Timberborn

Timberborn

Moddable Weather [U7 ✅]
114 Comments
Marcoevich Dec 6 @ 12:58pm 
Thanks for your hard work Luke. Looking forward to the update :)
Luke ✞ Jesus Saves ✞  [author] Nov 4 @ 9:42pm 
That's the plan for v1 as well (all settings go in one place and use a select box instead of infinite™️ scrolling) with many other improvements. It's a pretty big update though so it will take a while.
Kalisa Nov 4 @ 7:07pm 
I think it would be great if some of the other weather condition mods could be grouped into this one.
Luke ✞ Jesus Saves ✞  [author] Nov 1 @ 11:40pm 
Sorry this will be one of those big mods that will take a while to update. I am updating "essential" and smaller mods first. Will post a comment here once I updated it as usual.
update plz
Marcoevich Oct 25 @ 9:30am 
Thanks Luke, I'll try that!
Luke ✞ Jesus Saves ✞  [author] Oct 24 @ 6:43pm 
The settings is stored globally, not per save, so you can make the save, go to Main Menu and load that save again and it will take effect. Note that it will take one or two cycles for the new settings to take effect because a few info are already decided. To edit the weather immediately, use Weather Editor
Marcoevich Oct 24 @ 8:46am 
Hey Luke, thanks for the great mods! I was just checking this mods settings, and it's unfortunate that they can't be changed during the game. I would like to adjust the weather durations to make my existing save more difficult. I know it's just a small edit in the save file, but it would be great if it can be done ingame, even if it may require a reload of the save file. Can you make that happen?
Luke ✞ Jesus Saves ✞  [author] Oct 16 @ 5:07am 
Thanks it's a typo, fixed.
Silent Saluna Oct 14 @ 11:18am 
in the Rain description it says "25% shorter than the usual temperate reason" i'm thinking "reason" should be "season"
Luke ✞ Jesus Saves ✞  [author] Sep 5 @ 1:54pm 
Check out the new Earthquake weather for this mod! https://steamcommunity.com/sharedfiles/filedetails/?id=3562731295
Щука Aug 30 @ 9:55pm 
Oh, that was awkward...
Luke ✞ Jesus Saves ✞  [author] Aug 30 @ 10:42am 
Yes I mentioned it in the description. Not compatible with map editor
Щука Aug 30 @ 2:44am 
The mod crashes the game when you try to access the map editor or create a new one. Is that the way it's meant to be?
Luke ✞ Jesus Saves ✞  [author] Aug 29 @ 1:10pm 
Well if it's still random and within the configured range then I would like to say you are unlucky 😅 Note that editing the settings do not work right away, only in the next cycle because the lenght is already determined at the start of one.
Imricdaelf120741 Aug 28 @ 9:23am 
Am I just unlucky with the lengths of the seasons consistently above the average? I'll keep fiddling with the settings but most of the droughts (even the first ones) have been much too long (at the higher end of whatever settings I had used).
Overall I'm happy with the mod, it's fun and pretty varied.
Luke ✞ Jesus Saves ✞  [author] Aug 20 @ 2:50pm 
That's strange but I have heard a similar report before. In the end we couldn't find out what was causing the issue. Do you happen to have something blocking Windows' registry (if you are on Windows)? The settings are stored there by Unity. You can check "HKEY_CURRENT_USER\Software\Mechanistry\Timberborn" and see if the setting is correctly saved.
T.Hybrid21 Aug 20 @ 11:53am 
I'm not in the discord but also it's not-- the initial import works fine. What happens is I import the exported JSON, it looks like it's imported and set correctly, but then I close the settings/go into my save, and it's just put them back to last settings they were manually put to.

I don't know if looking at the export would change anything about that. (Also sorry took me a while to reply r i p).
Akinare Aug 9 @ 12:06am 
@Luke oh, that's great, thx! : )
Luke ✞ Jesus Saves ✞  [author] Aug 8 @ 11:37pm 
@Akinare so I happen to have a look at your I18n mod and now I understand what you meant. With v7.1.3 update, each weather now has their own description text/key so you don't have to put them all together anymore :) All related mods are updated as well.
Luke ✞ Jesus Saves ✞  [author] Aug 8 @ 11:02pm 
I just tested, the function still works on my side. Could you send me the file you exported please? Thanks!
Luke ✞ Jesus Saves ✞  [author] Aug 5 @ 8:32pm 
Oh... I hope there is nothing I update that broke the Import/Export function. It's been a while since I touched it so I don't actually test that function everytime I make an update. Could be related to a recent update of Mod Settings. If you are in Discord, could you send me the exported JSON file please? I will investigate in case it only happens to you.
T.Hybrid21 Aug 5 @ 1:26am 
For some reason when I import settings for this, it just resets back to whatever settings I manually set them to before. Which means no easy just import to swap my settings between certain saves. Very fun though. Just an annoying thing I've noticed.
Luke ✞ Jesus Saves ✞  [author] Aug 1 @ 2:12pm 
Glad you enjoy it. That's why there is a "Start Cycle" option for Single Weather mode. Make sure you are prepared by then ;)
Seraphin Aug 1 @ 2:06pm 
So, as I happened to get two droughts and even a bad tide in a row recently without any fresh water inbetween, I'd really like to say thank you again for Single Weather Mode. It's very enjoyable to survive that one and it gives a reason to prepare very well ... though it would have killed my settlement in an early game stage for sure. :-D

The only sad thing was to see the last surviving trees outside the reach of my reservoirs to finally die out. :-( ... but also the reason to expand them further to regrow them. :-D
Commander Snake9 Jul 20 @ 12:51pm 
ok thanks
Luke ✞ Jesus Saves ✞  [author] Jul 19 @ 9:40pm 
Yes, options are applied globally and not per-save. However weather is already decided one cycle ahead so changing it won't apply until the next season (and in some case, even the following one).
Commander Snake9 Jul 19 @ 9:29pm 
can there be or is there a option to edit the weather after the save is created
Luke ✞ Jesus Saves ✞  [author] Jul 19 @ 8:59pm 
Modders can choose whatever text they want for each option (like Enable <weather name>), it's just the default ones I provided uses the template to reduce repetition and faster development.
Akinare Jul 17 @ 6:31am 
A little suggestion: could you separate LV.MW.EnableWeather into individual IDs for each weather? This would help with defining custom weather in the MOD. (or add a tip after title of new weather?)
Luke ✞ Jesus Saves ✞  [author] Jul 9 @ 12:58am 
> max strength of water source is 8

Yes this is correct, game's cap in the code. You can intervene with certain tools to remove the cap but normally, 8 is what you can get. I think because if the water is > 8, there's not enough flow for it to flow out and cause weird looking water column. Bad Water Source has 9 tiles so way more space.
Akinare Jul 8 @ 9:12am 
Hi, I have tried different values for the Monsoon maximum multiplier, but max strength of water source is 8, while badwater source is basic + multiplier. Do I miss sth? And if someone has asked this question, please tell me : )
Mathessobe Jul 6 @ 4:29pm 
Ok, thanks :)
Luke ✞ Jesus Saves ✞  [author] Jul 6 @ 4:23pm 
Yeah you may need to ask that on Discord I think (on the official Timberborn discord there is #mod-creators channel), easier to discuss than on Steam comments.
Mathessobe Jul 6 @ 4:16pm 
I am trying to create and run a modified version of the mod where the weather progress bar isn't reversed
Luke ✞ Jesus Saves ✞  [author] Jul 6 @ 4:01pm 
I am not sure what you are trying to do. The mod from Steam is compiled from my source code on GitHub so you can use it from right here, but to compile it yourself you will have to modify quite a few Properties in the build. See https://datvm.github.io/TimberbornMods/ModdingGuide/advanced-modding
Mathessobe Jul 6 @ 2:55pm 
It isn't working because I am not installing the mod properly from GitHub. How do I do it correctly?
Luke ✞ Jesus Saves ✞  [author] Jul 6 @ 1:35pm 
Yes that should be where the code for it is. As for why Mod Settings isn't recognizing it I am not sure why. Do you have two mods with the same ID enabled at the same time? Make sure the ModId properties are correct too.
Mathessobe Jul 6 @ 12:44pm 
Isn't the "UpdatePanel()" method in the "ModdableWeatherPanel" file what's causing this?
I tried downloading the mod locally and change the method but it seems that "Mod Settings" isn't recognizing it and i can't access the settings
Luke ✞ Jesus Saves ✞  [author] Jul 6 @ 12:21pm 
Purely my preference. Just kidding, I coded it and realized it was reversed compared to the original but well, it serves the purpose :P
Mathessobe Jul 6 @ 3:10am 
why is the weather progress bar reversed?
Luke ✞ Jesus Saves ✞  [author] Jul 2 @ 2:05pm 
Thanks, and what you asked is already a thing ;) https://steamcommunity.com/sharedfiles/filedetails/?id=3508139186
IngoKnieto Jul 2 @ 11:32am 
Very cool mod! Reminds me of the floods you could make with certain water source strengths in U4, finally having this feature back is great.

Additional feature request: bad water monsoons :)
My_Lord Jul 1 @ 5:58am 
Makes the game really really really easy sadly
YoungPetr Jun 27 @ 12:30am 
thank you for the confirmation. does anyone have any known specific settings or at least rough numbers so i dont have to start tweaking from scratch, please?
Luke ✞ Jesus Saves ✞  [author] Jun 26 @ 6:25pm 
Yes, you can add tweak the number in the Settings manually. It's true the more haz weather types you have, the slower they get harder, you can reduce the number of handicap cycle if you like. Now that you reminded me of that, I had a plan for "wildcard handicap", i.e. the handicap goes harder no matter the kind of weather it was.

Single weather may make it harder depends on how you tweak it. It was in response to a request to blur away the difference between hazardous and temperate weather.
YoungPetr Jun 26 @ 5:17pm 
i absolutely love this after trying it out for a while. however i tried to put everything on hard, except of shortening temperate, which is off. im in cycle 8 and by series of good luck i barely had any challenge, always monsune or rain. what i find might be an issue is the speed at which hazardous wether increases in duration - you have less droughts so they increase slower. do you guys have any way of making this a hard-level challenge? is is what single weather mode is for? or did you tweak out the handicap cycles?
digital_mouse Jun 26 @ 8:23am 
The mod seems to be throwing an error I do not know why I really tried to get it too work probably is one of the most interesting mods on the workshop would love to get it working throwing error, not using anything but you're mods.
Luke ✞ Jesus Saves ✞  [author] Jun 23 @ 4:19pm 
One way to confirm if my mod is working properly or not is to make the chance to 10% or 90% for example and see if you actually have fewer or more temperate single weather. Also with More Logs Mod, you can see how the mod decide stuff printed out. Spoiler though because the next cycle's Temperate Weather and Single mode are printed out there.
Luke ✞ Jesus Saves ✞  [author] Jun 23 @ 4:18pm 
Hi,
First one, programming a modded weather is already up to the modder, they should have no issue adding any effect they want, including making a new weather or modifying this current Rain weather.

About the 2nd question, this is what the mod does, say you set Single mode to 30% and Temperate to 50%
1. Roll a number from 0 to 99, if smaller than 30, it's a single weather (if not, nothing further, it's not a single weather cycle).
2. Roll a number from 0 to 49, if smaller than 50, it's a temperate, if not, it's a hazardous weather.
3a. If temperate, roll a temperate season as usual (could be rain, temperate or anything you chose), and assign a 0-day "placeholder" hazardous weather.
3b. If hazardous, roll a hazardous season as usual, and assign a 0-day "placeholder" temperate weather.

So yeah if you have way more hazardous weather at 50% chance, you were just unlucky ;)