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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?
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.
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
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.
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.
Would it be possible to read the contamination probe built into the sluices and act on the reading?
You CAN send signals. Not on all conditions, though. And you definitely can have "and" and "or" operators in the conditions.
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.
I was really hoping there would be a way to turn of buildings if the goods in the colony were above a certain amount
If anyone knows how to fix this, please help.
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 _)
then ?
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)
I will await release though.
Thanks!
@Reaper, Thanks a lot for pointing this out! I modified the description to let people join the server.
https://pastebin.com/ukypZvY5 (Full Log)
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.
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
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)
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?
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.
@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.