Timberborn

Timberborn

Automation
138 Comments
ihsoft  [author] 2 Jul @ 7:40pm 
@maxvar Are you at the latest version (2.6.0)? Please, share your save file in a discussions thread (or on Discord).
maxvar 29 Jun @ 5:34am 
Very promising (I honestly hate pop management with pods for IT!), but somehow unusable on my side - FPS drops from 100 to 3-5 when this mod is enabled.
If anyone knows how to fix this, please help.
Feniks 21 Jun @ 12:18pm 
Having the same crash with Automation but this time vs Progressive Difficulty. Game attempts to patch automation with the new seasons but it fails to find the event and crashes:

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 _)
darkdroider 19 Jun @ 8:48pm 
good. thanks
ihsoft  [author] 19 Jun @ 5:26pm 
@darkdroider This is a question to the game developers. This mod cannot address it, but I asked one of the game devs in Discord if they would like to consider this feature.
darkdroider 19 Jun @ 9:48am 
I play on cloud gaming, and every time I need to reconfigure the game's mods and configs. Is there any way to synchronize all this, via mod (there is no access to files in the VM)???
NiJaS *Ore wa Strika Da! 19 Jun @ 4:50am 
I see, thanks cool thanks
ihsoft  [author] 18 Jun @ 7:00pm 
@NiJaS You can, but not via the constructor. The constructor supports only one condition. Via script, you can define any condition. E.g. "(and (...) (...) (...))".
NiJaS *Ore wa Strika Da! 18 Jun @ 6:21am 
Can i do an If .... and ...
then ?
ihsoft  [author] 17 Jun @ 7:06pm 
@OUTTATIME88 This time, it's not Automation to blame. It seems you have "Moddable Bindito" mod, and its the most recent version causes it. Try uninstalling the mod. Or wait till its author fixes it.
OUTTATIME88 17 Jun @ 12:30pm 
just had this crash with updated version on new game load

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)
Vas 15 Jun @ 12:15am 
@Ihsoft, I can't view discord. I was banned years ago, and can't find a way to get the moderators to talk with me on an appeal. From what I heard, any and all bans are permanent regardless of what happened. :/

I will await release though.
Reaper 14 Jun @ 10:38pm 
Had assumed it was a server for the mod/ your mods, not the game as a whole. Guess I could've found that after all lol

Thanks!
ihsoft  [author] 14 Jun @ 9:56pm 
@Vas, all the Moddable Weather fixes are for now in pre-release. v2.5.5 is the last (see the Discord channel). It will get released soon.

@Reaper, Thanks a lot for pointing this out! I modified the description to let people join the server.
Reaper 14 Jun @ 3:05am 
Your Discord link here is a link to a channel, rather than an invite for people to be able to join
Vas 13 Jun @ 7:05pm 
Damn, had waited a while in hopes that it'd be working again, but its not. Still broken when used with Moddable Weathers. Even if you don't use any automations that detect weather types. I really need this to fix early game worker issues.
https://pastebin.com/ukypZvY5 (Full Log)
naoufel_gamer 9 Jun @ 1:51am 
is it compatibel with U7
Vas 8 Jun @ 5:59pm 
So the author of Moddable Weathers believes that this crash is probably Automation.
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.
OUTTATIME88 6 Jun @ 9:50am 
hello, there is a crash related to having this mod and moddable weather in regards to badtides, would it be possible for you to have a looksee please? there is a discussion on mod weather page with the crash report
wafwaf 4 Jun @ 5:09am 
hello,I unsubscribed and resubscribed to "automation" with version v2.4.4 everything works without problem
ihsoft  [author] 3 Jun @ 3:20pm 
@Crow Please, post your logs to the "Discussions" (not here! here are "Comments"). I'm pretty sure your game keeps using the old mod version.
Crow 3 Jun @ 12:12pm 
@ihsoft I've tried re-downloading mods and still no dice. To clarify this mod was working fine two days ago but there was a minor patch yesterday and since then I've not had any luck.
Vas 3 Jun @ 12:01pm 
Yea, is too bad Valve is too much of a jackass to admit their own workshop is broken. Blaming it on every user instead. They literally closed my ticket by force, telling me "You're network's fault, not ours" when I reported this bug. So the only way to get them to pay attention is if everyone who can't get the mods to update automatically, files support tickets to complain about the same issue. That is the only way we'll ever get this fixed.
ihsoft  [author] 2 Jun @ 10:08pm 
To all who has crashes. You need to update the mod to version 2.3.1 (at least). Steams is not very well with teh versions, so most likely after the recent update your game still running the old mod version, which is incompatible with the update. One way to do it, unsubscribe and subscribe back to Automation. Or do full files validation of the game - this will also trigger mods refresh.
ihsoft  [author] 2 Jun @ 10:05pm 
@OldGamer, please, switch to discussions: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3324234282/599652477751595940/?ctp=2#c599654387854355359 . Comments are a bad place for long threads.
OldGamer 2 Jun @ 8:57pm 
@DreeseDatalink
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
DreeseDatalink 2 Jun @ 6:39pm 
This mod appears to be crashing the game on load after the most recent game patch
OldGamer 2 Jun @ 4:03pm 
@ihsoft
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)
OldGamer 2 Jun @ 4:00pm 

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?
i8aMooCow 2 Jun @ 1:06pm 
This is an awesome mod. I've been having a blast automating stuff all over the place.

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.
Crow 2 Jun @ 10:11am 
This mod appears to be crashing the game on load after the most recent game patch (today).
Vas 2 Jun @ 8:01am 
I'll try and come up with some more examples of things in a bit. Just working on my Ark server right now. :P
ihsoft  [author] 1 Jun @ 7:02pm 
@OldGamer Thanks for the warm words, it matters a lot to me! As for the timer. There are technical complications on implementing it, but you're not the first who ask for it. So, it's worth giving it a second thought. Do you mind coming into the discussion thread with your use-cases that need it? The more stories we have, the better things can be done.

@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.
Vas 30 May @ 8:20pm 
Ah, so I gotta come up with another example for ya huh? x3 I'm sure my original example works well enough, however, as it would be about the same thing. Plus Minus buttons after with arrows to move things around if needed. Not sure it would be since they would all execute so quickly it wouldn't be noticeable which order it runs in.
OldGamer 30 May @ 7:21pm 
First of all, I want to congratulate you on the great work you've done creating this mod, a work of computer science art. Thank you so much for your patience and perseverance.

And now the request... :steamsalty:

Would it be possible to include a timer function, or at least a function that reads the game clock value?

I'd like to be able to execute an action when the timer reaches 0 or when 'x' hours or minutes of game time have passed.
ihsoft  [author] 30 May @ 12:15pm 
@Vas "and" is a logical operator, it needs arguments. The "then" section is for actions, and those don't have return result. You can always make two identical conditions with different actions,and this is your "and". I was thinking about action groups (that is, execute a bunch of action at once), but this is would not look nice in UI. Or, at least, I didn't figure out how to make it looking nice.
N1njaplague 30 May @ 9:53am 
spent like 30 min figuring this out, but once you get it this mod is a game changer. my town feels twice as efficient now
Overheadcam 30 May @ 9:52am 
AMAZING mod. You are a genius, well done.:torii:
Vas 29 May @ 4:08am 
Also @Matt, thats regularly a thing with Steam. Valve refuses to acknowledge the bug exists because no one reports it. Now all game devs and such program auto checkers and stuff into their games. Its really annoying. If you have that bug, you should file a ticket saying you aren't getting workshop downloads when you are supposed to. They'll tell you its your network's fault and close the ticket, but they'll have a harder time ignoring it when more people do it.
Vas 29 May @ 4:07am 
Guessing you can't do AND in the "then" slot for doing two actions at once? :P
matt 27 May @ 9:59pm 
@ihsoft Thanks for your response, I guess steam was not keeping me up to date with this mod. I un then resubscribed and got v2.3.1, and that loads on 7.9.1. Thank you
ihsoft  [author] 27 May @ 9:38pm 
@matt Which version of the mod? I use 2.3.1 on 0.7.9.1 with no problems. Double check the version, pelase. If it's 2.3.1, and it fails, please share the logs in the discussions.
matt 27 May @ 4:08pm 
Hello ihsoft, playing on 7.9.1 and the game will not load unless Automation and Mod Settings is disabled. Just thought I'd let you know, thanks for your hard work
Rafa Lorenzo 27 May @ 2:16pm 
ihsoft is any way to use the scripting to also read the "total" of items all arround? for ex i know the storage is taged with "output" but is any way to count all the items in your map and using that to stop or resume buildings
Vas 27 May @ 5:09am 
I find it strange people are using the experimental since the big feature was already pushed to stable. :P
ihsoft  [author] 27 May @ 12:35am 
Version v2.3.1 is out. It solves the crash in game 0.7.9.0, which is in experimental as of now. The stable branch runs an older version, so you will see mod version v2.2.2. The code is now being made for the experimental branch only.
ihsoft  [author] 27 May @ 12:08am 
For the feature requests, please use the Discussion thread. The comments are very inconvenient for this.
Vas 26 May @ 11:30pm 
Yea, I figured it out, its just extremely difficult to read. Especially when the only languages I've really been able to barely do is Python or similar.

You see, I read code as a sentence. and is supposed to come after a thing. Not "and this that". Or in this case its "and less than this that greater than this that do this". Frankly, might just have to ask GPT to do all these scripts for me.

When you do have the "and spare time motivation" (lol), I'd like to see it have a feature to just check global storage values, like some other mods for slight automation, do. That way I don't have to assign a signal to every single resource that exists and then have a HUGE dropdown list full of things that only get used once. Plus perhaps, a template that includes percentage checking of one of those resources, right now I'm just guessing a number between x and y for it.
ihsoft  [author] 26 May @ 11:12pm 
@Vas There is nothing custom in prefix notation syntax (check Wiki for what it is). Its best feature: it is very easy to parse by a machine. However, it's hard for humans to read. It's a trade-off. I have no spare time and enough motivation to invest into a making a complex parser. So, for now it's either this or nothing.

You still can use the templates - no coding skills needed to use them. And the visual constructor allows making own simple rules without a need to read or write scripts.
Vas 26 May @ 10:21pm 
Why does this use such a drastically custom coding language anyway? Why not use something simple that someone might actually have learned somewhere? I keep wanting to type "if this == that then do this" type stuff. ==, !=, and, or, this is like some wild crazy new language where and goes at the beginning and I have no idea what I'm doing. Its so drastically different it basically makes this more advanced than it needs to be for someone who's already got basic coding knowledge. This is massively confusing.