Timberborn

Timberborn

Automation
 This topic has been pinned, so it's probably important
ihsoft  [developer] 27 May @ 9:57pm
Main branch support
Here the updated to the version that work in the main (default) branch. This is a stable version of the game that is updated seldom. All new mod features go to the experimental branch! As long as these both branches are compatible, them mod will be available in both of them. However, if (when) the experimental branch becomes incompatible with the main, the updates to main freeze.
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Showing 1-8 of 8 comments
ihsoft  [developer] 27 May @ 9:59pm 
v2.2.3, patch for `0.7.8.9`
  • [Fix #90] The placement tools prematurely place the building after an automation tool was used.

On May 26th the experimental branch became incompatible with the main. `v2.2.3` is the final version of the mod for the main for now. If you want to enjoy the latest features, switch to experimental.
ihsoft  [developer] 2 Jun @ 11:07pm 
Main branch is now upgraded to version `0.7.9.3`. It's compatible with the experimental. You need to update to the latest version: mod v2.2.3 will be crashing.

v2.3.1
  • [Change] Support Timberborn `0.7.9.0`. Incompatible with the previous versions of Update 7.
  • [Feature] Add import/export feature for the rules.
  • [Fix #90] The placement tools prematurely place the building after an automation tool was used.
Last edited by ihsoft; 2 Jun @ 11:09pm
ihsoft  [developer] 3 Jun @ 8:07pm 
v2.4.4
  • [Feature #86] Add multi-value support for the custom signals. Signal values can be aggregated via name suffix: `.Min`, `.Max`, `.Sum`, `.Avg`, and `.Count`. Not available in constructor.
  • [Feature #88] Allow operator `add` accepting multiple arguments.
  • [Feature #91] Allow extra comment styles in rule importing: prefixes `;` and `//`; and multi-line comments `/* ... */` and `#| ... |#`.
ihsoft  [developer] 5 Jun @ 6:53pm 
v2.5.0
  • [Feature] Special short description for the rules that check signal value to itself: "signal change condition."
  • [Feature #150] Add Modulo (`mod`) Operator.
  • [Change] Rules that cannot execute on unfinished buildings are now grayed in the rule list.
  • [Fix #101] Crash from circular execution of rule.
  • [Fix #104] Game crashes with ModdableWeather mod.
  • [Fix #102] NullReferenceException: Object reference not set to an instance of an object.
ihsoft  [developer] 16 Jun @ 11:27pm 
v2.5.6
  • [Feature] Allow disabling arguments and values checking in the scripts via settings.
  • [Feature] Add `Debug.Ticker` signal. You asked for it, you got it! Now you can use `Debug.Ticker` signal to get your rules executed every tick.
  • [Feature] Load weather seasons from the game blueprints. This allows the modded seasons to work, given the mod that introduces them follows the specs naming convention.
  • [Change] Improve circular execution detection.
  • [Fix #103] Signals not restored on a game load.
  • [Fix #104] Game crashes with ModdableWeather mod.
  • [Fix #107] Signal values may not be truly global.
  • [Fix #109] Add a debug option to re-evaluate scripts on a game load.
ihsoft  [developer] 17 Jun @ 10:03pm 
v2.5.7
  • [Change] Don't crash if the modded seasons can't be loaded. Ignore the specs and use the standard seasons instead.
  • [Fix] Fix a crash during a game load under some circumstances.
Last edited by ihsoft; 18 Jun @ 6:58pm
ihsoft  [developer] 18 Jun @ 6:58pm 
v2.5.8
  • [Fix] Properly convert the legacy seasons names into the season IDs.
  • [Fix] Add a missing localization string for the settings dialog.
ihsoft  [developer] 22 Jun @ 9:31pm 
v2.6.0
  • [Change] Make input field in script editor multi-line.
  • [Change] Better handling the script errors in both UI and the execution phases.
  • [Change #106] Allow choosing if the values should be evaluated or "described" in the UI. Check the settings dialog.
  • [Fix #115] InvalidOperationException: Condition already activated.
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