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Single Weather mode would be nice if it could ensure that no-water events cannot run concurrently. I'm gonna disable single weather now and revert to an earlier save.
I forgot to mention the other part, you are right that the Start Cycle was ignored. I fixed it, thanks.
https://pastebin.com/ukypZvY5
If you want the crash log for that. I posted it on Automation's page.
Single Weather Start Cycle 5 (But it already began at 0) with 50% chance and 50% Temperate.
Temperate and Rain enabled below both with 100% chance.
Drought 80% chance
Bad Tide disabled
Monsoon 20% chance
Started game with Bad Tide and Drought Disabled as I assumed this mod would take over and overwrite that.
This is actually a huge change to the system. I tried to add some compatibility support for previous saves but if you have any issue after the update please send me a message in the Discussion or Discord. Thanks!
An option that makes it so only bad water sources can emit bad water during this, while clean water sources slow to a stop. Bad sources might multiply their output as a result.
Or perhaps an option that simply randomizes just how bad the water is from each clean source, so that one might output 20% bad water while another might output 70% bad water. Though this might get a bit complicated. I've never liked that the bad tides simply make everything 100% bad water.
I just know that if I want to keep bad tide as a danger possibility, I want it to make more sense and not completely ruin all my fresh water sources.
I'll try both mods together soon. :-)
Maybe a too high water production season drowning everything?
Dude this looks very nice! Need to try it.
Thanks a lot.
I wanna say thank you very much for this mod, the varieties of weather effect gives a huge improvement for my games.
Something I wanna ask: I also have seen the "Ebb and Flow: Dynamic Water Challenges" mod, I really like the idea of varying waterflow (just think about rain upstream) and the longer time until pollution recovers. As both mods mod the weather system, they most likely aren't compatible together?
During a monsoon, by default how much will the water flow increase by? Double? If so I might be able to simulate it by just increasing the strength of water sources and seeing what happens. Thanks in advance!
Please tell me if the issue with Harmony and Timberlapse is still happening. Especially for Harmony, I simply did a full clean build but I am not sure what caused it.
Please create a Discussion if any of the two above fixes does not work, thanks :)
https://pastebin.com/Zy1QpwKY
In the map start settings, when I was starting the game and all, I disabled Drought and Bad Tide because this has its own drought and such.
https://pastebin.com/KRZYUfRs
@Vas your crash log is due to ProgressiveDifficulty mod (Jeferson90.ProgressiveDifficulty)
@IngoKnieto That's strange, look like you have a faulty Harmony mod. Could you try updating it please?
I'll use pastebin though: https://pastebin.com/kPThudgi
v0.7.9.3-7f397d5-sw
InvalidOperationException: Unknown hazardous weather type: Drought (DroughtWeather - ModdableWeather.Defaults.GameDroughtWeather)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.OnHazardousWeatherStartedEvent (Timberborn.HazardousWeatherSystem.HazardousWeatherStartedEvent event) (at <58c6e8f6a1a44ce3a11ce807ead48799>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <71119615d44348f087b10ce3c1671c84>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
v0.7.9.3-7f397d5-sw
TypeLoadException: Could not resolve type with token 010000cd from typeref (expected class 'HarmonyLib.AccessToolsExtensions' in assembly '0Harmony, Version=2.3.6.0, Culture=neutral, PublicKeyToken=null')
ModdableWeather.MStarter.ScanForAttributes (HarmonyLib.Harmony harmony) (at D:/Personal/Mods/Timberborn/TimberbornMods/ModdableWeather/MStarter.cs:33)
ModdableWeather.MStarter.Timberborn.ModManagerScene.IModStarter.StartMod (Timberborn.ModManagerScene.IModEnvironment modEnvironment) (at D:/Personal/Mods/Timberborn/TimberbornMods/ModdableWeather/MStarter.cs:11)
Timberborn.ModManagerScene.ModCodeStarter.StartMod (Timberborn.Modding.Mod mod)
InvalidOperationException: Unknown hazardous weather type: Drought (DroughtWeather - ModdableWeather.Defaults.GameDroughtWeather)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.OnHazardousWeatherStartedEvent (Timberborn.HazardousWeatherSystem.HazardousWeatherStartedEvent event) (at <58c6e8f6a1a44ce3a11ce807ead48799>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <71119615d44348f087b10ce3c1671c84>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters,
@VictorianMaid Could you post the crash log please? Do you also have Automation? If so there is a thread in the discussion.
@OUTTATIME88 Answered in the thread you created. Thanks for bringing that up. Unfortunately it's not compatible with Automation right now (or at least the Weather part of it).
On some weathers, difficulty is also provided as a template. Due to technical limitation, right now clicking a button jumps the scroll to top.
InvalidOperationException: ModdableWeatherService is not loaded yet!
Bindito.Core.ModdableWeatherBindingExtensions.InstanceOrThrow[T] (T instance) (at D:/Personal/Mods/Timberborn/TimberbornMods/ModdableWeather/Helpers/ModdableWeatherBindingExtensions.cs:7)
ModdableWeather.Services.ModdableWeatherService.get_Instance () (at D:/Personal/Mods/Timberborn/TimberbornMods/ModdableWeather/Services/ModdableWeatherService.cs:13)
ModdableWeather.Patches.WeatherServiceRedirectionPatches.GetIsHazardousWeather (System.Boolean& __result) (at D:/Personal/Mods/Timberborn/TimberbornMods/ModdableWeather/Patches/WeatherServiceRedirectionPatches.cs:38)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.WeatherSystem.WeatherService.get_IsHazardousWeather_Patch1(Timberborn.WeatherSystem.WeatherService)
IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.GetCurrentSeason () (at <6ddd88d4c8a24b8fbb1ff439ec872489>:0)