RimWorld

RimWorld

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Harvest Sync - 1.0
   
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Mod, 1.0
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615.553 KB
22 Nov, 2018 @ 7:53pm
16 Feb, 2019 @ 3:10pm
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Harvest Sync - 1.0

In 1 collection by ChippedChap
Mods by ChippedChap
10 items
Description
Legacy 1.0 Version
For now, please use the updated version by Jellypowered here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018350268
I plan to only make my own version if I add any new features - I'm grateful for any unofficial maintenance and I will only supersede unofficial updates until there is a good reason to do so.

A mod that lets you set a zone to only be harvested when all plants in the zone has fully grown.

While harvesting a large amount of plants at one time does create a large workload on your colonists, the patchy look of an irregularly sowed growing zone is exceptionally triggering. So I wrote this mod. if you'd like to avoid the large workload, split up your growing zones. It's going to look much neater during harvest!

How to Use:
You can set zones to be harvested in 'sync' or to be never harvested by clicking the "Harvest: <Setting>" button. The checkmark on the button indicates if the zone can currently be harvested.

If you want to ignore a number of ungrown plants, you can set a zone to ignore a certain number of plants by clicking on the appropriate button (not shown on preview image) when inspecting your zone and manipulating the slider.

Additional Notes:
Also adds an option to make colonists not harvest from the zone.

After all plants in a zone fully grow, the zone stays fully harvestable until all mature plants have been harvested. This allows colonists to continue harvesting zones as they plant new crops.

The number of plants ignored is set to a certain percentage of the number of cells in a zone. Changing a zone will also change the number of plants ignored. This is so that you don't have to change the ignores every time you change a zone.

If something makes a plant instantaneously come to maturity or die, there may be some delay in the zone being harvestable or not because of the relatively low frequency of checks for harvestability.

Please report any problems you find with this mod.

Logs and/or a Github Issue = Better Support

Github Repository[github.com]
17 Comments
Jellypowered 9 Mar, 2020 @ 3:26pm 
I have unofficially updated this to 1.1, ChippedChap I hope this is okay, if you come back to modding/rimworld let me know and i'll gladly remove my version. Thanks!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018350268
ozma64 1 Mar, 2020 @ 3:18pm 
will there be an update for 1.1?
Maverick977 14 Sep, 2019 @ 6:02am 
Is this save-game compatible?
Blue Wulf 10 Jul, 2019 @ 6:59am 
Having a bit of difficulty with this mod, i've set the zone to harvest sync but pawns are still harvesting sporadically. is the mod not compatable with Fertile Fields? (i've set this mod to load after FF)
dannway 20 Jun, 2019 @ 3:04am 
@GayKiwi. I second that. Sync Sowing feature will be a great addition for this mod.
GayKiwi 7 Jan, 2019 @ 3:32pm 
I have this as a QoL mod list that I use. In my short time using the mod, I wonder if there is a way to add "Sync Sowing"?

Sowing crops is more important for two of my worlds atm, there seems to be a delay in harvesting and for one of these worlds it seems because animals eat, Pawns replant, and sync is causing delay because of it.

Further, I do use both Hydroponics and Growth Crop Sync (1537872509 & 1454228967)
Moonotaur 15 Dec, 2018 @ 6:22am 
yeah they are thanks man!
ChippedChap  [author] 15 Dec, 2018 @ 6:12am 
@enderman06 Any non-vanilla hydroponics should be fine if they use Building_PlantGrower or any derived class of it.
Moonotaur 12 Dec, 2018 @ 12:18pm 
is it set up to work with hydroponics yet if so could you make it work with my mod aswell where i have added a 1x5 and a 1x1 basin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589093492
ChippedChap  [author] 10 Dec, 2018 @ 9:46am 
@DEETS Thanks. I always have sets of essential mods for my games and I’ve always wanted to make the same kind of mods for other people.

The code for % harvest is done and is more or less working perfectly. The current implementation I have has settings for each grow zone (the % is set the same way as the harvest modes.) The delay in the release comes from the exact implementation of the UI and code refactoring. You might be able to expect an update next weekend.