Space Engineers

Space Engineers

Plant and Cook Fixed
102 Comments
Katarina [WolfCraft Industries]  [author] 17 Jun @ 7:14am 
thats mostly an issue from keens weird coding. not something i can fix sadly :/
SkipSkool 16 Jun @ 4:45pm 
Not quite sure from description but with the original mod I'm having the issue of Vanila assemblers not working in Cooperative mode corectly because of the farm and kitchen units being listed as assemblers I think. Does this fix that?
Katarina [WolfCraft Industries]  [author] 27 May @ 12:08pm 
well the next upcoming update 207 for SE1 will be a survival overhaul which will include farming.
how do i know? they recently posted a sneak peak on their newsletter that showed a new block that had wheat as a plant growing on it and from a recent twitch stream we know that the next update will be a survival update

so i'm more than sure that SE2 will have farming / survival mechanics implemented once its ready
Superman™ 27 May @ 9:23am 
if you guys want crops/farming in SE2 please upvote here. https://support.keenswh.com/spaceengineers2/pc/topic/45949-cropsfarming

We need to advocate for the things we want so the devs know.
Katarina [WolfCraft Industries]  [author] 1 Feb @ 3:30am 
why should this fix cryo pods?
cryo pods arent even broken, at least not to my knowledge but maybe i could help you figure out your issue

@Justducky2407 sorry for the late response, honestly i dont even know if this mod touches the unknown signals, i always used another mod to get seeds from unknown signals
YourDadBrad23 31 Jan @ 6:34pm 
does this fix cryo pods?
Justducky2407 16 Jan @ 3:11pm 
in this mod was the chance to get seeds from unknown singles increased instead of only having a 0.05% chance to get one?
Katarina [WolfCraft Industries]  [author] 5 Dec, 2024 @ 6:33am 
no worries, i added the information to my known issues.
Vazoun51 5 Dec, 2024 @ 1:24am 
You are right, that's it! I'm a bit embarrassed, I didn't find it myself. Thank you again!
Katarina [WolfCraft Industries]  [author] 4 Dec, 2024 @ 11:47pm 
that seems to be a mod load order issue together with the algae mod. when i switched them around i was able to build while before i had the same issue.
Vazoun51 4 Dec, 2024 @ 10:52am 
Hi Katarina, thank you for so quick response. Unfortunately I'm still getting mushroom farm. It doesn't make any diffenrence if I choose it from the list of terminals or select it from the block group. And yes, I have downloaded the changes. :-) I have no option how to build it at all. It's very annoying if you're on Triton - no way to get organics in sufficient amount. I use LifeTech Algae mod, which also contain composter, but that's not difference which one I select. Both seem to be the same.
Katarina [WolfCraft Industries]  [author] 4 Dec, 2024 @ 5:12am 
should be fixed now.
Katarina [WolfCraft Industries]  [author] 4 Dec, 2024 @ 12:20am 
you are right, i also have the same issue if i try to place the composter by just selecting it from the block menu. i never ran into this issue because i always use the block group that comes with the mushroom farm. i will add it to the known issues and will see what i can do.
Vazoun51 3 Dec, 2024 @ 8:48pm 
I have a problem with composter. I can't build it at all. When I pull it to my toolbar and choose it, I always get mushroom farm. I'm not alone with this issue. I tried to report it several times to original author, but he seems to abandon that mod. Do you have any idea how to fix it? Thank you very much.
r4v1n6 17 Nov, 2024 @ 9:41am 
I used a Conveyor Sorter to prevent the Composter from pulling more than I put into it manually, yet allow organics flow the other way for the other farms as needed. Worked fine a few game updates ago.
Katarina [WolfCraft Industries]  [author] 17 Nov, 2024 @ 6:18am 
that i definitely cant explain.
the composter is like a refinery, because of "use conveyor" it tries pulling the items that it needs.
i always turn that off and put items in manually if i need organics
Talons 16 Nov, 2024 @ 7:53pm 
I have a weird problem when using this or the Plain (not fixed) version. I am using two connectors to feed the composter. My thought was that they would not be locked and prevent the mushrooms from going to the composter. I was gonna use an event controller to controll this or jsut a button but when the connectors are only ready to connect the mushrooms still go into the composter. I verified this with just a mushroom bos conntector to connector and the composter. unlocked works like it is locked. Weird - any ideas on why this is happening?
0ddbase 22 Oct, 2024 @ 2:03pm 
its kinda nice
0ddbase 22 Oct, 2024 @ 2:03pm 
why did you get rid of dlc block functionality?
Katarina [WolfCraft Industries]  [author] 26 Sep, 2024 @ 11:08pm 
try moving the dependency mod as well. EDSR might also be adding the organics part to the game which leads to the pink texture
DogPilot 26 Sep, 2024 @ 1:00pm 
can confirm moving up or down the list doesn't fix the voxel issue on teal.
DogPilot 26 Sep, 2024 @ 12:44pm 
so i had it below the list in my save before porting it to my ds. so i should look into the ds and push it above teal?
Kaito 26 Sep, 2024 @ 12:35pm 
DS list is inverted yeh
DogPilot 26 Sep, 2024 @ 12:16pm 
weird i had it below the list on my dedicated server
Kaito 25 Sep, 2024 @ 12:44am 
You definitely want this mod above Teal in the load order (or below if on DS).
Katarina [WolfCraft Industries]  [author] 25 Sep, 2024 @ 12:34am 
pink textures can also be a load order issue. try moving this mod before and or after the planet mod. maybe that will help.
DogPilot 24 Sep, 2024 @ 2:41pm 
Yup. The original had a compatibility with teal out of the box.
Kaito 24 Sep, 2024 @ 7:02am 
Pink voxel is likely either a shader cache issue or a missing texture
DogPilot 24 Sep, 2024 @ 6:59am 
Heads up for people using modded planets. Doesn't play nice with teal. Turns all the grass to an error pink voxel.
Katarina [WolfCraft Industries]  [author] 18 Aug, 2024 @ 7:43am 
i always use SCR Loot - Eat, Drink, Sleep & Repeat! so that my unknown signals have the needed resources for this mod.
Whackanole 18 Aug, 2024 @ 12:28am 
How are you supposed to get the seeds? I played with the mod several months ago and I was getting them out of the unknown signals, but I just started a new world with my friends and we aren't getting any. Thanks
mazrados 3 Jul, 2024 @ 11:02am 
Thanks for the tips :)

Actually, I'm testing it with IO now and it seems to work.
The only little issue is this aluminium but it's only small inconvenience that I need to use creative tools this one time.

Actually it would be enough to lower aluminium requirement to 2 instead of 5. There is 2 aluminium from timer block. Just an idea for the future updates ;)
Katarina [WolfCraft Industries]  [author] 3 Jul, 2024 @ 10:48am 
this mod isnt designed to work with the industrial overhaul mod.
if you want to make it so that it works with the industrial overhaul mod the easiest way would be to use ModAdjusterV2 as you would still have compability with other mods that specifically rely on my edited version.

with the emergency kit, i always use a mod that replaces my spawn pods with rovers that have that kit on them.
mazrados 3 Jul, 2024 @ 9:41am 
Hello there.

Just found this mod and it looks very promissing.

The only thing I would adjust here. Eather add aluminium in landing pod or remove this requirement for emrgency production unit. With industrial overhaul it's looong way to get to aluminium and no way to survive with rations in lander.

As workaround I create needed aluminium using creative tools.
DragonLord2000 (Mario) 29 May, 2024 @ 7:54am 
hello , a player of my server had the idea to make a VeggiMeat mod to add the recipes to the kitchen. would that be a useful addition ? you could then create new recipes without rewriting the whole mod.
r4v1n6 17 Apr, 2024 @ 10:02am 
Yeah I noticed the performance hit (my pc is very old, same specs as an xbox one but with 2x RAM). I'm not totally against the kitchens/planters becoming assemblers, just not by default as they are used everywhere. I think it would be ok to keep them as a separate option if you have the dlc.
I managed to restore mine back to vanilla with the modified script. At first I had to have the old mod active as well (below mine) as the blocks would disappear before the script could do anything. Turns out I needed to add the .sbc that define the blocks as well, so that they exist long enough to be replaced.
So now I can either go vanilla or switch to your mod without issues. I tested activating your mod above mine and it seems to take over just fine while mine cleans up the planters/kitchens.
Katarina [WolfCraft Industries]  [author] 17 Apr, 2024 @ 6:54am 
only the planters and kitchens that are already in the world will get removed, its not a massive deal as you can just replace them with the vanilla ones. the plant growers / machines will still be there like before with the other mod.
plus you will save a lot of performance since the original mod turned those to assemblers and even if they are all turned off they will cause performance drops by just existing so i really recommend to just live with the fact that all already placed planters / kitchens get removed but everything that spawns in after that will have the vanilla kitchens / planters
r4v1n6 16 Apr, 2024 @ 9:26pm 
I'm good, thanks for the help! :D
Made a local copy of the original mod's script and modified it so it restores the original blocks.
https://pastebin.com/K2z7HfWK
r4v1n6 16 Apr, 2024 @ 6:22pm 
Thank you for the advice, i guess I have to keep looking for solutions. Or I might have to keep the old mod for the remainder of my current playthrough.
I haven't invested much in the food stuff (it was mostly to scratch a curiosity) but if every kitchen and planter gets nuked, that's a big issue. They are used everywhere, sometimes for structural integrity/airtightness. It seems to effect all the NPC grids too.
Katarina [WolfCraft Industries]  [author] 16 Apr, 2024 @ 6:05pm 
sadly no, the original used a script to swap out the vanilla kitchen with its own kitchen which also caused some weird things with collisions. most of the times when i salvaged a ship that had planters / kitchens on it the collider of those blocks always got stuck in place which was very annoying. i also lack the knowledge to make a script that could fix this issue so the best thing you can do is to grind down already placed vanilla kitchens and planters > save > remove the original and add this one.
running both mods at the same time will cause issues so i really recommend you not doing that.
r4v1n6 16 Apr, 2024 @ 5:58pm 
Is it really not possible to rescue the dlc kitchen and planters? Is it because the old mod turned them into production blocks? I had no idea that would happen when I started using the old mod. Maybe a scripted block swap back to the regular dlc counterparts on first load would work...

One workaround might be keeping the old mod but loading this one above (higher priority). Seems to fix the food production machinery so they work with Isy's IIM.

Btw thank you for your hard work!
Katarina [WolfCraft Industries]  [author] 13 Apr, 2024 @ 7:08pm 
my mod definitely doesnt have the issue that you are describing. all assemblers / machines pull all items by themselves (via use conveyor, that has to be set to on or else they wont pull items).
about the Crop grower mod, if its this mod that you are talking about, it seems like that one doesnt work correctly anyways (as its last update was around 2017) and besides that it looks like it was made for the oder food mod called daily needs. so no, that one wont work with EDSR and Plant and Cook (fixed, both wont work with it).
Joew 13 Apr, 2024 @ 2:26pm 
Just a question, please. I am using the old Plant and Cook and it seems to be working. But i have one trouble. The conveyors aren't pushing the required items, even if all of the storages are connected. So i have manually go to the storage and transfer to the Kitchen and all others blocks of the mod. If i do not do this, the production do not detected the materials i have.
Do your mod fixes this problem, please?
And I a using the other mod too: Crop Grower. This mod is compatible with it too, please?
Thanks!!!
Katarina [WolfCraft Industries]  [author] 12 Mar, 2024 @ 6:06pm 
huh that one is REALLY strange, never heard of such an issue before.
the only thing i could assume is that you dont have enough power on your grid?
the planters and kitchens are basically just assemblers only with different recipes.
are you playing on a server or singleplayer?
UnknownName[ZK'PT] 12 Mar, 2024 @ 9:43am 
Hi! I'm having problems with the mod, the planters / cooking not working, it goes up to a certain percentage then it goes back to 0 and starts again.
Kaito 18 Feb, 2024 @ 2:05pm 
I’ll keep mine private. No need for multiple forks to try and compete on the workshop. If anyone asks me, I’ll send them here.
Katarina [WolfCraft Industries]  [author] 17 Feb, 2024 @ 1:39pm 
honestly i really dont like using DLC blocks as machines because you HAVE to lock them behind the DLC or else your mod can be taken down by keen as its against their ToS. i could add independetly working DLC blocks with functionality but since the new automated kitchen exists i really dont see a point because its also 4 times faster... i could make a fancier automated kitchen, one which has glass windows, a frying pan and robot arms but the result isnt really worth my time.

@Kaito i tried to make my fixed version stay as close as possible to the original because i really liked its concept but it had a bunch of issues and the author didnt update the mod for over a year. i dont like reuploading at all but at that time there wasnt another option, i could have it kept private but i wanted others to be able to benefit of my fixes too.
Kaito 17 Feb, 2024 @ 7:32am 
Yeah, I also have my own version that I made recently, but haven't published yet. I feel like maybe the three of us should work together lol
Sardaukai 17 Feb, 2024 @ 5:07am 
Katarina [WolfCraft Industries]  [author] 16 Feb, 2024 @ 5:50pm 
but who would stand in front of the kitchen and cook the actual food since there are no robot arms doing all the work? for my automated kitchen i enslaved little goblins that are locked inside the block have robot arms inside that you cant see which are doing all the work