Timberborn

Timberborn

SmartPower
ihsoft  [developer] 13 Feb @ 10:45pm
Update 7 support
Starting from version v1.13.0, the Update 7 is supported. However, keep in mind that U7 is in experimental stage. The devs are actively changing the codebase, so SmartPower for U7 can break. If it happens, please drop a message here with description of what is broken.

If you're looking for the stable game, switch to the main branch. It will automatically use SmartPower v1.12.6, which is the latest version for Update 6.
Last edited by ihsoft; 13 Feb @ 10:46pm
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Showing 1-11 of 11 comments
jamiechi 16 Feb @ 12:03pm 
When playing in Update 7, will it hurt to install TimberAPI in case I want to go back to U6?
Or should I leave TimberAPI disabled for now?
ihsoft  [developer] 23 Feb @ 7:11pm 
Originally posted by jamiechi:
When playing in Update 7, will it hurt to install TimberAPI in case I want to go back to U6?
Or should I leave TimberAPI disabled for now?
If the game doesn't crash with TimberAPI, you can install it, of course.
It seems like the automation of engines does not work right now. As in, the engines do not turn on and off when they are supposed to based on the settings. Everything else seems to be working though? That's the only feature I've notices. This mod saves so much energy that it actually makes the game run better on my computer!
ihsoft  [developer] 24 Feb @ 7:29pm 
Originally posted by JMariaGarcia:
It seems like the automation of engines does not work right now. As in, the engines do not turn on and off when they are supposed to based on the settings. Everything else seems to be working though? That's the only feature I've notices. This mod saves so much energy that it actually makes the game run better on my computer!
Yes, this is a bug. I've already fixed it in the code, will need make the release today.

As a temporary workaround: unpause the game, remove "Automate" checkbox, wait a bit, set it back. This will restore the functionality until next game load.
Originally posted by ihsoft:
Originally posted by JMariaGarcia:
It seems like the automation of engines does not work right now. As in, the engines do not turn on and off when they are supposed to based on the settings. Everything else seems to be working though? That's the only feature I've notices. This mod saves so much energy that it actually makes the game run better on my computer!
Yes, this is a bug. I've already fixed it in the code, will need make the release today.

As a temporary workaround: unpause the game, remove "Automate" checkbox, wait a bit, set it back. This will restore the functionality until next game load.

Awesome, thanks! Hopefully I can just get the game to launch now... ha!
ihsoft  [developer] 26 Feb @ 12:46am 
v1.13.1
  • [Fix] The Engines don't start on the game load if the automation was enabled.
  • [Fix] The Engines suspended state doesn't restore on the game load.
  • [Fix] The consumers suspended state doesn't restore on the game load.
SunBlaze 15 Mar @ 6:12pm 
Originally posted by ihsoft:
v1.13.1
  • [Fix] The Engines don't start on the game load if the automation was enabled.
  • [Fix] The Engines suspended state doesn't restore on the game load.
  • [Fix] The consumers suspended state doesn't restore on the game load.

I still have problems with those Enginges:
I've configured the enginge to run between 15-50%, Batteries are at about 95% so the engines should stand still, right? but they are constantly beeing turned on and of again.
SunBlaze 15 Mar @ 6:18pm 
there seems to be connection between the engine configuration and the factorys.
I've setup my numbercrunches to go off below 95%, some other factorys to 90%.
Whem i remove the checkbox to stop below 95% on the numbercrunchers, the engies stay off, as expected. (until the batteries reach 90% where other factorys are configured to stop, then the one/off/on/off from the engies starts again.)
ihsoft  [developer] 16 Mar @ 10:33pm 
Originally posted by SunBlaze:
there seems to be connection between the engine configuration and the factorys.
I've setup my numbercrunches to go off below 95%, some other factorys to 90%.
Whem i remove the checkbox to stop below 95% on the numbercrunchers, the engies stay off, as expected. (until the batteries reach 90% where other factorys are configured to stop, then the one/off/on/off from the engies starts again.)
Hmm. Could you please share a save file for this case? And just to be clear, it's possible to create on/off case. The only question is how frequent are the switches. if they are about 1 hour of game time, then it's an intended behavior.
SunBlaze 17 Mar @ 11:57am 
I've uploaded the Save to OneDrive:
https://1drv.ms/f/c/e3d4db726ef52703/EsXLf7cqJOhPktPFJW_QxjMBJIIwbz5Ro6GKVTuEw86CFA?e=Rkl6Tm
I don't know if you need to know the Modlust: Harmony, ModSettings, TimberAPI, Faster underwater movement, FreeFlow, Good Statistics, Pipette Tool. SmartPower, TimberAPI UIBuilder, Planting Override, TimberCommons, TImprove

The save should be directly during a starting drought, so you might want to leave it running for a moment until the batteries start draining to 95% percent
ihsoft  [developer] 4 Apr @ 5:24pm 
v1.13.2
  • Update to support game version `0.7.2.0`.
  • [Fix] The suspended generator doesn't resume if paused or generator automation disabled.
  • [Fix] All generators get automation enabled once the mod is added to an existing game. The existing generators should stay "off" be default.
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