diff --git a/PRODUCT.md b/PRODUCT.md
index e052a54..c5d2f7a 100644
--- a/PRODUCT.md
+++ b/PRODUCT.md
@@ -69,7 +69,8 @@ on one map, links them only through Trading Post barter, and still offers ordina
- **Away players keep their colony:** by default a colony is never handed over while its player is away. A friend
can look after it (Y), and automatic hand-over after a set number of days away is opt-in, for groups where
someone may not come back.
- - **Sharing power** (not played yet): the **Power Export Facility** (Power tab; 20 gears, 20 planks and 20 logs,
+ - **Sharing power** (not played yet; only in the 1.4.0-rc32 pre-release, so not on the site until a release with it
+ is GitHub's Latest): the **Power Export Facility** (Power tab; 20 gears, 20 planks and 20 logs,
10 of each a half; 200 science), two halves with a worker each, sends one colony's spare power to another (**Send power to …**, with
**Charge my batteries first** and **Use my batteries for …**). Power never joins between colonies otherwise;
Ctrl+P shows every colony's power and H opens the Power window. It trades nothing: payment is a Trading Post barter.
@@ -92,7 +93,8 @@ on one map, links them only through Trading Post barter, and still offers ordina
5. **Every player has the same game version and the exact same download. Update together:** a different build
cannot join (*Multiplayer build mismatch*).
-**Status:** beta, current version **1.4.0-rc32** (a release candidate, GitHub's Latest; its changes are not played yet). The site names the newest published release,
+**Status:** beta, current version **1.4.0-rc31** (a release candidate, GitHub's Latest; its changes are not played yet).
+**1.4.0-rc32** (sharing power) is a pre-release for testing: the site describes rc31 until rc32 or later is Latest. The site names the newest published release,
and `docs/assets/release.js` fills the version badges from GitHub. 1.4.0 has not been released yet. It is built for
Timberborn **1.1.2.4**, and only the Steam version on Windows has been tested. It passes a large automated test
suite, and every feature has been played except mixed factions and sharing power (12+ hours in one game with no desync). Players should play
diff --git a/docs/index.html b/docs/index.html
index 651ebc6..e18f61c 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -62,7 +62,7 @@
Install guide
-
1.4.0-rc32Timberborn 1.1.2.4Beta: back up your saves
+
1.4.0-rc31Timberborn 1.1.2.4Beta: back up your saves
@@ -243,7 +243,7 @@
Everyone needs
Download the zip
-
From the newest release, download TimberTogether-1.4.0-rc32.zip under Assets (not "Source code"). Got a zip from your host? Use that one.
+
From the newest release, download TimberTogether-1.4.0-rc31.zip under Assets (not "Source code"). Got a zip from your host? Use that one.
Close Timberborn
@@ -269,7 +269,7 @@
Enable the mods
Before you join: compare three things with your host
All three must match.
-
The mod
1.4.0-rc32
The mod list shows Timber Together with its version.
+
The mod
1.4.0-rc31
The mod list shows Timber Together with its version.
The game
Timberborn 1.1.2.4
The same Timberborn version for everyone.
The download
The same zip
The same file, not only the same number.
@@ -322,11 +322,6 @@
Folktails and Iron Teeth together Not played yetThe host ticks Mixed factions on the New Game page, and each player picks a faction in the room. Your colony gets your faction's toolbar, beavers, bots and buildings. Between factions, Trading Posts carry the goods both use, and science, but not beavers.
Needs every faction unlocked on the host's computer, and no other faction mod; otherwise the box is greyed and says why.
-
-
Sharing power Not played yet
-
Build a Power Export Facility (Power tab) between two colonies. Each half needs its colony's road, a shaft at its end, and a worker. Tick Send power to … on your half, and your spare power goes to them.
-
Power goes one way between two colonies, and each colony can pass it on. H opens the Power window. To pay for it, trade at a Trading Post.
-
Away for a while? Your colony waits
Your colony is kept for you. To keep it running, press Y → Let … look after it. Your friend presses Run this colony to play it, and Back to your colony when done. Take it back any time.
@@ -339,7 +334,6 @@
Your colony, your rules
Yours alone
Your districts, beavers, stock, working hours and marks. Nobody else can change your buildings, and your beavers work only for you.
Build anywhere
No land and no borders: build right up to a neighbor. The one rule: your roads never join theirs. Ctrl+L shows every colony's roads.
-
Your own power
Your power never joins a neighbor's, except through a Power Export Facility. Ctrl+P shows every colony's power.
Your own science
With Separate science and unlocks ticked (the default), each colony earns its own science and unlocks its own buildings.
Remembered by the save
The save knows you by your Steam ID, so you get the same colony whoever hosts.
Shared by everyone
Speed, pause, pings, chat, saving, and the map itself: water, droughts, badwater and weather.
@@ -457,7 +451,7 @@
Also included
Beta: what's been played
-
The release candidate for 1.4.0. Automated checks cover everything here, and all but two features have been played. Play on a copy of your save and keep backups.
+
The release candidate for 1.4.0. Automated checks cover everything here, and all but one feature has been played. Play on a copy of your save and keep backups.
@@ -479,7 +473,6 @@
Played in real games
Not played yet
Folktails and Iron Teeth together.
-
Sharing power through a Power Export Facility.
@@ -556,24 +549,24 @@
Troubleshooting
-
What's in 1.4.0-rc32
+
What's in 1.4.0-rc31
- 1.4.0-rc32
+ 1.4.0-rc31
The release candidate for 1.4.0. Everyone in a game needs this build.
The Power Export Facility sends your spare power to another colony. Tick Send power to … on your half: they get only what they can use, after your own buildings.
-
Your power stays yours
-
Two colonies' power never joins, except through a facility. Ctrl+P shows every colony's power.
-
The Power window
-
Press H to see where power goes, your networks and facilities, and every colony's power.
+
+
Type the whole trade
+
Offer 101 logs for 2 gears, or 500 for 500. Nothing is refused. The game carries exactly that, up to 100 of each a round, and Rounds shows how many.
+
Your own colony, everywhere you look
+
The Global history graphs, the wellbeing window and a good's stock chart show only your colony.
+
A cleaner colonies window
+
The Trading Posts and colonies window (Y) matches the game's own windows, with readable text.
Enable Timber Together in the mod manager and restart the game.
Check the game version: Timberborn 1.1 (tested on 1.1.2.4).
-
Search %USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.log for Timber Together v1.4.0-rc32 is loaded!. If it's there, the mod loaded.
+
Search %USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.log for Timber Together v1.4.0-rc31 is loaded!. If it's there, the mod loaded.
@@ -224,20 +224,6 @@
Colonies and trading
-
- "That would join another colony's power"
-
-
A shaft or powered building of yours would connect to theirs. Keep your shafts a cell apart; to share power, put a Power Export Facility between them. Ctrl+P shows whose power is whose.
-
-
-
-
- No power crosses a Power Export Facility
-
-
Select your half: its panel says what's missing. Each half needs its colony's road at its door, a shaft at its end, and a worker at work. Power crosses only when one side has some to spare and the other can use it.