Timberborn

Timberborn

Automation
Showing 1-10 of 24 entries
< 1  2  3 >
Update: 5 Sep @ 11:09pm

v2.7.1
* [Fix] Fix the "can plant" template definition.

Update: 5 Sep @ 10:39pm

v2.7.0
* [Feature] Add debug signals for district stock tracking: `Debug.DistrictStockTracker.<GoodId>`.
* [Feature] Add `Collectable.Ready` signal that tells how many gatherable or cuttable resources are in the range.
* [Feature] Add `Plantable.Ready` signal that tells how many plantable resources can be planted in the range.
* [Feature #82] Add templates to pause buildings if they can't gather or cut anything.
* [Feature] Add a template to pause buildings if they can't plant trees or crops.
* [Feature] Implemented extensions support to allow other mods to modify rules options.
* [Change] `ModdedWeather` mod support moved into a separate extension mod: `Automation+ModdedWeather`.
* [Fix] In "describe mode," show action argument values as real numbers instead of script fixed point values.
* [Fix] Don't change the floodgate height if it is already at the desired level. It may trigger "water deletion" without any useful effect.

Update: 22 Jun @ 9:30pm

v2.6.0
  • [Change] Make input field in script editor multi-line.
  • [Change] Better handling the script errors in both UI and the execution phases.
  • [Change #106] Allow choosing if the values should be evaluated or "described" in the UI. Check the settings dialog.
  • [Fix #115] InvalidOperationException: Condition already activated.

Update: 18 Jun @ 6:58pm

v2.5.8
  • [Fix] Properly convert the legacy seasons names into the season IDs.
  • [Fix] Add a missing localization string for the settings dialog.

Update: 17 Jun @ 10:02pm

v2.5.7
  • [Change] Don't crash if the modded seasons can't be loaded. Ignore the specs and use the standard seasons instead.
  • [Fix] Fix a crash during a game load under some circumstances.

Update: 16 Jun @ 11:25pm

v2.5.6
  • [Feature] Allow disabling arguments and values checking in the scripts via settings.
  • [Feature] Add `Debug.Ticker` signal. You asked for it, you got it! Now you can use `Debug.Ticker` signal to get your rules executed every tick.
  • [Feature] Load weather seasons from the game blueprints. This allows the modded seasons to work, given the mod that introduces them follows the specs naming convention.
  • [Change] Improve circular execution detection.
  • [Fix #103] Signals not restored on a game load.
  • [Fix #104] Game crashes with ModdableWeather mod.
  • [Fix #107] Signal values may not be truly global.
  • [Fix #109] Add a debug option to re-evaluate scripts on a game load.

Update: 5 Jun @ 6:52pm

v2.5.0
  • [Feature] Special short description for the rules that check signal value to itself: "signal change condition."
  • [Feature #150] Add Modulo (`mod`) Operator.
  • [Change] Rules that cannot execute on unfinished buildings are now grayed in the rule list.
  • [Fix #101] Crash from circular execution of rule.
  • [Fix #104] Game crashes with ModdableWeather mod.
  • [Fix #102] NullReferenceException: Object reference not set to an instance of an object.

Update: 3 Jun @ 8:06pm

v2.4.4
  • [Feature #86] Add multi-value support for the custom signals. Signal values can be aggregated via name suffix: `.Min`, `.Max`, `.Sum`, `.Avg`, and `.Count`. Not available in constructor.
  • [Feature #88] Allow operator `add` accepting multiple arguments.
  • [Feature #91] Allow extra comment styles in rule importing: prefixes `;` and `//`; and multi-line comments `/* ... */` and `#| ... |#`.

Update: 27 May @ 9:39pm

v2.2.3, patch for `0.7.8.9`
  • [Fix #90] The placement tools prematurely place the building after an automation tool was used.

Update: 27 May @ 12:10am

v2.3.1
  • [Change] Support Timberborn `0.7.9.0`. Incompatible with the previous versions of Update 7.
  • [Feature] Add import/export feature for the rules.
  • [Fix #90] The placement tools prematurely place the building after an automation tool was used.