RimWorld

RimWorld

Farming Hysteresis
143 Comments
Annabellee 12 Jul @ 8:13am 
i am get error on start fro ve plants aquatic and sandy zone.Could not find a type named FarmingHysteresis.VanillaPlantsExpandedMorePlants.Defs.FarmingHysteresisControlWorker_Zone_GrowingAquatic
Could not find a type named FarmingHysteresis.VanillaPlantsExpandedMorePlants.Defs.FarmingHysteresisControlWorker_Zone_GrowingSandy https://gist.github.com/HugsLibRecordKeeper/6cf3adc9a20f9f3cade9f0f291ce51ab
ilyvion  [author] 4 Jul @ 4:29am 
@Kei I'll have a look at it when I have the chance. I know the two mods are a little unhappy working together. 😅
Kei 3 Jul @ 3:00pm 
Yes, the issue is gone. But I noticed something else. I’m using Smart Farming Continued, and when Hysteresis is enabled, the game ignores the "No petty jobs" function—which is just a QoL feature to prevent pawns from running across the map to sow a single tile.

Smart Farming Continued’s Compatibility section:
"No Sow mode is ignored if using Farming Hysteresis's toggle."

So maybe this should be reported under that mod? I’m not entirely sure how the mods interact, so I figured I’d mention it here first, just in case.

If the issue might be on your end, for testing purposes: after enabling/disabling Hysteresis on crops, you’ll need to wait about an hour for Smart Farming to update its cache.
ilyvion  [author] 1 Jul @ 11:10pm 
@Kei -- I've released a new version of ilyvion's Laboratory that should work for you now. Although you might as well stay on the old version since there's no functional changes yet. But it should at least keep working in the future now.
ilyvion  [author] 1 Jul @ 9:01pm 
@noszbytouj I'll look into it. I don't think zones are ever supposed to be able to have their plants unset, which is why I assumed it never was.
noszbytouj 1 Jul @ 1:28pm 
I think there’s a soft incompatibility between Farming Hysteresis and the Progression: Agriculture mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3418017359) .
With both enabled, whenever I make a new farming zone, I get a bunch of null exceptions and all the zone’s gizmos disappear.

If I disable Farming Hysteresis for a moment, restart, pick any plant for the zone (since Progression: Agriculture leaves it blank by default), and then turn Hysteresis back on, everything works again for this zone.
noszbytouj 30 Jun @ 12:30pm 
Man thanks a lot! This is one of my fav qol mods out there; now I can play 1.6 just the way I like it
ilyvion  [author] 30 Jun @ 4:33am 
@Kei Thanks for the report. I'll see if I can't figure out why my Laboratory mod and HardcoreSK can't cooperate.
Kei 30 Jun @ 4:07am 
The new version breaks HardcoreSK. It now requires ilyvion’s Laboratory to run—without it, the game spits out an error log on startup. But if you enable Laboratory in the mod menu, game only shows a black screen when launching, and then after a restart all mods get disabled. Thank goodness the save file remembers the correct mod order, or I would have had to reinstall everything. I just downloaded the previous version from GitHub and everything’s back to normal. If I remember correctly, when the mod first added a notice that it would need ilyvion’s Laboratory in the future, I downloaded it back then and got a similar result. The master HSK build is still on version 1.4, but the mod lists it as a supported version.
ilyvion  [author] 10 Jun @ 10:23pm 
@Enrico I don't know when I will be able to add it, since I'm currently unable to work on modding, but that is a planned feature of my Colony Manager Redux mod. 😊
Enrico 10 Jun @ 4:46pm 
Quarry hysteresis, anyone?
ilyvion  [author] 14 May @ 1:08am 
Sorry for not being present for requests; I'm hoping to be able to get back into modding soon, but my life's too hectic for that at the moment. I will go back and read all your suggestions and issues once I can, though.
Slye_Fox 26 Apr @ 4:08pm 
Would it possible to add the ability to state other items other than the ones directly grown?
There are some mods that add a post-grown step (eg; wheat->flour).
0。0 26 Mar @ 9:26pm 
Is there any movement towards integration into Colony Manager? There is another mod that does similar things to this mod, but it's for storage.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3273463237
[RTB] Sarianos 22 Feb @ 5:53am 
@ilyvion Bit of an idle suggestion here, but it would be nice to have the option for an icon rather than a text label for the main bar button.
Jr. Troopa 22 Dec, 2024 @ 5:39pm 
Ahh, nvm, tried without and saw the popup that explains that it will soon be needed.
Jr. Troopa 22 Dec, 2024 @ 10:26am 
Steam says it requires your laboratory mod, but the xml doesn't mention it, is your framework required?
ilyvion  [author] 1 Oct, 2024 @ 9:58pm 
@Vril did you actually try? I'm pretty sure I've added compatibility for that stuff already. 😅
Vril 1 Oct, 2024 @ 9:31am 
Vanilla Plants Expanded add mushroom and aquatic farm zones, could you please add compatibility if possible?
Thels 5 Sep, 2024 @ 5:31am 
@Ilyvion: I was already thinking this would thematically fit into Colony Manager. Looking forward to what you cook up!
ilyvion  [author] 4 Sep, 2024 @ 12:06pm 
@TheronIscarin' for whatever reason, Steam didn't inform me of your post. But yeah, I figured it'd be, overall, a better experience for players if I did that. Probably won't help everybody (like somebody who isn't playing between that release and the one actually taking on the dependency) but still seemed like a good idea. 😄
ilyvion  [author] 4 Sep, 2024 @ 12:05pm 
@Thels -- yeah, so I have future plans to make a Colony Manager integration for this mod so you can control it in the same way as you control the other things, which among other things will have features like being able to count other crops than the one in question and even growing other crops when the primary one meets its targets.
Thels 3 Sep, 2024 @ 6:14am 
Also, would it be possible to select the items counting towards the threshold? For example, say I run a tunneler colony, but I don't have much room for my mushroom farm, yet. I have this corn field outside, but I only need the corn to supplement the mushrooms. It would be nice to be able to gather corn only if the combined total of corn and mushrooms together is less than 1000.
Thels 3 Sep, 2024 @ 6:10am 
Thank you for this mod! It's one of the few things that can't be properly automated through bills or colony manager.

I noticed you added an icon for colony manager, so it appears proper with Vanilla Textures Expanded and UINotIncluded. Would there be a chance to add a similar icon for this mod?
Theron Iscarin' 26 Aug, 2024 @ 7:44am 
ive played this game a fair bit, and i think yours is the first mod where you give a warning about a change coming where you need a dependency. that is freaking brilliant. thank you for that. top notch. (not to mention this mod is one of my "core" mods that i dont play without)
Johnny Silverman 26 Jun, 2024 @ 2:14pm 
Nevermind, either I'm just extremely dumb and was trying to sow something during a cold snap, or that was some really random occurence, but it's fully working as intended
Either way thanks a lot for responding, as I said, this mod is practically a total must for me now
Johnny Silverman 26 Jun, 2024 @ 1:31pm 
https://rentry.co/9o8vkcy8
Don't think so? I'm actually running a pretty light setup rn so I'm surprised that somethings seems to break in it - mainly it's just non-intrusive, not mechanics-heavy QoL, interface mods, and little improvements.
But I have a weird feeling that it may be connected to Performance Fish, or Rocketman/Performance Optmizer since they may just cause some weird behavior in mods, especially Fish with its amounts of tweaks and improvements.
ilyvion  [author] 25 Jun, 2024 @ 9:05pm 
@JohnnySilverman I'm unable to get this behavior to happen on my end. Do you use any other mods that interfere/interact with how farming/planting works?
ilyvion  [author] 25 Jun, 2024 @ 9:00pm 
@JohnnySilverman I'll look into it; that's definitely not expected behavior!
Johnny Silverman 25 Jun, 2024 @ 4:25pm 
This is a really useful mod as it practically removes the tedious micromanagement of growable/harvestable things in your storage, however there's something weird going on for me
When I disable hysteresis it acts as if I somehow completely disallowed the growing zone/hydroponics basin - nobody ever touches them anymore, and they cannot be right clicked to force work
So they work as long as hysteresis is on, but if there's a zone that I want to grow like a normal, vanilla zone - it's not possible anymore
Codi 24 May, 2024 @ 2:25pm 
@konstantynopolitaneczka In the mod options menu you can toggle between 'sowing', 'harvesting', and 'sowing and harvesting'
Sounds like you may want the harvesting option, they will always sow but only harvest when the lower threshold is hit
konstantynopolitaneczka 23 May, 2024 @ 5:43am 
Is it possible to add a function that changes designated plant to another (presumably lower bound) when it reaches the upper bound? So for example pawns would start sowing potatoes when you have enough corn, instead of just disabling sowing and completely halting your production.
ilyvion  [author] 23 May, 2024 @ 1:29am 
@SigourneyWeaverinAlien4 Alright, I've looked into it. These plants have a secondary output defined that is a custom behavior added by the Vanilla Expanded Framework, but otherwise function like normal plants that have a normal output. So unless I add special code to handle this, Farming Hysteresis will just base itself off of the primary output, which in the case of oats is flour.

I don't want to promise to have it done anywhere near as fast as this bug fix I did, but I'm considering adding a compatibility layer for that Vanilla Expanded plant extension so that you can configure the hysteresis to be based on either the primary or the secondary output instead of only the primary one. Maybe even some combination like both need to be within the right parameters, or either one, but it doesn't matter which.
Sigourney Weaver in Alien4 23 May, 2024 @ 1:26am 
thank you!
ilyvion  [author] 23 May, 2024 @ 1:03am 
@SigourneyWeaverinAlien4 Honestly, I have no idea. I've never played with such a mod before. I'll add it to my list of things to investigate.

But in the meantime, a new version has been released with a fix to the problem you had. 👍Unsubscribe and resubscribe for immediate update.
Sigourney Weaver in Alien4 23 May, 2024 @ 12:44am 
also I wanted to ask what the mod does in case it is one of the "dual crop" plants like oat from Vanilla Plants Expanded - More Plants
ilyvion  [author] 23 May, 2024 @ 12:40am 
SigourneyWeaverinAlien4 Alright, figured it out. I'll get a bug fix release out ASAP.
ilyvion  [author] 23 May, 2024 @ 12:35am 
@SigourneyWeaverinAlien4 Hey, thanks for the report. I'll look into it!
Sigourney Weaver in Alien4 23 May, 2024 @ 12:06am 
hey, I just wanted to tell you there is a weird interaction and the plant grower from Vanilla Furniture Expanded - Farming. I deleted the (tillable) planting box and all was fine. Before I had weird exception errors in the log and pawn could not take commands.
Codi 21 May, 2024 @ 10:27am 
@ilyvion Awesome thank you, honestly exactly what I was looking for :lunar2019piginablanket:
ilyvion  [author] 21 May, 2024 @ 9:09am 
@Codi New version released. I didn't remove the information in the inspect window, but I moved it to its own tab. You can see it in one of the screenshots above.
ilyvion  [author] 20 May, 2024 @ 11:19pm 
@Codi I'm working on it right now, there should probably be an updated version out sometime within the next 24 hours.

Thanks, I'm glad you're enjoying the mod. 😁
Codi 20 May, 2024 @ 10:13pm 
@ilyvion Awesome, great mod btw :steamhappy:
ilyvion  [author] 20 May, 2024 @ 9:57pm 
@Codi at the moment, no, but I'll try to work it into the next release. 👍
Codi 20 May, 2024 @ 1:49pm 
Is there a way to disable the tab at the bottom?
And the information in the description of the growing zone? (Start planting when there are ...)
Codi 17 May, 2024 @ 4:49am 
Not sure why this isn't in base game, like the most basic 'bill', make when below, stop when at/above. Love the mod!:steamhappy:
ilyvion  [author] 7 May, 2024 @ 9:20pm 
@oorin: I use Smart Farming too, it's not an issue as long as Farming Hysteresis is after it in the mod list. The problem I ran into was that if I put them in the opposite order, the hysteresis values were completely ignored, presumably because whoever is later in the order gets to make the final decision.
oorin 7 May, 2024 @ 2:06pm 
Ah yea i do have smart farming sadly, can you explain what problem you encounter with both on?
ilyvion  [author] 7 May, 2024 @ 12:10pm 
@oorin: I've gone through the code and I'm 99% sure my mod won't interfere with harvesting at all unless one of "Control harvesting" or "Control sowing and harvesting" is set in the mod settings. I have personally had issues with this mod when combined with other farming mods (like Smart Farming) if Farming Hysteresis isn't after the others in the mod list. Sorry the mod appears to be causing you issues.
oorin 7 May, 2024 @ 10:59am 
idk if this is from this mod, (probably is cause i never encounter this before installing it), but my pawns stop harvesting crops sometimes, and they let them rot. i only have the mod to controll sowing :\