RimWorld

RimWorld

Harvest Sync - 1.0
17 Comments
Jellypowered 9 Mar, 2020 @ 3:26pm 
I have unofficially updated this to 1.1, ChippedChap I hope this is okay, if you come back to modding/rimworld let me know and i'll gladly remove my version. Thanks!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018350268
ozma64 1 Mar, 2020 @ 3:18pm 
will there be an update for 1.1?
Maverick977 14 Sep, 2019 @ 6:02am 
Is this save-game compatible?
Blue Wulf 10 Jul, 2019 @ 6:59am 
Having a bit of difficulty with this mod, i've set the zone to harvest sync but pawns are still harvesting sporadically. is the mod not compatable with Fertile Fields? (i've set this mod to load after FF)
dannway 20 Jun, 2019 @ 3:04am 
@GayKiwi. I second that. Sync Sowing feature will be a great addition for this mod.
GayKiwi 7 Jan, 2019 @ 3:32pm 
I have this as a QoL mod list that I use. In my short time using the mod, I wonder if there is a way to add "Sync Sowing"?

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)
Moonotaur 15 Dec, 2018 @ 6:22am 
yeah they are thanks man!
ChippedChap  [author] 15 Dec, 2018 @ 6:12am 
@enderman06 Any non-vanilla hydroponics should be fine if they use Building_PlantGrower or any derived class of it.
Moonotaur 12 Dec, 2018 @ 12:18pm 
is it set up to work with hydroponics yet if so could you make it work with my mod aswell where i have added a 1x5 and a 1x1 basin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589093492
ChippedChap  [author] 10 Dec, 2018 @ 9:46am 
@DEETS Thanks. I always have sets of essential mods for my games and I’ve always wanted to make the same kind of mods for other people.

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.
DEETS 10 Dec, 2018 @ 6:01am 
Due to character limit I couldn't explain in one comment (sorry!). The reasoning behind the individual grow zone implementation would be for things like haygrass growing in a grazing field -- since it would be eaten (and then what actually grows would be harvested), it would benefit from an individualized and lower harvest percentage.
DEETS 10 Dec, 2018 @ 5:59am 
Thanks ChippedChap for making this mod and the cleaning area/priority mods! I've been enjoying them to the point that they're now essential mods for playing Rimworld. It's to the point now where I'm questioning why they aren't base-game features.

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!
ChippedChap  [author] 25 Nov, 2018 @ 7:54am 
@136597810 Did you get the mod and try it first? Read the second paragraph in the additional notes section. After a zone becomes 'doable' it stays 'doable' until everything has been harvested, regardless of any new planted crops. I'm 99% percent sure this would account for your case.
偷鹤小队的未来文盲 25 Nov, 2018 @ 6:00am 
My farmers usually plant crops immediately after another in the same field was harvested,then they think that crops in the field are not all mature.I think the farming logic of this mod should be fixed.
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.
ChippedChap  [author] 24 Nov, 2018 @ 10:45am 
@Silt Good idea. I was thinking of adding that but I didn't. I'll try working on that right now.
Asiltic 24 Nov, 2018 @ 1:28am 
Since sometimes animals eat my planted crops, my fields usually have a few very young plants. If you add a percentage value (lower than the 100%), I'll use this mod
timsteele 23 Nov, 2018 @ 6:03am 
This is a great idea , spent alot of time watching pawns go pick 3 potatoes at a time .