Timberborn

Timberborn

SmartPower
Showing 1-10 of 17 entries
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Update: 10 Apr @ 8:14pm

v1.13.3
  • Update to support game version `0.7.3.1`.

Update: 4 Apr @ 5:18pm

v1.13.2
  • Update to support game version `0.7.2.0`.
  • [Fix] The suspended generator doesn't resume if paused or generator automation disabled.
  • [Fix] All generators get automation enabled once the mod is added to an existing game. The existing generators should stay "off" be default.

Update: 26 Feb @ 12:46am

v1.13.1
  • [Fix] The Engines don't start on the game load if the automation was enabled.
  • [Fix] The Engines suspended state doesn't restore on the game load.
  • [Fix] The consumers suspended state doesn't restore on the game load.

Update: 13 Feb @ 10:40pm

v1.13.0
  • Support Update 7. Now, it doesn't require TimberAPI.

Update: 20 Dec, 2024 @ 9:00pm

v1.12.6
  • [Fix] Enable power regulation for non-workshop buildings.

Update: 16 Dec, 2024 @ 12:29am

v1.12.5
  • [Enhancement] Allow changing settings in the game.

Update: 3 Dec, 2024 @ 9:48pm

v1.12.4
  • Full refactoring of the power balancing logic.
  • [Enhancement] Consumers can be configured to stop/start if there is not enough power in the network.
  • [Enhancement] Display status for when the batteries aren't used (a positive balance) or are depleted (a negative balance and no charge).
  • [Enhancement] Show a floating icon over the suspended buildings. Configurable via settings.

Update: 25 Sep, 2024 @ 9:40pm

v1.11.2
  • [Fix] "Apply to all generators" button is not resized.

Update: 21 Sep, 2024 @ 5:22pm

v1.11.1
  • [Update] Some internal changes in preparation of upcoming TAPI update.

Update: 15 Sep, 2024 @ 5:52pm

v1.11.0
  • [Enhancement] Add `frFR` locale file. Thanks to Erazil@Discord.
  • [Fix] Smart logic doesn't work on powered attractions and manufactories.