RimWorld

RimWorld

Smart Farming Continued
95 Comments
sammysticks 9 hours ago 
I'm having the same issue Bodacious Cowboy reported on Jun 30.
Litzner Jul 7 @ 8:16am 
In 1.6 here, if I turn off sowing my nutrifungus stops growing completely.
Uttley Jul 6 @ 4:18pm 
hello, for me, in 1.6, smart mode causes plants to stop growing entirely rather than stopping pawns from sowing them
WIbigdog Jul 4 @ 5:55pm 
Thanks for the tip!
Sir Humphrey Appleby Jul 4 @ 10:12am 
@WIbigdog I've been having the same issue. I've noticed my zones are set to "Smart." Deleting and replacing them with zones left set to "On" fixes the problem.
WIbigdog Jul 3 @ 11:21am 
Hey, thanks for the update! For some reason this mod is causing some plants to stop growing entirely right now in 1.6. I had fields of Hay, Cotton, Rice and Healroot. Only the Healroot was growing. It was 16h and 56f outside. Hay, Cotton and Rice all said 0% growth. Tile growing season was listed to end on 6th of Septober and it was the 8th but it shouldn't be a hard cutoff and should still be based on temp and light. The only other mods that could possibly effect plants were Vanilla Plants Expanded and Vanilla Furniture Expanded Farming module. Removing this mod caused the plants to grow again.
Blacksoul Jun 30 @ 9:40am 
any chance it would be extended to hydroponics as well?
Bodacious Cowboy Jun 30 @ 8:08am 
My merged zones keep disappearing, also they lose all the buttons added by this mod on merging. Would that be a load order issue or something?
VitaKaninen Jun 30 @ 3:45am 
Thanks!
Really, the most important feature is for them to stop sowing plants when they would die before harvest. I am not sure how that would work if they have an assortment of plants they can choose from.
FerrisCG  [author] Jun 30 @ 2:44am 
@Cayin Will fix tonight
@VitaKaninen ill take a look end of the week
@Mr FU I would need logs to find any issues
VitaKaninen Jun 30 @ 2:10am 
Can you add support for this mod? Gardens

It allows you to randomly sow things in an area chosen from a list of sowable plants, instead of just sowing a single plant type. The problem is that it does not have all the features of your mod, such as the Match gizmo, and the Smart sow feature.
Mr FU Jun 28 @ 3:49pm 
Game is lagging when sowing more than 10 people(robots) are the same time. I testing this mod with misc robots and rimatonics and it still the same.
Fancypuggo Jun 25 @ 2:37pm 
thanks for the update!
Cayin Jun 23 @ 3:55am 
shawyer Jun 22 @ 6:21pm 
Thanks @FerrisCG!
Andobtw Jun 22 @ 8:32am 
@FerrisCG thank you very much, no rush just wanted to confirm it was a bug xD
FerrisCG  [author] Jun 21 @ 10:41pm 
Am aware ill aim to have it fixed early next week xD
Nam Jun 21 @ 7:49pm 
On growth rate 100% Off growth rate 0%
Andobtw Jun 21 @ 7:14pm 
Having the same issue has shawyer, turned off a grow zone and haven't used it in an ingame year and just noticed lil rice plants still there with 0 growth rate
Sudo Modding Jun 21 @ 9:06am 
Damn, thanks
shawyer Jun 21 @ 7:32am 
It definitely changed the growth logic (or something else is going on)... I looked up after half a year and my crops hadn't grown. :-)
FerrisCG  [author] Jun 21 @ 5:09am 
@shawyer Ill take a look at that tonight, might just be visual as I don't believe i modify the actual growth logic of the plants however I do hook into the display values for it. If i find an error ill see about fixing before end of the weekend
shawyer Jun 20 @ 1:15pm 
FYI, when I turn "off" a growing zone, it sets the growth rate of the plants to zero.
Sync Jun 20 @ 7:26am 
Hooray! Thank you for the update!
AzoorFox Jun 16 @ 5:27am 
GOOD. THANKS.
FerrisCG  [author] Jun 16 @ 1:31am 
Ill be doing updates for most of the mods sometime the upcoming week
AzoorFox Jun 15 @ 12:57pm 
UPDATE WHEN???????????????
C0lin2000 Jun 14 @ 10:43am 
1.6?
Zlygork Jun 8 @ 10:36am 
Added a bug report on the discussion section, let me know if there's anything I can do to better help :)
cl4wd33n May 31 @ 6:34pm 
and new zones have the mod active
cl4wd33n May 31 @ 6:32pm 
the mod crashed when i highlighted (admittedly 35) zones and selected “no petty jobs” (turning it on). the game froze for about a minute then resumed play but all the zones returned to vanilla
Eggnog98 May 6 @ 6:57am 
does fertility affect crop yield? growth time/early harvest/etc sure. I thought the only thing that affects yield was pawn skill. Or do you mean the nutrition stat shown is at early harvest? That would make more sense I guess.
FerrisCG  [author] May 5 @ 11:52pm 
@Eggnog98 Nutrition also takes fertility/difficulty/fertility sensitivity of said plant into account (ie average vs lowest in settings for fertility calculation) so its a bit more complex than that

@ignis Ill see about taking a look into it either later this week or next week
ignis Apr 28 @ 4:21am 
Could you add support for Ashlands mod? It has a custom growing zone.
Eggnog98 Apr 26 @ 5:56pm 
Something seems off with the potential nutrition numbers. A potato grow area of 10 should produce 110 potatoes, at 0.05 nutrition each, that would make 5.5 nutrition a harvest. This mod says 2.2?
Spectral_Ace Apr 15 @ 5:47pm 
while i dont know how this works with a seed mod myself, with vanilla plants, yes it will plant plants if they can survive the cold. For example, I will sometimes have healroot die of age due to being planted right at the start of winter and if the winter where i am is too long, the plants will die before being fully grown since they sat around for 30+ days without growing. Smart farming mode will still plant crops even if they won't be fully matured before the cold hits, but only if they will reach a harvestable level. For plants that can survive winter, using the normal planting modes works fine it seems as far as preventing winter planting, but in vanilla that only applies to healroot and trees
Scytheangel Apr 10 @ 6:29am 
Can i suggest to add the ability to choose sowing dates? the mod works fine but in situation where i need to sow even if the plant wont fully grow i still have to micromanage it, also if the plant can survive in the cold they will sow it anyways and it will be there all the cold seasons waiting for a blight to happen making me lose my seeds.
Spectral_Ace Mar 31 @ 3:33pm 
that sounded very pretentious xD, I just mean that i have a lot of interest in how code and logic works, but just never have gotten around to the actual code itself to the same extent
Spectral_Ace Mar 31 @ 3:28pm 
thanks so much, its all good. If you do find a fix (ie not some weirdness with Rimworld) I'd love to know what actually broke. It seems like such a weird bug but without knowing how Rimworld actually works internally. My best guess is that it's something with how it defines the new zone not actually assigning a valid ID or whatever, thus making it functionally inaccessible; but that's just from my admittedly extensive but fairly shallow knowledge of programming and from how the save files are structured.
FerrisCG  [author] Mar 31 @ 9:00am 
Totally forgot about that tbh ill take a look this weekend xD
Spectral_Ace Mar 30 @ 9:36pm 
@FerrisCG any idea when you might get around to making that fix? Not pressuring you to or anything, I mean clearly I'm not the one who took the time to make/update a mod so I can't really complain at all. It just seems that tmmr came and went xD. Hope you get around to it eventually, but if not, that's completely reasonable too. If I really wanted it fixed that bad then I'd figure out how to do it myself but I don't want to do all that. Thanks for what you've done so far.
Spectral_Ace Mar 3 @ 8:32am 
specifically, in non-multiplayer, zones when merged will now no longer have the additional buttons and will be deleted upon reloading the save
Spectral_Ace Mar 3 @ 8:31am 
yep, can confirm the merge zone issue is still here
FerrisCG  [author] Feb 24 @ 5:24am 
Will fix tmrw ty for report
mischab1 Feb 23 @ 12:53pm 
@FerrisCG, your Jan 19 patch broke Multiplayer-Compatibility 's SmartFarming patch.

See lines 2945-2961 in this HugsLib output log [gist.github.com].

In a Multiplayer world, the main four smart farming buttons don't work unless you select more than one zone. Once the Merge zones button is visible the other buttons work. But don't try to actually merge anything because if you do, the new merged zone is borked. You can still expand/shrink it but that's it. The SmartFarming buttons disappear & you can't delete it, change it's plant, nor toggle Allow cutting. It also doesn't save, so the next time you reload, the zone is gone.

Since I've been seeing comments saying Owlchemist's 1.4 SmartFarming actually still works in 1.5, I'm telling you about this instead of Multiplayer-Compatibility.
FerrisCG  [author] Feb 19 @ 5:12am 
Will take a look this weekend
Zeven Feb 18 @ 7:41am 
Merging Zones together seems to break the zone(s) completely. Colonists can't interact with the zones and the mod's HUD buttons go missing for that zone.
FerrisCG  [author] Jan 19 @ 6:52pm 
@Vartarhoz Might do later next week not a bad idea
@Martinsuki Uhh looks like my configs defaults broke when porting, you need to enable it in config (next update will be shown by default)
@Mbos ill look at that later this week as well
@Dark Hunter Ill add an option for this in config when i push next
Martinsuki Jan 7 @ 3:27pm 
Im not seeing the "align plants" options, was it removed?
Dizzy Ioeuy Dec 26, 2024 @ 11:57am 
@archidictus it's because this mod included the source code, dufus. they're the same size in operation.