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But this mod here is kinda low priority.
Please?
(Miracles do happen... right?
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.
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1504910893
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 ! :)
Also fixed some logic and math in applying N and P requirements/effects when dealing with unknown crops (Trace's, Synthetic Meat, etc).
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.
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.