Skip to content

Releases: ihsoft/TimberbornMods

Automation v0.7

05 Aug 07:40
d3f6415

Choose a tag to compare

Automation v0.7 Pre-release
Pre-release

SmartPower v1.3

29 Jul 06:49
8966132

Choose a tag to compare

  • Switch to Timber API 0.6.0 and remove CustomResources dependency.
  • Update deDE localization.

CollectDependencies v1.0

29 Jul 06:17

Choose a tag to compare

Simple tool to gather all dependencies from C# assembly DLL.

Point the tool to any DLL inside the game folder. All the required dependencies will be either
printed or copied to the designated folder.

TimberCommons v1.0

26 Jul 06:38

Choose a tag to compare

  • Initial version of the mod.
  • DirectWaterServiceAccessor class to handle custom water mvoers.
  • WaterValve component for one-way water valve that mover water based on the levels at the input and
    output.

TimberCommons v0.3

25 Jul 05:12

Choose a tag to compare

TimberCommons v0.3 Pre-release
Pre-release

Preview version that implements water simulation extension and offers a WaterValve component.

SmartPower v1.2

19 Jul 06:27

Choose a tag to compare

v1.2 (19 Jul 2023)

  • [Update] Change deDE strings.
  • [Enhancement #1] Add a setting to control batteries charging at per engine level.
  • [Enhancement #2] Allow specifying if the engine must be generating power regardless to the smart logic.

SmartPower v1.1

15 Jul 06:58

Choose a tag to compare

  • [Enhancement] Add deDe locale file. Thanks to juf0816@Discord.
  • [Enhancement] Adjust power consumption in maufactures when they don't produce product. In the
    power save mode the consumption is 10% of the nominal building power.
  • [Fix] Properly update attraction state on game load.

SmartPower v1.0

13 Jul 06:15

Choose a tag to compare

SmartPower v1.0 Pre-release
Pre-release

Initial version of the mod. Includes:

  • Smart logic on Ironteeth engines start/stop. All engines that don't need to cover the demand get stopped. They automatically start when the demand raises, but there can be a short moment of lacking energy (for a tick or two).
  • When charging batteries, the engines work at the full power only until the last battery has charged to 90% or above. After that, the batteries are not counted as a demand anymore. When the charge on any battery falls below 90%, all the engines will start to recharge it as quickly as possible.
  • All powered attractions (carousel, mud bath) stop consuming energy if there are not attendees.
  • Ironteeth power charger for bots only consumes energy when there is a bot charging. In the idle state they don't consume power.
  • The mechanical nodes (generators and shafts) shows extra info about the batteries status in the network.