RimWorld

RimWorld

Plant Growth Sync (Continued)
31 Comments
VitaKaninen Mar 2 @ 3:15pm 
I would like to, if I thought I could. I don't know what I would even be looking for, though. I was not really expecting you to add it to this mod, but maybe just make a patch for it as a standalone.

I 'wrote' a patch yesterday that reduces the filth from bridges and flagstone, so that my outdoor animals would stop dirtying up all my paths, but I was essentially copying what someone else did and updating it to 1.5. I have no confidence that I did it the correct way, since people in the comments said he did it wrong, so I am not publishing my version, even though I wrote it differently.

I would like to have it only apply to outdoor paths, but I don't know how to do that. I would also like it to apply to rough stone, like the area around mountains, but the words "Rough Granite" does not even show up in the game defs, so I have no idea how to reduce the filth that spawns on it.

I appreciate all the work you do, and sorry for hijacking the comments under this mod.
Mlie  [author] Mar 2 @ 2:49pm 
@VitaKaninen Its not something fitting into this mod, but it should be a simple thing to patch and a good start for anyone to get into modding the game
VitaKaninen Mar 2 @ 2:34pm 
Thanks for the suggestion. I have tried to stay away from complicated mods as much as possible, since there are more opportunities for bugs or unintended interactions from other mods, especially when I only need a small feature.

Do you think it would be difficult to add a small patch to make ambrosia treated the same as berries and healroot, and not like trees for the purposes of harvesting? Is that something you might be able to do?
Mlie  [author] Mar 2 @ 2:29pm 
@VitaKaninen I usually use Colony Manager and add a harvesting-job for ambrosia when grown, similar to healroot.
VitaKaninen Mar 2 @ 2:25pm 
If I set a grow zone around my ambrosia and it includes a bunch of cactus that take a long time to mature, will it slow down the growth of my ambrosia? The grow zone is there so that my pawns will harvest it when it is ripe, and treat is as a crop. I tell them not to sow in that area, so they will not cut anything down until it is fully grown.

The problem is that ambrosia is treated the same as any other tree, so they will not prioritize it when I have lots of trees market for cutting, unlike berries.

I tried using the separate tree cutting priority mod, but ambrosia is still treated as a tree for harvesting purposes, so if I have 500 trees marked for cutting, (so that my pawns will always do something when they are idle), they will never harvest my Ambrosia.

Is there a workaround to force my pawns to treat ambrosia as a crop, like berries and not like a tree, so that I don't have to set up growing zones around them in order for my pawns to prioritize harvesting them?
Mlie  [author] Mar 2 @ 2:11pm 
@VitaKaninen It will sync it based on what plant is set to be grown in each zone. Since pawns automatically cut any plant that is not set to be planted in a zone there is no logic to check what plant is growing in the zone when calculating their growth-rate. I guess you could "exploit" the logic by changing your zones around after planting stuff and blocking pawns from cutting down plants but I think it would just be easier to dev-spawn in resources.
VitaKaninen Mar 2 @ 1:55pm 
I have been using this mod for a while, and I was wondering if it applies to all things growing in the zone, specifically things like Agave and Ambrosia, which are not plantable. Will this sync them up, or how does it determine which plants to sync?

What if I make several zones with different crops, and once they are planted, remove the zone and place one large zone over all of them, and tell my colonists not to sow? Will this cause my rice to grow slowly and my corn to grow quickly?
Mlie  [author] Feb 20 @ 3:58am 
@William07142 🙂 yea, I think not removing mods is a good suggestion but not really that helpful
William07142 Feb 20 @ 3:16am 
I love how the original description has a large image saying NEVER REMOVE MODS and the reupload says "SAFE TO REMOVE"
Mlie  [author] Aug 1, 2024 @ 10:27pm 
@TigerCheese Not that Im aware of
TigerCheese Aug 1, 2024 @ 2:14pm 
How does this affect performance/TPS? Is it very laggy with large fields?
Muad'dib Dec 19, 2023 @ 9:39am 
I am not expecting you to know the answer but I'm hoping someone here might, does anyone know if this is safe in MP? I've asked in the MP Discord and as of yet not gotten an answer and it's not been reported as safe or not yet by the community in their excel.
Mlie  [author] Oct 23, 2023 @ 9:30pm 
@frack Yes, individual plants growth are accelerated or held back based on the average growth of the field
frack Oct 23, 2023 @ 6:30pm 
I understand that this is just a reupload and that the original mod author has stopped working on this, but do you happen to know how this mod works? Does it take the average growth of the zone's crops and slightly increases/decreases their growth progress towards it based on whether they are above it or below?
Three Apr 12, 2023 @ 6:39am 
@Mlie I knew that the application itself is based on closed code. But I was convinced that the RimPy Database is managed by the community. :winter2019surprisedyul: My mistake then, thanks for the clarification. And again for a great job with so many mods.
Mlie  [author] Apr 10, 2023 @ 8:11am 
@Guccio RimPy is closed source so there is nothing I can to to affect it. RimSort will hopefully be released soon, should work better with the community support.
Three Apr 10, 2023 @ 5:26am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
NECEROS Dec 12, 2022 @ 2:18pm 
love you
Deaxsa Nov 11, 2022 @ 9:32am 
I used to make my planters work at night before this mod
ThatCozyBear Nov 1, 2022 @ 5:53am 
thank you! love this mod
Mlie  [author] May 16, 2022 @ 12:12pm 
@haeunryu29 Hopefully it should be fixed for real now. Found another issue where the growth-rate was set to a impossibly low value but not zero.
almondsrock May 15, 2022 @ 2:45pm 
Awesome work reviving yet another mod.

The latest fix definitely helped, but some of my crops (corn, cotton, and rice) are still turning invisible and ungrowable. Half the time, cutting and replanting the whole field resolved the issue.

The other half of the time, cutting and replanting the whole field would make most of them turn invisible over and over. Interestingly, if I only cut and replanted the ones that had gone invisible, small sections of the new set would stick around, and I would repeat the process until all of them stayed. It seemed like planting a bunch of plants at once (in my case, a 4x4 field) made them bug out.
EtBellatorLucis May 15, 2022 @ 1:58pm 
Mlie, thanks you very much!
jybil178 May 15, 2022 @ 6:12am 
Mod scared the crap out of me when i saw
"Sorry, but I'm no longer maintaining my mods. Maybe in the future"

Then i saw it was under original description, and I felt relieved xD Was scared you were taking a break or burnt out from all your hard work Mlie
SvojToT May 14, 2022 @ 5:15pm 
Awesome, I was kinda sad without this mod, I hate it when you've had a field running for a while and all of a sudden they only harvest one third at a time because dinner time or w/e slowed down re-planting.
Mlie  [author] May 14, 2022 @ 2:32pm 
@SvojToT Found the issue, the mod put the growth-value of plants to a negative value in some cases. It should no longer be allowed to so the invisible plants should no longer happen.
SvojToT May 14, 2022 @ 2:05pm 
This quite literally makes some of my crops "turn invissible" after planting and that also stops them from growing, like they become another entity, no longer a plant. So hard pass from me.
Mlie  [author] May 14, 2022 @ 10:59am 
@Kayedon Added a check that any plant that tries to sync has an active growth-value
Mlie  [author] May 13, 2022 @ 10:35pm 
@Kayedon I just fixed the code to work in 1.3 so my guess is that any quirks of the original is still there. I could take a look if its still an issue
Kayedon May 13, 2022 @ 2:27pm 
Mlie, do you know if this fixes the issue with the other version that was uploaded where plants will slowly grow to 100% even in no-grow conditions (too hot/cold) as they attempt to sync?
NECEROS May 13, 2022 @ 1:28pm 
ty mlie