Surviving Mars

Surviving Mars

View Stats:
MisterSpock Jul 24, 2019 @ 10:23am
Open farm bug
They are still bugged, did i missed something or is there a fix?
Originally posted by SkiRich:
The problem with open farms is that they use the same code mechanics as seeds on trees for harvest.
If you have an open farm with little tree vegetation in the colony things will work ok, not great just ok and you wont notice a slow harvest.
The issue happens when there are thousands of trees. As more trees grow and produce seeds, the code randomizes the harvests to make it appear like a random maturing forest. The problem is the open farms fall into that as well and sooner or later they are low harvest on the totem poll.

My mod changes that but still uses the harvest code, since I was told on the next patch there will be an update to the farms to fix this. So without adding too much code that will ruin a save I decided to use the harvest code to my advantage.

In a nutshell, each crop of vegetables in the open farm has a mature rate in sols. The problem is the coders changed the timeframe as a hack to a lower value of sols to compensate for tree harvests. I dont think they gamed the code out for what players would want to see in the colony, full forestation. So with that the open farm scans its crops for any mature ready to pick crops and then asks nearby commanders (and hubs) come get them.

I tried to change the sols on crops to be a bit longer but it wasnt possible without too mcuh code that alters the tree harvests as well, so I figures screw it, they'll be a bit OP.

And here we are.
< >
Showing 1-13 of 13 comments
The_Pastmaster Jul 24, 2019 @ 10:25am 
Bugged how?
BLÀde Jul 24, 2019 @ 10:32am 
bugged as in OP your right than :lunar2019grinningpig:
MisterSpock Jul 24, 2019 @ 10:53am 
Originally posted by The_Pastmaster:
Bugged how?


Drones refuse to harvest, even if they idel. But everytime u move a RC Commander near the farm, they become alive.
However i found a fix in the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1768640793


Its a shame that such a good game has still gamebreaking bugs.
Last edited by MisterSpock; Jul 24, 2019 @ 10:55am
BLÀde Jul 24, 2019 @ 10:57am 
with that mod though you wil only need one of them damn farms . it will make it too easy you'll get 20k food from one farm!
MisterSpock Jul 24, 2019 @ 11:10am 
Originally posted by BLÀde:
with that mod though you wil only need one of them damn farms . it will make it too easy you'll get 20k food from one farm!
Yes they would be OP if not bugged.

I read that trees are the source of bugging.
Grifta Jul 24, 2019 @ 11:19am 
Never knew it was bugged. My drones harvest it just fine.
The_Pastmaster Jul 24, 2019 @ 11:39am 
Originally posted by MisterSpock:
Originally posted by The_Pastmaster:
Bugged how?


Drones refuse to harvest, even if they idel. But everytime u move a RC Commander near the farm, they become alive.
However i found a fix in the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1768640793


Its a shame that such a good game has still gamebreaking bugs.

Oh that. I thought that was intentional. IIRC the drones only harvest those farms is there is no food available and/or when they have nothing else to do. Like with trees.
MisterSpock Jul 24, 2019 @ 11:50am 
Originally posted by The_Pastmaster:
Originally posted by MisterSpock:


Drones refuse to harvest, even if they idel. But everytime u move a RC Commander near the farm, they become alive.
However i found a fix in the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1768640793


Its a shame that such a good game has still gamebreaking bugs.

Oh that. I thought that was intentional. IIRC the drones only harvest those farms is there is no food available and/or when they have nothing else to do. Like with trees.

But they will always harvest the trees first for seeds. But if no storage for seeds is available, they cant harvest the crops.
MisterSpock Jul 24, 2019 @ 11:54am 
Originally posted by Grifta:
Never knew it was bugged. My drones harvest it just fine.
Maybe because u dont have a lot of trees unlike me.
MisterSpock Jul 24, 2019 @ 12:12pm 
However the open farm is totally brocken. It gives around 1000+ food per day. Enough for 5k Colonists.
BLÀde Jul 24, 2019 @ 12:16pm 
that's why i don't even research it anymore. the last game i used it i had 50k food from ONE farm
Last edited by BLÀde; Jul 24, 2019 @ 12:16pm
The author of this thread has indicated that this post answers the original topic.
SkiRich Jul 24, 2019 @ 8:09pm 
The problem with open farms is that they use the same code mechanics as seeds on trees for harvest.
If you have an open farm with little tree vegetation in the colony things will work ok, not great just ok and you wont notice a slow harvest.
The issue happens when there are thousands of trees. As more trees grow and produce seeds, the code randomizes the harvests to make it appear like a random maturing forest. The problem is the open farms fall into that as well and sooner or later they are low harvest on the totem poll.

My mod changes that but still uses the harvest code, since I was told on the next patch there will be an update to the farms to fix this. So without adding too much code that will ruin a save I decided to use the harvest code to my advantage.

In a nutshell, each crop of vegetables in the open farm has a mature rate in sols. The problem is the coders changed the timeframe as a hack to a lower value of sols to compensate for tree harvests. I dont think they gamed the code out for what players would want to see in the colony, full forestation. So with that the open farm scans its crops for any mature ready to pick crops and then asks nearby commanders (and hubs) come get them.

I tried to change the sols on crops to be a bit longer but it wasnt possible without too mcuh code that alters the tree harvests as well, so I figures screw it, they'll be a bit OP.

And here we are.
BGR Jul 24, 2019 @ 11:56pm 
Originally posted by MisterSpock:
Its a shame that such a good game has still gamebreaking bugs.

I don't think that one can declare that a bug is game breaking when it only effects one building that is not required to play the game successfully.
Last edited by BGR; Jul 24, 2019 @ 11:57pm
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jul 24, 2019 @ 10:23am
Posts: 13