Timberborn

Timberborn

Moddable Weather [U7 ✅]
89 Comments
Commander Snake9 20 Jul @ 12:51pm 
ok thanks
Luke ✞ Jesus Saves ✞  [author] 19 Jul @ 9:40pm 
Yes, options are applied globally and not per-save. However weather is already decided one cycle ahead so changing it won't apply until the next season (and in some case, even the following one).
Commander Snake9 19 Jul @ 9:29pm 
can there be or is there a option to edit the weather after the save is created
Luke ✞ Jesus Saves ✞  [author] 19 Jul @ 8:59pm 
Modders can choose whatever text they want for each option (like Enable <weather name>), it's just the default ones I provided uses the template to reduce repetition and faster development.
Akinare 17 Jul @ 6:31am 
A little suggestion: could you separate LV.MW.EnableWeather into individual IDs for each weather? This would help with defining custom weather in the MOD. (or add a tip after title of new weather?)
Luke ✞ Jesus Saves ✞  [author] 9 Jul @ 12:58am 
> max strength of water source is 8

Yes this is correct, game's cap in the code. You can intervene with certain tools to remove the cap but normally, 8 is what you can get. I think because if the water is > 8, there's not enough flow for it to flow out and cause weird looking water column. Bad Water Source has 9 tiles so way more space.
Akinare 8 Jul @ 9:12am 
Hi, I have tried different values for the Monsoon maximum multiplier, but max strength of water source is 8, while badwater source is basic + multiplier. Do I miss sth? And if someone has asked this question, please tell me : )
Mathessobe 6 Jul @ 4:29pm 
Ok, thanks :)
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 4:23pm 
Yeah you may need to ask that on Discord I think (on the official Timberborn discord there is #mod-creators channel), easier to discuss than on Steam comments.
Mathessobe 6 Jul @ 4:16pm 
I am trying to create and run a modified version of the mod where the weather progress bar isn't reversed
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 4:01pm 
I am not sure what you are trying to do. The mod from Steam is compiled from my source code on GitHub so you can use it from right here, but to compile it yourself you will have to modify quite a few Properties in the build. See https://datvm.github.io/TimberbornMods/ModdingGuide/advanced-modding
Mathessobe 6 Jul @ 2:55pm 
It isn't working because I am not installing the mod properly from GitHub. How do I do it correctly?
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 1:35pm 
Yes that should be where the code for it is. As for why Mod Settings isn't recognizing it I am not sure why. Do you have two mods with the same ID enabled at the same time? Make sure the ModId properties are correct too.
Mathessobe 6 Jul @ 12:44pm 
Isn't the "UpdatePanel()" method in the "ModdableWeatherPanel" file what's causing this?
I tried downloading the mod locally and change the method but it seems that "Mod Settings" isn't recognizing it and i can't access the settings
Luke ✞ Jesus Saves ✞  [author] 6 Jul @ 12:21pm 
Purely my preference. Just kidding, I coded it and realized it was reversed compared to the original but well, it serves the purpose :P
Mathessobe 6 Jul @ 3:10am 
why is the weather progress bar reversed?
Luke ✞ Jesus Saves ✞  [author] 2 Jul @ 2:05pm 
IngoKnieto 2 Jul @ 11:32am 
Very cool mod! Reminds me of the floods you could make with certain water source strengths in U4, finally having this feature back is great.

Additional feature request: bad water monsoons :)
My_Lord 1 Jul @ 5:58am 
Makes the game really really really easy sadly
YoungPetr 27 Jun @ 12:30am 
thank you for the confirmation. does anyone have any known specific settings or at least rough numbers so i dont have to start tweaking from scratch, please?
Luke ✞ Jesus Saves ✞  [author] 26 Jun @ 6:25pm 
Yes, you can add tweak the number in the Settings manually. It's true the more haz weather types you have, the slower they get harder, you can reduce the number of handicap cycle if you like. Now that you reminded me of that, I had a plan for "wildcard handicap", i.e. the handicap goes harder no matter the kind of weather it was.

Single weather may make it harder depends on how you tweak it. It was in response to a request to blur away the difference between hazardous and temperate weather.
YoungPetr 26 Jun @ 5:17pm 
i absolutely love this after trying it out for a while. however i tried to put everything on hard, except of shortening temperate, which is off. im in cycle 8 and by series of good luck i barely had any challenge, always monsune or rain. what i find might be an issue is the speed at which hazardous wether increases in duration - you have less droughts so they increase slower. do you guys have any way of making this a hard-level challenge? is is what single weather mode is for? or did you tweak out the handicap cycles?
digital_mouse 26 Jun @ 8:23am 
The mod seems to be throwing an error I do not know why I really tried to get it too work probably is one of the most interesting mods on the workshop would love to get it working throwing error, not using anything but you're mods.
Luke ✞ Jesus Saves ✞  [author] 23 Jun @ 4:19pm 
One way to confirm if my mod is working properly or not is to make the chance to 10% or 90% for example and see if you actually have fewer or more temperate single weather. Also with More Logs Mod, you can see how the mod decide stuff printed out. Spoiler though because the next cycle's Temperate Weather and Single mode are printed out there.
Luke ✞ Jesus Saves ✞  [author] 23 Jun @ 4:18pm 
Hi,
First one, programming a modded weather is already up to the modder, they should have no issue adding any effect they want, including making a new weather or modifying this current Rain weather.

About the 2nd question, this is what the mod does, say you set Single mode to 30% and Temperate to 50%
1. Roll a number from 0 to 99, if smaller than 30, it's a single weather (if not, nothing further, it's not a single weather cycle).
2. Roll a number from 0 to 49, if smaller than 50, it's a temperate, if not, it's a hazardous weather.
3a. If temperate, roll a temperate season as usual (could be rain, temperate or anything you chose), and assign a 0-day "placeholder" hazardous weather.
3b. If hazardous, roll a hazardous season as usual, and assign a 0-day "placeholder" temperate weather.

So yeah if you have way more hazardous weather at 50% chance, you were just unlucky ;)
Lotenicalicus 23 Jun @ 11:51am 
Hi Luke! A couple of questions...
The first is (again) about rain: could it be possible to add an output multiplier like the one of the monsoon? This way if someone wanted to add some kind of effect on water, they could do it by increasing the output.
The second about the Single Weather Temperate chance: if I set it to 50, does it mean that I will have 50% chance of Temperate and 50% chance of Hazardous or does it mean that I will have a chance of 50 of Temperate over 100 of Hazardous? I am asking because I set it to 50 but it seems I am gettin way more Hazardous weather. But maybe I am just unlucky :D
Thank you again for this amazing mod!
Seraphin 21 Jun @ 1:18am 
You're welcome, I couldn't enjoy it if you wouldn't make it possible. :-D

Just an idea, how about "faking" the forecast as a workaround? Is there any way of file management for example, with which you could temporarily replace the forecast image for the skipped season by the proper one?

By the way, as I asked once, your mod and "Ebb and Flow" works perfectly fine together.
Luke ✞ Jesus Saves ✞  [author] 20 Jun @ 12:56pm 
Yes, they are just 0-day temperate or hazardous weather when that happens to ensure compatibility :D glad you are enjoying it.
Seraphin 20 Jun @ 12:54pm 
Oops, sorry for not checking the description first. :-D

Thanks for clarification, so your mod doesn't change the next non-hazardous season being hazardous, but it skips the non-hazardous season once it happens. Now I do understand. Thanks. :-)
Luke ✞ Jesus Saves ✞  [author] 20 Jun @ 12:43pm 
Hi as noted in the description, Forecast won't work with single weather because when you start a season, the single weather starts immediately. So you have Cycle 3 as Badtide and Cycle 4 as Badtide for example, when you are in Cycle 3, the game has no knowledge of Cycle 4 and Single weather, thinking it would be a temperate next but it's in fact a 0-day temperate weather and Badtide of Cycle 4 starts immediately.
Seraphin 20 Jun @ 12:24pm 
Hi Luke. Today I started to use single weather. Once I had a bad tide, which forecasted a temperate season ... but when the season changed, there was a new bad tide.

Guess it is a bug, that a wrong forecast is shown?
Vas 16 Jun @ 5:47am 
Well, certainly makes it impossible to succeed, I mean early game on hard difficulty you barely get by. Having two 15 day droughts in a row when you couldn't possibly have gotten enough material to build up and save does make it impossible. I disabled the double weather thing though since it results in completely impossible scenarios. Its only for late game risk taking.
Luke ✞ Jesus Saves ✞  [author] 15 Jun @ 9:46pm 
"Two droughts in a row" - this is exactly what it's supposed to do. You had two cycles of hazardous-only weather.
Vas 15 Jun @ 12:14am 
It might have just been because of the current weather at the time of loading. Might have taken 2 cycles to fully take effect when I disabled the Single Weather mode. I'm not sure what happened there, so I'd have to restart to figure it out if its working and stuff. Just leaving an extra message here on my thoughts when I continued for a while.
Vas 14 Jun @ 9:20pm 
Its still not honoring single weather mode, and its become a problem even so. Two droughts in a row with no water at all, it killed my colony.

Single Weather mode would be nice if it could ensure that no-water events cannot run concurrently. I'm gonna disable single weather now and revert to an earlier save.
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 7:32pm 
v7.1.1: Fixed Single Weather mode does not honor "Start Cycle" option.

I forgot to mention the other part, you are right that the Start Cycle was ignored. I fixed it, thanks.
Vas 13 Jun @ 7:28pm 
Well, I finally got a Drought on the third cycle. I think the setting that checks for minimum start cycle for single weather might not be checked. Game crashed though so I gave up for now, Automation is kind of a required mod and it crashes with this.
https://pastebin.com/ukypZvY5
If you want the crash log for that. I posted it on Automation's page.
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 7:22pm 
If you have More Mod Log, you can check the log to see how the weathers are picked.
Vas 13 Jun @ 6:55pm 
Hmm, I can't get anything but Rain now. Cycle 1, solid rain, Cycle 2, rain starts. Cycle 3, rain starts.

Single Weather Start Cycle 5 (But it already began at 0) with 50% chance and 50% Temperate.
Temperate and Rain enabled below both with 100% chance.
Drought 80% chance
Bad Tide disabled
Monsoon 20% chance

Started game with Bad Tide and Drought Disabled as I assumed this mod would take over and overwrite that.
Vas 13 Jun @ 6:11pm 
For your new Single Weather, would there be a way to adjust it so that every cycle is guaranteed to have at least one weather that produces water? So like the two weather thing where you get a period of water and then bad, but the entire cycle would be temperate or rain, while the next cycle would be one of the bad things? I think that'd be interesting. I'll try out the current settings though and see what happens.
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 11:27am 
v7.1.0: Added "Single Weather mode".

This is actually a huge change to the system. I tried to add some compatibility support for previous saves but if you have any issue after the update please send me a message in the Discussion or Discord. Thanks!
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 9:09am 
Sorry it's just a flavor text 😅 The only actual changes are to make all the land wet and no contamination, and Wet Fur for outisde beavers. I have updated the description to separate the "flavor" and the actual effect.
Lotenicalicus 13 Jun @ 3:07am 
Hi Luke! Thanks for this mod, it's really great, I've been waiting for something like this, especially the monsoon season. I have a couple of questions about the rain weather: the description "great for crops" meas that there is an actual boost on crops growt? Also, does the rain affect water around the map, like reducing evaporation?
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 8:23am 
Weather Scientific Projects does not currently works well with this mod due to many changes in the system. I will release another version of that mod that work with this.
Vas 11 Jun @ 9:46pm 
Oh right, it specifically says Temperate. Though I think that the emergency system should perhaps extend rain too or maybe switch it to Temperate after the rain ends. Though that might get very glitchy as its already glitchy when you use these emergencies.
Vas 11 Jun @ 9:35pm 
Rain Season, your other mod's research Emergencies, doesn't affect this it seems. Just a heads up. :P I'll try on another season too when I get one.
Vas 11 Jun @ 12:09am 
I had an idea for a slight modification to the bad tide settings.
An option that makes it so only bad water sources can emit bad water during this, while clean water sources slow to a stop. Bad sources might multiply their output as a result.

Or perhaps an option that simply randomizes just how bad the water is from each clean source, so that one might output 20% bad water while another might output 70% bad water. Though this might get a bit complicated. I've never liked that the bad tides simply make everything 100% bad water.

I just know that if I want to keep bad tide as a danger possibility, I want it to make more sense and not completely ruin all my fresh water sources.
Seraphin 10 Jun @ 9:56pm 
Hi Luke. Thank you for your reply and also for clarifying my question with Remoiry.
I'll try both mods together soon. :-)
plynox 10 Jun @ 3:26pm 
Now I can get a gentle rain, a cold winter, maybe a hot dry summer?
Maybe a too high water production season drowning everything?
Dude this looks very nice! Need to try it.
Thanks a lot.
Luke ✞ Jesus Saves ✞  [author] 10 Jun @ 11:56am 
@Seraphin glad you are enjoying it 😊 I am not sure how Ebb & Flow change the water but if my guess is correct, the author probably uses the same mechanic as I do with Drought and Monsoon. If that's the case, I think it can actually work together!