#Moddable Weather

1279 messages · Page 2 of 2 (latest)

brave island
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moisture map is a little silly.. it's assuming a column of terrain is a single cell basically

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should be made thread safe as in how terrain map works

violet ferry
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but maybe someone should make it into a single mod so everyone can reuse it, instead of each mod that needs it calculate one themselves 😛

violet ferry
lethal ingot
violet ferry
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let's discuss at #🤖mod-creators message

brave island
fluid ravine
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Is there a chance at weather in 1.0 or is that a "not during experimental" thing? Lol I love the monsoons and bad floods

violet ferry
fluid ravine
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Lol fair enough

violet ferry
violet ferry
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Merry Christmas 🎄. Moddable Weathers (V1) is here 🎁!
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3630523180
Mod.io: https://mod.io/g/timberborn/m/moddable-weathers#description

This release is a complete rewrite of Moddable Weathers for Timberborn v1.0. The new system is designed around save-based settings, cycle stages, and weather modifiers, allowing fully customizable weather progression and combinations that were not possible before. Please see the mod description on Steam for more details.

It is not compatible with the old Update 7 version, and previous saves cannot be migrated. This version focuses on flexibility and extensibility, especially for future modding, rather than backward compatibility.

eager whale
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I had a question about the Rain. Do Emberpelts walkways protect them from getting wet?

violet ferry
eager whale
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"they have a top above their head", so maybe?

violet ferry
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nope, it simply checks if the Enterer is inside a building 😛

eager whale
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I assume walkways are buildings, though I'm not 100% sure

violet ferry
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v10.0.2

  • Fixed Iron Teeth Badwater Discharges not producing badwater during Drought.
  • Fixed water briefly reverting to normal when loading a save during Drought or Monsoon.
  • Added the "Always show hazardous weather duration" setting.

The mod description also added "Different behaviors" section to describe some minor intended changes.

violet ferry
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v10.0.3: Fixed hazardous weather music keeps playing.

main arch
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hm, is it intended for aquifers to emit badwater when this mod is installed? (at least i suspect this is the mod causing it, only others i have is minimap + second shift + edit save difficulty)

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workshop page doesn't list this; in vanilla game aquifers just go dry during a badtide

violet ferry
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oh... right, I didn't test the new v1 water stuff yet. it should be a bug in that case, I will investigate. thanks

violet ferry
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v10.0.4:

  • Badtide-related achievements should now trigger correctly (not tested).
  • Fixed Aquafier spilling Badwater during Badtide. It also should correctly be blocked during Hazardous weathers now. See the behavior changes section for details.

Aquafier: In the base game, the Aquifer Drill is completely disabled during any hazardous weather. This mod preserves that behavior, so the drill remains inactive during hazardous weathers such as Monsoon or Surprisingly Refreshing. Since Badwater is now implemented as a modifier rather than a standalone weather, this mod adds an additional restriction: if the water source has any contamination, the Aquifer Drill will stop producing water. However, it will still consume power while inactive.

@main arch thanks for catching this one!

violet ferry
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v10.0.5: Fixed two music tracks playing at the same time.

hoary talon
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Hello. Is the mod and it's derivatives available on mod.io ? I'm looking forward to playing with it now that someone kindly fixed modmanager for me. I liked so much last time i played with moddable weather ^^

violet ferry
hoary talon
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Thank you so much ❤️

vapid spire
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Okay, so it's time to start working on the Automation compatibility HappyFT

violet ferry
hoary talon
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Dear WeatherSanta, I'd like to thank you for making this mod work again for v1.0. I've been really happy to find it under my beavstmas pine tree. It's plenty fun to see my parents freak around trying to avoid all kind of awfull weather.
Thanks a lot and have a nice year roudn.
Profy Kitroll

violet ferry
hoary talon
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So, i checked and here is the result :

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It's indeed a low version

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but still it work

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moddable weather is 10.0..0.5

fluid ravine
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Hey man. Love this mod. But I am suddenly not receiving water properly? I dont know if it was this or the extra science mod but suddenly good weather is only producing like this

violet ferry
fluid ravine
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I will test that now @violet ferry . I am pretty sure it didn't happen until I got the extra science.. but I could be wrong

fluid ravine
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@violet ferry I ended up loading backwards till I got strength again (5 cycles)
But it is before I bought the extra science

tulip solstice
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@violet ferry First off, this is 100% ALL on me. That said, is there any chance your weather mod can be set to load the last saved profile on a new game? I'm multiple days in, sometimes even a cycle before I remember to go load the profile.

violet ferry
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like, hey new game, set the setting here!

tulip solstice
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That would certainly be enough for me!

violet ferry
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because I wanted to avoid global settings. pretty troublesome with syncing logic.

tulip solstice
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possible bug or working as desired? Aquafer stops during monsoon

I have confirmed that this has happened over multiple monsoons. I have only tried it with the LeafCoats so I do not know if it is specific to them or universal, assuming it is a bug.

fluid ravine
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Playing the same map i think it worked out with IT?

violet ferry
vapid spire
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@violet ferry The latest update has broke the mod.ContaminationCandidatesCountingJob was renamed to ContaminationCandidatesCountingTask

violet ferry
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v10.0.6:

  • Should work with Update 1.0.7 (Jan 12)
  • The setting dialog now show up for new games (once per save). You can disable it with a new setting as well.
violet ferry
tulip solstice
agile oyster
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is there an easy way to change all the settings back to default? if not could that be added?

violet ferry
agile oyster
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Thank you. That will work... And I didn't think about weather also being tied to difficulty so each difficulty has its own defaults

violet ferry
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yes, when you start a game, the mod automatically grabs data from the difficulty 🙂

agile oyster
violet ferry
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you have to disable the mod to use the Map Editor.

hoary talon
# tulip solstice ### possible bug or working as desired? Aquafer stops during monsoon I have co...

Hello, in a way, much of the new features of the v1 are not really taken into account by weather mod. For exemple, i'd find logical that on monsoon the water seep max depth would rise. on one of the new map, it would basically trash your colony without proper prep ... But as it is a new feature on experimental, and about a mod, i'll go with whatever for now and maybe just suggest a few modifications but that's it. In the end, there is only one weather god, and everybody here knows who that is 😄

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And by the way, the heavy config feature you added, weather god, to your mod is really fun. The way that every other aspect is basically a patch on the current weather is fun as hell ... or maybe hell as fun as it renders some maps utterly unplayable without luck XD A rain badtide or the thing where badwater sources spew fresh water out is really just the random things that keep me on my toes. It's impossible to prep for everything. Really, the way i can configure the game now is far better than before, thank you @violet ferry !

violet ferry
hoary talon
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If you want a few suggestions or my view on the logic of the game and mod, i can offer that, free of charges !

violet ferry
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I can't promise to implement them all but I am all ears!

hoary talon
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Ok then !
First my logic on the weather :

  • Drought shut sources off
  • Badtides make everything contaminated
  • Monsoon make every source produce more
  • Rain wet everything with the current type of water
  • Surprinsigly refreshing force water to be good and force sources to be active but shorten the season duration.
    My view on the types of sources :
  • Water sources are infinite pressure sources of good water
  • Water seep are finite pressure sources of good water
  • Badwater source are infinite pressure sources of contaminated water
  • Badwater seep are finite pressure of contaminated water
  • Aquifer are operated sources of good water
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Now, if we suppose the mod is here to make the challenge greater, here are some combinations :

  • Badtide+Rain = Badrain : Everything, everyland is contaminated (potentially beaver standing in the rain too), all sources and seeps are contaminated. Aquifer is either deactivated or also polluted by badrain.
  • Monsoon : Seeps overflow, either their pressure rise but stay limited, or they become water/badwater sources and are of infinite pressure. Aquifer produce water but far faster too. You could even go so far as make aquifer produce at a greater rate with no power as if it overflowed.
  • Monsoon+Rain = Storm : All the effet of monsoon+rain but rain is producing water at random on the map leaving small spot of water, even disabling building no built on piloti.
  • Drought+Monsoon = Phreatic explosions : Sources, seeps and aquifer activate at random with great power (10 times), then stop.
  • Drought+Rain = Summer storm : All sources stay dry but everything is green.
  • Suprinsingly refresing : Badwater sources and seep out good water, aquifer work as normal.
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And you can go on as it is like :

  • Badtide + Monsoon + Rain = Badstorm : All effect of a storm but all sources and seep and aquifer out badwater and the rain leave spot of badwater and contaminate all the land.
    Or even that :
  • Badtide + Monsoon + Drought + Rain = Apocalypse : All the effects of the badstorm but the sources work randomly with extreme force (x10) all with badwater. Aquifer activate spontaneously with force, seep go as high as they can overflooding everything and you basically loose the game XD
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In a way, you could think of each weather as a modifier with it's effect and a few combos

violet ferry
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interesting, I didn't think about extra effect when combining modifiers. maybe too many to think about but that's a good idea.

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Badtide Rain is quite similar to Skyblight/Badrain

hoary talon
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Yes !

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Well, i won't brag about inventing all of it, you are a HUGE source of inspiration, to be fair with you ^^

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This mod of yours is what made the endgame interesting to play for me, to be honest

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Hard+all weather options is so gametrashing 😄

violet ferry
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hah, I think my first priority will be bringing back Skyblight and Earthquake before adding stuff

hoary talon
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By no means I intend to give you any order about anything I suggested. It's just my way of thinking about all that. I think I'll be happy with whatever you choose to do, be it near or far that.

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You'll use whatever logic you like and i'l enjoy the result ^^

pure saffron
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I love this mod. With my brother we would often brainstorm about adding things to TB and I would always bring up different weathers.
One thing that I thought about, was during a monsoon season, when the water rises, there could be a risk to spawn debris that the needs to be demolished. Is that something that is possible?

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Also, this mod seems to affect the weather achievements (I assume that it is this mod seeing how it impacts the weather). I am well into a game, I unlocked the achievements for surviving multiple cycles, however, I did not unlock "Survive your first drought/Badtide".
Am I alone, or is this to be expected? I activated all different weather, but left the options default.

violet ferry
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so just play without this mod for achievements.

uneven slate
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Skyblight: Does closed reservoir immune?

violet ferry
fluid ravine
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I made a map with 5? Or 6? Levels to try to combat that when I left it on by accident....

uneven slate
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This supposed to be a sea of contaminated water, yes?

violet ferry
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I am not sure I get what it is here

fluid ravine
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Looks like a lot of clean water, during rain?

brave island
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high-pressure clean water pushing out all pollution from the image..

uneven slate
violet ferry
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is it supposed to be a Badwater Source? then maybe you have the Surprisingly Refreshing modifier on? 😛

uneven slate
# violet ferry what is that lol?

Monsoon clearing a sea of badwater.
It's a map with 4 islands above a sea of bad water (height: 8).
In the middle of the map there's a spring of clear water.
It was sealed. I opened it in the monsoon season and that's what i got

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there're 8 bad water sources on the sea floor.

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str: 6 (before Ebb and Flow and seasons)

violet ferry
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hmm maybe monsoon is causing something funky?

uneven slate
fluid ravine
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My bad. Lol

uneven slate
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This is what can happen with this mod

fluid ravine
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Interesting. With IT and their cap i have kept only bad water flowing from bad sources

violet ferry
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is there like tons of them and so the water doesn't get out fast enough? maybe I need to see the map to understand

brave island
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should only happen for odd custom maps..

violet ferry
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oh is that U7? IIRC V1 already removed it?

uneven slate
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It's a private edit of "Floating Islands Alpha"
I like taking existing maps and adding more water sources for challenge. Your chances of drowning in my maps is almost 100% unless you move to higher ground.
In this specific edit, no drowning but early game it's impractical to use sea floor for land, way too much wood or sand required.
U7

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In order to build a res here, you need to cross to another island and build around one of 4 source, 0.3 str each

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I use a mixed faction here

uneven slate
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Feature request for Redsurge:
If badwater is chosen as next season, add a chance that it'll be redsurge instead.

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Unless it's too soon for redsurge

violet ferry
frozen osprey
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Hi, does the new weather mod include the additional add-ons that were available before?

This time, I'd like to start with the mods from scratch rather than adding them later.

zinc fox
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Hi. I am having an issue with 'Moddable Weather v10.0.6' where the second or third drought or badwater season has no 'end date'-timer. The bad seasons seems to last indefinitely.
Is this a known issue?
What other information can I add to resolve the problem?

violet ferry
violet ferry
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or if you are confortable with using || Dev Tool ||, you can do it by yourself: pressing Alt + Shift + X, in the Singleton box, search for something like WeatherCycleService, and in there should be a list of all the weathers that have happened so far, including its length.

zinc fox
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I tried to make a fresh save, but only now noticed the 'General Settings' tab in the mod, which has the toggle turned the 'end date'-timer off. Turning the timer back on has resolved my issue. 😅
Apologies for the inconvenience.

frozen osprey
violet ferry
frozen osprey
uneven slate
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Is it possible to add global settings too?

violet ferry
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probably. kinda funny in U7 people are asking for local settings and I knew people would start asking for global settings too xD

violet ferry
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Skyblight & Badrain is now available for V1 with even more challenges!

Also a small update for this mod: v10.1.1:

  • The Settings for Weathers and Weather Modifiers now show which modifiers/weathers they are selected with.
  • Fixed Weather Modifier settings (like Monsoon's) not being saved.
violet ferry
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Earthquake: no guarantee, it needs Building HP which probably won't be available for a while

frozen osprey
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Will you also include something that affects the food supply?
Like, for example, if pests get in and occasionally spoil some food, or if a certain percentage of the food—say, 0.5–10%—goes bad after a certain number of days.

brave island
uneven slate
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Can you add some visual indicator when monsoon is added to weather?

violet ferry
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you can see Monsoon from the weather panel anyway

uneven slate
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Oh, I see. I forgot to set it.

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Pretty please add global settings 🙂

uneven slate
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Is it possible to split monsoon to redsurge and monsoon?
Or change the weather sensor to be able to distinguish between them?

violet ferry
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oh I didn't post v10.1.0 update here (the one before the latest):
v10.1.0:

  • Cycle 1 Rain is back! You can now have a default settings applied to new saves! Note that however if you use this, difficulty settings will be ignored.
  • Fixed Cycle Stages not being saved.
frozen osprey
violet ferry
frozen osprey
frozen osprey
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Just a little idea from me—please don’t take it as a demand or nagging, but just as inspiration, in case you could use it.

Hi, so regarding food spoilage—if this could be implemented—wouldn’t it be a possibility to incorporate it this way: if a warehouse full of food is flooded, the food would start to spoil after about two days, with a spoilage rate ranging from 0.1% to 10%, depending on random chance. With good luck, nothing spoils; with bad luck, 10% spoils.
And when the timer runs out and the spoilage has occurred, and the house is still flooded—or has been flooded again—then the cycle starts over.

So the notification that it’s flooded is the starting signal for the timeline. (Even if it’s only flooded for a very short time; it’s not about the duration but the fact that it happened.)
The timer runs down, and it doesn’t matter whether it’s still flooded or not. — The event occurs precisely because the food is deducted after the days have passed.

The timer also serves as a buffer, so to speak, ensuring this event can’t be triggered in a single go. That’s why it’s two days or so.

uneven slate
uneven slate
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Oh. I added bad tide variation to Monsoon. Disabled that. Should be ok now

violet ferry
uneven slate
uneven slate
violet ferry
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ahh you need to know if a modifier is active or not? that's fair, I will update #1483440777144045640

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so you won't check for weather, but for modifier (because Badtide is actually just a locked Badtide modifier)

frozen osprey
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How many more Adonns do I have to wait for the weather mod to be complete? I would have guessed two... first the earthquake, and then there were two Adonns before version 1.0. One is already there... I just can't remember what the second one was.

violet ferry
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there's only Earthquake missing.

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in U7 there was Redsurge but in V1 it's achieved by modifiers already

frozen osprey
# violet ferry there's only Earthquake missing.

Oh, okay, because I thought I had two Adonns before 1.0, and the earthquake wasn't included in those.

Now I get it, but I'm still patiently waiting for the earthquake update—I want that included too—and now I can get the mods on Steam... I'm also really looking forward to “5 More Minutes, Mom.” I've been wanting to try that out for a long time 😄

violet ferry
frozen osprey
violet ferry
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if it crashes, feel free to tell me 🙂 my backlog is quite long though so no promise when it's fixed if it doesn't work

frozen osprey
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I get it—I just checked the list for U1, and it wasn't there.

To be honest, I don't feel like going through every mod that interests me to see if it still works with U1.
I know that the latest updates have already broken a lot of mods that I used to really enjoy.

I always reach out if there's an issue, and I'm willing to be patient.
After all, you maintain your mods, and you've really put some great ones together.

I'm really impressed, and thanks again for the plotting tool—it's always a must-have for me, and I recommend it to others as well.

frozen osprey
frozen osprey
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I've tested it in several different ways now, but “Earthquake” doesn't work for me.
Whether on the main branch or the experimental branch, as soon as I subscribe to it, I get an error.

abstract kiln
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Isn't Earthquake only still U7?

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I haven't seen it or it's required mod(Building Health) get 1.0 updates yet

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At least not on steam

frozen osprey
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Yes, it's still U7.
But they said it might work and that I should let them know if it doesn't.

abstract kiln
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Got it, troubleshooting

frozen osprey
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Exactly 😄
And I’m willing to be patient until it eventually works out—I’ve got plenty on my plate anyway. That way, I won’t be put in the awkward position of having to make a decision.

violet ferry
violet ferry
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both are pretty big mods

frozen osprey
knotty basin
violet ferry
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@brave island probably weather-related code? but I wonder how it crashed at the Mod Start.

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oh I think both mods are trying to patch something in that method

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and his mod patched it first, then my mod, so my mod received something that is no longer original, maybe

abstract kiln
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OH! Wonder if that's why I never got the apparent water generation bug in the script... because I have this mod... so it never... bit wary of starting my game with both enabled now if they're conflicting 😭

abstract kiln
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I... do not get that crash. Unless either of you sneaky patched.

brave island
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might be fixed in the latest version (yesterday)? i did change it to not use Tick but instead limit it to the Update method

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will need to try running both mods together again at some point

abstract kiln
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I never had the crash even before your update-- So baffling?

brave island
abstract kiln
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I tried both orders on purpose. My best guess is there's some secret third thing

knotty basin
brave island
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it's misnamed. it's generic features originally used for whitepaws only, but available to all

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the one conflicting here is option to make water sources resist badtides

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(like you got a building that outputs water but not should corrupt on badtide. such cases)

frozen osprey
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Hi, what happens when you turn it on? Do the beavers get sick when it rains? Do platforms help with that, or do they need to have impermeable bottoms?

violet ferry
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If you check Beaver gets sick, they accumulate time outside (i.e. not inside a building). doesn't matter if it's underground or under platforms etc.

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they have a chance to get sick the next day depend on the number of hours outside.

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for bot, they get damaged continously as long as they are outside.

abstract kiln
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It's wonderful, oh also, while I'm here. Slyblight during drought is as wonderfully evil as I expected it to be. Love been able to mix and match weathers!

frozen osprey
# violet ferry you mean Badrain? you get to check the effects of Badrain. there are 4 different...

Yeah, I mean Badrain—I'm just doing a little testing right now... At least I think the weather was active, because Skyplight is set so that the water gets dirty very slowly.

But they were ALL dirty right from the first day—all 22 beavers.
There was no one left who could work... and playing on the islands is really damn hard when the water is constantly dirty. But for all the beavers to get sick at once—that’s impossible. (I only checked the box for Badrain; nothing else was changed.)

violet ferry
frozen osprey
# violet ferry yeah you may need to pump up the number of hours 😛 default is 3-6 (3 hours = ma...

Yeah, I really need to increase that significantly, because right now it doesn't matter whether you play lightly or heavily—you don't stand a chance. I can't think of anywhere else where beavers are constantly in houses.

One more question: why are so many of the new weather features disabled by default?
I just noticed that they're all turned off.

Isn't it actually the case that when you download the mod, you want the weather features and it makes sense for them to be enabled?

violet ferry
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Skyblight is the main mod. Badrain is the answer to people complaining "it's too easy" and is very hardcore 😛

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it's very hard to know which weather types people like so the default is mostly the game default

frozen osprey
# violet ferry Skyblight is the main mod. Badrain is the answer to people complaining "it's too...

Well, “difficult” is an understatement—it's impossible with these settings... But I'll experiment until I find what works best for me.

I was already wondering why it keeps switching between normal weather and skylight... And I seem to have had Badrain only once and nothing else.

Okay, so I'll tell everyone I recommend these mods to that they need to enable the various weather mods.

For me, turning them off would be way easier—I'd have less to do 😄
I personally want all the weather effects.

frozen osprey
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For example, if you set a different weather condition during a drought, does that override the drought?

And why doesn't Badrain have an additional window, like all the others, that is marked as locked? I also can't enable it.

violet ferry
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so you can add it to other weather types

violet ferry
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So you can have Monsoon + Badtide + Skyblight + Badrain at the same time even. In the code, the "weather" now barely does anything. It's the modifiers that cause all the effect (Drought = no water running, Badtide = contaminated water etc).

frozen osprey
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Okay, thanks. I'll give it a try.
Sorry for asking so many questions.

Given the bad weather, do the percentages have to add up to 100% in total, or is it okay to enter 40% everywhere?

tulip solstice
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@brave island Here is the "normal" water level.

undone needle
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Mod's really fun, had a monsoon overflow of badwater that killed my entire pop
10/10

violet ferry
undone needle
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Sounds like a bad time HappyFT HappyFT HappyFT

frozen osprey
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Hi, unfortunately, there's a problem with the mods.

I suspect it's the weather mod.

Could you please look into what's causing this?

A streamer tested it and now can't access his save game without the mod.

And is it normal that if the drought is set to a maximum of 20 days, it then lasts around 40 days after more than 20 cycles?

He was VERY surprised by that.

soft abyss
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Game difficulty for weather is override by the Moddable weather settings, so, it's normal to have longer drought if this is the settings of the mod.

frozen osprey
soft abyss
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I don't remember, but, it is a multiplier in the settings ?

frozen osprey
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I don't know, he's offline now too, I just wanted to let you know so that this might be fixed.

violet ferry
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can you send me the stream? I can check to see what settings he used. if default, then it simply grab it from the difficulty.

violet ferry
frozen osprey
uneven slate
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Badtide is set to start at cycle 3
Monsoon set for cycle 8
Had a Badtide with Monsoon in Cycle 4.
Not cool

violet ferry
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Monsoon weather cannot start until cycle 8, but Monsoon modifier may still happen for a specific Weather before that.

violet ferry
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yeah sorry 😅 but since there is an option for that, the mod has to rely on that setting

frozen osprey
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Hi, I have a question. I’ve been trying to mitigate Skyplight by using an underground channel that at least partially saves the storage tanks.

The tanks get flushed out, but as soon as the water enters the narrower underground channel, it turns very, very red.

The water can flow off the map unimpeded at the end of the channels.
As you can see in the picture, the current is also quite strong.
I’ve reduced the pollution rate as much as possible.

What am I doing wrong? I’d like to try to keep my water reservoirs at least somewhat clean.

I’ve really put a lot of thought into avoiding stagnant water.
If the channel were three units high, would that make a difference?
Right now, it's one unit high.

violet ferry
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and more water does not make any difference. the weather simply change % water into contamination, I think the default is within under 1 game day

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the only solution is to not store water outside.

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if water cannot get out, it will get contaminated

frozen osprey
# violet ferry likely not. the issue is not stagnant water alone, more of if it's getting fresh...

Fresh water flows in, as you can see in the pictures.
The channel at the bottom of the last level is fed directly by fresh spring water.
But at the edge where it flows into the lower channel, the water turns red immediately—not just slightly, but heavily contaminated right at the edge; I’d guess about 80%.

I haven’t installed any measuring devices at the edge yet, since I didn’t expect it to not work.

They say that moving water gets contaminated more slowly.
I made sure it moves strongly and that fresh water flows in constantly.
In the overall image, you can also see that while the map above is reddish in some places, the water mostly does NOT contain deep red.

But I really didn’t expect the channel to tip over like that.

And right now I’m pretty frustrated because I spent several days laying this channel across the entire map and designing the mountain with the chambers so that there would definitely be no standing water anywhere when I created the flow.

And water does flow out, too; I designed the channel so that fresh water enters only at the source, and the channel drains the water over the edge in three different places.
There is definitely a flow, and NO standing water.

violet ferry
frozen osprey
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I just quickly placed some sensors, including one that measures the flow.
There are three of them in the canal.

I’ve attached the file; I’m playing on the Experimental branch.

I’ll also list the mods I’m using, in case they’re relevant.

The canal up top, on the higher levels, where there’s red water, isn’t the problem—it’s not finished yet, so the water is backing up there. It’s really just the canal on the lowest level, which also flows through a mountain.
But I think you’ll see it when you open the save file.

The mountain further down, with the excavator, isn’t relevant yet—I haven’t finished working on that part. I wanted to test at the top first to see if it actually works the way I envisioned.

frozen osprey
#

Hi, I just wanted to ask if you were able to open the save file, or if you still need anything else from me.

Also, I'm sorry that I keep finding things that are causing me problems.

Believe me, I'm really not looking for them!

violet ferry
frozen osprey
frozen osprey
frozen osprey
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Hi, I just wanted to say thanks again for letting us customize so many settings in the weather mod.

I’m still testing it on the Thousand Islands and I’m really impressed.
Since I set some things very low, I can effectively counter Skyblight if I set up the channels correctly. But mistakes are punished really harshly.

This makes the game much more fun because I really have to think to keep everything running smoothly and keep the map green most of the time while keeping the beavers healthy.

violet ferry
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btw just finished my paper last night, may get some time to look at your save at last, but I am quite occupied with a few ideas for the mod contest 🙃

frozen osprey
# violet ferry that's crazy! I didn't think Skyblight is possible on big maps. the end of the m...

So, on the lowest settings and when everything is flowing smoothly, Skyplight works really well. But it’s really important to make sure there’s a flow everywhere.

You don’t necessarily need to check the game version anymore.
Because an update to another required mod fixed the problem.

No idea why, but I’m really happy right now.

Even though I just caused some problems for myself in the game. But I’m just testing so I can play even better with your mod later. 😄

My recommendation: design channels so they slope down gradually rather than going up and down constantly, because that causes problems with Skyplight.

A little bit of that is okay, but not too extreme, otherwise you’ll end up with a red mess at over 50%.

Good luck—I hope your work turns out great—and have fun at the Timberborn mods contest.

river scaffold
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Hello everyone.

I am looking for some help to implement a basic fix / extension to this mod. I've tried to do it myself, but setting up Unity Editor / mod project / correct C# compiler takes a bit too long. Happy to send 50$ to charity of your choice to save time.


I would be happy with any of two options:

  1. Implement ability to set specific weathers to specific stages. Currently you can only have "benign" or "hazardous" weather, but there is no way to set a specific type.

  2. Alternatively, prevent the same weather type from happening within the same cycle. If we already had drought, do not start another drought after that. This is a bit worse solution, since weather order is random, but still acceptable.


I had a plan of specific cycle in mind:

  • Starts with tempered season (duration reduces over time);
  • Followed by drought (duration increases over time);
  • Followed by monsoon (duration increases over time);

With current version it is not possible to explicitly set drought for 2nd stage and monsoon for 3rd stage. It can only be either one or another. And it can be two droughts in a row, which is not fun.

#

In future it might be a good idea to drop "benign / hazardous" categories and replace with specific weather selectors. I can see a lot of potential weather ideas which are not strictly "good" or "bad".

For example, normally "bad" weather might be actually good for some modded beaver types.

river scaffold
river scaffold
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Followed guide up to certain extent. Opened project in visual studio. Got the following errors when trying to build

#

Changed paths in "CommonProperties.targets". Guess I have to change more parameters.

violet ferry
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to publicize the game DLLs

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a few of those errors are from very old projects. You should choose the "Do not load projects" option when opening the solution and only open the projects you need

river scaffold
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How do I "run" GameAssemblyPublicizer? 🤔

I see I can "build" it, which is successful.

river scaffold
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Aha, all done

#

It has some hardcoded paths 🙈

#

Guess some dependencies are still missing. Trying to open "ModdableWeathers" with dependencies and build.

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Restarted & unloaded everything. Reduced to just one error.

river scaffold
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Commenting this line:

global using Label = UnityEngine.UIElements.Label;

Causes the build process to complete and produces DLL. Not sure if it's correct thing to do. 😆

violet ferry
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so, it will need TimberUi and ModdableTimberborn folders in your Mods folder. you can get them by compiling the TimberUI and ModdableTimberborn projects

violet ferry
rare vortex
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" Saves that were played with this mod may not work correctly if the mod is later removed (behavior is undefined)."

I see there is a warning on the steam page already, but maybe it is good to emphasize again. It looks like a savegame will crash upon load if you decide to disable this mod. If you disable this mod, your savegame will look for a Weather UI that will no longer be there. So think carefully before activating this mod, because you will be stuck with it for the rest of your playthrough.

violet ferry
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yeah many asked about this. may need to show it in red in the weather dialog 😛

neat panther
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Weather stations don't have a state for the custom weathers. Is that in the works?

neat panther
#

aaaaah

#

thanks a lot

neat panther
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Another thing, perhaps aquifers should work during monsoon? ThinkingFT

violet ferry
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noted in the mod description, it may be in the future but for now it is consistent to the base game

brave island
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when i disable moddable weathers i get this next time i try to load that saved game

InvalidOperationException: No UI for weather: 
Timberborn.HazardousWeatherSystemUI.HazardousWeatherUIHelper.UpdateCurrentUISpecification () (at <024743e35d27472ca90438f91f36ceae>:0)
Timberborn.HazardousWeatherSystemUI.HazardousWeatherUIHelper.Load () (at <024743e35d27472ca90438f91f36ceae>:0)
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at C:/Users/Norman/Documents/src/Timberborn-MoreModLogs/Scripts/SingletonSystemPatch.cs:64)
Rethrow as TargetInvocationException: Timberborn.HazardousWeatherSystemUI.HazardousWeatherUIHelper.Load() failed
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at C:/Users/Norman/Documents/src/Timberborn-MoreModLogs/Scripts/SingletonSystemPatch.cs:69)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <0947737589364218af94e69e72e753c0>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <0947737589364218af94e69e72e753c0>:0)
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not appears on new games or saves with no prior moddable weathers.

#

kinda confusing it even tries to load that service when the mod is disabled?
13:34:00 Timberborn.HazardousWeatherSystemUI.HazardousWeatherUIHelper.Load() failed after 00:00:00

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hmm. this is a basegame issue, isn't it?

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like it's impossible to disable this mod?