Hungry Pathing
Fed before the whistle, not after.
A Timberborn mod for working beavers. They eat and drink in time, at the closest stocked storage, with three hours to spare. No more working to zero, then crossing the map for a fancier meal.
- Working hours only. Off duty the game's own behavior runs unchanged, so evenings keep their variety.
- Closest stocked storage while working. A fancier food wins only when it costs at most a quarter hour more walking.
- Same amount eaten. Only the timing moves.
- Built for co-op, tuned in one file. Players stay in step on the same
HungryPathing.cfg.
Beta. Latest: preview. One 355-beaver colony ran it for 36 in-game days, nearly all in co-op. The current release hasn't been played in a live colony yet. Try it on a copy of your save first. What is tested, and what isn't
It leaves 9:30 into the shift, walks 1:00, and eats with 3:00 still in hand.
The game’s own timing: it works until the bar is empty 13:30 into the shift, then walks 1:00 to food in the penalty.
The canteen rules
In the base game a working beaver leaves the job only once hunger or thirst hits zero. Then it walks to whichever food scores the most, however far away. During working hours, the mod plans ahead and walks less.
Three hours to spare
Hunger and Thirst get three hours of warning, a setting the game already uses for bots. Working beavers keep that buffer instead of running the bar to zero.
Leave just in time
A beaver at a far site measures the walk to the closest stocked storage. It leaves early enough to arrive with the buffer still in hand.
Top off when it's near
If food is within half an hour's walk and the beaver won't last the rest of the shift plus the buffer, it eats now. Think breakfast before work, or a hauler passing a warehouse.
Builders check first
A builder who has just taken a site it would not last at lets the site go and tops off first. The site goes back to the pool for the next builder.
Nearest canteen
The mod's trips, and the game's own penalty-state trips during working hours, go to the storage with the shortest walk for that need.
After the whistle
Evenings and days off run the game's own behavior, so beavers still seek out variety and wellbeing buildings.
Measured in a real colony
A 355-beaver colony an hour before the end of the shift, read straight from the saves. Same map, same hour, without and with the mod.
| Measure | Without the mod | With the mod |
|---|---|---|
| In the hunger or thirst penalty | 15 | 0 |
| Within 3 hours of a penalty | 117 | 0 |
| Median walk per working-hour eating trip | 0.96 h | 0.72 h |
| Trips started in the last 4 hours of the shift | 49 | 21 |
| Beavers mid-trip walking past a closer stocked storage | 2 of 18 | 0 of 11 |
The walks that remain are distance to any stocked storage at all: the median beaver in that colony works 84 tiles from the nearest food. Method and full numbers are in TESTING.md.
How it works
The mod decides; the game does the walking, the reserving and the eating.
A planner beside the worker
Each adult beaver gets a planner. The game asks it each time the beaver is about to pick up its next piece of work.
It measures, not guesses
Hours left until a need hits zero, hours left in the shift, and the real walk to the nearest stocked storages, using the game's own path queries.
It hands the trip to the game
When a rule fires, the planner starts one of the game's own trips to a storage. A save records it like any other trip.
Good to know
Built for large colonies and for co-op, with a few deliberate edges.
Supported
- Hunger and Thirst by default; any need met by goods in storages can be added
- Every rule, threshold and cost bound is a line in the settings file,
HungryPathing.cfg - One summary line per in-game day in the log, and optional per-trip diagnostics
- Folktails tested; Iron Teeth expected to work, untested (see tubeways)
Not included
- Carrying rations into the field
- Predicting where a hauler is about to go (the shift rule covers them)
- Changes to pathfinding or to the district system
- An in-game settings screen, for now
Nothing is saved
Saves hold nothing from the mod. You can add it to or remove it from any colony, at any time.
Fails on its own
If a game update moves one of the five hooks, the mod stays off and says so in the log. If the mod hits an error, it switches itself off for the rest of that game and says so in a dialog.
A well-fed beaver isn't checked again until a rule could apply. A beaver near a trigger re-checks every half hour of game time, at most eight path queries per need. The daily log line reports the totals.
Compatibility
- Game version
Timberborn 1.1.2.4.
- Co-op
Built for co-op. Every player needs the same version of the mod, the same game version and an identical settings file. Compare the
Simulation settings:line each log prints at startup (co-op setup).With Timber Together and separate colonies, each beaver plans by its own colony's working hours. Beavers only use storages in their own district, so colonies never eat from each other's storage.
- Other mods
Requires Harmony from the Steam Workshop. A mod that also edits the Hunger or Thirst blueprints can change the buffer, depending on load order. A mod that replaces how beavers pick food would overlap.
- Language
No interface text, except one dialog in English if the mod switches itself off after an error. Log lines are in English.
What is tested, and what isn't
A beta: one colony's worth of play, plus offline checks. Try it on a copy of your save first.
Played
- 36 in-game days in one single-district Folktails colony of 330 to 355 adults, nearly all as a BeaverBuddies host with a guest. The table above comes from that colony's saves.
- Three days replayed from the same save gave identical counters and co-op hashes.
- The one error found there, in the builder job check on a first construction day, is fixed.
Not yet
- The current release in a live colony (offline checks only).
- The builder rule's decisions on a construction-heavy day.
- A Timber Together game where a colony set its own working hours.
- The switch-off dialog in a real game.
- Iron Teeth, and anything but Windows.
Two minutes to install
- Harmony from the Steam Workshop.
- The zip under Assets on the release page, not Source code, extracted into
Documents\Timberborn\Mods. - Enable both in the mod manager.