Timberborn

Timberborn

Employment Manager
15 Comments
ELLIOTTCABLE on Discord 30 May @ 12:12pm 
There's an updated version here on Steam, now: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3430228682 (as of now, compatible w/ U7)
mike 17 May @ 10:38pm 
Seems to crash on U7.
accident1 5 Feb @ 4:01pm 
I noticed lumber mills kept switching to single and double beavers automatically. Is this coming from this mod? I like that behavior but I would like to be able to select it.
CowabungaDude85 5 Feb @ 9:28am 
All my current mods are broken due to the new update.
KnatteAnka 1 Feb @ 9:55am 
Note its not the author that has uploaded this mod!

https://mod.io/g/timberborn/m/employment-automation#1196386

So no error messages or suggestions will reach him here
Luke ✞ Jesus Saves ✞ 30 Dec, 2024 @ 9:28am 
Excellent mod! Would be great if you can add support for Wood/Gatherer Flags and Farmhouses please?
Dovahkitten 23 Dec, 2024 @ 8:32pm 
I did some testing on ingredients and products. Here's what I found. I have excess power so I haven't tested it.

TRIGGER PRIORITY
1st: Pause building
2nd: Unpause building with at least 1 Worker
3rd: Unpause building with % of Worker slots
4th: Unpause building with all Worker slots filled

AUTOMATE INGREDIENTS
Low # = Pause building when at least 1 Ingredient is below that % in Storage
High # = Unpause building and fill all Worker slots when all Ingredients are above that % in Storage

AUTOMATE PRODUCTS
Low # = Unpause building and fill all Worker slots when Product is below that % in Storage
Between Low and High # = fill a % of Worker slots equal to inverse of % between Low and High #
High # = Pause building when Product is above that % in Storage
traisjames 23 Dec, 2024 @ 5:39pm 
I agree its very confusing. Looks like it might be a level on off, such as setting a lumber mill products to say .25-.50, then if its off due to not enough logs available, it will turn on when storage is at 50%. Then it will stay on until the supplies drop below 25%.
hobbes.cm 6 Dec, 2024 @ 11:45am 
Also, do the slider quantiles reference the global stock, e.g., how much of that resource is in storage units, or does it just reference the resources stored in that building?
Sh4dow 3 Dec, 2024 @ 1:21pm 
The screenshot above isn't actually up to date and there are actually numbers in the in-game version for each slider - 0.00 on the left through to 1.00 on the right, hence why I assume it's a %.
ByteStorm 3 Dec, 2024 @ 8:12am 
A slider like that is most likely a "keep stock within" slider. Turn on when below left slider limit, turn off when above right slider limit. Will have to try it out to see, but some numbers would be nice, even if it is percentages.
Sh4dow 3 Dec, 2024 @ 2:52am 
Agree with hobbes.cm - the concept is great, but the sliders definitely need some clarification on how they're meant to work. I'm 'assuming' that the workplace should only operate between the slider parameters, but it's not clear what the slider parameters actually relate to when the limits are 0-1.00. Is this meant to be %? If so, % of what?
hobbes.cm 2 Dec, 2024 @ 11:41am 
I love the concept but need help understanding how the sliders correlate to my recourses. Can you post some instructions?
7T Primal Wolf 30 Nov, 2024 @ 8:23pm 
I Agree with You Peaceofwar
PEACEOFWAR 30 Nov, 2024 @ 1:02pm 
Damn nice, about to try it, if only they added work shifts to the game, cause I can have like 100 beavers and only 40 jobs, would be nice to split the time, have half enjoying relaxing, and sleep, and switch shifts.