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Watering every few days sounds like what happens when "Smart Target Crops" is enabled. Crops only need to be watered once per stage, so it doesn't bother to keep the soil wet.
Maybe. I just use my other mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2716507275 ) to make the FFF immune to freezing. It's possible that doing it on the flingomatic side will prevent it from extinguishing burning FFFs, which would require extra work to fix.
It seems to be working for me. Does it work if you try in a new world with no other mods? (Use the command c_give("farm_plow_item"); c_give("seeds"); c_spawn("firesuppressor") to test quickly.)
What isn't working about it? Is it not firing the projectiles, or are the projectiles not watering the crops?
I just confirmed that the projectiles still water, presuming they're hitting the farm tile.
It should. Let me know if you have any issues.
Looks like Klei removed GetTileDataAtPoint.
function self:GetSoilMoistureAtPoint(x, y, z)
_moisturegrid = UpvalueHacker.GetUpvalue(self.OnSave, "_moisturegrid")
local tx, ty = _G.TheWorld.Map:GetTileCoordsAtPoint(x, y, z)
return _moisturegrid:GetDataAtPoint(tx, ty)
end
modprint("Defined GetSoilMoistureAtPoint.")
I think I've got it compatible now.
Unfortunately not.
Added the ability to have the flingomatic keep soil wetness above a given percent. This option makes use of upvalue hacking if set above 0%.