Install guide

Extract one folder, enable the mod next to Harmony, and check one log line. About two minutes.

Requirements

  • Timberborn 1.1.2.4 or a compatible 1.1 build.
  • Harmony from the Steam Workshop, version 2.4.1 or newer, installed and enabled.
  • A Mods folder inside your Timberborn user folder, normally Documents\Timberborn\Mods. If it doesn't exist yet, start the game once or create it yourself.

The mod has been built and checked on Windows only. If your Timberborn user folder is somewhere else, use the Mods folder there.

Install

  1. Close Timberborn

    Mods are loaded when the game starts, so quit it first.

  2. Download the zip

    On the latest release, choose HungryPathing-X.Y.Z.zip under Assets, not Source code.

    File:

  3. Extract it into your Mods folder

    Right-click the zip, choose Extract All, and pick Documents\Timberborn\Mods. The result must look exactly like this:

    Documents\Timberborn\Mods\
      HungryPathing\
        version-1.1\
          manifest.json
          HungryPathing.cfg
          Scripts\
            HungryPathing.dll
          Needs\
            Need.Beaver.Hunger.blueprint.json
            Need.Beaver.Thirst.blueprint.json
        README.md
        LICENSE

    If you see HungryPathing\HungryPathing\version-1.1, the folder is nested one level too deep. Move the inner folder up.

  4. Start Timberborn and enable the mod

    In the game's mod manager, enable Harmony and Hungry Pathing. Restart the game if it asks you to.

Check that it works

Load a colony and let it run for a moment. Then open the game log (where to find it) and search for [HungryPathing]. You should see, in order:

[HungryPathing] <version> loading.
[HungryPathing] Settings read from ...
[HungryPathing] Simulation settings: Enabled=True Needs=Hunger,Thirst WarningHours=0 ...
[HungryPathing] Hooks installed (5/5).
[HungryPathing] Active. One summary line per in-game day follows while a game runs.
[HungryPathing] Needs in this game: Hunger: buffer 3h, decays 0.8/day so a full bar lasts 30h; Thirst: buffer 3h, ...

<version> is the version you installed, and the ... parts vary. Check these three:

Hooks installed (5/5).
All five of the mod's hooks attached to the game. Anything else means a game update moved one (what to do).
Hunger: buffer 3h ... Thirst: buffer 3h
The three-hour buffer is in place for both needs.
Simulation settings: ...
The values the mod uses. In co-op, every player's line must read the same.

After each in-game day, a summary line says how often each rule fired. It looks like this (made-up numbers):

[HungryPathing] Day 319: trips started by rule: just-in-time 41, pre-fuel 87, builder job 3 (of 60 job checks), critical redirected 9. 2160 evaluations, 4 failed launches, 3104 path queries.
Beta

One 355-beaver colony has run the mod for 36 in-game days, nearly all as a BeaverBuddies host. The one error found there is fixed. The current release hasn't been played in a live colony yet, so try it on a copy of your save first.

If something doesn't look right, see Troubleshooting.

Settings

Settings are key = value lines in version-1.1\HungryPathing.cfg. The defaults give the behavior on the overview. The ones you're most likely to change:

WarningHoursThe buffer. 0 uses the blueprints' 3 hours; any other value overrides it.
PreFuel, JustInTime, BuilderJobCheck, WorkTimeClosestFood, RedirectCriticalTripsEach rule on or off, to try them one at a time.
Diagnosticstrue logs one line per trip the mod starts. Verbose.
Enabledfalse leaves the game's behavior untouched while the mod stays installed.

Restart the game after editing. CONFIGURATION.md lists every key, with tuning notes.

Using it in co-op

The mod changes what beavers decide, so it is part of the simulation.

Same version, same settings file, every player

Every player installs the same version of the mod, runs the same game version and uses an identical HungryPathing.cfg. Only DailyReport and Diagnostics may differ. At startup the log prints one Simulation settings: line. If two players' lines differ, their games will drift apart.

For a first co-op session with this beta, load a single-player copy of the save first and read the log.

If a Hungry Pathing dialog says the mod switched off, see what to do in co-op.

Updating

  1. Close Timberborn.
  2. Download the zip from the latest release. In co-op, every player updates to the same version.
  3. If you edited HungryPathing.cfg, keep a copy: the zip ships the defaults.
  4. Extract the zip into the same Mods folder and choose Replace when asked about existing files.
  5. Start the game and confirm Hungry Pathing is still enabled in the mod manager.

Nothing is stored in saves, so there's nothing to migrate.

Uninstalling

Disable the mod in the mod manager, or close the game and delete Documents\Timberborn\Mods\HungryPathing. Your saves are unaffected. Beavers go back to the game's own behavior the next time you load.