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It's not just another release. It's a big change to the mod and the game! Now, you can edit the rules in the game. You can create your own rules, or edit the rules that the templates offer. And if you learn the scripting language, you can make almost any rule you want. (the documentation site is still in progress, sorry).
What is not yet supported, is signals between the buildings. That is, a gauge cannot let a floodgate to let to know it needs to open or close. But it's in the plans. The very first thing was to create UI constructor for the trivial rules and the scripting engine itself. It's now done.
Folks, this is the very first release of a big piece of functionality. I only have 2 hands and 24 hours in the day of which most of the time is already taken. I did my best to test it, but I'm pretty sure something was missed. Please, try it. And report the issues here with as much details as you can provide - it will help me to fix the problem. A simple statement "it doesn't work" won't help.
Thanks, Tahlia.
Edit: Just for complete information - I also am unable to load a map that I was working on prior to the update of this mod as the game file needs the mod loaded to work. having set up automations for floodgates and waterpumps.
Could please share the logs?
This version closes this thread. Update 7 is now officially the main branch.
Also, is there a way to get a list of all the possible signals a building can output? And all the possible actions? In your documentation, you show things like "Floodgate.SetHeight" which is obviously specific to the floodgates, but other buildings would have unique values too (the stream gauge comes to mind)... how do I know what signals and actions can be used when scripting?
If there's not currently a way to list everything, could you add a button to the GUI that outputs these values to a file?