From 8d77ad1329131f1a10e99ce8a2050a1c99f11271 Mon Sep 17 00:00:00 2001 From: Kyler Ramsey Date: Wed, 30 Sep 2026 21:20:20 -0700 Subject: [PATCH] Site back to 1.4.0-rc31, GitHub's Latest again; 1.4.0-rc32 is a pre-release The site describes the Latest release, and pre-releases change nothing on it: docs/ is as the rc31 release left it (version text, release plate, played status, keys), without the Power Export Facility, which is only in the rc32 pre-release. PRODUCT.md records both. Co-Authored-By: Claude Opus 5.5 --- PRODUCT.md | 6 ++++-- docs/index.html | 33 +++++++++++++-------------------- docs/install.html | 12 +++++------- docs/troubleshooting.html | 16 +--------------- 4 files changed, 23 insertions(+), 44 deletions(-) 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

  1. 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.

  2. 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.

      All releases · Changelog

      -
      -

      Share power with a neighbor

      -

      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.

      diff --git a/docs/install.html b/docs/install.html index 16eb708..435bbea 100644 --- a/docs/install.html +++ b/docs/install.html @@ -87,7 +87,7 @@

      Install the mod

      1. 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.

      2. Close Timberborn

        @@ -109,7 +109,7 @@

        Enable the mods

      To check the download, run this in PowerShell where you saved it, and compare with the SHA-256 on the release page:

      -
      Get-FileHash .\TimberTogether-1.4.0-rc32.zip -Algorithm SHA256
      +
      Get-FileHash .\TimberTogether-1.4.0-rc31.zip -Algorithm SHA256
      @@ -119,7 +119,7 @@

      Compare with your host

      - + @@ -131,9 +131,9 @@

      Compare with your host

      Check it loaded

        -
      • The mod list shows Timber Together with version 1.4.0-rc32.
      • +
      • The mod list shows Timber Together with version 1.4.0-rc31.
      • The main menu has a Join co-op game button.
      • -
      • Your game log, %USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.log, contains the line Timber Together v1.4.0-rc32 is loaded!
      • +
      • Your game log, %USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.log, contains the line Timber Together v1.4.0-rc31 is loaded!

      If it isn't there, see The mod doesn't load.

      @@ -260,9 +260,7 @@

      Keys

      - - diff --git a/docs/troubleshooting.html b/docs/troubleshooting.html index 926870a..21a0e12 100644 --- a/docs/troubleshooting.html +++ b/docs/troubleshooting.html @@ -90,7 +90,7 @@

      Installing and loading

    • Install and enable Harmony and Mod Settings.
    • 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.

      -
      -
      -
      Ctrl+K says this is one shared colony
      WhatShould readWhere to look
      The mod1.4.0-rc32The mod list shows Timber Together with its version.
      The mod1.4.0-rc31The mod list shows Timber Together with its version.
      The game1.1.2.4The same Timberborn version for everyone.
      The downloadThe same zipThe same file, not only the same number: compare the SHA-256 if in doubt.
      Ctrl+KFound your colony, if you have none.
      Ctrl+LShow every colony's roads in its color.
      Ctrl+PShow every colony's power in its color.
      YYour Trading Posts and every colony.
      HThe Power window.
      EnterType in the chat.
      HomeBack to your colony. Click a name in the connection panel to go to that player.
      Ctrl+Shift+JWrite a diagnostics report.