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📍know your location
if so then yea i like this mod and i can bet nothing i will like the rest
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1496865982
Manufactury 2.0 will stay online for older game builds, while version 3.0 only works with Update 14 and above.
Will test some more to see if this setting isn't insane enough, before I release an update.
- Added a Reset Jobs button. Too many jobs on plants? Open the Foundations menu, right click and drag above plants to cancel jobs, then press the Reset Jobs button. If you don't use the button, then cancelled jobs will not be issued until the next Harvest Hour. From that moment on there should be no tons of jobs stacking on top of each other any more.
Until then I've made a little workaround to reset the jobs.
I'll have to do other things today, let me know how this turns out.
Improvements will come, no worries.
-Cotton Plantation Control now spawns Compost and Fertilizer each Harvest Hour.
The first time the plants are placed it will still have to come in via Deliveries, but after the first harvest hour it spawns at the Cotton Plantation Control.
It should spawn enough fertilizer and compost for the next 24 hours.
That means if you have a couple of harvest hours a day via a doortimer, you will end up with too much of it. Just use the Sell Object button to get rid of it in case you're cheating your ass off that way.
- either I remove the requirement for fertilizer on the fertilizing job, so they just wave their trowel
- or I spawn fertilizer / compost at the plantation control for each plant which needs it, so it is already available on the plantation.
- or... I dunno, any suggestions? welcome!
- harvest should be no longer possible when seed needs to be planted
- renamed fertilizer and seeds to be compatible with Elfylia's garden mod
- removed tables for compost and fertilizer, they were not needed afterall
- BE SURE YOU MARK DELIVERIES AS SHARED OR MATCHING PRISONER SECLEVEL
Too many jobs due to the problem mentioned below? Then open the Foundation menu, rightclick and drag a square above the plantation to cancel the jobs. They will be issued again within 15 minutes when needed.
I'll rename the fertilizer and seeds to get rid of the incompatibility problem with the garden mod.
-Seeds will not get moved to the cotton plantation
-Jobs are stacking up (water plant, plant seed, fertilize... jobs like a hundred times on a square)
-Harvest is possible without planting seeds
-Seeds are stacking up in the storage and delivery area
I have disabled the simple garden mod, which use seeds also, because it had even caused more problems. But now there should be no interaction between any mods left.
Have fun!
The current plantation will be deleted. Each cotton plant currently runs it's own script. Dozens of them are eating more cpu power than the updated version will do. The update runs 1 script with remotely controlled cotton plants:
The plantation gets a Cotton Plantation Control with buttons to specify the harvest hour. It can operate in a range between 3-29 square tiles and holds a button to show/hide this range.
Detected Cotton Plants will be updated every 15 minutes by this control unit.
You can place several of these units at your plantation, so they can each manage their own group of Cotton Plants around them. This makes it possible to have a harvest as soon as your Work regime kicks in, even several times per day, from only one plantation.
The new script checks the game speed so the timer is always accurate.
- Small Wooden Garden Tables to store Compost, Fertilizer or Raw Cotton
- The plantation gets a Cotton Plantation Control with remotely managed Cotton Plants
- Cotton Control has buttons to specify Harvest Hour and range, but you can also hook them up with a DoorTimer to set several harvest hours each day
- Script calculates timewarpfactor so the timers will adjust for all map sizes.
This MOD is really wonderful, very comprehensive, thanks u very much!!!