Timberborn

Timberborn

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Employment Manager [U6 + U7 ✅]
   
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18 Feb @ 10:49pm
4 Apr @ 10:41am
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Employment Manager [U6 + U7 ✅]

In 1 collection by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Description
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.

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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.
24 Comments
Gauron 9 Jun @ 3:23am 
This mod crashes if you use it with the Timprove QoL mod.
ELLIOTTCABLE on Discord 30 May @ 1:23pm 
I'm a little confused about the TimberAPI situation:

- This mod says use only _one_, and says the UIBuilder version is the U7 version;
- Automation says to use the original TimberAPI, but supports U7;
- Delete That Thing somehow requires both at the same time?{

I'm bisecting the list right now, but I'm definitely getting crashes from some combination thereof. Hopefully I can narrow it down!
Vas 26 May @ 5:37pm 
Well that sucks, I'm pretty sure it used to have it. I guess I have to try and figure out Automation and switch over to it. :/
Luke ✞ Jesus Saves ✞  [author] 26 May @ 2:16pm 
The author said he would not add support for that I think. I am only an uploader for this mod.
Vas 26 May @ 1:58pm 
Ah, is this the mod thats adding the Automate Products & Ingredients? If so, its not adding it to the gather flags or anything like that, so I can't stop my beavers from working on chopping wood or gathering food when the food and logs are full.
OnlyKarlos 12 May @ 7:16pm 
While the mod still works on Update 7, I've been running into a lot more bugs than on U6. UI sometimes show multiple sliders that don't exist, workers standing still while being employed and having resources to produce - you can easily get around those by pausing and unpausing buildings or just ignoring the extra sliders.
Captain Justin 11 May @ 5:00am 
Such an awesome idea!
联动 10 May @ 1:47am 
新的问题,不知道是不是设置有数量上限,设置四五个左右,后面的无法调整百分比,会卡。
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There's a new issue. I'm not sure if there's an upper limit on the quantity set. I set it to around four or five. For the later ones, the percentage cannot be adjusted and it will lag.
联动 9 May @ 9:23pm 
原料自动化里,为什么是较低点停用呢?我没有原料了你还要停用吗?很不合理我觉得。
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In raw material automation, why is it a relatively low point to stop using it? I have no raw materials. Are you still going to stop using it? It's very unreasonable, I think.
联动 9 May @ 9:21pm 
没太搞明白用法,建议无论是材料还是产品,都采用:最低时为启用,最高时为关闭。且不是百分比控制,而是具体数量进行控制。
在使用过程中,百分比控制有些让我困惑,我不可能实时去计算它是多少。
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I didn't quite understand the usage. It is suggested that for both materials and products, the following should be adopted: activate at the lowest point and turn off at the highest point. And it is not controlled by percentages, but by specific quantities.
During the usage process, the percentage control somewhat confused me. It was impossible for me to calculate in real time what it was.