Colony Survival

Colony Survival

Gardener
28 Comments
Semirotta 29 Jun, 2024 @ 1:38am 
This is these days pointless since the grass spreads. Sure its slower that way most likely but just saying it is not exactly needed anymore.
Kersakof 3 Jul, 2023 @ 4:49am 
Helps me with my hotel idea. I don't have to manually go down to get dirt blocks anymore lol
tetsamuk  [author] 9 May, 2023 @ 12:41pm 
Finally updated the mod, it works with 0.9 now.
EzratheRift 7 May, 2023 @ 4:55pm 
it would still be a great option, even if it has to change a bit to work. its very useful when trying to make underground bases or terrain. even was great just to turn dirt into grass.
tetsamuk  [author] 1 May, 2023 @ 10:48am 
Planned so, yes. Currently the game has no way to support the "default" option, i.e. you always have to select a type of grass. So it might be not as useful or comfortable as previously
EzratheRift 29 Apr, 2023 @ 2:45am 
will this get updated for 0.9?
tetsamuk  [author] 28 Dec, 2020 @ 12:31pm 
Yes, the tool is no longer needed. Please use the regular command tool and select the job from the flax&herbs menu.
Quipore 28 Dec, 2020 @ 12:18pm 
Doesn't seem to work for me at all now. Even on a fresh game, the gardener tool doesn't do anything at all.
tetsamuk  [author] 12 Dec, 2020 @ 4:24am 
Just updated the mod, it now works again.
Science is only herb farming now (requiring alkanet,hollyhock,wolfsbane)
Grass is shown with the real names instead of internal ones
and pathing improved
Abstract-Player 10 Dec, 2020 @ 10:56am 
Just read and understand.. mod-update date and last dev-comment date..
EzratheRift 10 Dec, 2020 @ 6:42am 
is this mod working?
tetsamuk  [author] 27 Nov, 2020 @ 9:00am 
the mod is broken, I need to update it for the current game version. Planning to do so this weekend
Blabatron 19 Nov, 2020 @ 1:21pm 
Well, I'm clueless on how to use it now. How do I place down the work area?
Blabatron 19 Nov, 2020 @ 12:50pm 
Yeah, it's Wolvesbane that's not listed or it's hidden by something
Blabatron 19 Nov, 2020 @ 12:41pm 
I think you might have made this dependant on Wolvesbane for one of the research ingredients, the colonists are showing that it's missing a yellow flower, and having planted and harvested Hollyhock and Alkanet, I believe that that's the only thing it could be, and I am planting Wolvesbane to test that right now. Not too much of a problem research wise, but inconvenient when trying to troubleshoot the research, seeing as it only says Wheat, Barley, Flax, Hollyhock, and Alkanet, and nothing else, unless it somehow is covered by the Recipe Unlocks thing?
TradesmanBOB 17 Jun, 2020 @ 1:10pm 
maybe you can find a way to just add it [the hoe] to only have it as a direct research after wheat farming
tetsamuk  [author] 17 Jun, 2020 @ 12:30pm 
Oh, good point. That reminds me I wanted to change them to the item names instead of the internal type. For now the best bet would be to just try them out
TradesmanBOB 17 Jun, 2020 @ 6:56am 
Although now I'm confused, which ID is grasstaiga?
TradesmanBOB 17 Jun, 2020 @ 6:08am 
ok i have finaly gotten it, after reseraching many late game items and military science bag. now where is the actual job thing... nvm
TradesmanBOB 16 Jun, 2020 @ 1:53pm 
yes
tetsamuk  [author] 16 Jun, 2020 @ 11:16am 
On my end the research works fine. Are you sure you have all dependencies researched already and clicked 'complete science' for them?
TradesmanBOB 16 Jun, 2020 @ 10:19am 
um, is there a reason It is unresearchable? I have all the ingrediants but my scientists wont research it
tetsamuk  [author] 6 Apr, 2020 @ 8:56am 
Thanks for reporting the bug and the workaround @Abstract-Player!
Fixed it, now all grass types should match the selected type. For old savegames it is recommended to delete and recreate all gardener jobs (unless you fixed them manually already)
Abstract-Player 4 Mar, 2020 @ 10:27pm 
Mod need fix! Workaround:
Add random type of grass with hoe. Exit to main screen. Open colonies.json file of the savegame. Find the related gardener-field.. and fix the T: value. Then reload the savegame.

WARNING: Make BACKUP of your savegame folder!

Example:

"gardener.gardener":[{"a":true,"d":false,"npc":46,"t":32,"x-":23,"xd":7,"xi":27,"y-":129,"yd":0,"yi":129,"z-":-23,"zd":10,"zi":-23}]

Each gardener-field in "areas" start with "gardener.gardener" followed by the props in [ ]. Change "t":32 to your grass ID..

Grass IDs:

26, grass
25, grasscolddry
27, grasscoldmid
28, grasscoldwet
29, grasshotdriest
30, grasshotdry
31, grasshotmid
32, grasshotwet
33, grasstaigadry
34, grasstaigawet
35, grasstropicdriest
36, grasstropicdry
37, grasstropicmid
38, grasstropicwet
39, grasstundradry
40, grasstundrawet

If game set the value back to old ID, try again and set "a" and "d" to false. If savegame is not loading just restart whole game.
Abstract-Player 4 Mar, 2020 @ 9:30pm 
Next savegame.. I want use "Wet Warm Temperate Grass" ( grasshotwet ).. but they gather "Wet Taiga Grass".

This is just useless. You messed up something with the grass IDs. And with the workers / jobs.
Abstract-Player 1 Mar, 2020 @ 7:35am 
Not cool.. and a WARNING:

First, I love the "Wet Cold Temperate Grass" but it is not listed at the gardener tool. I'm glad that ( randomly? ) the default biome grass is the one I want have.

The more important thing:
After adding TundraWet area.. the area dissapeared after 2 seconds. But a worker still comes and want start working. Then the worker also disappeared after 2 secs. I have tryed more areas with this grass, but always the same.

As night came.. all of the disappeared workers re-spawned at the area and went to bed. So now I have 5 workers assigned.. but they are not working. And I cannot remove the jobs.

I REALLY don't like that. I think I have to disable the mod and hope this will kill the jobs. Otherwise my savegame is broken now.. :/
Flaming Willie 20 Jan, 2020 @ 9:41am 
Cool ive said that a lot on cool stuff
Tuxu -=JeepC=- 4 Jan, 2020 @ 3:47am 
Liked, subbed. :)