RimWorld

RimWorld

Smart Farming Continued
190 Comments
Veronica Heinkel Nov 12 @ 1:19pm 
Got issue that pawns not sowing merged zone which is not adjacent.
Babaloo321 Nov 7 @ 11:35am 
Also, the Smart Sow setting doesn't show up on Aquatic Growing Zones, Sand Growing Zones, and Flower Garden Zones from Vanilla Plants Expanded - More Plants . Can you make a patch?
Babaloo321 Nov 7 @ 9:07am 
Can you add an option to disable Zone Prioritization? Although it does the same thing as Growing Zone Priorities , that mod does it it a bit better IMHO. It allows you to set the option for plants pots as well as for hydroponics (idk if your mod has the option for hydroponics, I haven't researched them yet). If not, maybe you could add the option to plant pots, and hydroponics?
Guezzy Nov 1 @ 10:33am 
Hello, could you provide a github ?
MStarrBrannigan Oct 28 @ 11:26pm 
Having the same issues as others with pawns planting when the plants will die before growing. Didn't dig far in the comments, but also have run into issues when merging zones, not sure if that's a widespread problem or some mod conflict.
CircleCube Oct 15 @ 5:24am 
Same issue as some other people (e.g. @purpleglade @mann @purpleglade) here. I´m in a absolute standard temperate forest. They stop planting in early/mid autumn (as supposed to), but start planting in early winter again, so crops die in the next night. Tried to play around with the temperature threshold, but didn´t work. May uninstall, as is makes things more complicated than vanilla. If there is a solution, will be glad to try again. Thanks for your work!! :)
Overlord59 Oct 14 @ 3:25am 
It looks like the error seen below is due to a problem with the transpiler patch not always working (after adding some debugging I can see that whenever the patch is called it always correctly returns the expected value out of season, so I'm assuming sometimes it just isn't called for some reason when a pawn tries to sow). I am completely unfamiliar with transpilers so I couldn't fix that, but I was able to fix the old patch method to only apply when the sowing job is called (using a very hacky method I will admit, just to test it) and everything started working as expected so it seems to confirm my assumptions that something is going wrong with the transpiler.

Happy to share what I did to fix it if needed, just not sure how best to do so as I can't find a repository I can fork to show those changes.
MosaPudica Oct 4 @ 7:43pm 
- Boreal Tundra
- Southern hemisphere
- Temp is 1C (down to -15C or -20C at night)
- Min Temp Allowance setting is +5C (tried -3C to +5C)
- Fields are set to "smart"
- Growing period Sep6 to Apr6
- Says "Growing period is here now" (that's not true for Jul12)
- Says "Plants will likely die before harvest" (yes, that's true)

As soon as the outside temp gets above 0C, they rush out and start sowing. Even though it's outside the growing season and nighttime temps will be below -10C. They did stop trying to sow plants during the deep winter when it never got above 0C during the day.
purpleglade Sep 29 @ 11:45pm 
I am having the same issue as @mann can outsmart bullet. They just keep planting despite the season.
GrobmotoriGER Sep 25 @ 6:43am 
When entering an odyssey stockpile I get an error that seems to be related to smart farming:

Attempted to access a tile with ID -1, but it is out of range (count: 295732)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.Planet.PlanetLayer:GetTileCenter (int)
RimWorld.Planet.PlanetLayer:DistanceFromEquatorNormalized (int)
RimWorld.Planet.PlanetLayer:DistanceFromEquatorNormalized (RimWorld.Planet.PlanetTile)
RimWorld.Planet.WorldGrid:DistanceFromEquatorNormalized (RimWorld.Planet.PlanetTile)
SmartFarming.MapComponent_SmartFarming:FinalizeInit () (at O:/SteamLibrary/steamapps/common/RimWorld/Mods/owls-smart-farming-master/Source/MapComponent_SmartFarming.cs:51)
Verse.MapComponentUtility:FinalizeInit (Verse.Map)
...
moosetwin Sep 22 @ 4:45am 
My pawns are deciding to plant despite them being likely to die before harvest. I am in a part of the world where the seasons are flipped, (winter happens in jugust) could that be related?

image [files.catbox.moe]

modlist [rentry.co]
VitaKaninen Sep 20 @ 12:42pm 
I have added and removed it from my game many, many times without issues. I expect you have other issues going on.
Edge Sep 20 @ 7:54am 
This seems to be unsafe to remove mid-game and causes bugs with pawns not sowing certain zones unless forced manually, with UI elements still intact post-removal
Stryker Sep 5 @ 6:36am 
@吱吱宸 thank you so much legend:FIA:
jkelley2 Sep 4 @ 6:24pm 
small update the issue with the options not appearing appears to be an incompatibility with Farming Hysteresis ...

with Farming Hysteresis enabled the Zone Mode(on/off/smart) Allow Harvesting and No Petty Jobs buttons on grow zones do not display
BennyG Aug 29 @ 6:02pm 
@VitaKaninen I know that, I was wondering if there was a way to set them on their own to be above my regular growing zones and prioritized by default. Or a way to add them into the mod's parameters to allow their priority to also be selected alongside the regular zones.
VitaKaninen Aug 29 @ 9:35am 
You can't place growing zones over hydroponics.
BennyG Aug 29 @ 9:31am 
Can hydroponics basins be set to critical? I would rather have my farmers take care of those before my regular fields.
Aargh Tenna Aug 24 @ 9:03am 
Upon further investigation in dev mode, my previous problem had nothing to do with this mod - it was Forsaked Faction for Alpha Genes that generated stack trace and borked farming. Drought issue still stands though.
Aargh Tenna Aug 24 @ 8:33am 
Also, this gets confused in space. It refuses to let you plant crops at all. And says that plants are going to die if planted. Despite temperature being 19 degrees and plant being haygrass.
WolfiePwnzU Aug 22 @ 5:58pm 
@Dwarf - Harvesting is not cutting. The 'allow cutting = No' is for if you are planting something like grass, but the natural flowers, dayblooms, bushes appear then it won't cut them to plant grass.
Draconicrose Aug 22 @ 12:26pm 
I think smart sowing is supposed to stop sowing if there's toxic fallout (thus the plants would die) but that doesn't seem to be happening.
Aargh Tenna Aug 20 @ 10:51am 
after drought, plants stop growing. I mean, even after drought ends, growth does not resume unless you delete the growing zone and then create it again. Then they start growing.
Julian Skies Aug 16 @ 1:47pm 
@Dwarf That is purposeful on the mod's part- It's written in the "Allow Cutting" text!
Which, I'd like a feature to be added to genuinely just plant and let the plants be.
Dwarf Aug 15 @ 4:28am 
Hello, might have a bug to report here :
The "allow cutting" option seems to not be taken into account if it is on "off".

I am having a large filed of Hay sown inside my animal enclosure, the idea is to never harvest it so animals can continuously feed on it (eternal summer map).
But my slave farmer pawn is ignoring the "allow cutting = NO" and continues harvesting it.

My other mods installed do not touch on farming.
117derek Aug 11 @ 7:21am 
@吱吱宸: Thank you so much, I was really confused why all of the smart farming buttons were showing up twice on everything. I was even double-checking if I somehow installed two different versions of the mod at once
吱吱宸 Aug 10 @ 5:40am 
This mod was integrated into ReGrowth 2: Core version 1.6.
Anker Aug 9 @ 10:10am 
The rimworld wiki indicates that for rice, you want at least 15 tiles per colonist. With my starting 3 indev colonists, that reads out 5.03 nutrition predicted, which matches the estimated number before. I think that's a point towards it's likelihood.

It's super easy to grow too much and hoard food. But you gotta be careful with it- It's an easy way to spike your colony wealth, and thus raids.
Anker Aug 9 @ 10:07am 
Very nice. I do have a question on how to read the Potential Nutrition readout, though. Does it factor in the grow time when displaying the potential nutrition, or do you have to calculate it against the earliest harvest day? I assume it's the latter.

Now, I'm not great at math (Rimworld player moment), but I assume a reasonable calculation for the player to use is, assuming nobody botches it (not a promise), you can calculate the... Earliest harvest day, minus the current day, and you want your estimated potential nutrition to be at least that much.

For example, loading up a random devtest map to check: Currently 6th of Aprimay. Rice could be harvested at the 11th. 11 - 6 = 5, so you want enough growth zones for the Potential Nutrition to say at least 5, yeah?

Let me know if I screwed that up before I start using this to plan things in game (once my colonists have enough skill to not botch too badly), since again, math.
Buffilm Aug 7 @ 1:53pm 
Any ideas why the zone priority options might be missing? Was previously using the mod without any issues and haven't added any new mods since.
FerrisCG  [author] Aug 4 @ 2:55am 
@Jarrod Ill double check on this maybe they changed how sow logic is calculated (previously i just shoved the logic switch and cancellation in seasonal temp check)

@VitaKaninen Fixed that issue for next push (Issue with maps that dont have a world grid tile)
@R4nD0mI3z Few notes
It looks like temp checks were changed outside seasonal checks ill add another patch to allow force to skip temp checks
Same for smart mode, its only checking the "seasonal" temp not the real temp now with how farming was tweaked
Likely will be pushing a fix out 7th/8th depending on when i have time
Ty for reports
R4nD0mI3z Aug 3 @ 12:24am 
Hi,
Just wanted to notice that priorities work in a weird way (legacy patch mode is not enabled):
- Smart settings does stop sowing when temperature is bad but allows sowing if for a moment temperature is good enough to grow - seasons seem to be not taken into account. Being on map 40/60 on winter if you get cold nights but quite ok days - pawns will sow on day. Pawns also sow when temperature is good but zone shows that plants will probably die (example - corn in late autumn)
- Force does not work if temperature is for example -12. I have healroot fields set to force because those don't die in low temp but pawns don't sow them and right clicking on field does not show menu.
radoslaw.fendrych Aug 2 @ 2:00am 
średnio pszydatne
VitaKaninen Aug 2 @ 1:38am 
I got an error that I think is coming from this mod: It makes reference to a file located at SmartFarming.MapComponent_SmartFarming:FinalizeInit () (at O:/SteamLibrary/steamapps/common/RimWorld/Mods/owls-smart-farming-master/Source/MapComponent_SmartFarming.cs:51)

This line is in your SmartFarming.dll at line 1410, and I don't have an "O" drive, so I think this is the cause.

https://gist.github.com/HugsLibRecordKeeper/a22f608a6820577463607fd2d31bfd7d
Jarrod Jul 30 @ 10:57pm 
Just want to point out that I'm not using any other mods that affect farming (I think?) and/or weathers. If there is an incompatibility I'm curious if there's a way to find out? Anything to help
FerrisCG  [author] Jul 30 @ 10:40pm 
ill add another tweak to handle seasonal logic hooks later tmrw should fix a bunch of incompatibilities with other mods
exBeNN Jul 30 @ 6:41pm 
Seems like the issue about them not growing during smart mode is working. Still having issues during Toxic Fallouts. Colonists are stuck trying to replant crops when they die in 30 seconds
Jarrod Jul 29 @ 6:26pm 
Yeah turning on legacy patch mode breaks the growing rate. Setting sowing to anything other than "on" stops all the plants from growing.
Jarrod Jul 29 @ 5:29pm 
@FerrisCG will try that out and let you know!
TwoBitSprite Jul 29 @ 9:15am 
@mrdrbabybrute

from my testing its less that it downloads the old file and more that it doesnt always actively delete the mod when unsubbing, and im not sure what triggers it to actually delete, so that when you resub, steam is just like "oh you already got those files cool" checking file integrity both checks for new data, and deletes old unsubbed mods that havent been removed yet.

Im not sure if i have the new bug people are mentioning but ill try to do some testing tonight and report back
FerrisCG  [author] Jul 29 @ 9:09am 
@Jarrod Should be similar to before, you can test if its the new patch method going into settings of the mod and enabling legacy patch method. adds more mod compatibility but might break some other things
mrdrbabybrute Jul 29 @ 7:55am 
@TwoBitSprite Thank you for that advice. It seems weird that steam would redownload the old version of a mod. I will make sure to verify game files next time.
Jarrod Jul 29 @ 12:28am 
Yeah I feel like whatever change you made to fix the "plants stop growing" bug introduced this "pawns keep sowing despite the weather" bug. I don't remember this being an issue before.
TwoBitSprite Jul 28 @ 7:47pm 
@mrdrbabybrute for the future and anyone else having update issues, verifying game files tends to work a lot better, at least for me as it checks the game files, and then also checks workshop files
mrdrbabybrute Jul 28 @ 5:06pm 
Nevermind it is working now. For some reason my mod wasn't updated despite unsubscribing and resubscribing.
FerrisCG  [author] Jul 28 @ 3:29pm 
Are you sure your on latest? this was fixed for me in testing?
mrdrbabybrute Jul 28 @ 1:50pm 
The no sowing mode is still not working. Plants always have 0% growth rate if sowing is off.
Nainia Jul 28 @ 8:31am 
Thanks alot
Jarrod Jul 28 @ 5:38am 
Got a toxic fallout and the mofos are still planting lol
Jarrod Jul 28 @ 5:09am 
I've found my pawns still planting in grow zones even when setting the sowing to "smart" and the info for the zone says "plants will likely die before harvest". They're literally planting as snow starts to fall for the year and I get "plant died from cold" spam every night.

Am I misunderstanding the intent of the "smart" setting? I thought it was supposed to stop sowing when it's assumed the plants wont survive for harvest?