Timberborn

Timberborn

Automation
ihsoft  [developer] 4 Mar @ 1:30am
Update 7 support
The first compatible version is released: v1.3.0. The overall functionality works fine. However, I didn't have much time to test the "Chained construction tool". In Update 7, there were changes to the path finding system made. This may affect how the tool is working since it was developed for Update 6. I'd love to hear the feedback.
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Showing 1-5 of 5 comments
ihsoft  [developer] 9 Apr @ 1:48am 
v2.0.4
  • [Change] Support Timberborn `0.7.2.0`.
  • [Feature] Allow editing the rules in the game.
  • [Feature] Allow copying rules from one building to another.
  • [Feature] Add scripted conditions and action to compose the rules.
  • [Feature] Storage emptying is now applicable to the gathering flags!
  • [Fix] U7: Dynamite drilldown action crashes.
  • [Fix] U7: Crashes in the editor mode.
  • [Fix] U7: Improper dynamite drilldown action on the hangovers.
  • [Fix] U7: Construction finished condition could crash on the game load.

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.
Last edited by ihsoft; 9 Apr @ 1:51am
tekap2 18 Apr @ 7:28am 
Hello, my game has been crashing since the latest update with the overhanging terrain and I have started going through mods one by one to see what is causing it. It appears that the automation mod is the first one that I have come across that results in the game crashing before it gets to the main menu. I have various mods turned on including a range of Bob mods, mod settings, timprove, harmony, knattle materials, ladder, stair case, dirt, frog statue, constant wind, unlimited district range, timber api, to name a few. All of these work until I load them with automation mod. I hope this gives you enough information to looking into it. I look forward to further updates.
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.
Last edited by tekap2; 18 Apr @ 8:28am
ihsoft  [developer] 27 Apr @ 12:46am 
Originally posted by tekap2:
Hello, my game has been crashing since the latest update with the overhanging terrain and I have started going through mods one by one to see what is causing it. It appears that the automation mod is the first one that I have come across that results in the game crashing before it gets to the main menu. I have various mods turned on including a range of Bob mods, mod settings, timprove, harmony, knattle materials, ladder, stair case, dirt, frog statue, constant wind, unlimited district range, timber api, to name a few. All of these work until I load them with automation mod. I hope this gives you enough information to looking into it. I look forward to further updates.
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?
ihsoft  [developer] 12 May @ 11:10pm 
v2.1.0
  • [Feature] Buildings can now emit their state as global signals to be consumed by other buildings.
  • [Feature] New scriptable components `Prioritizable` and `Constructable`.
  • [Feature] New template tool that allows to prioritize by haulers a newly constructed building.
  • [Feature] New template tool to sync floodgate heights.
  • [Feature] New template tool to emit stream gauge state as signals.
  • [Fix #71] Incorrect Good ID in inventory signals causes crash with scripting.

This version closes this thread. Update 7 is now officially the main branch.
Last edited by ihsoft; 12 May @ 11:10pm
BoNes 13 May @ 4:06am 
Your online documentation doesn't include the new ability to emit states and read them on other buildings. Could you please include information on this new feature? And possibly some examples?


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?
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