Guide
Frequently asked questions
Quick answers about what MixedStorage does and how it behaves. Something not working? Try the troubleshooting guide.
General
What is MixedStorage?
A Timberborn mod that lets a single warehouse or pile store several kinds of goods. You give each good a percentage of the building's capacity. For example, a 1,200-capacity warehouse can reserve 50% for carrots (600) and 50% for gears (600).
Does it create goods or fill the building for me?
No. Percentages only reserve space. They don't create goods or instantly fill the building. Normal hauling rules decide what arrives and when.
Which buildings does it support?
Folktails: small, medium, and large warehouses; small, large, and underground piles. Iron Teeth: small, medium, and large warehouses; small industrial and large industrial piles.
Buildings keep their normal accepted goods. Tanks and map-editor reserve storage aren't included. See the supported buildings table.
Which Timberborn version does it need?
It's built against Timberborn 1.1.2.4. Other versions aren't guaranteed to work.
Why are some releases marked as pre-releases?
Newer builds are published as pre-releases first, and marked as the latest release once they've been checked in game. Automated checks cover the allocation math, geometry, native game API calls, and optional multiplayer loading, but they don't replace live gameplay testing.
Not sure which to download? The download button on this site always points to the newest release. If you'd rather stick to builds that have been checked in game, choose the one marked Latest on the releases page.
Do I need BeaverBuddies?
No. Single-player doesn't need it. You only need BeaverBuddies for multiplayer.
What happens to my existing buildings and saves?
Buildings you haven't given an allocation keep working with the game's normal single-good setting, and the editor starts from that setting. Allocations you apply are saved with the building in your save file, and existing MixedStorage allocations are preserved when you upgrade.
Is it an official Timberborn mod?
No. It's an independent community mod and isn't affiliated with Mechanistry.
Using it
Why does the total have to be exactly 100%?
So the building's whole capacity is allocated. Apply stays unavailable until the total is exactly 100%, and the line under the list tells you how much is remaining or over.
What does 0% mean?
A good at 0% is disabled in that building. Leave goods you don't want at 0%.
How precise can percentages be?
Two decimal places, so down to 0.01%.
What does Max do? How do I go back to a single good?
Max sets that good to 100% and every other good to 0% in your draft. Click Apply 100% to confirm. That's also how you give one good the whole building again.
Are my edits applied immediately?
No. Edits are drafts until you click Apply. Revert discards them, and Clear all clears the draft. Current allocations stay active until you apply a valid replacement.
Can I copy an allocation to other buildings?
Yes. Click Copy allocations, select another building, click Paste allocations, then Apply. Item limits are recalculated for the destination's capacity, and the destination must accept every copied good with a nonzero percentage. Stock, hauling mode, and hauler priority aren't copied, and the copied settings last only for the current game session.
Do Accept, Obtain, Supply, Empty, and hauler priority still work?
Yes. Those continue to use the game's own hauling system.
Does the summary at the top change when I search or filter?
No. It always shows the applied settings and actual stock, including incoming and excess goods, regardless of search or filters.
Limits and stock
How do percentages become item limits?
Each share is rounded down to whole items, then any leftover slots go to the largest fractions, so the limits always add up to the building's full capacity. The demo on the home page uses the same rounding.
Why does a good have a limit of 0, or a number I didn't expect?
Limits are whole items, so tiny shares can round to zero, especially in small buildings. The panel warns you when an allocated good rounds to 0 items. Increase its share or use larger storage.
What happens to goods above a limit I lower?
Nothing is deleted. Extra goods stay stored, are marked as excess in the summary, and can be hauled out.
What does “incoming” mean, and why can't I lower a limit?
Incoming goods are deliveries already reserved by haulers on their way. They count toward limits. If lowering a limit would conflict with them, wait for the delivery to finish and try again.
In the world
Why doesn't the visual split match my percentages exactly?
Whole visible cells can't always match a percentage exactly. Tiny shares may have no visible cell, some models may look narrower, and excess goods may not be fully represented. Use the summary for exact amounts.
Why does the banner show only one good?
Banners are single-good by design and show one representative good. If a model can't be divided, MixedStorage falls back to the original visuals.
Multiplayer and compatibility
Does it work in multiplayer?
Yes, through BeaverBuddies. Install the same MixedStorage version on every computer, alongside matching BeaverBuddies versions and Harmony. Applied allocations synchronize through BeaverBuddies, and Apply may briefly show a queued message until the next simulation tick.
Is there a separate multiplayer add-on?
No. The integration is bundled and switches on automatically when BeaverBuddies is present. If you still have the old MixedStorage-BeaverBuddies add-on, remove or disable it.
What about old multiplayer replay recordings?
Old recordings may reference the former add-on and may need the original mod versions. The integration was developed against BeaverBuddies Stability Preview for Timberborn 1.1, and other builds aren't guaranteed to be compatible.
Is it compatible with other mods?
Other mods haven't been specifically tested. If you run into a conflict, open an issue and list your enabled mods.
The project
How do I report a bug or suggest something?
Open an issue on GitHub. The troubleshooting guide lists what to include.
Where can I see what changed between versions?
In the changelog.
Where's the source code, and how do I build it?
On GitHub. The developer notes cover building and how the mod works.