RimWorld

RimWorld

[SYR] Harvest Yield (1.3)
28 Comments
Rytt 29 Oct, 2022 @ 1:26am 
Thetaprime 22 Oct, 2022 @ 11:21pm 
1.4 stable is up. Pls update this fine mod.
Prophet Of Merci 7 May, 2022 @ 5:29pm 
@arof

Since no one is familiar with the ping system in Steam...

The original author updated his mod. No idea what you wanna do with that info.
InsanitySimulator 8 Oct, 2021 @ 3:47pm 
the original author updated his mod, just fyi
Flesh Forge 4 Aug, 2021 @ 7:32pm 
okey doke, thanks for your effort while it was necessary anyhow!
arof  [author] 4 Aug, 2021 @ 5:54pm 
Yep, Tynan made this mod obsolete basically instantly. I still think the fail logic is different, but the main reason I updated it is now vanilla. Which ultimately is good.

@Seoul Rayne Yes. The value alterations don't interfere.
Seoul Rayne 3 Aug, 2021 @ 8:24pm 
can you subscribe to both un-limited and this mod?
olieal 3 Aug, 2021 @ 2:56pm 
Thanks Flesh Forge I was coming to see if that was the case:steamthumbsup:
Flesh Forge 3 Aug, 2021 @ 2:15pm 
so, my Plants Specialist now has the same harvest yield with or without this mod (147%).
Flesh Forge 3 Aug, 2021 @ 2:13pm 
heads up, today's patch of ideology (1.3.3080) raised max harvest yield in some way
Kenpachi 2 Aug, 2021 @ 10:11pm 
that's why some days ago i was trying to put another sun lamp cause with more pawn the rice was going down and some days after the rice was going up again before i put the new sun lamp haha i was thinking my farmer as become so good xD
arof  [author] 2 Aug, 2021 @ 3:01pm 
Before I get a bunch of comments on it, as usual if you are having issues or don't have the new version, unsubscribe and resubscribe to the mod. One day Steam will fix that.
arof  [author] 2 Aug, 2021 @ 2:45pm 
@Erythion Un-limited makes other changes, but yes, the harvest yield bonus of this mod was double-applying due to the 1.3 patch note that I totally missed. 150% yield was providing basically double, and I may or may not have had a fresh game where I was drowning in food and wood within a quadrum.

I've removed the double harvest bonus, but left alone the uncapping of the stat, the removal of the fail chance (I'm not sure how you botch cutting down a plant so badly you don't get any) and the bonus yield for animals with the configurable setting.

Basically the difference between the two mods is smaller now, and focuses more directly on the bonuses provided by things like the plant/animal specialist roles and modded gear/tools than a global change to the effect of stats. Different options to the same end, and this one fits more in my own playstyle and interests so I'll leave it available for people. Sorry I posted it so broken OP.
Erythion 2 Aug, 2021 @ 12:51pm 
Does this add anything more to the stat than Un-Limited does? That mod also unlimits a lot more stats
r3xm0rt1s 2 Aug, 2021 @ 10:58am 
Thank you for fixing this. The old one was breaking my dev mode. Stupid droner site refused to actually spawn the thingy to gun down. Now it is gone.
Flesh Forge 2 Aug, 2021 @ 2:20am 
baffling that the vanilla game doesn't already do this, the plant specialist +30% yield bonus is just hurtful
CatSayInk 1 Aug, 2021 @ 7:58pm 
Thanks
fallengrace 31 Jul, 2021 @ 7:28pm 
@arof alright i understand thanks for the clarification
arof  [author] 31 Jul, 2021 @ 4:33pm 
@fallengrace I know what you meant. But if there's no way to actually get above 100%, then there's no point. I will look into if all this needs to do is uncap the stat and the game handles the rest.
fallengrace 31 Jul, 2021 @ 3:54pm 
@arof that's not what i meant by "integrated into 1.3" i wasn't meaning the mod i meant the 1.3 update i.e vanilla as a few people where saying that you get more yield if you exceed over 100% harvest now one of them was noobert around the 7:00 into his recent video
GULÉ🏠 31 Jul, 2021 @ 5:22am 
YES!:praisesun:
arof  [author] 31 Jul, 2021 @ 12:21am 
@Tolodociro Yes

@fallengrace See screenshots at the top. Plants 20 Floraspeaker was getting 7-8 on a 8 yield plant. I was running out of food as a vegetarian colony pretty badly (the meal efficiency is terrible), so I checked if this mod was alive, it wasn't, and I fixed it. It's by no means the most balanced mechanic in the world, but I liked playing with it, and I no longer have food issues.
fallengrace 30 Jul, 2021 @ 8:39pm 
i believe that this is integrated into 1.3 i think
Tolodociro 30 Jul, 2021 @ 8:37pm 
Can this be loaded on a started playthrough?
Jirki88 30 Jul, 2021 @ 8:33pm 
Thank you so much for updating this mod! :)
arof  [author] 30 Jul, 2021 @ 3:28pm 
@Stallion No direct conflicts, my stats on the skills this one affects are the same loading up with both.

They seem to do the same job, just this one has settings for a limiting factor. Together they may ignore the caps settings, but it would probably be load order based if it does. I mostly targeted it for an update because my main concern was food yield and I subbed to it already, plus the jobs it doesn't target are mostly speed-related and my colonists do things fast enough already at high skill.
Stallion 30 Jul, 2021 @ 1:21pm 
Will this work alongside un-limited?

Or do they conflict?
BiII 30 Jul, 2021 @ 12:49pm 
Good work!