Timberborn

Timberborn

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Weather Scientific Projects (Legacy)
   
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10 Mar @ 8:59pm
11 Apr @ 10:20pm
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Weather Scientific Projects (Legacy)

Description
This is the legacy version

You can still continue to use this version if you prefer not to use Moddable Weather. This mod does not work well with Moddable Weather.

For the latest and compatible mod with Moddable Weather, please use this version.

This is an expansion mod for Scientific Projects that add weather-related projects to the game.

Bad weather warning extension:
- Galesniffer's Totem: Warnings of bad weather come +1 day earlier. A simple pole where your beavers can 'sniff' the wind for early weather hints.
- Mistweaver's Dial: Warnings of bad weather come +1 day earlier. A dial that can predict the weather based on the humidity and air pressure.
- Thunderhub's Spire (daily project): Warnings of bad weather come +1 day earlier per Level. A tall spire that can detect the electric charge in the air. Does not cost science after the warning.

Bad weather prediction:
- Weather Forecasting: Predict the bad weather of this cycle. The accuracy starts at 20% at the first day and increases by 5% every day.
For example, in the screenshot it says "75% drought, lasts 5-11d" meaning the prediction accuracy is 75% (very likely it will be drought), and the drought will last anywhere between 5-11 days. The day range also gets narrower as the prediction accuracy increases.

- Starlit Precision: Weather Forecasting now starts with additional 20% accuracy on the first day of the cycle (to 40%).
- Hydrological Analysis (daily project): Add 1% accuracy per Level to Weather Forecasting everyday, up to 10% a day.

Water source Strength:

These projects let you increase or decrease the water source strength. You need to unlock a one-time project to access the ongoing projects separately for fresh and bad water source:

- Flowmaster's Conduit: Allow you to increase the strength of Water sources, up to +200%.
- Tidebreaker's Gate: Allow you to decrease the strength of Water sources, up to -80%.

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Mod source code and donation: https://github.com/datvm/TimberbornMods/tree/master/ScientificProjects

v7.2.1: Should work with April 10 update now.
v7.1.1-2: should work with Apr 02 update now.
v7.1.0: added Lore texts as supported by Scientific Projects 7.1.0. Hopefully it didn't break anything 😅
v7.0.1: fixed Bad weather warning extension being unstable and causing missing notifications. This mod now needs Harmony as a dependency, and need Scientific Project minimum v7.0.4
27 Comments
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 1:37pm 
This mod now acts as a legacy version. v7.3.0 is released separately here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498474788 because it works with (and requires) Moddable Weather. You can continue to use this version probably without any issue but if I make any update, it will be to the new one. The new one also get the 3 Emergency Drill projects moved over.
Vas 27 May @ 10:13pm 
So because of my 5 or 6 days earlier weather warning, it seems I can't get weather forecasting. I think that should be visible during the early warning as well as before the warning.

As per the Emergencies, not sure which of your mods added those. :P They seem to be one time use only. I used them just to see what they did really. Might need a way to restore them or perhaps increase their cost each use with some sort of minimum cycle delay like 5 cycles between each use?
Luke ✞ Jesus Saves ✞  [author] 26 May @ 11:17am 
That's strange... Pretty sure the weather is rolled and decided at the start of the cycle (including those without badtides). At 100%, both the name and duration should be correct, and drought can not last for only 1 day. Unless there is other mods' interference, there is no way my code can show something else because the info is there already...
bryanW 26 May @ 11:11am 
(likely due to hardcoded override for first few seasons, if it rolls badweather, but you have set it to only have bad water after the 5th cycle, prediction still says "bad tide" but since it can't have bad tide during those first few seasons, it actually is a drought.
bryanW 26 May @ 11:08am 
incorrect weather(season) forecast during first few seasons (predicts badweather 100% lasting 1 day, but was actually a drought. (custom map settings may be partially to blame, tweaked all the numbers before starting.
WillChua 17 Apr @ 10:37pm 
Strange, the "Flowmaster's Conduit" buff on the fresh water source disappear after i reload the save. It happen after a bad tide. During the bad tide, the fresh water source got the "Flowmaster's Conduit" buff, i assumed because i increase the bad water source strength, after the bad tide ended, the buff remain on the fresh water source. I'll check in the next bad tide cycle if it still occurred.
Luke ✞ Jesus Saves ✞  [author] 17 Apr @ 8:40am 
Hi how did you confirm that the Fresh Water source also increase? I have just checked with both Dev Mode and my Super Cursor mod. The Fresh water source never increased. Do you see the "Flowmaster's Conduit" buff on the Fresh water when this happens? I only see that buff on the Badwater source as intended. If it still happens, please send me the save you are having the issue, I will investigate. Thank you.
WillChua 17 Apr @ 8:19am 
i noticed when i increase the bad water source strength, the fresh water source also increase. Even i didn't add science point to it. (I found out after a bad tide ended, during the temperate cycle the fresh water source still increase it strength.)
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 10:23pm 
v7.2.1: Should work with April 10 update now.
Luke ✞ Jesus Saves ✞  [author] 3 Apr @ 12:05pm 
v7.1.1: should work with Apr 02 update now.

Thank you so much for telling me. I made a mistake and thought this one didn't crash with the update. You should be able to play it with the latest version now :)