Beaver automators - logic triggers (control dams floodgates automatically)
I would love to be able to automate some tasks in Timberton
The most pressing for me right now would be to be able to automate lowering dams to provide water downstream.
I think it can fit in the game to have "tenders" in the game that you can give simple commands to.
Like if that specific water depth marker goes below 0.20, lower the dam one step until the depth marker is above 0.50 then raise it one step again.
Right now lowering and raising a dam based on a water depth is the only I can come up with but more automation might be relevant, and even more later
Comments: 238
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17 Sep, '21
Thaina YuI too have similar idea. Maybe we could have a specific building that hold 1 beaver general worker. We can script or make flowchart for that beaver to runaround doing any management job in its area it could go
The depth measurement pole we build can be sensor that output it's value. And we could have script block for "go to depth pole at (21,35)" "if getvalue < 0.5" "go to target floodgate at (22,46)" "set getvalue - 0.5" something like that
Managing building on/off by season is another thing I could think of. We might script beaver that when dry season come it will go shut every water dump and some water pump to save water in reservoir -
17 Sep, '21
Thomas MergedI built a couple of floodgates, they are very useful. There should be some way to have them automatically adjust their height according to water levels.
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17 Sep, '21
Dusty MergedDuring a drought certain buildings are undoubtedly going to become inoperable. Having a tickbox that controls whether or not a building should operate during a drought would be a massive QoL improvement for most players. It'd be applicable to; Water Wheels and water wheel-powered structures. Pumps. Flood Gates.
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17 Sep, '21
GeneralUltra758 MergedAdd a option for pumps to not operate during droughts, either by pausing the building and freeing up a beaver or just have the beaver do nothing. This could help for dammed up water to stay for longer and keep nearby crops alive (without irrigation towers)
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17 Sep, '21
Krufar MergedPretty sure my pumps stop during a draught by themselves...
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17 Sep, '21
pmduda Admin"Floodgates that don't need micromanagement" (suggested by Thomas on 2021-09-17), including upvotes (2) and comments (0), was merged into this suggestion.
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17 Sep, '21
pmduda Admin"Automated drought toggling of certain buildings." (suggested by Dusty on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Sep, '21
Yhoko Merged@Krufar: No, they only stop when the river is dry. If you keep the river hydrated the pumps will continue until it's dry - and then all plants die.
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18 Sep, '21
Seila1111 MergedIt is a simple suggestion. When you have multiple districts it is a little annoying to keep constantly checking if you need to open one of you flood gates to provide it with water. Since there is no ingame notification if you have water pumps not working due to lack of water, or dried crops, you need to keep manually checking. Add a job for a flood gate where a beaver would check the water level of some areas (would need to use the water level device) and if it is under a lower treshold it will decrease the current height of the flood gate to allow water to pass, untill it reaches an upper threshold when it would once again close the gate. It would be nice a nice adition as well to set a max and a min permissable heights. Each gate should, ideally, sync only to the selected water level devices, this way you avoid opening a gate due to low level on a reservoir that it would not be able to fill either way.
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18 Sep, '21
Gin Fuyou Admin"Flood gate automation" (suggested by Seila1111 on 2021-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Sep, '21
Vinny P MergedSo, my idea is to add a Floodgate Control Room; it requires a beaver to operate (so control happens only during shift time) and can be linked to one (or more) depth markers.
Players can then set 'rules' for the set of floodgates that the floodgate control room is adjacent to (re-using the code you already have from adjacent floodgates operating together), and the beaver will change the floodgates to follow those rules.
For example:
If water level @ marker 1 >= 2.5, set floodgate height to 2.5.
If water level @ marker 1 <= 1, set floodgate height to 1.
If water level @ marker 2 < 0.5, set floodgate to 0.
This keeps the water level above 1 but below 2.5, but if the water level at marker 2 gets too low, then they open the floodgate completely to prevent marker 2 from drying out. -
19 Sep, '21
Adam J LloydI agree on this, but make it super simple. I build a lot of depth markers right next to flood gates. You could have a beaver job that always goes around checking them and if its lower than x value (you set at each pole) then lower gate. Then just have if above x value raise gate (or make it y value for raise to allow space for water change) That's it. No command righting things. That's too much for someone like me to enjoy. This would help with multiple districts too. I had just had to deal with flooding that happened because i wasn't there to lower the gates at the end of dry season.
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19 Sep, '21
NightBeing able to tie floodgates to depth markers with basic logic (and, or, greater/less than, drought status) would be helpful.
I think it would be best done with a new building employing one or two beavers to monitor depth markers and control floodgates within the district. You could link it to specific floodgates and markers, like a distribution post, then specify the conditions. -
20 Sep, '21
PopularBoatI have two solutions for floodgate automation, both requiring a beaver to work a building to set the floodgate height:
1) Ability to tie the "Dam controller" building to a water depth marker & set the floodgate to a target water depth
2) Make the "Dam controller" building have it's own depth marker similar to the deep water pump to measure water depth
I would expect a building the size of the water dump would be ideal, worked by a single beaver and only automated while worked -
20 Sep, '21
Weißbrot MergedThe title says it all, I've played the game for over 25 hours so far and i am currently in cycle 34 and the only thing which really annoys me is the manual pausing and unpausing of the over 45 waterpumps/waterdumps i have set up, an automatic way of handling this, wether its a building or a feature, would go a long way in my opinion. In the early game i really didn't mind it, but it really started taking the flow out of the game
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20 Sep, '21
pmduda Admin"Automatic pausing of buildings and changing the height of floodgates when the dry season starts/ends" (suggested by Weißbrot on 2021-09-20), including upvotes (2) and comments (0), was merged into this suggestion.
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20 Sep, '21
pmduda Admin"Add option for pumps to stop pumping during droughts" (suggested by GeneralUltra758 on 2021-09-17), including upvotes (5) and comments (3), was merged into this suggestion.
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21 Sep, '21
pmduda Admin"Floodgate Control Room - beaver powered automatic floodgate control" (suggested by Vinny P on 2021-09-18), including upvotes (7) and comments (1), was merged into this suggestion.
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21 Sep, '21
ValdoreA suggestion on how this could look visually, a lookout post with semaphore beaver on top.
Additionally, this could be expanded upon to introduce a new beaver faction, give all factions some limited automation, then a third faction has better capabilities with it, greater ranges, greater numbers of input/output combinations per building, maybe some form of signal light system. -
21 Sep, '21
traicere Mergedit would nice to be able to automic things , Like the flood gate we could Make it work together with an depth marker so when u Mark a specific level of water u want and when it goes lower then a level u dont want it to go lower at the flood gate should go open till u get the level u want , when its back where u want it it should close it self ,
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21 Sep, '21
pmduda Admin"Automated Floodgates" (suggested by traicere on 2021-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
Zonaroh MergedBasically, make an improved version of the floodgates that uses power to let the floodgates sink as the water level sinks in the dry season. This way you're not forced to manually move the floodgates and babysit them during the start of the dry season. Or make Dams that control the flow speed of water through them to conserve water movement much better in the dry season.
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22 Sep, '21
OfficialNecroI really like all these suggestion, the concept of beaver automation sounds pretty good and fits with the game. The only challenge will be implementing it so that it doesn't required a degree in computer science to operate xD
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22 Sep, '21
Benjamin Twist Mergedsuper loved the game. Would enjoy it if there was automation technology to unlock, e.g. auto-pause buildings based on how much water is around, auto raise/lower floodgates depending on weather or depending on height of water
keep up the great work :) -
22 Sep, '21
Gin Fuyou Admin"Automated Floodgates/Dams" (suggested by Zonaroh on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
Gin Fuyou Admin"automation please :)" (suggested by Benjamin Twist on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
DojandoHere is my idea on how to implement this feature:
I would like to have a new job. The Gate Keeper. He will have a range in which he will set the Floodgates depending on the water level before or after the floodgates. A Water meter is needed that you can set to a specific number.
If the water meter is above or below a certain point, the Gate Keeper will open/close a floodgate to a specified level.
Yeah its a bit more complicated but something like that would be soooo awesome and I can spend much more time building instead of managing huge water reservoirs. -
22 Sep, '21
beaverbob Mergedautomatically adjust floodgate bank to keep depth at certain referenced depth marker to at certain level, ie below flooding
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23 Sep, '21
Ncc1702I really like the semaphore flag idea!
I could see a 1*2 footprint building that is 3 high with a watch tower like the forester and would require two beavers to work it.
One building would be the reader and another the actor. The reader would have the semaphore beaver on top and another that would run around looking at the monitored building. The actor would have a beaver on top looking around like the forester with the other running to conduct the set action
One could program the reader to transmit a number or true false to the actor building. -
23 Sep, '21
Gin Fuyou Admin"auto floodgate" (suggested by beaverbob on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Sep, '21
berni1212 MergedBuildings : Gate Keeper Hut
Job: His job is it to Automatic open/Close Gates.
How it should work:
The Gate Keeper will open and Close gates on the set Depth.
He will check the Depth markers you asgin him too and Will open / close the Gate on the Level of the marker :)
Pro: Auto opens gates and closes them
Cons: because he has to run too the location where the Marker is to check it he can cause Floodage or a Drain of your Storage Area :)
Greetings
berni1212 -
25 Sep, '21
Chris MergedAdd a building in which an employed beaver changes floodgate heights automatically. Can add scheduled height changes based on time to/from season transition and water level (if they can path next to a water level marker, and of course to one of the floodgates). These orders can have a priority list so they are not conflicting with one another. Current floodgate management with multiple reservoir terraces can be time-intensive and time-sensitive, and some automation would be much appreciated.
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25 Sep, '21
Gin Fuyou Admin"Gate Keeper" (suggested by berni1212 on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Sep, '21
Gin Fuyou Admin"Dam management building" (suggested by Chris on 2021-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Sep, '21
Zulius MergedA building that can process some type of logic, based on other buildings metrics.
A beaver is assigned to the Control House and is responsible to check on a depth marker, and if it is below a certain level, the beaver will go to some selected water pumps and pause them to consume less water and free up some beavers to work on other stuff. If the water is above a certain level again then the beaver will unpause the pumps.
This can work with more buildings, if a log pile is full, then the control beaver can go and pause lumberjack flags. If log pile is less than 20%, then the flags will work again.
If population > 100 {pause breeding pod}
etc...
There are already suggestions on controlling multiple buildings at once, but I think employing a beaver for automation is a good trade off and there is also a charm when a beaver goes to each building individually and gives news to the worker that they are now unemployed. Maybe a bit harsh, but true to life if anything. -
27 Sep, '21
Arthur Niculitcheff MergedManaging a group of like dozen floodgates in a river basin can get pretty complex. The game should add Floodgate Automation to ease the burden.
Floodgates levels should be able to be raised/lowered a increment, or to go to a certain level when some conditions are met, like:
Time of day (so you only let water flow to waterwheels when your beavers are working)
Power Threshhold in a network (so you only let water flow to waterwheels when your windmills/thermomill are down)
Water Level at some measuring rod (So you can refill emptying reservoirs for beavers pumps and agriculture, or prevent a emptying reservoir from suplying water downstream, or relieve an overflowing reservoir to a specific place) -
27 Sep, '21
ExceededMerlin MergedLike open gate when below certain level, close when above. Perhaps requires worker to staff the gate.
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28 Sep, '21
Eliot MergedCurrently when a drought occurs you have to pause the game and manually switch off pumps and raise your floodgates. Maybe you could have some sort of admin office that watches out for different triggers within a district (The start/end of drought, [x] number of buildings getting flooded, buildings not receiving power, [x] number of unmanned jobs, water depth marker falling below [x] etc).
When one of these things is triggered, the admin beaver would travel to the district building to drop off orders that you have specified, such as turning on/off buildings or raising/lowering floodgates to a certain height. The worker beavers will then travel to the buildings to carry out the orders. -
28 Sep, '21
Gin Fuyou Admin"Control House (Simple Logic to Start and Pause Multiple Buildings)" (suggested by Zulius on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Sep, '21
MaxLebMaybe it could be a new "faction" that knows automation or at least has the "Control House" building.
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28 Sep, '21
Gin Fuyou Admin"Floodgates Automation" (suggested by Arthur Niculitcheff on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Sep, '21
Michael MergedWe could use some simple automation in the game to make some tasks a lot better.
It could use a simple trigger/action system.
So some trigger systems could be:
- trigger on dry/wet season start
- trigger on depth marker reach certain depth
- trigger on certain population reached in district
and with those triggers you could activate actions like
- set floodgate to height
- start/pause buildings
A way I could see this done is with for example an "automation hut" with a single beaver worker, then in the UI for the automation hut you can select the trigger: season, population, building.
and then you can select the building you want something to do based on the trigger. -
28 Sep, '21
Gin Fuyou Admin"Administration office to add automation to your beavers workflow (mid to late game)" (suggested by Eliot on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Sep, '21
petrock9929 MergedSo far my favorite part of the game is building elaborate series of dams and locks to create long-lasting water supplies. While the depth meters are nice to be able see for myself how deep the water is, they don't seem to be as useful as they could be. It would be really cool if the floodgates could receive input(s) from these depth markers and use that to set the floodgate height. Perhaps there could be a sort of dam controller building that requires a beaver to operate, which would then let you set which meter(s) controls the set of floodgates, and depth cutoffs/logic for the floodgate height. This would also mean that the player wouldn't have to constantly adjust upstream floodgates to ensure that riverbeds don't run dry during the dry season. While that sort of manual water control may be seen as a key challenge of the game, setting an automated system could be just as challenging and extremely rewarding when done right.
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29 Sep, '21
chan3 MergedBasically something akin to red stone signal in minecraft or factorio circuit network. Maybe some kind of mechanical computing mechanism would fit the theme better but I don't know how those would work, whereas a analog/digital circuit system would be straight forward to implement and interact with.
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29 Sep, '21
Baer MergedRight now the floodgates are really nice to use, but they are limited because the more complicated the build, the more micromanagement it needs
My suggestion is a dam operator hut where a beaver will operate the floodgate (link floodgate with a depth meter). You can set a maximum and minimum water level, and the dam operator will open or close the floodgate accordingly
This will make reservoirs and canals much more attractive -
29 Sep, '21
UndeadFrog MergedEssentially combine the depth marker with the floodgate.
Allow the player to set a desired depth. When the current depth drops below the desired depth, the flood gate slowly opens, then as the water rises back up the flood gate begins to close.
Would probably require smaller increments within the floodgates to have a smoother transition.