RimWorld

RimWorld

722 ratings
Smart Farming Continued
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.068 MB
Apr 12, 2024 @ 6:52am
Jun 19 @ 1:14pm
5 Change Notes ( view )

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Smart Farming Continued

Description
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2619652663
Note: You must unsubscribe from the original mod, I use the same packageId to keep compatability going!



Original Description

This is a quality of life mod which provides a number of extra tools and information for your grow zones.

Features
    Smart sow: When enabled, pawns will not bother sowing plants if there's no chance of the plant reaching its minimum growth (typically 65%) before it is expected to die from the cold or toxin. This is especially helpful for users of Seeds Please to avoid wasting seeds.It may also allow plants to be sown a couple days earlier than normal by giving a more accurate read on the weather.
  • Zone prioritization: You can assign per-zone priority levels to mark some fields as being more urgent than others.
  • No petty jobs: When enabled, this prevents pawns from re-sowing a zone if the number of empty tiles is below a configured threshold. This can be useful for livestock grazing zones, so pawns don't come racing over to replant a blade of grass a cow just ate.
  • Align plants: If plants need the cells around them clear (like trees), you can toggle alignment mode and pawns will plant in clean rows, as opposed to scattered about randomly.
  • Merge zones: Allow separated grow zones to link together, even if physically separated.
  • Force sow: Allows pawns to sow a grow zone regardless of weather conditions. This can be useful if you are sowing plants which will not die from the cold, such as trees, or to try and start the grow season a few days earlier.
  • Harvest if dying: If any plant dies from the cold, all plants of that type will be marked for harvest to try and collect before any more die off.
  • Cut if blighted: Any plant infected with blight will automatically be marked for removal.
  • Disallow harvest: If for some reason you don't want pawns to harvest a field, you can forbid a zone.
  • Harvest early: A Harvest now gizmo has been added as a shortcut to mark this zone for immediate harvesting, in case you don't want to wait for 100% growth for whatever reason.
  • Food estimates: An estimate is given on how much nutrition a zone may potentially supply, including its days' worth of food given the current colony population.
FAQ
Q. How does smart sow do its prediction exactly?
A. It fetches the grow zone's plant's def and calculates how many ticks it has left to grow. Then it internally simulates its growth over that duration and forecasts the weather along each step. If the plant is predicted to survive to its minimum harvest day, sowing is allowing.
Q. How does food estimation work?
A. All pawns and prisoners in the colony (does not include away pawns) have their hunger rate (nutrition eaten per day) cached periodically. This factors everything from race stats, implant buffs, traits, etc. Added all together, this value is compared with the estimated zone yield if it were processed into meals (you can configure this in the options).
Q. Performance impact?
A. Most of the code just runs 1 tick out of every 2500 (hourly) to update the cache. The rest involves the workscanner and has a negligible impact as it just uses that cache data.
Q. Zone priority is not working for harvest?
A. It is, but it can be misleading. When a job package is assigned to them, it includes multiple plants. If there was not enough plants in one priority to fill their package, they'll include some from the next priority down. They then work on their job package, starting with the closest plant.
Q. What about grow zones within indoor greenhouses?
A. Most of the functionality of this mod skips any plants that have a roof over it.
Compatibility
  • Can be added or removed to games at any point.
  • Growth prediction is not aware of the 24h growth feature from the mod Static Quality Plus.
  • No Sow mode is ignored if using Farming Hysteresis's toggle.
Credits
  • German translation by Dimos
Popular Discussions View All (2)
0
Jun 8 @ 10:35am
Bug report
Zlygork
0
Sep 23, 2024 @ 9:02am
Wondering about the estimation math
chembot
89 Comments
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