HungryPathing 0.1.0 alpha
Pre-releaseFirst alpha. Game 1.1.2.4, requires the Harmony mod.
Working beavers plan food and water around their shift instead of waiting for the penalty, and eat at the closest stocked storage while on the job.
What changes (employed adults, working hours only)
- A 3-hour buffer through the game's own
HoursWarningThreshold, set by two partial blueprints for Hunger and Thirst. Beavers honor it the way bots already do. - Just in time: leave for the closest stocked storage early enough to arrive with the buffer in hand.
- Pre-fuel: top off when a storage is within half an hour's walk and the beaver would not last the rest of the shift.
- Builder job check: a builder who has just reserved a site it would not last at lets it go, through the game's own unreserve path, and tops off first.
- Closest storage by walking time, for the mod's trips and for the game's penalty-state trips during working hours. A higher-scoring food wins only within a quarter hour of extra walking. Off duty the game's variety-seeking is untouched.
Why
In the base game a working beaver only leaves a job once the need is already at zero, and the district picks the food group with the most need points before it looks at distance. Sixteen of seventeen foods carry a variety need, so berries next to the site lose to bread at the center. In a 357-beaver save at the end of a shift, 90 adults were within three hours of the hunger penalty; 193 of the last 200 eating trips started during working hours with a median walk of about an hour.
Guardrails
Decisions read only simulation state and the game's path queries, with fixed iteration order and tie-breaks. Nothing is written to saves. Path queries are capped per decision. A unit of food restores a fixed amount and the game refuses one that would not fit, so consumption per day is unchanged.
Status
Builds against 1.1.2.4 with no warnings, every hook resolves against the game's assemblies, and the planner checks pass. First live run: three in-game days in a 330-adult colony, played twice from the same save, the second time as a BeaverBuddies host with a guest whose mod list matched. No exceptions; both runs produced identical daily counters and identical co-op consistency hashes. Per day the rules started roughly 50 just-in-time trips, 90 to 145 pre-fuel trips and redirected 12 to 15 penalty-state trips, at about 8,000 path queries. Still one colony and three days, so still an alpha. If anything in the mod throws, it logs the stack trace once and switches itself off for the session. Please post the [HungryPathing] lines from Player.log if anything looks off.
Install
Unzip into Documents\Timberborn\Mods so that Mods\HungryPathing\version-1.1\manifest.json exists, enable it in the mod manager. Settings in version-1.1\HungryPathing.cfg; in multiplayer every player needs the same version and an identical settings file.