Timberborn

Timberborn

Weather Scientific Projects (Legacy)
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 :)
hat_eater 3 Apr @ 10:59am 
Great mod! Alas, after the tunnel patch (and hotfix) it crashes the game when attempting to lauch. Scientific Projects work fine.
Luke ✞ Jesus Saves ✞  [author] 28 Mar @ 1:47am 
v7.1.0: added Lore texts as supported by Scientific Projects 7.1.0. Hopefully it didn't break anything 😅 (please make sure your SP mod is updated to 7.1.0 too)
Luke ✞ Jesus Saves ✞  [author] 27 Mar @ 8:03am 
That sounds fun as an "extra" weather condition! Sure I can see that being made though my request backlog is wayyyy too long at the moment 😅
Akinare 27 Mar @ 6:52am 
I noticed that this mod can modify the strength of water sources. Could you make a mod where the water strength randomly fluctuates? For example, after 10 cycles, during each temperate, the water strength could randomly vary between 0.5x to 5x of its base value? Thx!
Vaggoulas 15 Mar @ 5:51am 
nvm i didn't understand the U7 until now.thx for the help
Vaggoulas 15 Mar @ 5:46am 
i'll try to resubscribe but i have tried it before but i think the workshop isn't downloading it correctly
anelusive 14 Mar @ 3:05pm 
i.e., not a problem with the mod :)
anelusive 14 Mar @ 3:04pm 
I am on U7 and had the same problem of it not showing up initially. I unsubscribed and resubscribed, which fixed it for me. Possibly there was an error with steam workshop not downloading it correctly before.
Luke ✞ Jesus Saves ✞  [author] 14 Mar @ 5:16am 
This mod is for U7 (experimental) only. All my mods that support U6 would have [U6 + U7] tags, [U7] means U7 only
Vaggoulas 14 Mar @ 2:30am 
For some reason it doesn't show up in my mods or the ui
Do i need to do something else?
Luke ✞ Jesus Saves ✞  [author] 12 Mar @ 10:04pm 
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

Thanks for reporting the issue. Please update this mod and Scientific Project to v7.0.4 as well (click Unsubscribe then Subscribe if Steam doesn't update).
Luke ✞ Jesus Saves ✞  [author] 12 Mar @ 6:35am 
I am not sure why it is happening but sometimes the banner (the huge thing that shows up in the middle of the screen) is missing but the weather bar blinks and says how many day, sometimes the banner shows up but the weather bar does not react. However if you save and load that save, both notification would show up again correctly. It happens randomly within one game session as well so I am not really sure why. Nevertheless, I do get the warning 6 days before it approaches (compared to 3 days by default) when using 3 upgrades 🤔
Luke ✞ Jesus Saves ✞  [author] 12 Mar @ 6:14am 
Hi thanks for reporting. Very weird when I was testing it it was working normally but now only the banner shows up but not the weather bar anymore. I am checking what's wrong with it now.
Akinare 12 Mar @ 6:07am 
I have activated multiple projects (Galesniffer's Totem, Mistweaver's Dial, Thunderhub's Spire), but the warnings of bad weather is still 1 day earlier. Do I make something wrong?
Luke ✞ Jesus Saves ✞  [author] 12 Mar @ 2:12am 
You don't need to build them. You only need to pay for the one-time research or the daily cost projects. You can access the panel by clicking the top-left Science button, or press the default button Y (I probably should add a first-time dialog guide)
nhwhiting 11 Mar @ 9:52pm 
Where are the new buildings? I can't find them.
Greytusks 11 Mar @ 10:35am 
Interesting idea for a mod