Timberborn

Timberborn

Automation
Crash: Automation v Moddable Weather
Here is a crash report from your update 2.50 (I hope your fix worked for others, not yet for me)

v0.7.9.3-7f397d5-sm
InvalidOperationException: Unknown hazardous weather type: Badtide (BadtideWeather - ModdableWeather.Defaults.GameBadtideWeather)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.GetCurrentSeason () (at <58c6e8f6a1a44ce3a11ce807ead48799>:0)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.PostLoad () (at <58c6e8f6a1a44ce3a11ce807ead48799>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () (at <340cd090f33247dab1ee4362ce1b9b29>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <340cd090f33247dab1ee4362ce1b9b29>:0)

I've used your mod for a long time and appreciate it, but recently I got crashes when badtides hit. So I disabled automation and tried out moddable weather.

A few hours later, I noticed you updated your mod to address this crash. So I checked that I had automation 2.50, and the latest moddable weather (7.04?). Then I saved. Next I loaded. The save was mid-badtide. The game crashes as I try to load that save with automation and moddable weather on.

If possible, it would be great to have both of these working. This mod could help a lot. Moddable weather adds more kinds of weather events, creating custom response opportunities for automation. Weather events seem to change more frequently, creating frequent adjustment work that automation could streamline.

Since I mainly use automation to address weather changes, I look forward to trying it out. I bet it will be worth the wait. But if these mods just can't get along, I still appreciate the chance to try out how each changes gameplay. Thanks for your hard work.
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Showing 1-10 of 10 comments
ihsoft  [developer] 7 Jun @ 4:30pm 
Thanks for the report. In 2.5.0 I fixed the crash on game load, but now it crashes in a different place. It happens due to moddable weather introduces new types for the seasons, and Automation doesn't understand them. I think I can fix the crash pretty easy, but the seasonal events will stop working in Automation.
Originally posted by ihsoft:
Thanks for the report.

- Happy to help, thanks for making a great mod and maintaining it for all of us.

Originally posted by ihsoft:
In 2.5.0 I fixed the crash on game load, but now it crashes in a different place. It happens due to moddable weather introduces new types for the seasons, and Automation doesn't understand them. I think I can fix the crash pretty easy, but the seasonal events will stop working in Automation.

Do you think your fix will effectively disable moddable weather? Do you mean automation will stop responding to season changes? Or do you mean automation just won't offer options for addressing mod weather, like rain and monsoons?
Last edited by 波紋 小石; 7 Jun @ 9:24pm
I am getting a crash whenever a new season starts with Moddable Weather. The author is directing me to you. Let me know if you need the full dump.

v0.7.9.3-7f397d5-sw
InvalidOperationException: Unknown hazardous weather type: Drought (DroughtWeather - ModdableWeather.Defaults.GameDroughtWeather)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.OnHazardousWeatherStartedEvent (Timberborn.HazardousWeatherSystem.HazardousWeatherStartedEvent event) (at <58c6e8f6a1a44ce3a11ce807ead48799>:0)
ihsoft  [developer] 10 Jun @ 6:24pm 
Yes, this is confirmed. Fixed in a preview version (available in Discord). Will be released soon.
ihsoft  [developer] 10 Jun @ 7:01pm 
Well, by saying "fixed", I mean there will be no crash. However, there is no good way the custom seasons can be supported in Automation as of now. Best thing I can do, is completely disable the seasons names check(it's why it crashes today), but this will mean the seasonal signals would need to be written via script. The constructor will only work for the stock game seasons.
Last edited by ihsoft; 10 Jun @ 7:02pm
Thanks for the quick response. I'll welcome being able to use this mod again. Now, maybe I'll only need to manually switch my pumps and dumps on/off when modded weather hits.

It's a bit sad that the constructor can only work for stock game seasons. Did you have to populate the season list manually? Is there some script or signal moddable weather's author could add to their seasons so that the constructor recognizes the new weather as a season automatically?
ihsoft  [developer] 12 Jun @ 12:59pm 
Originally posted by 波紋 小石:
Thanks for the quick response. I'll welcome being able to use this mod again. Now, maybe I'll only need to manually switch my pumps and dumps on/off when modded weather hits.

It's a bit sad that the constructor can only work for stock game seasons. Did you have to populate the season list manually? Is there some script or signal moddable weather's author could add to their seasons so that the constructor recognizes the new weather as a season automatically?
Yes, the seasons are populated manually. The game doesn't offer a way to list all the supported seasons. The other authors cannot add their seasons into another mod since there is no such mechanism. Even if the mod author contact me and ask to add new seasons, how would I know if their mod is present in the game, and constructor should present the non-standard seasons? It's worth thinking about the possible solutions, but for now not too many options.
Thanks for taking time to teach me a bit about this game's code. I'll check out your scripting guide too.
ihsoft  [developer] 16 Jun @ 11:45pm 
Originally posted by 波紋 小石:
Thanks for taking time to teach me a bit about this game's code. I'll check out your scripting guide too.
In fact, we were able to find a way to integrate our mods. Checkout v2.5.6. It should support the modded seasons.
Originally posted by ihsoft:
In fact, we were able to find a way to integrate our mods. Checkout v2.5.6. It should support the modded seasons.
That's wonderful news! I'm excited to try it out :)
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