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Let's say we have this feature, and you see the script below. What would you think it does and how intuitive it is?
for farms pausing when there's no planting or harvesting jobs would also be nice
My suggestion for features is being able to disable parts of the mod using Mod Settings. I can understand some people's hesitation on how "cheaty" some parts can be (for example the population controls) and would want to not use them or see them at all.
Again, fantastic job so far and have fun with making more!
However, if you need like to remove some tools (for whatever reason):
Btw, the same way you can create your OWN templates ;) Just edit the existing files or create a new one.
Sets the floodgate to the self keyword
Sets the Gauge as level1 keyword
- I assume variables, but I don't know which language we're talking here, so it's hard to tell.
When weather changes from any weather to drought max height for floodgates. Could be temperate to drought tho. It never swaps from bad tide to drought.
When weather changes from drought to temperate AND if level1 gauge is below 3% contamination set floodgate to 0.
When contamination changes then do
if the season is drought, break out of if statements.
if the contamination is less than 3% set height to 0 on floodgate otherwise max height on floodgate
I'm a coder too, so it helps. Honestly though, just make a file that has comments in it.. It should be standard, I don't know what modders never do this.. It'd make it a lot easier for people to understand the code.
I'd like to see the ability to link floodgates to gauges so we can setup rules for contamination levels too..
You deciphered it well! However, I ended up with a simpler system. Here is the concept: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)
Are there scripting options for contamination and floodgates?
sorry, i'm french, so please excuse some lack of language.
i've explained my need on discord ...
with inactive, i mean unemployed bots and beavers