RimWorld

RimWorld

CropStats
20 Comments
MagicPurplePony 3 May @ 3:13pm 
still no 1.5 update? that was great mod, i miss it
nelim17 2 Apr @ 11:02pm 
Love it! Thanks :D
eth0net  [author] 19 Sep, 2024 @ 10:38am 
There is a replacement coming for 1.5, I'll update here once it's out :)
The Bard of Hearts 13 May, 2024 @ 1:30pm 
Unfortunately, this no longer works in 1.5. I makes all the crop selections disappear from the menu when choosing what to grow. They show up just until the mouse reaches the menu then POOF-gone.
The Bard of Hearts 24 Apr, 2024 @ 10:35am 
Any chance of a 1.5 update?
Sparrows 14 Jul, 2023 @ 10:10am 
If you add new plant to existing save with this mod already installed, it breaks info tab for new plant
eth0net  [author] 24 Jun, 2023 @ 10:25am 
Thanks for the reports! I'll take a look
joseasoler 24 Jun, 2023 @ 12:41am 
I can confirm the issue reported by JamesonMdrago. Trying to open the info window for a rose results in exceptions in the log, and the window not showing up properly. The following hugslib log uses a minimal modlist:

https://gist.github.com/HugsLibRecordKeeper/8f6f7ad53b566b75b33ad78a5fcf0fd0
JamesonMdrago 21 Jun, 2023 @ 9:34am 
Seems like if the crop doesn't have a harvestable material, it causes the UI to glitch out, such as tall grass, daylilies or rose bushes.
eth0net  [author] 28 Apr, 2023 @ 3:03pm 
Oh man thanks for the tip! Just fixed it to use the harvest item nutrition :)
SlowVelcro 28 Apr, 2023 @ 2:28pm 
The calculation as it is right now isn't particularly helpful. The nutrition of the crop is different to the nutrition of the harvested resource. In vanilla RimWorld, crops yield a raw food with nutrition 0.05. What you're using for "Crop Nutrition" in your calculations is actually the nutrition of the plant found in the world, when eaten by wild animals. The calculation could be improved by somehow checking the nutrition of the harvested raw resource, or just assuming the nutrition is 0.05.
Tirith Amar 28 Apr, 2023 @ 12:08pm 
Would be cool if you add work per nutrition efficiency.
Doomed 24 Apr, 2023 @ 6:13pm 
But isn't rice the best plant already?
eth0net  [author] 23 Apr, 2023 @ 10:26am 
This works on the crop def itself, so has no data around growth rate in specific cells. This way you can view it in the crop list for growing zones.

I may look at introducing a cell-specific calculation on each spawned crop, alongside growth rate, if I get time or I'm commissioned since this was a commissioned mod.

Similar for a spreadsheet-like view, if I can think of a good way to handle it :)
Holgast 23 Apr, 2023 @ 3:05am 
Could you make this a tab with a sortable spreadsheet like the mods that do this for weapon damage and stuff values?
OptimusPrimordial 22 Apr, 2023 @ 7:04pm 
Does this account for growth rate?
A plant with high sensitivity and low yields on high fertility soil will end up more efficient than a crop with low sensitivity and higher yields on the same soil.
MedicalPol 22 Apr, 2023 @ 3:19pm 
ohhh that's really cool thanks :D
eth0net  [author] 22 Apr, 2023 @ 2:45pm 
It adds an efficiency stat to each crop info page, allowing you to view the efficiency from there :)
MedicalPol 22 Apr, 2023 @ 1:39pm 
what the mod exactly do tho? is it some sort of ingame spreadsheet to find the most efficient crops?