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I'm still tweaking though; 25% still feels a bit high for the target plot size I'm looking for, but that may just be a consequence of the number of harvests I get per year per plant, which is why this mod interests me. I'm not sure it would interact well with the yield scaling given the multiharvests but we'll see.
I haven't been playing with the butcher yield though because my computer can't afford that many animals on map.
Also, I agree with Muad'dib about the adjustment to all crops. I don't know how difficult it is to make a dependent mod vs making an option, but either way that would be nice.
@velcroboy333 if you do start working on this again may I suggest you get it to where you adjust all crops? I remember talking to you and you purposely left a lot of plants alone like rice and potatoes because you didn't want to make the start harder but my 2 cents is people could slightly adjust that when starting the game by tweaking the scenario to just give a extra food such as packaged meals if crashing or some extra rice as tribal if that is a concern.
Cheers.
you might have a zero to many in the file. Mine says 2180 days.
Im currently playing on an Oasis with max axial tilt planet.
From -30° to 65° and 10 days growing.
There is maybe 4 plants i can grow over the whole collection of
Apothecary and VPE that make it to maturity before dying from cold or age.
That is kinda what i was looking for. Except so many of these plants seem to only be harvestable over 95%. For multiharvestees that make sense, not so much for single-year plants.
Not a fan of the whole greenhouse hydroponics thing.
I would assume the whole point of this mod to be more challenging logistics.
If im playing on a 50 or 60 day growing tile or if i rush Hydros then this mod
becomes pointless since only the logistic busywork remains, not the challenge.
Additionaly, outside of combat, im playing as handoff as possible.
Having to turn multiple growing zones on and off every year is to much.
Also, I use the mod that adds skylights. So, after I have the researched glass making, I will make greenhouses. And of course Hydroponics...If I'm playing primitive it's a lot more tricky but....imo, that's realistic and I won't plant certain plants later than late spring/mid summer.
I will make a note to add cold tolerance in the description next time I update.
After researching the first few tech in Apothecary i took a look at both mods
and i just dont understand some of these numbers.
The StarAnise especialy takes 40 YEARS to grow to first harvest.
Even if that was realistic it makes it unuseable ingame
no matter how much fertilizer i hoist onto it.
And several of the plants just die from lifespan before being harvestable if you arent in
a year-round biom.
It was a mix of funny and frustrating to see the kale at 90% surviving -30° winter
only to then die hours before being harvestable.
I would also much appreciate if the description of the plants could include wether they die from cold or not.
It certainly makes the early-mid game more challenging/rewarding, imo.
If more inputs are what you want, there are several mods that add irrigation, fertilizing, tilling, etc. Put that is beyond the scope of this mod.
If additional threats and crop management are something you are looking for, I would check out these mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018130534
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2258612562
First of all, this mod doesn't "simply make all crops take longer to grow." In fact many plants have shorter growing periods. And the ones that are longer are more susceptible to danger before producing a harvest.
What this mod does, in comparison to vanilla, is change the entire strategy of how you(the player) manage your planting. Plants that used to give a bulk harvest of 20-30 after 5-7 days, now might take months, seasons, or even years to start producing and yielding 2-10 per harvest.
At this point, plants will start producing harvests more frequently than vanilla. So, initially, your pawns might have more time, but once the harvests start rolling in, they will be constantly attending the plants. It simply shifts the work load more towards the end vs the middle.
In vanilla you are just like real world farmers or gardeners who have to check and maintain the crops very often. There is no weed control or watering but instead it separate one large harvest into multiple smaller ones by forcing you to work on the crops as similar frequency of real world farming.
But with this mod it simply make all crops take longer to grow, without watering or weed controls it will make farming too easy, Unless disasters happen, usually you just need to plant and forget (especially for hydroponic indoor plants), then your pawns have a lot more time to focus on other works. This is actually more unrealistic than vanilla and break totally game balance.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018130534
great!
and, as for the comment (asperagus one), I couldn't quite get it to work, and once it was, when looking I saw that it looked like this mod didin't add plants (:
can't wait for if/ when you do that new mod!
Edit: just thought of, when you make it, it could include Releastic Ranching
Just a thought!
@상자 is this something I need to look in to? Or are you just commenting about the difference?
@CTH2004, I might if I have time. The bigger issues is keeping up and having to change them every time a mod goes to "continued" or "forked" or whatever.
Also, I saw your asparagus comment before you deleted it? I have picked wild asparagus in past years. It's been a while but yeah, If/when I move to another spot, I'd like to start growing it. As for the changes to frequencies of harvest and whatnot, I'm just working with the system in place. I would love to do a new mod someday that really overhauls plant growth systems. Such as seasonal harvests and a number of other ideas I have. We'll see though.
how that would work is, for your mod:
Realistic Plant Cycles 2.0
In that case, "insert link here" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2406978493
and "insert name of mod here" is Realistic Plant Cycles 2.0
thx to good mod. have a nice day.
[Realistic Plant Cycles 2.0] Patch operation Verse.PatchOperationFindMod([1.0, 1.1] RimCuisine 2 Core, RimCuisine 2 Core, RimCuisine 2 Core (Continued)) failed
https://gist.github.com/d24fc8cdf657f3f11fc70e2aca7710a3
The only way to stop plants form adding checks of any kind is to build over them, I've actually seen people pave their entire tile just so no plants would not grow. That's a bit extreme, imo, but the only way to reduce their impact is to reduce the amount of land available to them.
Do you think it will cause lag issues if people are planting grass that never dies? How exactly does turning off limited life span work?
So I'm curious if making plants not have limited lifespan means the no longer check age or if they continue to check age forever and just never get removed from map.
Basically if I end up growing a large field but it's not making checks that seems fine. But if I plant the field and it's constantly doing checks and just can't die that seems like a potential issue. May increase the potential issue when moving a pen from 1 area to another because when you move the zone the grass still remains and now it's immortal grass basically.
If it is a possible performance issue you may want immortal VE Farming grass as a toggle
As for the numbers, In the case where a plant would only give a single harvest, I did the math to figure out the potential yield if you were to replant right away and harvest again....So in the 45.2 days you could potentially harvest 47 (45.2/20.86)*22 corn through Vanilla methods.
Does that makes sense? So I weighted the new harvest yields based on those potential yields.
I 100% understand real grow days, also assume LifeSpan is how long a plant can live for
Using Vanilla Corn as an example of my confusion:
I understand # of total harvest was 1 and single harvest was 22, but how does that give an adjusted lifetime yield of 47? It's gone after the harvest, you can't harvest again.
The New value makes more sense where # of total harvest 5, single harvest =10 so adjusted lifetime yield is 50 since 5x10=50.
Cotton is similar with original saying 1 harvest, 10 single but 32 adjusted. but new is 7 harvests, 6 per harvest so total 42.
I very much appreciate your mod and all your work.
Looks like it's the same conflict. No error without CW.
https://gist.github.com/1591b18b9ea0e8a6ae18008c99e1a91b
I didn't get around to fully implementing the colorful descriptions info yet. Maybe in the next couple weeks, depending on how updating my other mods goes.
I am working on a proper update though and will get it out as soon as I'm able.