Troubleshooting
Almost everything the mod does shows up in the game log. Most problems are one search away.
The mod doesn't appear in the mod manager
- Likely cause
- The folder is in the wrong place or nested one level too deep, so the game can't find
manifest.json.
- Fix
-
- Close Timberborn.
- Open
Documents\Timberborn\Mods and check that this file exists: HungryPathing\version-1.1\manifest.json.
- If it is at
HungryPathing\HungryPathing\version-1.1\manifest.json instead, move the inner folder up a level.
- Make sure you extracted the whole zip.
Scripts\HungryPathing.dll and Needs\ must sit next to manifest.json (the exact layout).
- Start the game again.
The mod is listed but there are no [HungryPathing] lines in the log
- Likely cause
- The mod is disabled in the mod manager, or Harmony is missing or disabled. Without Harmony the game can't load the mod's code and logs an error naming
HarmonyLib instead.
- Fix
-
- In the mod manager, enable Harmony first, then Hungry Pathing, and restart.
- Search the log for
HarmonyLib. If an error names it, install Harmony from the Steam Workshop.
The log says "A hook could not be installed; the game runs unmodified"
- Likely cause
- A game update moved one of the mod's five hooks. The mod then stays off, on purpose, and the game runs as if it weren't installed.
- Fix
- Check the releases page for a build that names your game version. If there is none, report it with the warning line, which names the hook. Your colony is unaffected in the meantime.
"Needs in this game" shows a buffer of 0h
- Likely cause
- The mod's two buffer files were not applied. Either the
Needs folder is missing from version-1.1, or another mod that edits the Hunger or Thirst blueprint loads after this one and sets the buffer back to zero.
- Fix
-
- Check that
version-1.1\Needs\Need.Beaver.Hunger.blueprint.json and the Thirst file exist.
- If another mod edits those blueprints, set
WarningHours = 3 in HungryPathing.cfg. It overrides the blueprint value.
With a buffer of 0h the just-in-time rule waits until the last moment and pre-fuel fires less, but nothing breaks.
A dialog or the log says the mod "switched off" after an error
- Likely cause
- The mod hit an error and switched itself off, or one part of itself, for the rest of that game. The dialog says what beavers on that computer do now. The log repeats
Day N: switched off on this computer ... on every later day.
- Fix
-
- In co-op, the other computers may still run the mod, so the games can drift apart. Before playing on, the host saves and hosts that save again, and every player joins it.
- In single player, keep playing or load a save. Loading a game turns the mod back on.
- Please report it with the whole warning, including the lines after it.
- If the warning comes back at the same point, set
Enabled = false on every computer until a fix is out.
Beavers still walk across the map to eat
- Likely cause
- The nearby storage is not usable for that beaver at that moment, or the trip is not one the mod controls.
- Check
-
- Is the storage in the beaver's district? Beavers only see storages registered with their own district center.
- Does it hold food or water right now? Units already reserved by beavers on their way count as gone, so a small warehouse can be empty for the next arrival.
- Is the beaver off duty? Evenings run the game's own behavior on purpose, and that is where variety-seeking happens.
- Is it a penalty-state trip during work? The mod redirects those only while
RedirectCriticalTrips = true.
- Read the daily
Day N: trips started by rule line. If every count is zero, the mod never acts: check the buffer and that Enabled = true. Set Diagnostics = true to see each trip and its walking time.
Everyone heads for food at the start of the shift
- What is happening
- The pre-fuel rule. A beaver that won't last the shift plus the buffer, with food within half an hour, tops off before starting work. The first morning after installing, many beavers qualify at once; after a day it settles down to the ones the evening missed.
- If you want less of it
- Lower
PreFuelNearFoodHours so only beavers right next to food do it. Or set PreFuel = false and keep the just-in-time rule.
A builder keeps letting go of the same site
- What should happen
- A builder lets a site go at most once per half hour of game time (
RetryHours), tops off, then takes the next site the game hands it. If it drops a site again and again without eating, the food it counted on was gone when it arrived.
- Fix
- Set
BuilderJobCheck = false for now and report it with Diagnostics = true lines around the event. The other rules keep working.
Stutter in a big colony
- What to look at
- The daily line ends with the number of path queries the mod made. Several thousand a day for a few hundred beavers is normal and cheap (about 7,500 in the 355-beaver test colony). Tens of thousands is not.
- Fix
- Lower
CandidateLimit (path queries per check), raise RetryHours (time between checks), or lower JustInTimeLeadHours (how early walks are measured). In co-op, every player changes them together.
A co-op game drifts apart after installing the mod
- Likely cause
- The players run different versions of the mod, different game versions or different settings files. Or the mod switched off on one computer only; that computer's log has
Day N: switched off lines.
- Fix
- Compare the
Simulation settings: line each player's log prints at startup, and the version in the loading. line. Make them identical. Then the host saves and hosts that save again, and every player joins it.
Finding the game log
Timberborn writes a log every time it runs. On Windows it is here:
%USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.log
Paste that into the File Explorer address bar to open it. Player-prev.log next to it is the previous session, useful if the game crashed. Search the file for [HungryPathing]. You'll see:
[HungryPathing] <version> loading., the settings line, Hooks installed (5/5). and Active. when the mod started normally.
Needs in this game: ... once a colony is running, with the buffer per need.
Day N: trips started by rule: ... once per in-game day.
Switched off for the rest of this game ... and a stack trace if the mod hit an error, then Day N: switched off on this computer ... on each later day.
No [HungryPathing] lines at all means the game never loaded the mod: see the first fix.
Reporting a problem
Open an issue on GitHub and include as much of this as you can:
- The mod version (from the mod manager, or the
loading. log line) and your Timberborn version.
- Whether you use BeaverBuddies, and which other mods are enabled.
- What you did, what you expected, and what happened instead.
- Every
[HungryPathing] line from Player.log, especially the settings line, the Needs in this game line, the daily summaries and any warning with the lines after it.