Timberborn

Timberborn

Automation
Clerius 16 Sep, 2024 @ 2:56am
Pausing buildings during badtide AND drought
I think there is no way to pause a building (e.g. water pump) during drought AND badtide at the same time. You can either pause during drought OR badtide.
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Showing 1-11 of 11 comments
ihsoft  [developer] 29 Sep, 2024 @ 5:04pm 
Well, this can be done. I start thinking that for the pause action we need the same approach as for the floodgates. I.e. setup pause and resume actions seaparately.
Caseycc 11 Oct, 2024 @ 7:01am 
This has a very common use case because anything that uses water wheels for power ends up with no power during both of those scenarios anyway.
Skellitor301 11 Oct, 2024 @ 8:07pm 
This also does have uses for all event types tbh. Some water pumps you want to run only during temperate seasons. You can have areas that flood bad water during temperate and bad tide seasons so it would benefit to have automation to pause buildings unless it is a drought (i.e. mixed water that hasn't been taken care of yet flooding across a plain), Lastly, allowing only to work during bad tide for various types of machines that work in areas directly with fresh water sources that turn bad, so you can do things like turn on and off pipes or pumps built for redirection or fluid dumps. So there would be scenarios that would benefit from having a "if <season> started, then unpause building/if <season> ended, then pause building" option
Spectre 22 Nov, 2024 @ 6:27am 
I got this Mod for exactly this reason. To pause my waterpumps automatically during badtides and droughts. Only to see, that I can only have one and still have to click through all pumps when the game changes between badtide and drought.
Well at least it saved me half of the work, because I don't have to unpause them...
Last edited by Spectre; 22 Nov, 2024 @ 6:27am
zokriem 13 Dec, 2024 @ 8:26am 
I'm also wondering how to combine pause/unpause on waterpumps during drought and badtide. At the moment, only the last template applied will work.
But it is possible to have two conditions on floodgates for drought and badtide.
Last edited by zokriem; 13 Dec, 2024 @ 9:02am
ihsoft  [developer] 16 Dec, 2024 @ 12:36am 
2
I'm working on a major refactoring to the automation approach. The idea is to introduce UI that would allow constructing rules on the fly. Inclding the rules that involve "signals" from the other buildings.

The templates system is easy to use, but it has many limitations.
zokriem 29 Dec, 2024 @ 2:20pm 
Originally posted by ihsoft:
I'm working on a major refactoring to the automation approach. The idea is to introduce UI that would allow constructing rules on the fly. Inclding the rules that involve "signals" from the other buildings.

The templates system is easy to use, but it has many limitations.
Great to hear, looking forward to :steamthumbsup:
ihsoft  [developer] 16 May @ 4:54pm 
FYI, this is now possible. Starting from 2.1.0 you can write your own scripts. Just make the condition you need.
BoNes 17 May @ 6:12am 
To turn a building off during drought and badtides... I just have it turn on when the season is equal to temperate and turn off when it is not equal to temperate. The exact same logic can be used to turn something on only during drought and badtides.
ihsoft  [developer] 17 May @ 10:32pm 
Originally posted by BoNes:
To turn a building off during drought and badtides... I just have it turn on when the season is equal to temperate and turn off when it is not equal to temperate. The exact same logic can be used to turn something on only during drought and badtides.
Yes, this is the most simple way. Scripts can compare for "not equal" condition, which the old rules system couldn't do.
Clerius 18 May @ 6:44am 
Thanks for implementing this. I've already been using it on the experimental branch and as a programmer I like the lisp like style to implement more complex ways to manage my beavers :)
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