welcome Window (v6.2.0)
- TBMPL | Recipes Boost (v6.0.1)
- TBMPL | Research Boost (v6.2.0)
- TBMPL | Uncontrolled Reproduction (v6.2.0)
- TBMPL | Water Source Control (v6.2.0)
Can you try with FreeFlow mod ?
with FreeFlow everything works for me too..
one thing I came across is that seedlings cannot be placed on ground that is not green (in the editor).. this is probably caused by NoStumps
Oh, maybe that is. I have seeds that on dry land, guess there come the Timberborn.MapEditorNaturalResources.InstantNaturalResource.UpdateLivingState () (at <926abd8bd744445a88cb7469dccbfddc>:0)
Already placed on map, and failed on water simulation ...
But the game didn't crash for me... but I'll make a fix and you can try
I send to you a map to test-it
updated 6.2.2
now you can put seeds on dry land in the editor... but feel free to send the map, I just don't know what the difference will be compared to my map
Already did-it
So it works now without crashing?
Just downloaded the updated mod . Wait a minute or two 😮
BTW, Mangrove is also a tree ....
Is working ! TY 👏
Just the fandom do not contain anything about Mangrove ...
What does a tree trunk have?
- Birch
- BlueberryBush
- Canola
- Carrot
- Cassava
- Cattail
- ChestnutTree
- CoffeeBush
- Corn
- Dandelion
- Eggplant
- Kohlrabi
- Mangrove
- Maple
- Oak
- Pine
- Potato
- Soybean
- Spadderdock
- Sunflower
- Wheat
probably only
- Birch
- ChestnutTree
- Maple
- Oak
- Pine
or not?
according to asset ripper , Mangrove is a tree
and if you cut down a Mangrove does it leave behind a stump?
i can add it there in the next version as a default tree but i'm not sure about the stump
I'm not disputing that, but it doesn't show up in the game
I'm afraid to ask, it not show with, or without no stumps ?
The beaver cut it, takes the 2 logs, and the stump immediately disappears. Then they just plant a new tree
with NoStumps but without Mangrove in config
Affected_Trees:
- Birch
- Chestnut
- Maple
- Oak
- Pine
Never mind, important is that no stumps is working. Anyway, I don't use mangrove for lumber 🤣
It probably wouldn't have happened if Mangrove was there, but since the stump is not visible in the game, I didn't put it there
Update
# Allowed trees affected by modifications
Affected_Trees:
- Birch
- Chestnut
- Maple
- Oak
- Pine
- Mangrove
Auto_Remove_Dead_Plants:
# Automatically removes all dead trees, plants, bushes from which nothing can be obtained. If something can still be obtained from the object, it will keep it even if it is dead
Enabled: true
# Allowed plants affected by modifications
Ignored_Plants:
# If the plant is mature, it ignores it and does not remove it
Mature:
- Chestnut
- Maple
- Pine
- Mangrove
# If the plant is seedling, it ignores it and does not remove it
Seedling:
#- Blueberry
You can now ignore the deletion of plants that have a specific yield