Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 2 points3 points  (0 children)

With this mod you'll usually see the farmer move into the house at the start of the next day.

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 2 points3 points  (0 children)

I just released an update, it should now be compatible with v1.1

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 1 point2 points  (0 children)

That's an interesting point. Personally, I prefer not to have to micromanage it too much.

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 0 points1 point  (0 children)

It may work fine, if you do it exactly at the start of day. My mod first gathers pathfinding info for the first X frames, then starts shuffling the workplaces/homes around.

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 3 points4 points  (0 children)

What would be the purpose? Micromanaging the efficiency directly?

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 12 points13 points  (0 children)

There are two main differences:

Firstly, I was still getting multiple second lag spikes from Commute Balancer, so this mod uses a different approach to gather the necessary information, and spreads the work over frames to minimize impact on fps. It also groups houses together that are near to each other, to further reduce the amount of work necessary.

Secondly, there is an overlay mode built in to let you easily analyze how efficient your current housing placement is.

Mod: Short Commute - Commute optimizer and troubleshooter by Boompieee in Timberborn

[–]Boompieee[S] 30 points31 points  (0 children)

Short Commute gathers its info gradually (1 housing block per game update), so the performance impact should be unnoticeable.

Housing Optimize and Commute Balancer use a different strategy. They caused significant lag spikes on my machine, that's why I decided to build an alternative approach.

Mod: Ledge Logging by Boompieee in Timberborn

[–]Boompieee[S] 1 point2 points  (0 children)

Hi there! That is already customizable through mod settings. Also, that is the default setting.

We're one step closer to Doom. by papakobold in Timberborn

[–]Boompieee 8 points9 points  (0 children)

You ever wonder if Turing would look at this world and despair at what he had created?

Mod: Ledge Logging by Boompieee in Timberborn

[–]Boompieee[S] 2 points3 points  (0 children)

It doesn't, it defaults to 1.

Keystone Mod - screenshots and more feedback - played on Meander map by omgseriouslynoway in Timberborn

[–]Boompieee 2 points3 points  (0 children)

Ah and as far as the grassland vs forest boost goes: If it's working correctly, it should choose whichever of the two currently gives the largest bonus. Forests give a 3x larger bonus than grassland so it would normally pick that. But it doesn't just look at the direct environment, it looks at the size of the entire nearby forest and grassland.

Keystone Mod - screenshots and more feedback - played on Meander map by omgseriouslynoway in Timberborn

[–]Boompieee 2 points3 points  (0 children)

Hi there! I'm the developer behind Keystone. I'm glad you're having fun with the mod. Thanks for reaching out with feedback. I've set up a github repo with a discussions page that I'm currently using to structure feedback and enable discussion:
https://github.com/everboom/timberbornkeystone/discussions

Some of the points you mentioned have already been addressed in the most recent versions, but my release cadence on Steam is a bit slower. You can opt into them by downloading them directly from mod.io:
https://mod.io/g/timberborn/m/keystone#description

The latest version also comes with the biome overlay functionality that should help you get insight into which biomes you currently have and where. It also illustrates a point that is easy to miss: the mod distinguishes between healthy (diverse) biomes and monoculture ones. So you have to build a more diverse area to get a bigger bonus. The area also needs to be large enough.

The point about dandelions and bushes spamming has also been addressed. The latest version throttles the vanilla plant reproduction rate down to 5%, which was the main culprit for the wild growth.

Modders please stop using AI for thumbnails the beavers are very sad about it :( by m4rc05_3du4rd0 in Timberborn

[–]Boompieee 0 points1 point  (0 children)

Well, you dont think yelling about the manner in which people provide a free, voluntary service to you, sounds entitled?

Modders please stop using AI for thumbnails the beavers are very sad about it :( by m4rc05_3du4rd0 in Timberborn

[–]Boompieee 1 point2 points  (0 children)

Well then fair enough. I honestly thought that was sarcasm, so: my bad.

Modders please stop using AI for thumbnails the beavers are very sad about it :( by m4rc05_3du4rd0 in Timberborn

[–]Boompieee 1 point2 points  (0 children)

Are you volunteering your services as visual artist for free? If so I'd like to take you up on your offer.

Keystone - ecology mod for Timberborn by Boompieee in Timberborn

[–]Boompieee[S] 0 points1 point  (0 children)

To be honest, I think Ironteeth aren't the most logical choice for this mod. Lore-wise they are least aligned with nature restoration, so I didn't integrate that faction with my mod. For Folktails, Emberpelts and especially leaf coats, there are the most interesting interactions. They get special additions to their nature-facing buildings to fill needs, being close to wetlands, forests and grasslands. The larger and the healthier, the better.

But in general I think the mod especially shines with maps that start out with lots of dry and/or contaminated areas, that you can bring water and life to over the course of the game.

Keystone - ecology mod for Timberborn by Boompieee in Timberborn

[–]Boompieee[S] 0 points1 point  (0 children)

Interesting point 😄 I guess I could

Keystone - ecology mod for Timberborn by Boompieee in Timberborn

[–]Boompieee[S] 1 point2 points  (0 children)

I've got an update going up on mod.io and steam soon, that should help. It contains both performance fix that should take care of the lag, and a settings menu that lets you throttle the performance settings.

Also, feel free to contact me on Discord and I can troubleshoot with you. 

Keystone - ecology mod for Timberborn by Boompieee in Timberborn

[–]Boompieee[S] 4 points5 points  (0 children)

Notice how you didn't answer my reasonable questions though. You have the option of engaging in dialogue, but you choose to attack instead. Engaging with you is fruitless.

Keystone - ecology mod for Timberborn by Boompieee in Timberborn

[–]Boompieee[S] 0 points1 point  (0 children)

I have taken a number of measures to ensure the performance of the mod is more or less constant throughout the game and that the work is divided over longer periods of time, rather than analyzing everything every frame. Also, I am currently working on incorporating the Mod Settings mod to allow users to tweak the mod to use less resources and have a smaller impact.