RimWorld

RimWorld

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Plant Growth Sync (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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634.785 KB
13 May, 2022 @ 11:37am
27 Jun @ 12:54pm
9 Change Notes ( view )

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Plant Growth Sync (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
925 items
My Current ModList
263 items
Description

Update of Neceros mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084148729

- Fixed the Invisible plants issue



[dsc.gg]
[github.com]


Synchronize your crop fields over time, so as to eventually force them to mature at the same time. Growth sync only applies to crops in your growing zones.

Includes a mod settings menu to customize your experience.


Sorry, but I'm no longer maintaining my mods. Maybe in the future
Please note 99% of my mods are MIT licensed, meaning you can do whatever you want with it with the requirement of crediting me.


Plant growth amount: Indicates how much each plant is averaged amongst each other. The larger this is the more each plant is sync per each time.
Growth sync time: Change how often the game tries to sync plants.




Originally by Lanilor. Updated by Neceros






Github: https://github.com/Neceros/PlantGrowthSync



Get help, Ask questions, Give suggestions:
[discord.gg]

My mods:


GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: growth control
33 Comments
VitaKaninen 19 hours ago 
This mod works on grow zones, but not hydroponics. The other mod works on hydroponics, but not grow zones.
VitaKaninen 2 Mar @ 3:15pm 
I would like to, if I thought I could. I don't know what I would even be looking for, though. I was not really expecting you to add it to this mod, but maybe just make a patch for it as a standalone.

I 'wrote' a patch yesterday that reduces the filth from bridges and flagstone, so that my outdoor animals would stop dirtying up all my paths, but I was essentially copying what someone else did and updating it to 1.5. I have no confidence that I did it the correct way, since people in the comments said he did it wrong, so I am not publishing my version, even though I wrote it differently.

I would like to have it only apply to outdoor paths, but I don't know how to do that. I would also like it to apply to rough stone, like the area around mountains, but the words "Rough Granite" does not even show up in the game defs, so I have no idea how to reduce the filth that spawns on it.

I appreciate all the work you do, and sorry for hijacking the comments under this mod.
Mlie  [author] 2 Mar @ 2:49pm 
@VitaKaninen Its not something fitting into this mod, but it should be a simple thing to patch and a good start for anyone to get into modding the game
VitaKaninen 2 Mar @ 2:34pm 
Thanks for the suggestion. I have tried to stay away from complicated mods as much as possible, since there are more opportunities for bugs or unintended interactions from other mods, especially when I only need a small feature.

Do you think it would be difficult to add a small patch to make ambrosia treated the same as berries and healroot, and not like trees for the purposes of harvesting? Is that something you might be able to do?
Mlie  [author] 2 Mar @ 2:29pm 
@VitaKaninen I usually use Colony Manager and add a harvesting-job for ambrosia when grown, similar to healroot.
VitaKaninen 2 Mar @ 2:25pm 
If I set a grow zone around my ambrosia and it includes a bunch of cactus that take a long time to mature, will it slow down the growth of my ambrosia? The grow zone is there so that my pawns will harvest it when it is ripe, and treat is as a crop. I tell them not to sow in that area, so they will not cut anything down until it is fully grown.

The problem is that ambrosia is treated the same as any other tree, so they will not prioritize it when I have lots of trees market for cutting, unlike berries.

I tried using the separate tree cutting priority mod, but ambrosia is still treated as a tree for harvesting purposes, so if I have 500 trees marked for cutting, (so that my pawns will always do something when they are idle), they will never harvest my Ambrosia.

Is there a workaround to force my pawns to treat ambrosia as a crop, like berries and not like a tree, so that I don't have to set up growing zones around them in order for my pawns to prioritize harvesting them?
Mlie  [author] 2 Mar @ 2:11pm 
@VitaKaninen It will sync it based on what plant is set to be grown in each zone. Since pawns automatically cut any plant that is not set to be planted in a zone there is no logic to check what plant is growing in the zone when calculating their growth-rate. I guess you could "exploit" the logic by changing your zones around after planting stuff and blocking pawns from cutting down plants but I think it would just be easier to dev-spawn in resources.
VitaKaninen 2 Mar @ 1:55pm 
I have been using this mod for a while, and I was wondering if it applies to all things growing in the zone, specifically things like Agave and Ambrosia, which are not plantable. Will this sync them up, or how does it determine which plants to sync?

What if I make several zones with different crops, and once they are planted, remove the zone and place one large zone over all of them, and tell my colonists not to sow? Will this cause my rice to grow slowly and my corn to grow quickly?
Mlie  [author] 20 Feb @ 3:58am 
@William07142 🙂 yea, I think not removing mods is a good suggestion but not really that helpful