#Moddable Weather
1279 messages · Page 2 of 2 (latest)
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 😛
using with the event, it should be thread-safe no?
Thinking of it in columns actually would be better. Is the terrain stored as a simple array of objects?
let's discuss at #🤖mod-creators message
oh, i can't remeber the detail, just that there's two copies, a thread safe and a 'normal' of both terrain map(?) and water map
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
depends on when they release it really 😛
Lol fair enough
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.
I had a question about the Rain. Do Emberpelts walkways protect them from getting wet?
no idea. probably not. it simply checks if Enterer is Inside or not.
"they have a top above their head", so maybe?
nope, it simply checks if the Enterer is inside a building 😛
I assume walkways are buildings, though I'm not 100% sure
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.
v10.0.3: Fixed hazardous weather music keeps playing.
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)
workshop page doesn't list this; in vanilla game aquifers just go dry during a badtide
oh... right, I didn't test the new v1 water stuff yet. it should be a bug in that case, I will investigate. thanks
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!
v10.0.5: Fixed two music tracks playing at the same time.
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 ^^
hi, the U7 versions yes. V1 version is uploaded separately (Moddable Weathers), https://mod.io/g/timberborn/m/moddable-weathers#description. The sub-mods are not available for V1 yet, only the main one.
Thank you so much ❤️
Okay, so it's time to start working on the Automation compatibility 
good luck, I went more reckless this time because I was like, meh, screw the backward or other compatibility, I will just do whatever it takes to make this feature 
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
Dear Profy Kitroll,
Glad you are having fun though I am not sure I can say that about your contaminated uncle under the monsoon! Have a consolation golden log 🪵✨. Have a fun year too!
So, i checked and here is the result :
It's indeed a low version
but still it work
moddable weather is 10.0..0.5
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
interesting... does it happen always, i.e. with new game too?
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
@violet ferry I ended up loading backwards till I got strength again (5 cycles)
But it is before I bought the extra science
@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.
yeah I thought about it but in the end forgot to implement. I wonder if showing the dialog right when the game start is good.
like, hey new game, set the setting here!
That would certainly be enough for me!
because I wanted to avoid global settings. pretty troublesome with syncing logic.
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.
Playing the same map i think it worked out with IT?
working as intended (for now). I had the note in the description saying for now it honors the game's behavior of turning off for all hazardous weathers.
@violet ferry The latest update has broke the mod.ContaminationCandidatesCountingJob was renamed to ContaminationCandidatesCountingTask
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.
thanks, fixed.
added in the last update.
Thank you so very much!
is there an easy way to change all the settings back to default? if not could that be added?
start a new game and export then import for now I think. There's already difficulty code but I just realized I never made the buttons 😛
Thank you. That will work... And I didn't think about weather also being tied to difficulty so each difficulty has its own defaults
yes, when you start a game, the mod automatically grabs data from the difficulty 🙂
Moddable Weather causes crash when attempting to create a new map. Error report attached. Maybe because it cant grab the settings from the difficulty??
did you mean in the Map Editor? it has never worked with Map Editor.
you have to disable the mod to use the Map Editor.
oh ok
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 😄
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 !
interesting ideas actually, I think I will surprise everyone with a patch haha
If you want a few suggestions or my view on the logic of the game and mod, i can offer that, free of charges !
I can't promise to implement them all but I am all ears!
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
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.
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
In a way, you could think of each weather as a modifier with it's effect and a few combos
interesting, I didn't think about extra effect when combining modifiers. maybe too many to think about but that's a good idea.
Badtide Rain is quite similar to Skyblight/Badrain
Yes !
Well, i won't brag about inventing all of it, you are a HUGE source of inspiration, to be fair with you ^^
This mod of yours is what made the endgame interesting to play for me, to be honest
Hard+all weather options is so gametrashing 😄
hah, I think my first priority will be bringing back Skyblight and Earthquake before adding stuff
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.
You'll use whatever logic you like and i'l enjoy the result ^^
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?
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.
I remember my code has patches for Badtide achievements (survive 1/2 in a row). I don't remember there is Drought.
so just play without this mod for achievements.
Skyblight: Does closed reservoir immune?
nope. the game does not have the concept or code for "closed" reservoir
I made a map with 5? Or 6? Levels to try to combat that when I left it on by accident....
'accident', sure 
This supposed to be a sea of contaminated water, yes?
what is that lol?
I am not sure I get what it is here
Looks like a lot of clean water, during rain?
high-pressure clean water pushing out all pollution from the image..
Monson
is it supposed to be a Badwater Source? then maybe you have the Surprisingly Refreshing modifier on? 😛
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
there're 8 bad water sources on the sea floor.
str: 6 (before Ebb and Flow and seasons)
hmm maybe monsoon is causing something funky?
No. Just monsoon in action
My bad. Lol
This is what can happen with this mod
Interesting. With IT and their cap i have kept only bad water flowing from bad sources
yeah. the game does have a cap of strength at 8, but if you say it's 6, I am not sure why it causes it.
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
Ebb and Flow removes that cap
there's outflow limit on water columns too, making this fountain.. and ebb&flow breaks source strength limit.. and map maker here went berserk on them (that's likely 20+ source strength here. times monsoon factor..)..
should only happen for odd custom maps..
oh is that U7? IIRC V1 already removed it?
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
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
I use a mixed faction here
Feature request for Redsurge:
If badwater is chosen as next season, add a chance that it'll be redsurge instead.
Unless it's too soon for redsurge
is this in U7 context? In V1, it's already happened. Basically weathers in V1 comprised of smaller "parts" called Modifiers. Redsurge is no longer a weather but a Monsoon or Badtide with Badtide/Monsoon modifier.
U7
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.
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?
a few but not all yet. Skyblight and Earthquake is not in V1 yet
no I have not heard about this issue before! if you give me the save file I can check for you the data.
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.
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.
Thanks. How long do you think it will take until they're ready for version 1.0? I was really looking forward to getting started with all the weather features right from the beginning, and I'd hate to have to pick it up again halfway through.
not sure yet, I have a huge back log of mods currently 😅
Okay, thanks. Too bad.
If I'd known that, I definitely would have played before version 1.0.
Guess I just had bad luck then.
Is it possible to add global settings too?
probably. kinda funny in U7 people are asking for local settings and I knew people would start asking for global settings too xD
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.
Skyblight & Badrain is back. this time I am pretty sure the Skyblight effect should not be too crazy (I think) 😛
Earthquake: no guarantee, it needs Building HP which probably won't be available for a while
Oh, thank you, thank you, thank you—now I know what I'll be playing for the next few days!
Did I understand correctly that the earthquake update isn't out yet and you're still working on it?
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.
not sure i would expect that in a weather mod, but sounds fun for effects like those to go with rainy periods
Can you add some visual indicator when monsoon is added to weather?
you mean when monsoon is active? guess now with #1422778917366005770 is a required mod, I can use the status panel but not sure if it's actually useful.
you can see Monsoon from the weather panel anyway
Really?
Looks the same as in U7?
Oh, I see. I forgot to set it.
Pretty please add global settings 🙂
Is it possible to split monsoon to redsurge and monsoon?
Or change the weather sensor to be able to distinguish between them?
wasn't it added last patch?
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.
Well... I guess you could look at it that way... when it's really damp from rain and stuff... then everything gets moldy 😄
But I don't mind if the mod is separate either.
it's planned as a Modifiers pack but I am way too busy 😅
Great, if I know it's in the works, I can wait—I've got other things to do right now anyway... but trust me, when you release it, I'll definitely get it 😄
My beavers are always doing way too well anyway, unless they're getting blown up.
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.
Used AI to create logic.
failed alone :/
Q = (G OR M) AND NOT(B)
G - Good weathers
M - Monsoon
B - Bad water
This doesn't work as Monsoon with bad water is recognised as Monsoon. Not cool
Oh. I added bad tide variation to Monsoon. Disabled that. Should be ok now
I am not sure I understand. Redsurge is now Monsoon + Badtide or Badtide + Monsoon, right? what do you mean by splitting?
When it's Badtide + Monsoon, Automation sees it as Badtide.
The other way around sees it as Monsoon which mean I need manual control over drills.
It's not
Splitting it back into redsurge so it'll be recognized as diff season by automation.
Otherwise i'll have to use the old method with floodgates and contamination sensor
ahh you need to know if a modifier is active or not? that's fair, I will update #1483440777144045640
so you won't check for weather, but for modifier (because Badtide is actually just a locked Badtide modifier)
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.
there's only Earthquake missing.
in U7 there was Redsurge but in V1 it's achieved by modifiers already
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 😄
is it not working in V1? When V1 hit, that one didn't crash so I have been assuming it's still working
I haven't tried that yet; I thought everything would have to be reconfigured, so I didn't even download the update.
Now that I know it works, I'll probably start a test game very soon.
Thanks.
yeah someone mentioned it was still working so I assumed it worked because no one else said it crashed. and now with my mod list too big, I kinda update based on requests 😛
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
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.
Should I avoid installing the other mods if I want to install the Earthquake mod?
Because when I install everything, the game crashes for me. If I only have the U1 Weather mod and its associated add-ons, it runs fine.
Screenshot of the mods currently installed.
Is Red Source actually included in the new versions, or do I need to install that separately as well?
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.
Isn't Earthquake only still U7?
I haven't seen it or it's required mod(Building Health) get 1.0 updates yet
At least not on steam
Yes, it's still U7.
But they said it might work and that I should let them know if it doesn't.
Got it, troubleshooting
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.
thanks. about the Plotting Tool, another guy made a bunch of ruler tools and similar on Workshop too, I think it may be useful for you. forgot the name. you can forward this message and ask in #🚀mod-users
nah neither Building HP or Earthquake is working for V1 yet unfortunately.
both are pretty big mods
Thanks, I'll take a look, though I'm already very happy with yours.
Yeah, but I'm patient. Take all the time you need. Maybe I'll find some other mods that interest me in the meantime.
hiiii, sorry to ask, suddently this morning I can't seem to launch the game with moddable weather installed anymore. It only works if it's disabled
Grauschweif.WhitepawsPatch.Plugin.StartMod
it's accessing something my mod patched out I think
@brave island probably weather-related code? but I wonder how it crashed at the Mod Start.
oh I think both mods are trying to patch something in that method
and his mod patched it first, then my mod, so my mod received something that is no longer original, maybe
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 😭
I... do not get that crash. Unless either of you sneaky patched.
might be fixed in the latest version (yesterday)? i did change it to not use Tick but instead limit it to the Update method
will need to try running both mods together again at some point
I never had the crash even before your update-- So baffling?
likely depends on mod order
I tried both orders on purpose. My best guess is there's some secret third thing
strange... I don't have whitepaws mod, maybe that's why?
it's misnamed. it's generic features originally used for whitepaws only, but available to all
the one conflicting here is option to make water sources resist badtides
(like you got a building that outputs water but not should corrupt on badtide. such cases)
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?
you mean Badrain? you get to check the effects of Badrain. there are 4 different effects depends on your level of "pain".
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.
they have a chance to get sick the next day depend on the number of hours outside.
for bot, they get damaged continously as long as they are outside.
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!
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.)
yeah you may need to pump up the number of hours 😛 default is 3-6 (3 hours = may get stick, 6 hours = 100% to get sick)
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?
Skyblight is the main mod. Badrain is the answer to people complaining "it's too easy" and is very hardcore 😛
it's very hard to know which weather types people like so the default is mostly the game default
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.
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.
Badrain is not a weather. it's only a modifier 🙂
so you can add it to other weather types
So now, each weather/stage has: 1 Weather + many Modifiers. Typically unless I make a logical mistake, modifiers stack together.
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).
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?
@brave island Here is the "normal" water level.
Mod's really fun, had a monsoon overflow of badwater that killed my entire pop
10/10
you will be fine once you get bots. then you need to enable Badrain 
Sounds like a bad time

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.
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.
Yes, but the mod only specifies a maximum of 20 days for the drought.
I don't remember, but, it is a multiplier in the settings ?
I don't know, he's offline now too, I just wanted to let you know so that this might be fixed.
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.
also yes, in the description once it's saved with that mod, you cannot play that save without the mod because it changed many of the weather info.
I have to wait until he's online again; he might have a private video, but there's nothing on Twitch.
Badtide is set to start at cycle 3
Monsoon set for cycle 8
Had a Badtide with Monsoon in Cycle 4.
Not cool
in Monsoon modifier, for Badtide weather, did you set the Start cycle? 😅
Monsoon weather cannot start until cycle 8, but Monsoon modifier may still happen for a specific Weather before that.
Which is not cool
Not like U7
yeah sorry 😅 but since there is an option for that, the mod has to rely on that setting
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.
likely not. the issue is not stagnant water alone, more of if it's getting fresh water in.
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
the only solution is to not store water outside.
if water cannot get out, it will get contaminated
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.
strange... then it should be a bug. could you send me the save please, I will investigate
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.
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!
hi sorry, I haven't even tried yet. I am writing my papers to submit before the end of this month so I haven't been doing anything for a few days 😅
Oh, I see. That's fine.
Good luck with your work, and I hope you pass everything—or whatever it is you're doing there.
I just wanted to give you some feedback—it’s working right now. I’ll keep an eye on it to see if it stays that way or if the update to the required mod fixed the issue.
I now have 4% pollution at a flow rate of 2 in my canal. A little further down, the pollution is higher, but it’s still within acceptable limits. That’s exactly how I imagined it would be.
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.
that's crazy! I didn't think Skyblight is possible on big maps. the end of the map would be fully contaminated right?
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 🙃
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.
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:
-
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.
-
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.
Function which controls this logic: https://github.com/datvm/TimberbornMods/blob/master/ModdableWeathers/Cycles/WeatherGenerator.cs#L80
Ahh, I see. Just found this: https://datvm.github.io/TimberbornMods/ModdingGuide/
So .. apparently, I do not need Unity. And following official modding guides was the wrong path. Got it.
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.
you will need to update paths in the Common targets, also, you need to run the GameAssemblyPublicizer once
to publicize the game DLLs
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
How do I "run" GameAssemblyPublicizer? 🤔
I see I can "build" it, which is successful.
Ctrl + F5. it's a Console app.
Aha, all done
It has some hardcoded paths 🙈
Guess some dependencies are still missing. Trying to open "ModdableWeathers" with dependencies and build.
Restarted & unloaded everything. Reduced to just one error.
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. 😆
ohh... it's expecting Moddable Timberborn in the Mods\ folder
so, it will need TimberUi and ModdableTimberborn folders in your Mods folder. you can get them by compiling the TimberUI and ModdableTimberborn projects
" 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.
yeah many asked about this. may need to show it in red in the weather dialog 😛
Weather stations don't have a state for the custom weathers. Is that in the works?
Another thing, perhaps aquifers should work during monsoon? 
noted in the mod description, it may be in the future but for now it is consistent to the base game
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)
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
hmm. this is a basegame issue, isn't it?
like it's impossible to disable this mod?