Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Should have fixed some plants not surviving harvest. Of course, there could always be exceptions.
There really isn't anything I can do on my end as it's really just a single patch. You might want to mention it to the author of HDH and see if they want to add a check for this.
@Zandyr_Kayne, I'll take a look and see what's going on.
The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.
note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.
Thanks for your patience.
I do still intend to add settings to both these mods but I have been unable to find the time to do it right. Sorry, I didn't just release that sooner but at the time I didn't anticipate getting as busy as I've been lately.
With regard to finding the value of when they die, it's a little unclear from the base code as they have a grow time, which is affected by many things like light and soil fertility, then they have a lifespan that is a multiplier on that factor. When they hit the end of the lifespan they begin to die but they don't just die immediately. So, it's not just X+y=Z.
It may take some fine tuning to get it right. Which is partially why I want to release separately so maybe a few players can help test with different variables and give me the feedback I need.
Maybe talk to dubwise from dubs mods in his discord? His discord seems like a good resource.
Also the VGP fellow seems active.
I know mod settings aren't the easiest thing to do though, so anything works :D
It's not fun micromanaging when plants are about to die and cutting them just before then.
But I also don't want it super realistic.
I want things to die after a couple full growth periods, so my low level gardening plants can get planting xp by sowing, because leveling them up by cutting trees makes them choke up blueprints that need plant cutting.
As always, keep up the great work!
@pick pick pick pick pick pick and any others interested in an Alt-version stay tuned. I'll release a new mod soon.
My attempt was to make it so you'd get 2-3 harvests for some things, 4-5 for others, etc. So, it's working as intended but, like I said, needs some tweaking.
I just haven't had access to my computer but when I get back, I'll do like I mentioned before and split this mod for both types of users. The original values will be returned and I'll release a seperate version for more balance.
It affected my Rice, Tomatoes, Neutroamine, and Wheat, if I'm remembering correctly.
They began rotting.
Also, I believe that the rotting started because of bad weather, but when I built walls, roofs, and sun lamps around the plants, they continued dying.
The new plants planted after them on the other hand, aren't dying or anything, so I really can't tell what's happening.
At the end of the day, the time saved with this mod greatly outweighs any plant deaths or anything else.
Keep up the good work.
Leave this one untouched and a new one with more realism/balance.
I appreciate the feedback though, it's the best way for me to fine tune the values.