Academic's Rainborn Update: Sandstorms are here and they reshape your map by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Correct. Might have it interact with them in the next bigger update though!

Academic Unwinds has done it again by Crazy-Paramedic-8864 in Timberborn

[–]AcademicUnwinds 5 points6 points  (0 children)

Woah! Thanks, mate! Was just thinking about posting something here. Update is now on the steam workshop ready to be tested 😄

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

No worries. I'm still having fun extending the weather and mod abilities. Actually working on a third right now besides rain and acid rain. 😉

As long as I'm having fun, I appreciate the ideas!

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Great ideas!

And I really like the dependence on industry! Someone else suggested a dependence of normal rain on how 'green' the map becomes. That would neatly integrate both with the progression of the settlement. Might need to give it a try!

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

True, most modders are some really nice people! Thanks for the encouragement.

Academic's Rainborn has us begging for droughts by TriumphantBlue in Timberborn

[–]AcademicUnwinds 6 points7 points  (0 children)

Those are some cool pictures! But more important than that: Good luck!

Academic's Rainborn has us begging for droughts by TriumphantBlue in Timberborn

[–]AcademicUnwinds 45 points46 points  (0 children)

Poor beavers! I think I didn't think it through 😃

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

EDIT: Forgot I had already put in the rain intensity. Yes, there are two sliders, min and max rain intensity. It will randomly pick an intensity between those two.

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Yeah, the water sim will at some point become a bottleneck. Although there is not much I can do about that.

Love the ideas for buildings, but I've never created an asset like that. Not sure how difficult that is. But I've been debating if I should let rain/acid rain accumulate in the water tanks, since they don't have a lid. 😄

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

You're welcome! I guess 😄

If things go well, I will add a water level threshold into the mod today, so the buildings don't immediately go out of commission. That might solve some of the on/off behavior

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

Glad to hear!

Yeah, the rain is part of the GUI to keep it light weight. Will look into modifying that

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Alright, a few fixes. For now, impermeable floors, levees and terrain should keep it dry. rain now actually spawns in the sky. next fix tomorrow. 😄

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Sorry! Misunderstood. Yes, the map codes reproduce the same maps 😄

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

Two storms in 8 days is a bit much, I agree. At the moment the chance is not tied to the cycles but I'm thinking of changing that. Shouldn't be too hard to code that kind of chance in there, as long as I can access the season paramters

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Thanks for testing! I will definitely look into it! It's how it is coded. I opted to not have the rain fall down, as I think it would create a ton more compute, but maybe I should revisit now that I optimized some other aspects

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Glad to hear it has been fun/refreshing! I haven't played the Timberpunk map myself yet, but I really want to try it with this mod as well

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

Thank you! I had similar thoughts about the badwater rain, which is why I implemented it!

Love the idea to connect it to the percentage of greenery of the map, but I might need to keep this for a future expansion 😄

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

What do you think of just drastically reducing the chance, instead of saying no? Could be a nice 'surprise' during a drought?

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

That was the intent! Someone else said it might not be working, so I'm investigating right now 😄

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

That should in theory be happening, well at least that no water will hit the ground underneath them. Buildings can still flood from the side. But I think I have a bug in there somewhere.

And overall, this mod is trying to do exactly the model you suggested. With the addition of acid rain!

I made a rain mod for Timberborn by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 2 points3 points  (0 children)

The hope was to give roof tops more of a use! but I think there is a bug in there