RimWorld

RimWorld

Automatic Hydroponics
299 Comments
Ancient0fDaze 10 hours ago 
@Poncho - had an issue with textures for rice on large bay and psychoid on the small bay. Texture filenames simply need to be corrected. Simple fix when you have time - thx for the mod!
Incorporeal Arasu Aug 1 @ 10:29am 
hiiiii developer can you make the hydroponics emit a small aesthetic light it would look rly nice thank u have a nice day
Aug 1 @ 2:52am 
It doesn't need sunlamps to work.
Capnbludd Jul 31 @ 7:02pm 
Sunlamp still needed or not necessary with this mod? My crew is dismantling the old hydroponics as I ask this and I can stick a tiny bay where the light is 8')
Flux Jul 31 @ 6:27pm 
I had a bug earlier today with the small variant disappearing after lift off of the gravship.
adHerry Jul 31 @ 1:45pm 
@Poncho, on the same node it also allows to go under walls, Maybe an idea to make it a floor layer item? So you cannot have hydroponics and walls/second hydros on the same tile
Poncho  [author] Jul 31 @ 11:39am 
@adHerry good catch! I'll look into finding a way to fix that
Poncho  [author] Jul 31 @ 11:39am 
@AncientOfDaze My mod has no support for Advanced Hydroponics though the automatic hydroponics can already grow all base game crops other than trees
adHerry Jul 31 @ 10:41am 
Seeing how you can build on top of the automatic hydroponics now...i think it needs a check to check whats below because you can stack the automatic hydroponics atop each other at the moment.
Ancient0fDaze Jul 31 @ 7:58am 
Does this play well with Advanced Hydroponics ?
kanid99 Jul 31 @ 7:41am 
Also, for me, when growing rice on the large unit, it shows the wrong graphic - the graphic/texture looks like the allspice graphic to me.
kanid99 Jul 31 @ 7:40am 
In line with what Sumatris was saying - with the 4 hydro bays on the small vs 8 on the large auto units, the large auto unit is unbalanced negatively against the small - ie In a 6x6 Tile space, I can fit 9 small units (producing 36 hydro bays worth of crops) or 4 large units (producing 32 hydro bays worth of crops) meaning that there is no reason to ever use the large units.
krn̈vr Jul 31 @ 4:21am 
please make it compatible with neutroamine production
Poncho  [author] Jul 30 @ 9:52pm 
@Sumatris Oh I never noticed that, I'll fix it right now!
Sumatris Jul 30 @ 9:22pm 
@Poncho: Alright, got it, thanks :-). In that case I'd ask you to correct the information on the small auto-hydro because (I assume) it won't be as effective as the big one. Great mod anyway :-).
Poncho  [author] Jul 30 @ 9:17pm 
@Sumatris each tile of the autohydroponics is not worth 8 hydroponic tiles, the large hydroponics is worth 8 hydroponics bays, or 8*4 = 32 normal hydroponic tiles
Sumatris Jul 30 @ 9:11pm 
@Poncho: But the large auto-hydro is 3x3, and shouldn't 9*8 equal 72 standard hydro bays tiles? Or am I missing something here?
Sepheroff Jul 30 @ 9:08pm 
My small autos moved. I guess this is a bug report but its also pretty funny that they shifted. I have them on a grav ship btw
Poncho  [author] Jul 30 @ 9:04pm 
@Sumatris Equal to 8 hydroponics bays or 32 tiles in total for the large.
Sumatris Jul 30 @ 9:01pm 
Both the small and the large auto-hydro bays claim that one auto-hydro is equal to eight vanilla hydros. Is this meant per tile? If not, which of the two equals eight vanilla, the big or the small one?
Crimson  [author] Jul 30 @ 1:05pm 
There will be an update with new textures for neutroamine
krn̈vr Jul 30 @ 1:02pm 
yall should make it compatible since the farmable neutramine has less quality
krn̈vr Jul 30 @ 12:27pm 
does it works with Neutroamine Production?
Shas'O O'Kais Jul 30 @ 7:06am 
I know most people only post to complain about something or point out a bug or ask for something. But I just wanted to say thanks for the mod. Yesterday I noticed the graphics were updated to show the crops instead of just being all cabbages and I audibly squealed and smiled seeing it because it made me so happy.
TritiumQQQ Jul 30 @ 4:03am 
非常棒的mod,这才是奥德赛太空时代应该有的设备!:celeste_strawberry:
dfifd Jul 29 @ 10:50pm 
it would be cool if they allowed you to grow poisonous ivy from Remedies. I also think it would make more sense to just generate recipes based on existing plants instead of manually adding them for each mod. Thanks for this amazing mod!
姬酱 Jul 29 @ 9:48pm 
Of course! _jijiang
Poncho  [author] Jul 29 @ 9:22pm 
@姬酱 Wow this looks AMAZING, can I have your discord? I'm adding a link to your mod in my mod's page
Poncho  [author] Jul 29 @ 9:18pm 
@Ender This mod has support for Erin's hot drinks in the mean time before I update my mod
Crimson  [author] Jul 29 @ 8:15pm 
No sunlamps are needed
姬酱 Jul 29 @ 7:08pm 
I made an extension mod for this mod, includes a 1×1 tiny automatic hydroponics, and added more mod patches (temporary— I will remove them when this mod updates with its own patches)
https://steamcommunity.com/sharedfiles/filedetails/?id=3536424131
Hazardous Jul 29 @ 6:11pm 
I'm assuming these don't need sunlamps?
Ender Jul 29 @ 4:58pm 
Will you be adding coffe and tea plants to the growable list? its cool we got vanilla plus plants thanks for update just a wish of mine to fully self sufficent my grav ship and my colonists kill people when they dont get their yuenyung
adHerry Jul 29 @ 10:55am 
I have the same issue as Imperial crab. I lift off, rotate the ship, land and the small hydroponics break the walls and are gone.
Poncho  [author] Jul 28 @ 10:46pm 
@Falco I sent a friend request!
Falco Jul 28 @ 8:53pm 
Hello! id like to support the mod helping with the spanish translation, i already made some translations for this game and another called project zomboid.
My discord id is: falcovich16
Rex705 Jul 28 @ 3:54pm 
If only I could grow Hyperweave
Bobbarækus Jul 28 @ 3:21pm 
I think with the power consumption of 1600W, the ingame sun lamp + soil or hydroponic basins might still be more overall useful for the yield, but having an automated system like this is far, far more useful late game and especially in a space environment where it's the only reasonable way to grow crops.
Moxie Jul 28 @ 2:46pm 
Meatleaf mentioned, my precious
Imperial Crab🦀 Jul 28 @ 1:35pm 
yes. although you cannot rotate it when you build it, you can rotate the grav ship, which rotates everything on the grav ship including the small hydroponics
Poncho  [author] Jul 28 @ 1:01pm 
@Imperial Crab The small hydroponics was made un-rotatable the most recent update, are you sure your mod is updated?
Imperial Crab🦀 Jul 28 @ 12:28pm 
the small one rotates on my grav ship after landing, and ended up breaking a wall killing my other plants and animals. this needs to be fixed
Pringolier Jul 28 @ 10:11am 
@Chosas thank you! Well then, this is amazing for my low power supplies!
Chosas Jul 28 @ 9:48am 
@Pringolier Its not needed anymore!
Pringolier Jul 28 @ 9:47am 
I tried looking at comments section a bit but couldn't find anything about this, when using this do we still need a sun lamp or is light not needed anymore?
Bobbarækus Jul 28 @ 7:03am 
This mod has become not only an instant classic but a necessity for small colonies and challenging tile locations like ice sheets. If you can manage to set up the necessary power to produce nutrient paste, then your survival becomes a matter of tactics rather than pure chance.
Freya Jul 28 @ 3:22am 
Just want to say, after playing with this for a little while with Odyssey and all the pipe network compatibility mods. This is one of my favourite mods, GOAT even. Big love to mod author ♥
姬酱 Jul 28 @ 2:47am 
Rice north texture and psychoidSm texture are named incorrectly.
Poncho  [author] Jul 27 @ 11:07pm 
@TheSimpleDude42 Maybe, low priority though
Poncho  [author] Jul 27 @ 10:59pm 
@Wretched Boy-King the issue has been fixed!