Space Engineers

Space Engineers

AutomatedFarmingMod
40 Comments
Nicholiae  [author] Sep 29 @ 3:39pm 
@Tant Thank you for bringing this to my attention you are absolutely right. I am pushing an update now to fix this.
Tant Sep 29 @ 11:53am 
This is playing using Realistic costs in the settings.
Tant Sep 29 @ 11:48am 
I'm not sure if it's something to do with my settings or whatever but currently using the beta automated farm I get 3 food items from 3 seeds meaning there's no food gained.
Nicholiae  [author] Sep 26 @ 3:58pm 
@BigGizmo use the production que as it states in the description and utilize the repeat option like an assembler to make it 1 time set up fully automated. Happy Engineering!
BigGizmo Sep 26 @ 1:48pm 
The automated farm plot block does not work for me, I put in seeds and ice but nothing happens, This is more Automated food production then Automated Farming,
Nicholiae  [author] Sep 24 @ 8:48am 
From a production stand point it would just be more recipes added to the configured farm "assembler" then you make some sort of buff for the use of soil or other bonus planting items created
TheVillain Sep 24 @ 5:22am 
I have no idea how soil buffs would work from SE tech stand point - would have to turn farms into...assemblers? Or some kind of upgrade module for farm plots? Advanced Farm plots?
I've not had my coffee yet - sorry this is just brain rambling now :D
TheVillain Sep 24 @ 5:21am 
there is a rework of ESDR:Advanced being developed, farm plots require 'nutrient solution' which is a mix of 'organics' and Ice. This is instead of water - not as a buff
Nicholiae  [author] Sep 23 @ 4:44pm 
I like the idea of soil and additives to make more recipes of growth. It is something that has been suggested and will probably make its way into this mod eventually.
TheVillain Sep 23 @ 4:41pm 
awesome! I'll have a play with this tomorrow - I've been thinking of making a mod (having never modded SE) which adds a sort of 'bio tech tree' where you go from Survival Kit 'nutrient paste', then Bio Reactor for making more specific 'engineered yeast ' foods and the starter seeds for Kelp Farms and then 'end game' is the farming block.

This is assuming you dont start on Earth. You'd have to trade/travel to get seeds and then you'd be super careful with them.

Farming blocks would also require 'soil' made in a bio reactor (which can also produce basic ingriedients like protien, carbohydrates, etc from Engineered Yeast + Ice, Gravel & alot of power) because dirt aint just dirt you know?
Nicholiae  [author] Sep 23 @ 2:08pm 
@TheVillian With the update I put out today it is now balanced with the vanilla farming for build costs, craft time, and production power rating. With this update also comes 2 new blocks to add a progression system to the automated farming system introduced with this mod
Nicholiae  [author] Sep 23 @ 8:55am 
BALANCE & EXPANSION Update posted! read change logs for details
Nicholiae  [author] Sep 22 @ 4:44pm 
DLC Requirements have been removed.
minivan_racer Sep 22 @ 2:17pm 
Ah, this was one of the ways I was looking into automating farming.
BigGizmo Sep 22 @ 1:52pm 
would be cool if you can add fertilizer for more crops health, and craft fertilizer from algae
TheVillain Sep 22 @ 11:53am 
this....is pretty smart. I was kind of bummed that the 'inset planer' didnt actually plant stuff. This feels like a nice hydroponic kind of setup for more compact builds/ships.

Is this balanced against actual farm plots to insentivise one or the other?
Nicholiae  [author] Sep 22 @ 6:08am 
@Days The block as it stands right now does NOT require any specialized room just a conveyor connection with the appropriate resources. I have written the idea down for further development! Thanks for the suggestion!
Days Sep 22 @ 5:13am 
Brilliant work! :)

Does the automated block need to be in a pressurised environment? If not, I'd love an "unsealed" secondary version of the block that did, purely for terrible RP reasons. :)
Nicholiae  [author] Sep 22 @ 4:39am 
@nerdynate The next update will actually remove the dlc dependency
NerdyNate Sep 21 @ 7:23pm 
is it possible to release a cut down version that doesn't use assets from the DLC? not everyone has it.
Nicholiae  [author] Sep 21 @ 1:07pm 
@crimson the installation instructions in the description is if you are hosting a server. If you are just loading into your own local world its like every other mod,
Ive updated the description to be more clear
Nicholiae  [author] Sep 21 @ 1:00pm 
@-Data- I will look into this option thanks for the suggestion! Animation of the farm growth progress, balancing the build costs, and direct interaction are at the top of my list for the next update to the mod.
crimson Sep 21 @ 12:59pm 
@Nicholiae question, do you need to follow the installation guide or can I just click subscribe and add it to my world like I do with basically every other mod I use?
-Data- Sep 21 @ 12:02pm 
just throwing this idea out here, ive never used this api before. but have you tried using Animation Engine to make the growth animations possible?
https://steamcommunity.com/sharedfiles/filedetails/?id=2880317963&searchtext=animation+engine

for balancing and aesthetic, i''m forwarding Oddbase's request for extra component cost. another idea i had was to also make the block twice the volume. the thought being that you're sacrificing some compactness for ease of production. maybe the extra volume in the model could be filled mechanical parts.
-Data- Sep 21 @ 9:31am 
yess, we needed this.
next tedious task: eating?
Forax91 Sep 20 @ 5:02pm 
Thanks for this awsome mod, has been waiting for this :D:D
Nicholiae  [author] Sep 20 @ 10:33am 
Welcome! Glad to see enjoying the mod
AnubishXD56 Sep 19 @ 8:47pm 
thanks again btw Nicholiae awesome mod
ImmortalTweety Sep 19 @ 6:50pm 
Thanks for sharing this mod! Hope that one of these auto planting mods will make it soon into the official vanilla release. Keep up the good work!
Nicholiae  [author] Sep 19 @ 5:59pm 
I will look into balancing the cost of building the block.

There is an inventory for it but you cannot interact directly with the block at its current stage. All management is done inside the K menu and finding it within the various tabs within there, usually seraching "auto" finds it right away.

future updates will hopefully address the non interaction
0ddbase Sep 19 @ 4:46pm 
also adding an inventory so you can interact with it to open it would be nice just like an assembler
0ddbase Sep 19 @ 4:44pm 
could you make this a lot more expensive to make? more components and motors and stuff would make sense. computers as well i would just compare it to other production blocks
Nicholiae  [author] Sep 19 @ 3:08pm 
First thing on my list, believe me im watching Keen for updates to the API like a hawk!:steamhappy:
AnubishXD56 Sep 19 @ 3:07pm 
only one idea i could think of is being able to plant it automatically but let piston collectors pick it up and maybe try to make it visually grow but as you stated thats not possible yet great job though
Nicholiae  [author] Sep 19 @ 3:05pm 
Many thanks! Appreciate the feedback. feel free to post if you have any improvement ideas.Happy Engineering!
AnubishXD56 Sep 19 @ 3:05pm 
fora first attempt its cool works like intended too :)
AnubishXD56 Sep 19 @ 3:04pm 
its a cool mod nicholiae regardless makes food growing super fun and easy
Nicholiae  [author] Sep 19 @ 3:03pm 
My first attempt at making this mod was to replicate the farm plot exactly but add in automated planting, unfortunately every attempt at this failed, making me research deeper into the modding API abilities of the new farm update and unfortunately automatic planting is not supported within the current API model without leveraging Programmable Blocks, which i didnt want to do because it would turn this into an in game script rather than a mod.

The visual aspect of growing cannot be replicated unfortunately in the mod's current state. All the "farming" is done by production ques, just as assemblies handle the crafting of all components internally.

I definitely want to improve this mod in the future to keep with the immersion of gameplay but its current state is the best I could do and achieve the automation we all so desperately desire.
AnubishXD56 Sep 19 @ 2:08pm 
darn i realized this is a cool mod but the plants dont visually show up either
AnubishXD56 Sep 19 @ 2:07pm 
does this allow for piston harvesting with collectors still id like to automate planting but still use my automated piston setup for harvesting them?