Timberborn

Timberborn

Moddable Weather [U7 ✅]
103 Comments
Щука 30 Aug @ 9:55pm 
Oh, that was awkward...
Luke ✞ Jesus Saves ✞  [author] 30 Aug @ 10:42am 
Yes I mentioned it in the description. Not compatible with map editor
Щука 30 Aug @ 2:44am 
The mod crashes the game when you try to access the map editor or create a new one. Is that the way it's meant to be?
Luke ✞ Jesus Saves ✞  [author] 29 Aug @ 1:10pm 
Well if it's still random and within the configured range then I would like to say you are unlucky 😅 Note that editing the settings do not work right away, only in the next cycle because the lenght is already determined at the start of one.
Imricdaelf120741 28 Aug @ 9:23am 
Am I just unlucky with the lengths of the seasons consistently above the average? I'll keep fiddling with the settings but most of the droughts (even the first ones) have been much too long (at the higher end of whatever settings I had used).
Overall I'm happy with the mod, it's fun and pretty varied.
Luke ✞ Jesus Saves ✞  [author] 20 Aug @ 2:50pm 
That's strange but I have heard a similar report before. In the end we couldn't find out what was causing the issue. Do you happen to have something blocking Windows' registry (if you are on Windows)? The settings are stored there by Unity. You can check "HKEY_CURRENT_USER\Software\Mechanistry\Timberborn" and see if the setting is correctly saved.
T.Hybrid21 20 Aug @ 11:53am 
I'm not in the discord but also it's not-- the initial import works fine. What happens is I import the exported JSON, it looks like it's imported and set correctly, but then I close the settings/go into my save, and it's just put them back to last settings they were manually put to.

I don't know if looking at the export would change anything about that. (Also sorry took me a while to reply r i p).
Akinare 9 Aug @ 12:06am 
@Luke oh, that's great, thx! : )
Luke ✞ Jesus Saves ✞  [author] 8 Aug @ 11:37pm 
@Akinare so I happen to have a look at your I18n mod and now I understand what you meant. With v7.1.3 update, each weather now has their own description text/key so you don't have to put them all together anymore :) All related mods are updated as well.
Luke ✞ Jesus Saves ✞  [author] 8 Aug @ 11:02pm 
I just tested, the function still works on my side. Could you send me the file you exported please? Thanks!
Luke ✞ Jesus Saves ✞  [author] 5 Aug @ 8:32pm 
Oh... I hope there is nothing I update that broke the Import/Export function. It's been a while since I touched it so I don't actually test that function everytime I make an update. Could be related to a recent update of Mod Settings. If you are in Discord, could you send me the exported JSON file please? I will investigate in case it only happens to you.
T.Hybrid21 5 Aug @ 1:26am 
For some reason when I import settings for this, it just resets back to whatever settings I manually set them to before. Which means no easy just import to swap my settings between certain saves. Very fun though. Just an annoying thing I've noticed.
Luke ✞ Jesus Saves ✞  [author] 1 Aug @ 2:12pm 
Glad you enjoy it. That's why there is a "Start Cycle" option for Single Weather mode. Make sure you are prepared by then ;)
Seraphin 1 Aug @ 2:06pm 
So, as I happened to get two droughts and even a bad tide in a row recently without any fresh water inbetween, I'd really like to say thank you again for Single Weather Mode. It's very enjoyable to survive that one and it gives a reason to prepare very well ... though it would have killed my settlement in an early game stage for sure. :-D

The only sad thing was to see the last surviving trees outside the reach of my reservoirs to finally die out. :-( ... but also the reason to expand them further to regrow them. :-D
Commander Snake9 20 Jul @ 12:51pm 
ok thanks
Luke ✞ Jesus Saves ✞  [author] 19 Jul @ 9:40pm 
Yes, options are applied globally and not per-save. However weather is already decided one cycle ahead so changing it won't apply until the next season (and in some case, even the following one).
Commander Snake9 19 Jul @ 9:29pm 
can there be or is there a option to edit the weather after the save is created
Luke ✞ Jesus Saves ✞  [author] 19 Jul @ 8:59pm 
Modders can choose whatever text they want for each option (like Enable <weather name>), it's just the default ones I provided uses the template to reduce repetition and faster development.
Akinare 17 Jul @ 6:31am 
A little suggestion: could you separate LV.MW.EnableWeather into individual IDs for each weather? This would help with defining custom weather in the MOD. (or add a tip after title of new weather?)
Luke ✞ Jesus Saves ✞  [author] 9 Jul @ 12:58am 
> max strength of water source is 8

Yes this is correct, game's cap in the code. You can intervene with certain tools to remove the cap but normally, 8 is what you can get. I think because if the water is > 8, there's not enough flow for it to flow out and cause weird looking water column. Bad Water Source has 9 tiles so way more space.
Akinare 8 Jul @ 9:12am 
Hi, I have tried different values for the Monsoon maximum multiplier, but max strength of water source is 8, while badwater source is basic + multiplier. Do I miss sth? And if someone has asked this question, please tell me : )
Mathessobe 6 Jul @ 4:29pm 
Ok, thanks :)
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 4:23pm 
Yeah you may need to ask that on Discord I think (on the official Timberborn discord there is #mod-creators channel), easier to discuss than on Steam comments.
Mathessobe 6 Jul @ 4:16pm 
I am trying to create and run a modified version of the mod where the weather progress bar isn't reversed
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 4:01pm 
I am not sure what you are trying to do. The mod from Steam is compiled from my source code on GitHub so you can use it from right here, but to compile it yourself you will have to modify quite a few Properties in the build. See https://datvm.github.io/TimberbornMods/ModdingGuide/advanced-modding
Mathessobe 6 Jul @ 2:55pm 
It isn't working because I am not installing the mod properly from GitHub. How do I do it correctly?
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 1:35pm 
Yes that should be where the code for it is. As for why Mod Settings isn't recognizing it I am not sure why. Do you have two mods with the same ID enabled at the same time? Make sure the ModId properties are correct too.
Mathessobe 6 Jul @ 12:44pm 
Isn't the "UpdatePanel()" method in the "ModdableWeatherPanel" file what's causing this?
I tried downloading the mod locally and change the method but it seems that "Mod Settings" isn't recognizing it and i can't access the settings
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 12:21pm 
Purely my preference. Just kidding, I coded it and realized it was reversed compared to the original but well, it serves the purpose :P
Mathessobe 6 Jul @ 3:10am 
why is the weather progress bar reversed?
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 2:05pm 
Thanks, and what you asked is already a thing ;) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3508139186
IngoKnieto 2 Jul @ 11:32am 
Very cool mod! Reminds me of the floods you could make with certain water source strengths in U4, finally having this feature back is great.

Additional feature request: bad water monsoons :)
My_Lord 1 Jul @ 5:58am 
Makes the game really really really easy sadly
YoungPetr 27 Jun @ 12:30am 
thank you for the confirmation. does anyone have any known specific settings or at least rough numbers so i dont have to start tweaking from scratch, please?
Luke ✞ Jesus Saves ✞  [author] 26 Jun @ 6:25pm 
Yes, you can add tweak the number in the Settings manually. It's true the more haz weather types you have, the slower they get harder, you can reduce the number of handicap cycle if you like. Now that you reminded me of that, I had a plan for "wildcard handicap", i.e. the handicap goes harder no matter the kind of weather it was.

Single weather may make it harder depends on how you tweak it. It was in response to a request to blur away the difference between hazardous and temperate weather.
YoungPetr 26 Jun @ 5:17pm 
i absolutely love this after trying it out for a while. however i tried to put everything on hard, except of shortening temperate, which is off. im in cycle 8 and by series of good luck i barely had any challenge, always monsune or rain. what i find might be an issue is the speed at which hazardous wether increases in duration - you have less droughts so they increase slower. do you guys have any way of making this a hard-level challenge? is is what single weather mode is for? or did you tweak out the handicap cycles?
digital_mouse 26 Jun @ 8:23am 
The mod seems to be throwing an error I do not know why I really tried to get it too work probably is one of the most interesting mods on the workshop would love to get it working throwing error, not using anything but you're mods.
Luke ✞ Jesus Saves ✞  [author] 23 Jun @ 4:19pm 
One way to confirm if my mod is working properly or not is to make the chance to 10% or 90% for example and see if you actually have fewer or more temperate single weather. Also with More Logs Mod, you can see how the mod decide stuff printed out. Spoiler though because the next cycle's Temperate Weather and Single mode are printed out there.
Luke ✞ Jesus Saves ✞  [author] 23 Jun @ 4:18pm 
Hi,
First one, programming a modded weather is already up to the modder, they should have no issue adding any effect they want, including making a new weather or modifying this current Rain weather.

About the 2nd question, this is what the mod does, say you set Single mode to 30% and Temperate to 50%
1. Roll a number from 0 to 99, if smaller than 30, it's a single weather (if not, nothing further, it's not a single weather cycle).
2. Roll a number from 0 to 49, if smaller than 50, it's a temperate, if not, it's a hazardous weather.
3a. If temperate, roll a temperate season as usual (could be rain, temperate or anything you chose), and assign a 0-day "placeholder" hazardous weather.
3b. If hazardous, roll a hazardous season as usual, and assign a 0-day "placeholder" temperate weather.

So yeah if you have way more hazardous weather at 50% chance, you were just unlucky ;)
Lotenicalicus 23 Jun @ 11:51am 
Hi Luke! A couple of questions...
The first is (again) about rain: could it be possible to add an output multiplier like the one of the monsoon? This way if someone wanted to add some kind of effect on water, they could do it by increasing the output.
The second about the Single Weather Temperate chance: if I set it to 50, does it mean that I will have 50% chance of Temperate and 50% chance of Hazardous or does it mean that I will have a chance of 50 of Temperate over 100 of Hazardous? I am asking because I set it to 50 but it seems I am gettin way more Hazardous weather. But maybe I am just unlucky :D
Thank you again for this amazing mod!
Seraphin 21 Jun @ 1:18am 
You're welcome, I couldn't enjoy it if you wouldn't make it possible. :-D

Just an idea, how about "faking" the forecast as a workaround? Is there any way of file management for example, with which you could temporarily replace the forecast image for the skipped season by the proper one?

By the way, as I asked once, your mod and "Ebb and Flow" works perfectly fine together.
Luke ✞ Jesus Saves ✞  [author] 20 Jun @ 12:56pm 
Yes, they are just 0-day temperate or hazardous weather when that happens to ensure compatibility :D glad you are enjoying it.
Seraphin 20 Jun @ 12:54pm 
Oops, sorry for not checking the description first. :-D

Thanks for clarification, so your mod doesn't change the next non-hazardous season being hazardous, but it skips the non-hazardous season once it happens. Now I do understand. Thanks. :-)
Luke ✞ Jesus Saves ✞  [author] 20 Jun @ 12:43pm 
Hi as noted in the description, Forecast won't work with single weather because when you start a season, the single weather starts immediately. So you have Cycle 3 as Badtide and Cycle 4 as Badtide for example, when you are in Cycle 3, the game has no knowledge of Cycle 4 and Single weather, thinking it would be a temperate next but it's in fact a 0-day temperate weather and Badtide of Cycle 4 starts immediately.
Seraphin 20 Jun @ 12:24pm 
Hi Luke. Today I started to use single weather. Once I had a bad tide, which forecasted a temperate season ... but when the season changed, there was a new bad tide.

Guess it is a bug, that a wrong forecast is shown?
Vas 16 Jun @ 5:47am 
Well, certainly makes it impossible to succeed, I mean early game on hard difficulty you barely get by. Having two 15 day droughts in a row when you couldn't possibly have gotten enough material to build up and save does make it impossible. I disabled the double weather thing though since it results in completely impossible scenarios. Its only for late game risk taking.
Luke ✞ Jesus Saves ✞  [author] 15 Jun @ 9:46pm 
"Two droughts in a row" - this is exactly what it's supposed to do. You had two cycles of hazardous-only weather.
Vas 15 Jun @ 12:14am 
It might have just been because of the current weather at the time of loading. Might have taken 2 cycles to fully take effect when I disabled the Single Weather mode. I'm not sure what happened there, so I'd have to restart to figure it out if its working and stuff. Just leaving an extra message here on my thoughts when I continued for a while.
Vas 14 Jun @ 9:20pm 
Its still not honoring single weather mode, and its become a problem even so. Two droughts in a row with no water at all, it killed my colony.

Single Weather mode would be nice if it could ensure that no-water events cannot run concurrently. I'm gonna disable single weather now and revert to an earlier save.
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 7:32pm 
v7.1.1: Fixed Single Weather mode does not honor "Start Cycle" option.

I forgot to mention the other part, you are right that the Start Cycle was ignored. I fixed it, thanks.