Timberborn

Timberborn

Moddable Weather [U7 ✅]
58 Comments
Vas Jun 16 @ 5:47am 
Well, certainly makes it impossible to succeed, I mean early game on hard difficulty you barely get by. Having two 15 day droughts in a row when you couldn't possibly have gotten enough material to build up and save does make it impossible. I disabled the double weather thing though since it results in completely impossible scenarios. Its only for late game risk taking.
Luke ✞ Jesus Saves ✞  [author] Jun 15 @ 9:46pm 
"Two droughts in a row" - this is exactly what it's supposed to do. You had two cycles of hazardous-only weather.
Vas Jun 15 @ 12:14am 
It might have just been because of the current weather at the time of loading. Might have taken 2 cycles to fully take effect when I disabled the Single Weather mode. I'm not sure what happened there, so I'd have to restart to figure it out if its working and stuff. Just leaving an extra message here on my thoughts when I continued for a while.
Vas Jun 14 @ 9:20pm 
Its still not honoring single weather mode, and its become a problem even so. Two droughts in a row with no water at all, it killed my colony.

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.
Luke ✞ Jesus Saves ✞  [author] Jun 13 @ 7:32pm 
v7.1.1: Fixed Single Weather mode does not honor "Start Cycle" option.

I forgot to mention the other part, you are right that the Start Cycle was ignored. I fixed it, thanks.
Vas Jun 13 @ 7:28pm 
Well, I finally got a Drought on the third cycle. I think the setting that checks for minimum start cycle for single weather might not be checked. Game crashed though so I gave up for now, Automation is kind of a required mod and it crashes with this.
https://pastebin.com/ukypZvY5
If you want the crash log for that. I posted it on Automation's page.
Luke ✞ Jesus Saves ✞  [author] Jun 13 @ 7:22pm 
If you have More Mod Log, you can check the log to see how the weathers are picked.
Vas Jun 13 @ 6:55pm 
Hmm, I can't get anything but Rain now. Cycle 1, solid rain, Cycle 2, rain starts. Cycle 3, rain starts.

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.
Vas Jun 13 @ 6:11pm 
For your new Single Weather, would there be a way to adjust it so that every cycle is guaranteed to have at least one weather that produces water? So like the two weather thing where you get a period of water and then bad, but the entire cycle would be temperate or rain, while the next cycle would be one of the bad things? I think that'd be interesting. I'll try out the current settings though and see what happens.
Luke ✞ Jesus Saves ✞  [author] Jun 13 @ 11:27am 
v7.1.0: Added "Single Weather mode".

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!
Luke ✞ Jesus Saves ✞  [author] Jun 13 @ 9:09am 
Sorry it's just a flavor text 😅 The only actual changes are to make all the land wet and no contamination, and Wet Fur for outisde beavers. I have updated the description to separate the "flavor" and the actual effect.
Lotenicalicus Jun 13 @ 3:07am 
Hi Luke! Thanks for this mod, it's really great, I've been waiting for something like this, especially the monsoon season. I have a couple of questions about the rain weather: the description "great for crops" meas that there is an actual boost on crops growt? Also, does the rain affect water around the map, like reducing evaporation?
Luke ✞ Jesus Saves ✞  [author] Jun 12 @ 8:23am 
Weather Scientific Projects does not currently works well with this mod due to many changes in the system. I will release another version of that mod that work with this.
Vas Jun 11 @ 9:46pm 
Oh right, it specifically says Temperate. Though I think that the emergency system should perhaps extend rain too or maybe switch it to Temperate after the rain ends. Though that might get very glitchy as its already glitchy when you use these emergencies.
Vas Jun 11 @ 9:35pm 
Rain Season, your other mod's research Emergencies, doesn't affect this it seems. Just a heads up. :P I'll try on another season too when I get one.
Vas Jun 11 @ 12:09am 
I had an idea for a slight modification to the bad tide settings.
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.
Seraphin Jun 10 @ 9:56pm 
Hi Luke. Thank you for your reply and also for clarifying my question with Remoiry.
I'll try both mods together soon. :-)
plynox Jun 10 @ 3:26pm 
Now I can get a gentle rain, a cold winter, maybe a hot dry summer?
Maybe a too high water production season drowning everything?
Dude this looks very nice! Need to try it.
Thanks a lot.
Luke ✞ Jesus Saves ✞  [author] Jun 10 @ 11:56am 
@Seraphin glad you are enjoying it 😊 I am not sure how Ebb & Flow change the water but if my guess is correct, the author probably uses the same mechanic as I do with Drought and Monsoon. If that's the case, I think it can actually work together!
Luke ✞ Jesus Saves ✞  [author] Jun 10 @ 11:54am 
@Crow: hi, it's true I modified the weather system quite a lot and the Map Editor does use the weather system to an extend (but not everything available to the game is available to Map Editor). I probably can make it work but at the time of release I thought probably nobody needs it so I simply ignore it 😅
Seraphin Jun 10 @ 10:09am 
Hi Luke
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?
Crow Jun 10 @ 9:38am 
Is there a specific reason this mod can't work with the map editor or is it just something you've not got round to? I'm of a mind to try to make a map that takes advantage of special weather types (especially monsoons, to flood areas of the map after them, etc) but it's really hard to design maps without being able to simulate what will happen.

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!
Lord Steak Jun 10 @ 8:55am 
No way you got monsoon season, that's so cool.
argarg Jun 8 @ 10:11pm 
Can confirm, TimberLapse should be working again with v7.0.6 version of this mod.
Luke ✞ Jesus Saves ✞  [author] Jun 8 @ 9:46pm 
v7.0.6: Should™️probably fix Timberlapse crash and Harmony crash.

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 :)
Vas Jun 8 @ 6:00pm 
Also another crash, but you mentioned this is because of Automation I believe so I posted it on that workshop page too but I'll share here as well.
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.
Vas Jun 8 @ 5:29pm 
Had a crash when using this with TimberLapse.
https://pastebin.com/KRZYUfRs
Crow Jun 8 @ 5:14pm 
I'm having the same crash as IngoKnieto, Harmony and AccessToolsExtensions mentioned. Harmony is fully updated and is working fine with other mods but enabling Moddable Weather breaks it.
Vas Jun 8 @ 4:55pm 
Do I need to disable drought and bad tide when starting a new game for the new ones to take effect properly? Or does disabling those disable the mod setting versions?
Vas Jun 8 @ 2:58pm 
Oh huh, I thought I disabled the incompatible types already.
Luke ✞ Jesus Saves ✞  [author] Jun 8 @ 1:49pm 
@PanicBoy Please check with the mod Automation. For now many crashes come from that mod.
@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?
Vas Jun 8 @ 12:37pm 
Interesting, multiple people reporting the bug I was about to. x3
I'll use pastebin though: https://pastebin.com/kPThudgi
PanicBoy Jun 8 @ 11:25am 
I have confirmed all appropriate mods are up to date and i still get this crash as soon as my first drought starts. Let me know if you need the entire dump file, I can email it or something


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.
IngoKnieto Jun 8 @ 7:30am 
I get this crash, only this mod and the three requirements are enabled. With Modded Weather disabled, it works.

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)
Luke ✞ Jesus Saves ✞  [author] Jun 7 @ 6:14pm 
I believe the author of Automation mod released a fix. Please see if it works.
PanicBoy Jun 7 @ 2:29pm 
.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.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters,
Luke ✞ Jesus Saves ✞  [author] Jun 7 @ 1:18am 
Hi could you try the stable branch? Right now I am not compiling my mods for EXP branch. They may change something in EXP.
VictorianMaid Jun 6 @ 10:54pm 
Luke/I don't have one, but I tried without any mod except required mods(latest) in latest experimental and it still failed to load.
FallenPhoenixIV Jun 6 @ 8:14pm 
This is one of those mods that I wish was part of the base game. Love the idea of them expanding the weather events instead of it just being the 3 different cycles.
Luke ✞ Jesus Saves ✞  [author] Jun 6 @ 2:29pm 
v7.0.4: Added Settings Import/Export (Profile)
martin.vokal Jun 6 @ 9:54am 
Ok, thanks
Luke ✞ Jesus Saves ✞  [author] Jun 6 @ 9:19am 
@martin.vokal yes, the mod has code to make sure it's compatible with both New game and saved game without this mod. Note that the transition back is the hard one (play with this mod -> play without this mod will cause your weather progress to reset).
@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).
OUTTATIME88 Jun 6 @ 6:56am 
i get an unhandled exception crash when badtide starts, log says something about unknown hazardous weather type - badtide
martin.vokal Jun 6 @ 6:55am 
Ok, thanks
VictorianMaid Jun 6 @ 6:32am 
crashes in latest version.
martin.vokal Jun 6 @ 4:06am 
Is it safe to add a mod to an already played world?
Luke ✞ Jesus Saves ✞  [author] Jun 6 @ 12:11am 
v7.0.3: Added Difficulty settings.

On some weathers, difficulty is also provided as a template. Due to technical limitation, right now clicking a button jumps the scroll to top.
Luke ✞ Jesus Saves ✞  [author] Jun 5 @ 7:16am 
Oops sorry I forgot to mention that in the description. Yes the setting in the Mod settings is used and the one you set at the beginning of the game is no longer used. Please change it in the mod setting :)
Will pick sniper Jun 5 @ 5:08am 
It seems this mod overrides difficulty settings. Playing on hard with this mod, I noticed the weather pattern is too generous to be on the hard difficulty. Is this intended?
鸡【蛋柿】子 Jun 5 @ 2:35am 
v0.7.9.3-7f397d5-sw
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)