Solargene

Solargene

[0.15] Farming
Hi acprog, hi Alex

It looks like farms (at least the most basic ones, didn't unlock the higher tier ones yet) stop working as soon as only one of the several plant varieties hit the storage limit, which cause a broken supply of the other ones.

As we can't deactivate single plant varieties from farms anymore due to the new storage limit, I'd consider this as a bug?
< >
Showing 1-6 of 6 comments
acprog  [developer] Jan 25 @ 5:56am 
Good afternoon!
No, it's not a mistake. A single mechanism for regulating production and consumption restrictions has now been created through warehouse parameters for all types of machines.
There is currently no way to choose what will be produced in the basic vegetable gardens, but after researching "carbohydrate-protein plants" you will be able to build specialized beds.
Seraphin Jan 25 @ 9:44am 
So just take a concrete expample to avoid misunderstandings:

You try to tell me it's an intended change, that a farm which produces houseplants and herbs should stop working at all, if houseplants - which even aren't consumed regularly - hit the storage limit. Which results in a stop of production of herbs - which are consumed regularly for medicine production, so the medicine production stops too.

The same happens for food if the consumption rates doesn't meet the production rates for the international food.

If that's really the way it should be, I question, if you like to make a puzzle game instead of a economic based simulation? ... as for the example of herbs and houseplants, even an unbalanced puzzle, as it results only in the need for the micromanagement of dumping houseplants from time to time ... except for contracts you can't earn anything from selling them, and even with contracts it feels absolutly abusive as it should be absolutly uneconomical to do the logistics for such low value goods. You even show the calculation yourself, while capping it by 0 credits instead of letting pay for the sell.

When mining of minerals, gases and fluids already seems to do the job without leading into dead locks ... so this single mechanism you (and even me) are refering too, isn't even the argument ... why should it happen for farming, where it even makes much less sense ...
Last edited by Seraphin; Jan 25 @ 9:45am
acprog  [developer] Jan 26 @ 12:35am 
I think you're right, I'll make an exception for farms - if production of one of the farm components is achieved, the rest will continue to be produced
Seraphin Jan 26 @ 2:08am 
Thanks. That's what makes absolutely sense, as it's one operators decission what to plant.

Before stopping farms, mines would be needed to be stopped the whole production .... as it's ore containing everything else too. But even there I prefer this to be seen as an auto-dump mechanism, as e.g. the situation on moon would result in the same dead lock problem with soil which is only rare used, needs lots of space and is plenty on moon. But as I already said, it seems to work this way already anyway.

I'm fine for production of other goods in the base, as these additional goods are considered to be the waste of the production.

So, after this long speak: Thanks again.
acprog  [developer] Jan 26 @ 5:51am 
published at 0.15.32, please check
Seraphin Jan 26 @ 6:29am 
Looks to work fine now, thanks!
< >
Showing 1-6 of 6 comments
Per page: 1530 50