RimWorld

RimWorld

Autoponics
82 Comments
Esther_Angerin 29 Jul @ 9:43am 
If anyone is looking for a 1.6+ version of this mod, check this one out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3528490718&searchtext=auto
Fralee 25 Jun @ 8:24pm 
hoping someone else picks up a mod like this and updates it for 1.6
Thaumiel Class Autism 25 Jun @ 8:02pm 
read the comments on the page...bro....
Lèmon 16 Feb @ 12:28pm 
need 1.5
Esther_Angerin 11 Apr, 2024 @ 8:12pm 
Can you update to 1.5?
Fralee 5 Nov, 2022 @ 8:15pm 
Thank you for the update!
Cheers! :dwarfbeer:
Colonial  [author] 5 Nov, 2022 @ 6:59pm 
Updated to 1.4, but I won't be maintaining this mod beyond that.
lkk1990 31 Oct, 2022 @ 7:02pm 
1.4 PLS...
Trains6824 27 May, 2022 @ 2:15pm 
@SomewhereOutInSpace Hey There! i really like and appreciate your autoponics mod! i was wondering though if you might be able to make a few different configurations of it? like a 2x4 and 4 x4 to go with the 1x4 you currently have? with resource cost and power consumption scalled accordingly so we dont have to place say 8 plots if were doing a big farm expansion? :) let me know your thoughts. thanks! and keep up the great mod work!
Rafa Lorenzo 20 Apr, 2022 @ 3:13pm 
+ since the mod does it automatic the colony doesn't harvest them, only if I force them to do it
Rafa Lorenzo 20 Apr, 2022 @ 1:32pm 
I'm using the mod but its not harvesting the crops, I'm using Vanilla Plants Expanded and the onions are always dying but the hay and the rice its working ok.
Colonial  [author] 5 Oct, 2021 @ 7:13pm 
@Jellypowered No, not at the moment. Never used Seeds Please so I don't even know how I'd integrate it into this mod. However it should still work with Seeds Please installed - if it doesn't, let me know w/ an error log.

@groovybluedog Should be gone now, just a minor oversight on my part that needed a single line removed to fix.
groovybluedog 5 Oct, 2021 @ 4:39pm 
Your update is absolutely brilliant, both features immediately up the brilliance of this mod!

Can the unneeded Allow toggle be removed or is that hard coded in to the game?
Jellypowered 5 Oct, 2021 @ 3:16pm 
Does it work for seeds please? :p
Colonial  [author] 5 Oct, 2021 @ 1:44pm 
Never mind, just added it in like half an hour lol

Update:
* Added toolbar toggle to basins for suspending sowing - does not affect already planted crops
* Added toolbar command to basins to immediately cut/harvest contents regardless of growth stage
* Fixed a bug where plants would still be sown w/o power being provided to the basins
* Removed a bunch of cringe code that did literally nothing
Colonial  [author] 5 Oct, 2021 @ 11:50am 
An overhaul of the toolbar for the basins is actually on my todo list - I want to add a "cut now" and "suspend growing" button, but it'll have to wait until my next school break in November.
groovybluedog 5 Oct, 2021 @ 11:30am 
This is absolutely brilliant, wish I discovered this before! My only issue is that I wished disallowing the basins would stop the plants auto regrowing. There's currently no way to actually pause the growing other than turning power off and waiting, or uninstalling.
Colonial  [author] 18 Jul, 2021 @ 10:38am 
I don't know for sure, but maybe? My money is on your slowdown being caused by pawn pathing during harvesting. These basins skip any pawn involvement, so it *could maybe* help. It's also possible that any gains are offset by the self-checks each basin runs ¯\_(ツ)_/¯
//SlipperyPete:. 18 Jul, 2021 @ 9:01am 
Sorry if this has been asked already, but does using these basins help increase game performance? With normal hydroponics and farming I've noticed harvest time tends to slow down my game while it's happening (at least late game when I have tons of pawns and farming)
Clay237 16 Jul, 2021 @ 8:03pm 
Will do!
Colonial  [author] 16 Jul, 2021 @ 8:02pm 
Thank you! Feel free to poke me if it's still acting up on 1.3.
Clay237 16 Jul, 2021 @ 7:54pm 
I have not updated yet I assume that it would as others haven't had any issues. Once some of the other mods that I like get an update I will be updating. Thank you for your concern. I really do like the idea of the mod and I look forward to using it in the future!
Colonial  [author] 16 Jul, 2021 @ 7:37pm 
Does it work now that you're on 1.3? Just wanna make sure :)
Clay237 16 Jul, 2021 @ 6:38pm 
just got back from eating and checked the version 1.2.3...

Clay237 16 Jul, 2021 @ 6:38pm 
correction... my game didnt update... no wonder some of my mods were not working... -_- huh mu bad sorry for the misinformation
Clay237 16 Jul, 2021 @ 6:16pm 
1.3
Colonial  [author] 16 Jul, 2021 @ 6:12pm 
Huh. Are you running 1.2 or 1.3? (I didn't actually test it with 1.2 lmao)
Clay237 16 Jul, 2021 @ 5:42pm 
Hello @SomewhereOutInSpace I ran into an issue and would like your input.

Exception ticking AutoHydroponicsBasin1847352 (at (140, 0, 212)): System.MissingMethodException: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool)
at Verse.TickList.Tick () [0x0016b] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Colonial  [author] 14 Jul, 2021 @ 8:17pm 
It should work fine with 1.2. If it doesn't, just have a few scraps of patience and wait a few days until 1.3 is out.
HawnHan 14 Jul, 2021 @ 8:13pm 
1.2pls!
Colonial  [author] 14 Jul, 2021 @ 6:58pm 
1.3 is up :)
神殇丶听聆 9 Jan, 2021 @ 8:27pm 
pls 1.2
BrenTenkage 4 Sep, 2020 @ 9:32pm 
sooo...this being worked on for 1.2 or can I use it, also with vanilla expanded crops?
viirinsoftworks 27 May, 2020 @ 3:50pm 
It sounds incompatible (am I wrong?) with SeedsPlease.
demonhunter352 14 Apr, 2020 @ 8:19pm 
I've observed this as well, though it seems to be intermittent. Noticed it with Devilstrand (Hydroponic Devilstrand mod) and Neutro Flowers (VGP Garden Medicine).

Unrelated suggestion: A researchable upgrade that allows one to make autoponics basins with built in solar lamps? I used to use a mod that added advanced basins with built in lamps, but I can't find one that does both, and it seems like the logical progression. Obviously, higher power usage and resources to build.
Colonial  [author] 17 Mar, 2020 @ 11:03am 
There seems to be an ongoing issue with crops not being auto-harvested, including vanilla Hops. I'm still looking into it at the moment - it's probably not your mod order, although I'd make sure the mods adding new crops come before Autoponics.
Greatheart 17 Mar, 2020 @ 10:45am 
Hmm ok then, mine weren't automatically being harvested. I'll play with the mod order and see. Thanks! :)
Colonial  [author] 16 Mar, 2020 @ 3:07pm 
@Greatheart Any mods that add crops to the vanilla Hydro basin will also add the crops to the automated basin. They look in the same place for authorized crops.
Greatheart 16 Mar, 2020 @ 2:24pm 
Thanks for the awesome mod! Would it be possible to patch it for Devilstrand or other modded vanilla crops?
Ducky 14 Mar, 2020 @ 3:59pm 
@SomewhereOutInSpace You're right. Sorry I must missed the info.
Colonial  [author] 14 Mar, 2020 @ 1:25pm 
I'll take a look soon.
Nox 14 Mar, 2020 @ 1:23pm 
The Advanced Hydroponics Basin won't automatically cut hops when it is fully grown
Colonial  [author] 9 Mar, 2020 @ 5:35pm 
@Ducky you mean it's not showing up at all in your architect menu? Do you have the required research? You needs Hydroponics and Fabrication to unlock it.
Ducky 9 Mar, 2020 @ 3:25pm 
Hello! Was perfectly working on 1.0, but now on 1.1, can't find it anywhere.
glencoe2004 5 Mar, 2020 @ 10:11pm 
No problem
Colonial  [author] 5 Mar, 2020 @ 7:37pm 
Thanks @NobeliumUranium ! I'll put it above.
glencoe2004 5 Mar, 2020 @ 6:32pm 
Copy for 1.0 here if you want it:
www dot mediafire dot com/file/dxtem7ymkx0682n/__LocalCopy_Autoponics_-21-2.7z/file
Colonial  [author] 4 Mar, 2020 @ 5:00pm 
Sorry, that's outside the scope of the mod. It's pretty powerful as is - halving the time it takes to grow plants in the basins is just too overpowered. I'd recommend a mod like ED-EnhancedOptions to make the sun lamp run 24/7.
Koi 4 Mar, 2020 @ 3:10pm 
Could you possibly update it to where plants in this dont sleep at night
Colonial  [author] 2 Mar, 2020 @ 7:35am 
Sorry, it's not possible to get the 1.0 version. I realized too late that I didn't have the 1.0 version on GitHub, and now it's lost to time :(