Timberborn

Timberborn

Automation
154 Comments
ihsoft  [author] 4 Oct @ 8:59pm 
@OldGamer Thankls for the report. Will be fixed in the next version.
OldGamer 1 Oct @ 8:08am 
Hi Igor,
Small bug in the 'add' function. When adding up to two warehouses, everything works fine. However, if a third is added, it's visible in script mode, but only the first two are shown when saving. Is there a solution?
Seraphin 29 Sep @ 8:44am 
Thank you for your response.
ihsoft  [author] 27 Sep @ 7:24pm 
@Seaphin, the comments section is not a very good place for discussions. I moved your questions to https://gtm.steamproxy.vip/workshop/filedetails/discussion/3324234282/4635988093614225284/ and added my comments. Check them out.
Seraphin 25 Sep @ 11:09am 
2/2

Also I miss signals for power usage to pause/unpause buildings, but I'm aware you made a separate full mod for power, guess I need to check it out, if it's usefull to me. I don't know if it's already included, as I didn't unlock batteries yet, how about at least being able to read the stored power if not included yet?

And as someone asked already below, I'd also like to support sluices being able to set a contamination signal, just like the gauges. They already messure it in vanilla. If there is already a sluice in the river, a separate gauge my be redundant and as it's 3 tiles high, it doesn't always fit into a place visually.
Seraphin 25 Sep @ 11:09am 
Hi Igor, first I wanna say thank you very much for this mod. I just started to use it recently and already using adancing more complex conditions for automatition. I really like these possibilities, even thought it gets a little confusing the more complex the scripts get.

A few questions though:

First I realized you are able to set sluices to "flow" and "no flow", but theres no way to set it back to "auto". I've got a case where I like to shut it by automatition, but instead of fully opening I'd like it to be auto. So I really would appreciate it if that one would be added? Is it missing by design? Was it forgotten? Or are there any problems involved?

1/2
ihsoft  [author] 30 Aug @ 6:53pm 
@Imricdaelf120741 Supporting other mods is always a pain. As of now there is only one mod that Automation is officially supporting: Moddable Weather. The modded weathers are offered in UI when you create rules. However, there are issues like this one: https://github.com/ihsoft/TimberbornMods/issues/118 . There can be more in the future - it's how the modding world lives).

Feel free to raise your case in the discussions section (create a thread if you want to) with the mod that you use and want to be supported in Automation. I can't promise to support all the suggested mods, but I can promise to consider every suggestion.
Imricdaelf120741 30 Aug @ 3:35pm 
For anyone who has modded foods (like berry filling for example) the simple UI if/then script might not work with this. I.E. when my fermenter fills up it pauses, then resumes when its empty. I ended up using efficiency automation settings for the fermenter making berry filling and it gave me the same end result. (Not a complaint or a real problem)

Also if you have other weather effects (like Moddable Weather) the automation settings can be a bit rough to do with the if/then. My water pumps were able to work with a long list of on/offs, but my floodgates didn't act together and had to each have the same settings. (Also not a complaint or a real problem)

Great mod though and super useful.
ihsoft  [author] 24 Aug @ 6:17pm 
@OldGamer Checkout the "Signals templates" section above (in the description). The template wth the gaage on the icon will help you to setup "the export". Once you did it, you will see "Signal: XXX" in the normal conditions UI. And the link to Wiki can also help: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)#main-concepts-of-the-scripting-approach (it's in the mod description).
OldGamer 24 Aug @ 4:38pm 
Sorry, but I don't understand your answer. Could you explain it for idiots like me?
ihsoft  [author] 24 Aug @ 2:44pm 
@OldGamer You can place gauge at the sluice and then use custom signlas to "export" contamination level. Then, you can make conditions on sluice and listen to this signal.
OldGamer 24 Aug @ 7:04am 
Hi Igor,
Would it be possible to read the contamination probe built into the sluices and act on the reading?
ihsoft  [author] 23 Aug @ 2:51am 
@CyanSloth10 Have you had a chance to read Wiki? Here: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)

You CAN send signals. Not on all conditions, though. And you definitely can have "and" and "or" operators in the conditions.
CyanSloth10 22 Aug @ 3:54pm 
First off, great mod, one thing I would love to see is the ability to send signals, say my lumberjack flags are full, so they send a signal, eg "Full" and my forester revives that signal and pauses, but then when the flag is empty, it sends one called "Empty" and the forester unpauses. Another thing I would love to see is the ability to have multiple conditions, say "if season=bad tide & beavers in district <200 then unpause". But other than that amazing mod, ill never be able to play without it.
MoonlitShade 9 Aug @ 8:36am 
@nhwhiting
It's totally possible with scripting. I can provide a simple walkthrough on how to pause a building if a different storage building is full if you'd like? Or, just check out the scripting information on the github. It's explained there.
nhwhiting 29 Jul @ 11:29pm 
Can you update the mod to include more options in the rule creator?

I was really hoping there would be a way to turn of buildings if the goods in the colony were above a certain amount
ihsoft  [author] 2 Jul @ 7:40pm 
@maxvar Are you at the latest version (2.6.0)? Please, share your save file in a discussions thread (or on Discord).
maxvar 29 Jun @ 5:34am 
Very promising (I honestly hate pop management with pods for IT!), but somehow unusable on my side - FPS drops from 100 to 3-5 when this mod is enabled.
If anyone knows how to fix this, please help.
Feniks 21 Jun @ 12:18pm 
Having the same crash with Automation but this time vs Progressive Difficulty. Game attempts to patch automation with the new seasons but it fails to find the event and crashes:

Aperion.FreeFlow: Mod started
2025-06-21 20:09:40.576 ProgressiveDifficulty Info ProgressiveDifficultyStarter.StartMod():30 Start Patching
2025-06-21 20:09:40.632 ProgressiveDifficulty Info ProgressiveDifficultyStarter.StartMod():45 Automation Mod detected... Patch Started
First uncaught exception at 2025-06-21 20:09:40Z
Stopping all root objects in active scene
Exception: Parameter "event" not found in method System.Void IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent::OnHazardousWeatherStartedEvent(Timberborn.HazardousWeatherSystem.HazardousWeatherStartedEvent _)
darkdroider 19 Jun @ 8:48pm 
good. thanks
ihsoft  [author] 19 Jun @ 5:26pm 
@darkdroider This is a question to the game developers. This mod cannot address it, but I asked one of the game devs in Discord if they would like to consider this feature.
darkdroider 19 Jun @ 9:48am 
I play on cloud gaming, and every time I need to reconfigure the game's mods and configs. Is there any way to synchronize all this, via mod (there is no access to files in the VM)???
NiJaS 19 Jun @ 4:50am 
I see, thanks cool thanks
ihsoft  [author] 18 Jun @ 7:00pm 
@NiJaS You can, but not via the constructor. The constructor supports only one condition. Via script, you can define any condition. E.g. "(and (...) (...) (...))".
NiJaS 18 Jun @ 6:21am 
Can i do an If .... and ...
then ?
ihsoft  [author] 17 Jun @ 7:06pm 
@OUTTATIME88 This time, it's not Automation to blame. It seems you have "Moddable Bindito" mod, and its the most recent version causes it. Try uninstalling the mod. Or wait till its author fixes it.
OUTTATIME88 17 Jun @ 12:30pm 
just had this crash with updated version on new game load

v0.7.9.4-957f3c3-sw
Exception: ISpecService is no longer SpecService
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.LoadWeatherIds () (at <0f348ad9b7bc4b01b928a75bd49c1b20>:0)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.PostLoad () (at <0f348ad9b7bc4b01b928a75bd49c1b20>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Vas 15 Jun @ 12:15am 
@Ihsoft, I can't view discord. I was banned years ago, and can't find a way to get the moderators to talk with me on an appeal. From what I heard, any and all bans are permanent regardless of what happened. :/

I will await release though.
Reaper 14 Jun @ 10:38pm 
Had assumed it was a server for the mod/ your mods, not the game as a whole. Guess I could've found that after all lol

Thanks!
ihsoft  [author] 14 Jun @ 9:56pm 
@Vas, all the Moddable Weather fixes are for now in pre-release. v2.5.5 is the last (see the Discord channel). It will get released soon.

@Reaper, Thanks a lot for pointing this out! I modified the description to let people join the server.
Reaper 14 Jun @ 3:05am 
Your Discord link here is a link to a channel, rather than an invite for people to be able to join
Vas 13 Jun @ 7:05pm 
Damn, had waited a while in hopes that it'd be working again, but its not. Still broken when used with Moddable Weathers. Even if you don't use any automations that detect weather types. I really need this to fix early game worker issues.
https://pastebin.com/ukypZvY5 (Full Log)
naoufel_gamer 9 Jun @ 1:51am 
is it compatibel with U7
Vas 8 Jun @ 5:59pm 
So the author of Moddable Weathers believes that this crash is probably Automation.
https://pastebin.com/Zy1QpwKY
In the map start settings, when I was starting the game and all, I disabled Drought and Bad Tide because Moddable Weather had its own drought and such.
OUTTATIME88 6 Jun @ 9:50am 
hello, there is a crash related to having this mod and moddable weather in regards to badtides, would it be possible for you to have a looksee please? there is a discussion on mod weather page with the crash report
wafwaf 4 Jun @ 5:09am 
hello,I unsubscribed and resubscribed to "automation" with version v2.4.4 everything works without problem
ihsoft  [author] 3 Jun @ 3:20pm 
@Crow Please, post your logs to the "Discussions" (not here! here are "Comments"). I'm pretty sure your game keeps using the old mod version.
Crowfooted 3 Jun @ 12:12pm 
@ihsoft I've tried re-downloading mods and still no dice. To clarify this mod was working fine two days ago but there was a minor patch yesterday and since then I've not had any luck.
Vas 3 Jun @ 12:01pm 
Yea, is too bad Valve is too much of a jackass to admit their own workshop is broken. Blaming it on every user instead. They literally closed my ticket by force, telling me "You're network's fault, not ours" when I reported this bug. So the only way to get them to pay attention is if everyone who can't get the mods to update automatically, files support tickets to complain about the same issue. That is the only way we'll ever get this fixed.
ihsoft  [author] 2 Jun @ 10:08pm 
To all who has crashes. You need to update the mod to version 2.3.1 (at least). Steams is not very well with teh versions, so most likely after the recent update your game still running the old mod version, which is incompatible with the update. One way to do it, unsubscribe and subscribe back to Automation. Or do full files validation of the game - this will also trigger mods refresh.
ihsoft  [author] 2 Jun @ 10:05pm 
@OldGamer, please, switch to discussions: https://gtm.steamproxy.vip/workshop/filedetails/discussion/3324234282/599652477751595940/?ctp=2#c599654387854355359 . Comments are a bad place for long threads.
OldGamer 2 Jun @ 8:57pm 
@DreeseDatalink
Mine works fine after deactivating all MODs and reactivating them one by one until reaching the problematic MOD '4Wdistrictcenter', after deactivating it everything works correctly
DreeseDatalink 2 Jun @ 6:39pm 
This mod appears to be crashing the game on load after the most recent game patch
OldGamer 2 Jun @ 4:03pm 
@ihsoft
Can you clarify this question?

@ i8aMooCow
What you describe is exactly why I thought I needed the timer.

However, after some thought, I found another way to prevent contamination from seeping into the channels that distribute the pure water.

Simply installing a Gauge and reading the contamination signal is enough; you just have to wait until the contamination level reaches 0 to activate whatever you want.
For a combination of separate bad water and clean water gates, I use the following script:


if ((or (eq (sig.Weather.Season) 'temperate') (eq (sig.Weather.Season) 'drought'))
then (act Floodgate.SetHeight 0)
if ((or (eq (sig.Weather.Season) 'badtide') (ge (sig Signals.Gauge.red1) 1))
then (act Floodgate.SetHeight 200)

This script is for the clean water gate.

... continue on next msg (more than 1000 chars)
OldGamer 2 Jun @ 4:00pm 

if ((or (eq (sig.Weather.Season) 'badtide') (ge (sig Signals.Gauge.red1) 1))
then (act Floodgate.SetHeight 0)
if ((eq (sig Signals.Gauge.red1) 0))
then (act Floodgate.SetHeight 200)


This one is for the bad water gate.

The only question I have is what happens when you have more than one Gauge on the same map. How does the MOD know which Gauge it should read?

@ihsoft
Can you clarify this question?
i8aMooCow 2 Jun @ 1:06pm 
This is an awesome mod. I've been having a blast automating stuff all over the place.

To add onto what @OldGamer said though, some sort of timer trigger would be awesome. Right now I'm automating floodgates for badtides, and I want to open my "termperate weather" floodgates a set time after the season switches. Ie, badtide -> temperate + 6 hours, in order to give a little extra time for badwater to flush out of the channels. Not sure if that's possible right now, but I'm assuming not, since there's no way to trigger on the time.
Crowfooted 2 Jun @ 10:11am 
This mod appears to be crashing the game on load after the most recent game patch (today).
Vas 2 Jun @ 8:01am 
I'll try and come up with some more examples of things in a bit. Just working on my Ark server right now. :P
ihsoft  [author] 1 Jun @ 7:02pm 
@OldGamer Thanks for the warm words, it matters a lot to me! As for the timer. There are technical complications on implementing it, but you're not the first who ask for it. So, it's worth giving it a second thought. Do you mind coming into the discussion thread with your use-cases that need it? The more stories we have, the better things can be done.

@Vas Editing things is one side of the UI problem. The other side: showing the data in the UI panel. It's very narrow, and showing there long strings never looked good to me. But I probably can figure out a way to "collapse" multiple "then" rows. Hmm. It's worth thinking of.
Vas 30 May @ 8:20pm 
Ah, so I gotta come up with another example for ya huh? x3 I'm sure my original example works well enough, however, as it would be about the same thing. Plus Minus buttons after with arrows to move things around if needed. Not sure it would be since they would all execute so quickly it wouldn't be noticeable which order it runs in.