RimWorld

RimWorld

109 ratings
Sync Growth
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
344.468 KB
Feb 12, 2021 @ 4:32am
Jun 11 @ 6:57pm
12 Change Notes ( view )

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Sync Growth

In 1 collection by ignis
Ignis' Rimworld Mods
7 items
Description
Synchronizes plants and crops growth, ensuring that they would be ready for harvest together.

It averages grow, so there is no net gain or loss from using it.

Features
Works by actually adjusting grow rate, not by manually changing their growth state like other similar mods. You can actually see its effect in info window, and it draws outline for synced crops!

Two working modes:

Default mode - plants are looking for same kind of plants nearby to sync. Can work with pots, hydroponics and other similar furniture.

Zone mode - only plants within the same zone are synced, even if they are not nearby. Works with crops that can't be sown in direct proximity, but not with hydroponics.

You can configure a max gap between syncable crops to avoid extreme effects.

Performance impact
Very low. It only recalculates groups once in 2000 ticks (≈33 seconds of normal speed) and outside of it barely does anything.

Still, there are reports from some users about brief freezes in biomes with extreme plant density. Enabling zone mode in settings solves it, but this mode would not work for hydroponics.

Powered by Harmony
It is safe to add to existing saves, and even safe to remove!
All changes are via dynamic patching — no changes to data structures.

Compatibility
It should be compatible with all plants that do not have a custom implementation. Built-in support for:
Vanilla Plants Expanded
Orassans
Pawnmorpher


License
All original code in this mod is licensed under the MIT license[opensource.org].

Known issues
  • Mods that add new plants may require explicit support, if they have custom growth rate calculations. Tell me if something does not work.

Credits
Wishmaster - his old mod was used as a starting point (not much of it left in release though).

Think you found a bug?
Please read Fluffy's instructions before reporting.

Alternative links
GitHub[github.com] (source code, non-steam and old versions there)
Popular Discussions View All (2)
1
Oct 8, 2022 @ 6:18am
Error with settings window
Fargotroniac
0
Sep 12, 2021 @ 2:36pm
consider adding null handling.
nikos
81 Comments
ignis  [author] Jul 20 @ 1:26pm 
Hydroponic bays do not have zones, so it effectively stops mod from working for hydroponics.
Thels Jul 19 @ 7:38am 
If this is set to Zone mode, would each Hydroponics Bay count as its own zone?
Derpino Mar 20 @ 11:22am 
The name and screenshot looked very familiar to me :) . Anyway let's check it out
Cosmo Corban Sep 7, 2024 @ 10:49pm 
I asked about ignoring the soil fertility since Dub's Bad Hygiene's irrigation system creates uneven patches with varying fertility levels, disrupting the plant growth sync as it creates multiple red groups.
ignis  [author] Jan 28, 2024 @ 5:06pm 
Ufff, that would need a custom way to handle different things as the same.
Aion9 Jan 28, 2024 @ 10:50am 
would there be a way to make this work better with the peanut's spread function in Vanilla Plants Expanded - More Plants? They spread but since it counts as a different plant type (Secondary Peanut Plant) it can't sync with manually sowed peanuts.
ignis  [author] Jan 22, 2024 @ 1:42am 
Uff, technically yes, but I don't like the idea.
Cosmo Corban Jan 21, 2024 @ 12:40pm 
Can the euristic method be configured to ignore the terrain fertility? So it could work with half normal terrain, half fertile terrain.
Andromalis Oct 10, 2023 @ 10:29am 
Earlier I mentioned the mod does not work as of 10.10.2023, but that is not true. Growth zones get recalculated after every launch of the save. Ergo - this mod works fine!
VeryPog Jul 30, 2023 @ 10:03am 
This is what I was missing :steamthumbsup: