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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018350268
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)
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.
I had the same thoughts as Silt a few days back (the percentage grown condition), and some thoughts on UI implementation. You could go for something similar to what Quality Builder does, where there's a button with a right click to set a specific setting. The advantage to this, depending on implementation, would be customized percentage for each growzone. Another option would be to go for a mod settings option -- the advantage here would be not having to track/use memory for each growzone.
Regardless, it's great to see you're on top of it, I know these things aren't easy! Thanks for making (and maintaining across versions) great QoL mods!
IF the rate of mature crops(100%grown crops) is higher than a value(e.g. 0.90)while it is increasing(rate(t)-rate(t-1)>0),the state of the farm changes to"doable";
ELSE IF the rate is 0,the state changes to"undoable" ;
ELSE the state of the farm remains.