海狸浮生记 Timberborn

海狸浮生记 Timberborn

Automation
169 条留言
ihsoft  [作者] 10 月 25 日 下午 10:02 
@jolyne I'm glad to hear that :) Yes, you can set the gates height. You can create such a rule via the UI rules editor. If you want to write more advanced scripts, checkout Wiki: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)
jolyne 10 月 24 日 上午 8:07 
This mod is awesome and exactly what I've been looking for! Is there a way in the code to change the height of sluice gates? thanks!
ihsoft  [作者] 10 月 23 日 下午 10:41 
@OldGamer This is how the game's area selection tool works. If you have more than two buildings at the same spot, then you need to decide which building to pick. The game only gives two modes: upward stack and downward stack. Making own tool which would be able to pick exactly one building is not in the plans for now - too much efforts with the little output.
OldGamer 10 月 23 日 上午 7:34 
Hi Igor, great job with the improvements, I love the new presentation with small icons in the building window. Apart from the above, there is a very small error when selecting a medium-sized warehouse (200 pieces) when it has another of the same size above it, both are selected as if it were a large warehouse (1200 pieces), it is not a critical error but it is annoying (you have to delete the rules for the other warehouse).
OldGamer 10 月 20 日 下午 4:13 
I made a mistake. I opened a game already started with v2.7.1, and when updating to v2.8.5, the game crashed. With new games, it works perfectly. My apologies.
OldGamer 10 月 20 日 上午 6:36 
v2.8.5 still crash the game. Code error on discussions.
nnnnnneko2016 10 月 20 日 上午 12:29 
After the update in the afternoon, even when starting a new game, there was no crash! Thanks!:steamhappy:
nnnnnneko2016 10 月 19 日 下午 9:58 
@dcasez According to what you said, I found the previous version at https://mod.io/g/timberborn/m/automation#description! Thank you so much! I successfully downloaded the previous version, and I was also able to find the previous version for another mod to use. Thank you very much for your help.
dcasez 10 月 19 日 上午 11:24 
mod io of timberborn automation page has previous versions you can download, then you just have to manually place it in the mods folder. had to do dl the 2.71, as i was also getting the crash.
Overheadcam 10 月 19 日 上午 11:12 
How do you revert version
Holden Afart 10 月 19 日 上午 9:27 
how do i revert to a backup?
OldGamer 10 月 19 日 上午 5:19 
2.8.2 update crash the game, revert to 2.7.1 from backup
nnnnnneko2016 10 月 19 日 上午 4:38 
Update error too!
Talonfall 10 月 19 日 上午 3:49 
Great mod! 2.7.2 crashes the game on new game start. PM me if you need any logs. Loading a save that was running 2.7.1 seems to update fine, with the new features in tact, but I haven't tested for long.
唐伯虎 10 月 19 日 上午 3:21 
Update error!!!
ihsoft  [作者] 10 月 4 日 下午 8:59 
@OldGamer Thankls for the report. Will be fixed in the next version.
OldGamer 10 月 1 日 上午 8:08 
Hi Igor,
Small bug in the 'add' function. When adding up to two warehouses, everything works fine. However, if a third is added, it's visible in script mode, but only the first two are shown when saving. Is there a solution?
Seraphin 9 月 29 日 上午 8:44 
Thank you for your response.
ihsoft  [作者] 9 月 27 日 下午 7:24 
@Seaphin, the comments section is not a very good place for discussions. I moved your questions to https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3324234282/4635988093614225284/ and added my comments. Check them out.
Seraphin 9 月 25 日 上午 11:09 
2/2

Also I miss signals for power usage to pause/unpause buildings, but I'm aware you made a separate full mod for power, guess I need to check it out, if it's usefull to me. I don't know if it's already included, as I didn't unlock batteries yet, how about at least being able to read the stored power if not included yet?

And as someone asked already below, I'd also like to support sluices being able to set a contamination signal, just like the gauges. They already messure it in vanilla. If there is already a sluice in the river, a separate gauge my be redundant and as it's 3 tiles high, it doesn't always fit into a place visually.
Seraphin 9 月 25 日 上午 11:09 
Hi Igor, first I wanna say thank you very much for this mod. I just started to use it recently and already using adancing more complex conditions for automatition. I really like these possibilities, even thought it gets a little confusing the more complex the scripts get.

A few questions though:

First I realized you are able to set sluices to "flow" and "no flow", but theres no way to set it back to "auto". I've got a case where I like to shut it by automatition, but instead of fully opening I'd like it to be auto. So I really would appreciate it if that one would be added? Is it missing by design? Was it forgotten? Or are there any problems involved?

1/2
ihsoft  [作者] 8 月 30 日 下午 6:53 
@Imricdaelf120741 Supporting other mods is always a pain. As of now there is only one mod that Automation is officially supporting: Moddable Weather. The modded weathers are offered in UI when you create rules. However, there are issues like this one: https://github.com/ihsoft/TimberbornMods/issues/118 . There can be more in the future - it's how the modding world lives).

Feel free to raise your case in the discussions section (create a thread if you want to) with the mod that you use and want to be supported in Automation. I can't promise to support all the suggested mods, but I can promise to consider every suggestion.
Imricdaelf120741 8 月 30 日 下午 3:35 
For anyone who has modded foods (like berry filling for example) the simple UI if/then script might not work with this. I.E. when my fermenter fills up it pauses, then resumes when its empty. I ended up using efficiency automation settings for the fermenter making berry filling and it gave me the same end result. (Not a complaint or a real problem)

Also if you have other weather effects (like Moddable Weather) the automation settings can be a bit rough to do with the if/then. My water pumps were able to work with a long list of on/offs, but my floodgates didn't act together and had to each have the same settings. (Also not a complaint or a real problem)

Great mod though and super useful.
ihsoft  [作者] 8 月 24 日 下午 6:17 
@OldGamer Checkout the "Signals templates" section above (in the description). The template wth the gaage on the icon will help you to setup "the export". Once you did it, you will see "Signal: XXX" in the normal conditions UI. And the link to Wiki can also help: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)#main-concepts-of-the-scripting-approach (it's in the mod description).
OldGamer 8 月 24 日 下午 4:38 
Sorry, but I don't understand your answer. Could you explain it for idiots like me?
ihsoft  [作者] 8 月 24 日 下午 2:44 
@OldGamer You can place gauge at the sluice and then use custom signlas to "export" contamination level. Then, you can make conditions on sluice and listen to this signal.
OldGamer 8 月 24 日 上午 7:04 
Hi Igor,
Would it be possible to read the contamination probe built into the sluices and act on the reading?
ihsoft  [作者] 8 月 23 日 上午 2:51 
@CyanSloth10 Have you had a chance to read Wiki? Here: https://github.com/ihsoft/TimberbornMods/wiki/Automation-(scripting)

You CAN send signals. Not on all conditions, though. And you definitely can have "and" and "or" operators in the conditions.
CyanSloth10 8 月 22 日 下午 3:54 
First off, great mod, one thing I would love to see is the ability to send signals, say my lumberjack flags are full, so they send a signal, eg "Full" and my forester revives that signal and pauses, but then when the flag is empty, it sends one called "Empty" and the forester unpauses. Another thing I would love to see is the ability to have multiple conditions, say "if season=bad tide & beavers in district <200 then unpause". But other than that amazing mod, ill never be able to play without it.
MoonlitShade 8 月 9 日 上午 8:36 
@nhwhiting
It's totally possible with scripting. I can provide a simple walkthrough on how to pause a building if a different storage building is full if you'd like? Or, just check out the scripting information on the github. It's explained there.
nhwhiting 7 月 29 日 下午 11:29 
Can you update the mod to include more options in the rule creator?

I was really hoping there would be a way to turn of buildings if the goods in the colony were above a certain amount
ihsoft  [作者] 7 月 2 日 下午 7:40 
@maxvar Are you at the latest version (2.6.0)? Please, share your save file in a discussions thread (or on Discord).
maxvar 6 月 29 日 上午 5:34 
Very promising (I honestly hate pop management with pods for IT!), but somehow unusable on my side - FPS drops from 100 to 3-5 when this mod is enabled.
If anyone knows how to fix this, please help.
Feniks 6 月 21 日 下午 12:18 
Having the same crash with Automation but this time vs Progressive Difficulty. Game attempts to patch automation with the new seasons but it fails to find the event and crashes:

Aperion.FreeFlow: Mod started
2025-06-21 20:09:40.576 ProgressiveDifficulty Info ProgressiveDifficultyStarter.StartMod():30 Start Patching
2025-06-21 20:09:40.632 ProgressiveDifficulty Info ProgressiveDifficultyStarter.StartMod():45 Automation Mod detected... Patch Started
First uncaught exception at 2025-06-21 20:09:40Z
Stopping all root objects in active scene
Exception: Parameter "event" not found in method System.Void IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent::OnHazardousWeatherStartedEvent(Timberborn.HazardousWeatherSystem.HazardousWeatherStartedEvent _)
darkdroider 6 月 19 日 下午 8:48 
good. thanks
ihsoft  [作者] 6 月 19 日 下午 5:26 
@darkdroider This is a question to the game developers. This mod cannot address it, but I asked one of the game devs in Discord if they would like to consider this feature.
darkdroider 6 月 19 日 上午 9:48 
I play on cloud gaming, and every time I need to reconfigure the game's mods and configs. Is there any way to synchronize all this, via mod (there is no access to files in the VM)???
NiJaS 6 月 19 日 上午 4:50 
I see, thanks cool thanks
ihsoft  [作者] 6 月 18 日 下午 7:00 
@NiJaS You can, but not via the constructor. The constructor supports only one condition. Via script, you can define any condition. E.g. "(and (...) (...) (...))".
NiJaS 6 月 18 日 上午 6:21 
Can i do an If .... and ...
then ?
ihsoft  [作者] 6 月 17 日 下午 7:06 
@OUTTATIME88 This time, it's not Automation to blame. It seems you have "Moddable Bindito" mod, and its the most recent version causes it. Try uninstalling the mod. Or wait till its author fixes it.
OUTTATIME88 6 月 17 日 下午 12:30 
just had this crash with updated version on new game load

v0.7.9.4-957f3c3-sw
Exception: ISpecService is no longer SpecService
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.LoadWeatherIds () (at <0f348ad9b7bc4b01b928a75bd49c1b20>:0)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.PostLoad () (at <0f348ad9b7bc4b01b928a75bd49c1b20>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
Vas 6 月 15 日 上午 12:15 
@Ihsoft, I can't view discord. I was banned years ago, and can't find a way to get the moderators to talk with me on an appeal. From what I heard, any and all bans are permanent regardless of what happened. :/

I will await release though.
Reaper 6 月 14 日 下午 10:38 
Had assumed it was a server for the mod/ your mods, not the game as a whole. Guess I could've found that after all lol

Thanks!
ihsoft  [作者] 6 月 14 日 下午 9:56 
@Vas, all the Moddable Weather fixes are for now in pre-release. v2.5.5 is the last (see the Discord channel). It will get released soon.

@Reaper, Thanks a lot for pointing this out! I modified the description to let people join the server.
Reaper 6 月 14 日 上午 3:05 
Your Discord link here is a link to a channel, rather than an invite for people to be able to join
Vas 6 月 13 日 下午 7:05 
Damn, had waited a while in hopes that it'd be working again, but its not. Still broken when used with Moddable Weathers. Even if you don't use any automations that detect weather types. I really need this to fix early game worker issues.
https://pastebin.com/ukypZvY5 (Full Log)
naoufel_gamer 6 月 9 日 上午 1:51 
is it compatibel with U7
Vas 6 月 8 日 下午 5:59 
So the author of Moddable Weathers believes that this crash is probably Automation.
https://pastebin.com/Zy1QpwKY
In the map start settings, when I was starting the game and all, I disabled Drought and Bad Tide because Moddable Weather had its own drought and such.
OUTTATIME88 6 月 6 日 上午 9:50 
hello, there is a crash related to having this mod and moddable weather in regards to badtides, would it be possible for you to have a looksee please? there is a discussion on mod weather page with the crash report