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If anyone knows how to fix this, please help.
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 _)
then ?
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)
I will await release though.
Thanks!
@Reaper, Thanks a lot for pointing this out! I modified the description to let people join the server.
https://pastebin.com/ukypZvY5 (Full Log)
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.
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
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)
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?
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.
@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.
And now the request...
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.
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.
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.