Employment Manager

⭐ — (0 endorsements) 📥 2,403 downloads 📅 2/19/2025
🟡 Updated this year

By 76561198010623560 · Mod, Update 1.0, Update 0.7, Update 0.6, Quality of life, Buildings

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 2/19/2026 📅 Created: 2/19/2025

🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

This Mod automatically employs beavers based on district goods. You can set triggers when to employ and un-employ beavers from a building, depending on the amount of goods in the district. The sliders represent the relative amount of goods in the district (0%-100%). If multiple products or ingredients are in the recipe, the lower amount gets chosen for evaluation. In the product automation, the lower threshold marks the point where to employ beavers, and the higher threshold marks the point where to un-employ beavers. In the ingredients automation, the lower threshold marks where to un-employ beavers, and the higher threshold marks the point where to employ beavers. Additionally, you can also automatically pause depending on the available power. If a battery is connected, the thresholds are the relative amount of energy available in the network. If no battery is connected, the power efficiency is used instead. This feature is disabled when the smart power mod is enabled. Yielding Buildings, like the gatherer or farmhouse are unsupported. === Note: for U7, it nows depend on TimberApi UIBuilder instead of TimberApi (for U6). Please pick the correct dependency based on your game. This mod is NOT mine. It is made by @Ximsa and is uploaded on mod.io. I am permitted by the author to upload and maintain it here.

📊 Mod Details

Game
Timberborn Mods
Author
76561198010623560
Version
N/A
Downloads
2,403
Endorsements
0
Category
Mod, Update 1.0, Update 0.7, Update 0.6, Quality of life, Buildings
Created
2/19/2025
Updated
2/19/2026

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