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v0.0.5.2 - Mod hotfix

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@dowlle dowlle released this 18 May 11:45
· 35 commits to main since this release

Pre-Alpha Playtest - Mod Hotfix

Pre-alpha. Mod-only hotfix on top of v0.0.5. The APWorld and YAML template are byte-identical to v0.0.5 - keep using the ones from the v0.0.5 release on the server side. Provided as-is, no warranty.

v0.0.5.2 fixes an unwinnable Wonder goal on all existing seeds. If you are playing with Wonder as your goal (or have the Wonder milestone enabled), update to this version.

What was broken

The Wonder goal requires building the faction wonder:

  • Folktails: Earth Recultivator (20000 science)
  • Iron Teeth: Earth Repopulator (20000 science)

The mod's vanilla-science-blocker (VanillaUnlockBlocker) sets every AP-managed building's science cost to int.MaxValue at load time so buildings can only be unlocked by receiving them as AP items. Both wonder buildings were listed in the AP building dictionary (needed so the client recognises them) but were intentionally excluded from the AP item pool (no Blueprint: Earth Repopulator or Blueprint: Earth Recultivator item exists). This left both wonders locked at int.MaxValue science cost with no AP item to unlock them - the Wonder goal was permanently impossible.

The fix (workaround, not the final fix)

VanillaUnlockBlocker now skips EarthRecultivator.Folktails and EarthRepopulator.IronTeeth in its blocker loop. Both wonder buildings retain their vanilla science cost (20000 SC) and unlock through normal in-game science progression once you have enough science points. No AP item is needed - spend 20000 science and the build button appears.

This is compatible with all existing v0.0.5 / v0.0.5.1 seeds. The APWorld is unchanged.

This is a workaround, not the AP-correct fix. The proper fix is to add Blueprint: Earth Recultivator and Blueprint: Earth Repopulator as receivable items in the multiworld so the wonder is shuffled like every other blueprint, instead of always-available once you grind 20000 science. That requires APWorld changes and would break compatibility with v0.0.5 seeds, so it's deferred to v0.0.6. For now: Wonder goal is completable on existing seeds; in v0.0.6 the wonder will be a proper AP item check.

Everything shipped in v0.0.5.1 and v0.0.5 is also in v0.0.5.2

For the v0.0.5.1 save-corruption fixes see the v0.0.5.1 release notes. For the v0.0.5 hazardous weather redesign and the full feature list, see the v0.0.5 release notes.

Known issues (unchanged from v0.0.5.1)

  • Hungry / Thirsty Beavers traps silent no-op. NeedManager reflection paths don't resolve against the current Timberborn.NeedSystem.dll. The trap-fire summary log line still appears even when the effect can't be applied.
  • T3 progression items can land at T1 shop slots. Fill algorithm places items based on slot access rules but doesn't tier-gate by item requirements.
  • Boosts apply to bots in addition to beavers. BonusManager attaches to both.
  • "Unknown location: Victory: Population" warning on goal completion. Cosmetic, goal still fires correctly.
  • Water Storage goal silent-fail on both factions (broken GoodId reflection path; deferred to v0.0.6+).
  • Bots goal unwinnable on Folktails (no faction-gating in _resolve_goals; deferred to v0.0.6+).
  • Hotkeys fire while typing in Archipelago text fields. Typing "P" pauses the game, etc. Workaround: open the AP panel from the main menu (no game running).

Installation

  1. Extract Archipelago.zip from this release into your Timberborn mods folder (Documents/Timberborn/Mods/), overwriting your existing install.
  2. Server side: no changes. Keep your existing timberborn.apworld and Timberborn.yaml from v0.0.5. Both are unchanged in this hotfix.
  3. Requires Archipelago 0.6.7.

Changelog since v0.0.5.1

Mod:

  • Fix wonder buildings (Earth Recultivator / Earth Repopulator) blocked by VanillaUnlockBlocker - both now unlock through vanilla science progression (20000 SC)
  • Bump manifest to v0.0.5.2

APWorld: no changes (byte-identical to v0.0.5 on the server side).