Surviving Mars

Surviving Mars

Crop Rotation
49 Comments
Draco18s  [author] 10 Jul, 2023 @ 9:46pm 
Miracles do happen, for example, I dug out my Minecraft mod code a couple weeks ago and spent some time on that.

But this mod here is kinda low priority.
Thundercraft 10 Jul, 2023 @ 3:54am 
Is there still a ghost of a chance of this getting updated some day?
Please?
(Miracles do happen... right? :lunar2020playfuldog:)
Refurbished Hamster 16 Aug, 2021 @ 1:55pm 
Almost a year later and there are still no working crop rotation mods.
Draco18s  [author] 15 Sep, 2020 @ 3:21pm 
## Attention ##
I have very little time I can devote to my Surviving Mars mods and the game keeps changing and updating faster than I have time to research what's going on.

This mod in particular essentially needs to be rebuilt from the ground up. :(

I took a look at things back in July and was able to determine that all of my code no longer hooks into the right places in dozens of spots and while I was able to resolve querying the available crops and setting up the custom data, that's as far as I got.

I ... just don't have the available free time to work on this. I'm truly sorry.
Dunestyler 15 Sep, 2020 @ 12:21am 
can you update?
Lesandrina 23 Jul, 2020 @ 6:55am 
thx. maybe you could also enlighten me / look at "crop failure" event. it seems to me to be kind of happening unexpectedly. if there are problems during a farm cycle like missing some water, work force, ... you should just always see the to be expected yield changing and decline but it shouldn't just jump to zero / crop failure.
Draco18s  [author] 22 Jul, 2020 @ 11:46am 
Something probably broke the mod again. I didn't actually check that it was working when I republished it with the updated metadata format. Thanks for the report, I'll try and investigate soon.
Lesandrina 22 Jul, 2020 @ 2:06am 
i disabled all other mods and tested this mod alone in a new game, it is currently broken.
Lesandrina 21 Jul, 2020 @ 5:41pm 
sounds nice. i started a new game with this. now i am ready to place a farm and it looks like this: https://ibb.co/VV2TYxb
then i disabled the mod and loaded the game. now the crops are back selectable, but rest of UI panel is stlll screwed and i cant click on workers in the panel, it just closes the panel: https://ibb.co/vmQJdTt
Draco18s  [author] 3 May, 2020 @ 2:26pm 
Casey: I'm not sure where you're getting a 9-rotation from.
caseyas435943 3 May, 2020 @ 8:03am 
The idea seems nice but why would I want to have to go back to every farm to run a 9 rotation. And if you forget? You've messed up. Getting imbalance in soil get less crops. Less crops could kill people.
Draco18s  [author] 3 Oct, 2018 @ 7:42pm 
Haha, thanks. :)
Agamemnus 28 Sep, 2018 @ 6:33am 
You deserve it for making this mod!
Agamemnus 28 Sep, 2018 @ 6:32am 
That's great! D:
Draco18s  [author] 27 Sep, 2018 @ 9:19am 
Sorry: but the fix for the UI will be delayed. I recently got an employment offer and so I'm going to be heavily focused on the relocation, etc.
Agamemnus 27 Sep, 2018 @ 2:13am 
++ idea.
sidfu1 6 Sep, 2018 @ 8:44am 
mods not working for me. seems to be a ui issue. i disabled all mods to verify that it wasnt another mod messing with it. if u look at the SS u can see how it has a bunch of extra ui stuff

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1504910893
Draco18s  [author] 15 Aug, 2018 @ 3:06pm 
This should be good for the Da Vinci update.
Draco18s  [author] 22 Jul, 2018 @ 7:20pm 
Nacira: Any mod-added crops should integrate just fine. I don't recall writing any code to handle synthetic meat specifically, but some guesses are made on the game's original variables to work it in to the new system.
Nacira 22 Jul, 2018 @ 1:35am 
I will test this but how will it react to Synthetic Meat by Silva ?

I would have loved a more complex managing system of food ! In Aven Colony, diversity of crops is as much important as quantity and you even have a food processing plant to cook pasta, bread and everything... In Anno 2205 you have specialized luxury crops to make wine and farms to make meat ! :D
At least diversity should influence colonist comfort... This mod is a step into a more realism ! I will feel a bit closer to Mark Watney thanks to you ! :)
darren67 21 Jun, 2018 @ 5:31am 
I have to say that you are a nerd of Potsy-like proportions. Nerds and geeks rule and this mod proves it. It adds those little things that would matter. Geeks love that sort of stuff. Thanks for sharing your idea. Much appreciated.
Draco18s  [author] 16 Apr, 2018 @ 11:22am 
Kamikaze: for one, potash is a source of potassium, which is not one of the two resources being tracked by the farms. For two, potash is mined from evaporite deposits, and while potassium does exist in quantity on the Martian surface, I was not going to go to the work creating a new resource production line for something that is going to be consumed in units of "maybe a hundred pounds" where all current resources are measured in "tons."
Kamikaze 16 Apr, 2018 @ 9:54am 
really, no potash?
Draco18s  [author] 11 Apr, 2018 @ 10:01pm 
Wasko: I don't expect everyone to like it. I don't mind if you don't, no worries!
Wasko763 11 Apr, 2018 @ 12:37pm 
Good attempt, but people are right. Too much micromamegment.
Anti-Personic Bullet 7 Apr, 2018 @ 4:33pm 
I know, even in reality you can usually get away with ignoring them most of the time.
Draco18s  [author] 7 Apr, 2018 @ 4:31pm 
Denegrate: Its not worth tracking. It makes too many variables for the player to reasonably manage.
Anti-Personic Bullet 7 Apr, 2018 @ 4:21pm 
What, no micronutrients? ;)
Draco18s  [author] 7 Apr, 2018 @ 3:30pm 
Static: that sounds like quite a lot of !!Fun!!
static 7 Apr, 2018 @ 2:46pm 
Thanks for staying on top of things Draco. Starting a new colony tonight with Realistic Mars and Crop Rotation both enabled. Should be an interesting challenge!
Draco18s  [author] 7 Apr, 2018 @ 1:43pm 
Hydroponics fixed. I had a misguided InstanceOf check ("Farm" instead of "FarmConventional") in the UI tweaks.

Also fixed some logic and math in applying N and P requirements/effects when dealing with unknown crops (Trace's, Synthetic Meat, etc).
Draco18s  [author] 7 Apr, 2018 @ 12:51pm 
Looking into the hydroponics thing...

juha39: the stable crop rotations mentioned in the description are just what you want, then!
Er, they were there. And will be again, every time I upload a new version the description gets overwritten, and I forgot to fix it after fixing the mod yesterday.
VorpalRabbits 7 Apr, 2018 @ 12:20pm 
I also cannot select new crops for hydroponics
Shades 7 Apr, 2018 @ 10:14am 
Feeling very undecided... excited about added realism, worried about excessive micromanagement... :steamsad:
LuckyVibes 7 Apr, 2018 @ 9:34am 
Yeah, i think hydroponics are still not allowing me to select new crops.
Cozy Fawn 7 Apr, 2018 @ 6:03am 
Something went wrong for me I think unless I'm missing a tech I couldn't change the crop type after downloading this mod I'd click on the crop to open the options but the default leafy thing is the only thing there even the other mods of Apples and Meat wouldn't pop up. It also seemed to disable the other 2 slots that are empty by default and I couldn't get anything in them.
LuckyVibes 6 Apr, 2018 @ 5:43pm 
Thx Draco, Really intersting mod you have here. Pls keep supporting it.
static 6 Apr, 2018 @ 5:12pm 
Thanks Draco!
Draco18s  [author] 6 Apr, 2018 @ 5:08pm 
Problem located: the 4/4 update messed about with some of the UI functions I had hacked and as a result, the values being passed around were different and threw an error (so helpful!) Got that sorted out now, new version up!
MarkJerue 6 Apr, 2018 @ 5:05pm 
I'm having the same problem as all those below... hope you can figure it out soon. I was enjoying this mod while it was working anyway! XD
static 6 Apr, 2018 @ 4:36pm 
Thanks Draco18s, hope you can figure out the issue!
Draco18s  [author] 6 Apr, 2018 @ 3:14pm 
Static, Happy: Looking into it. I've been able to reproduce the problem, but I'm not sure what the problem *is* yet.
static 6 Apr, 2018 @ 2:51pm 
Same, unable to change crops at farms.
LuckyVibes 6 Apr, 2018 @ 1:41pm 
Hey, i really like your mod, but i am having some issues where when your mod is active i cant select new crops at farms and hydroponics. I dont know if i am having a mod conflict, i dont have any mods that change the farming only the one that adds more crops like the syntetic meat and the Traces content pack. Thx for your work.
baddoggs 2 Apr, 2018 @ 11:01pm 
Nice, thank you for sharing your work.
static 2 Apr, 2018 @ 7:25pm 
Now this is a cool idea. Keep refining it, it's a great idea that deserves to be in the game! I'll be adding this in to my colonies shortly.
jpinard 2 Apr, 2018 @ 7:00pm 
If you are able to figure out adding a 4th slot that'd be awesome!
Draco18s  [author] 2 Apr, 2018 @ 5:13pm 
Jp: I don't know what Trace's includes (beyond tomatoes, because I saw it listed on the wiki), but unknown mod crops are handled in a "I don't know what this is, lets make some guesses" way, using the available data to convert to an aproximation in the new system.

Going from 3 slots to 4 has been an idea I've toyed with, but I don't have a complete understanding of how that works to be able to do that just yet.
jpinard 2 Apr, 2018 @ 5:11pm 
This looks awesome. Did you include Trace's additional crops (these were official items left out of release)? Also, did you increase the number of slot to plan? Just having 3 doesn't allow good planning.