RimWorld

RimWorld

Crop Rotation
122 Comments
Katana Sado 18 Jul @ 3:39pm 
out of curiosity dose this work as of 1.6?

I hate to be one of those people to ask about updates but this was a mod I used in every play-through. I have been a bit paranoid to try.
Brumes Wolf 20 Apr @ 4:44pm 
Nope this was on a save were the tech was unlocked before, something broke with the fields and while trying to fix it I enabled/disabled the mod and noticed it didn't give me the gizmo's.
SketchyGalore 20 Apr @ 11:08am 
@Brumes Wolf Out of curiosity, were you running dev mode on the new game? I was confused by this as well, but didn't realize/remember that the gizmos are gated by technology, so you don't see them without research (but they are visible in dev mode).

Also noticed a funny little soft incompatibility, where using VE Farming's soil tilling command under a crop would make a pawn set the plant on fire immediately afterwards. Could just be something goofy with my own setup, though!
Brumes Wolf 7 Apr @ 7:15am 
It seems that when you load this in an existing save it doesn't do anything?
I had an error and tried disabling and reenabling the mod in my save, but after saving without and then loading with this mod the gizmos for rotation are not present on either existing or new growing zones. When starting a new game it does work.
zyzyhasl 14 Feb @ 6:06am 
SeedsPlease: Lite Redux
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159269638

In the planting area, only crops with seeds in stock are displayed,
but with this mod,all crops(without seeds in stock)will be displayed.
Mlie  [author] 21 Jan @ 2:00pm 
@Kaiser Waffle Please see the Reporting Issues section described above
Kaiser Waffle 21 Jan @ 1:58pm 
Any way to turn off just the burning crops cause theyre just constantly setting massive fires all the time for no reason in my games meaning I can never farm.
Spodos 28 Sep, 2024 @ 11:01am 
Any idea if this works with Farming Hysteresis? Would love to be able to automatically rotate crops if you don't need to grow more of a certain one. If not, any idea if it could be made compatible? Thanks so much!
Mlie  [author] 22 Sep, 2024 @ 10:16am 
@bryton Sure, just set the maximum and minimum yield to 100% in the mod-settings
bryton 22 Sep, 2024 @ 10:09am 
Is it possible to effectively disable the dynamic fertility feature of this mod through the config so that I can just have the rotating crops
o.s.c.y.p. 7 Aug, 2024 @ 3:46am 
Figured out how to reproduce the issue with float menu orders throwing errors related to CropRotation.WorkGiver_BurnDownCrops+<PotentialWorkCellsGlobal>d__2.MoveNext () .
To avoid this, make sure to not delete growing zones that are set to be burned down. I made an appropriate bug report at the Discord bug tracker.
o.s.c.y.p. 6 Aug, 2024 @ 4:36am 
@Mlie Posted a relevant message to the "Crop Rotation Issue" thread in the bug-reports channel on the discord server. I'll do my best to answer any further questions there.
Mlie  [author] 5 Aug, 2024 @ 12:07pm 
@o.s.c.y.p. Please see the Reporting Issues section described above
o.s.c.y.p. 5 Aug, 2024 @ 11:45am 
Hey Mlie, coming in to say that I've been experiencing the "can't order pawns to do anything" bug too. Here are the logs: https://gist.github.com/HugsLibRecordKeeper/f4d07349186e1105b27484244218a34d

If that helps, I haven't been able to force my colonists to set fires to the fields when I marked them for burning. I've managed to play almost 3 whole in-game years with this mod with no issues otherwise; the issue materialized shortly after raiders started a fire at one of my fields that I wanted to burn down anyways.
Mlie  [author] 11 Jul, 2024 @ 10:14pm 
@Sofia Dragon If you can replicate it with a defined small set of mods I can take a look. I dont know what a full set of VE mods is as Ive never really use them.
Sofia Dragon 11 Jul, 2024 @ 6:35pm 
I'm having the same problem with pawns setting fire to freshly planted crops even with fires turned off other people mentioned. They do it when I order them to till a single square soil 100% of the time. Till, plant, burn, set themselves aflame, go lay in bed the rest of the day. If I set them to till a line of tiles, they do that and then perform the stand-on-firecracker shuffle for the last tile ~50% of the time.

My modlist is the Vanilla Expanded full set, dubs hygiene, this mod, and a couple QOL mods. I pulled out Smart Farming, the only one besides tilled soil that seems relevant, no change in behavior. I haven't pulled out tilled soil (since I have some on my map and don't want to brick this tribe) but if I don't use it they don't light fires anymore. My pyrophobic tree-people planters are no longer nerfed. I'm not throwing error logs or crashing, just silly tree people lighting their butts on fire. :corncob:
Protok 10 Jun, 2024 @ 11:47am 
Request on flowers and trees categories added for Super Star modder!
Mlie  [author] 6 Jun, 2024 @ 2:34am 
@Ruby Wyvern I assume so. See the steps under Reporting Issues to figure out the cause in your game
Purple Nebula 6 Jun, 2024 @ 2:28am 
I have disabled "Burn Crops" yet my pawns still do it. Is this a bug??
Aranador 29 Apr, 2024 @ 11:37pm 
Would it be possible, if Vaniila Expanded's Tilled Soil (from their Farming module) is present, to have an additional option to till the soil prior to planting, on a per crop basis ?
AerosAtar 18 Mar, 2024 @ 3:27pm 
Would it be possible to add "None" (maybe called something benign like "Fallow") to the Seasonal crop selection options?

There are very few crops that can be grown in Winter, for example, and I would love to be able to just leave the fields to rest rather than being forced to select something random that will likely end up not growing until Spring anyway.
Vartarhoz 1 Mar, 2024 @ 5:57pm 
How does this work with Tunnelers/Nutrifungus?
Mlie  [author] 17 Feb, 2024 @ 9:40am 
@Paraflax Please use the separate hugslib log uploader. Should be linked above
Paraflax 17 Feb, 2024 @ 8:25am 
Hello @Mile, I have to same issue as MatPat. I tried to report it via HugsLib but that keeps giving me a HTTP 400 error, so ill the snippet from my player.log that helped me identify it here.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at DMD<>?1526371072.CropRotation.WorkGiver_BurnDownCrops+<PotentialWorkCellsGlobal>d__2.MoveNext_Patch0 (CropRotation.WorkGiver_BurnDownCrops+<PotentialWorkCellsGlobal>d__2 this) [0x000a8] in <d4dbf9293bec406daeebfa8901ec984d>:0
at System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x00036] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.Contains[TSource] (System.Collections.Generic.IEnumerable`1[T] source, TSource value) [0x0000a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at (wrapper dynamic-method)
Mlie  [author] 7 Feb, 2024 @ 4:04pm 
@MatPat If you find out what is causing the issue in your game I can take a look.
Czempion LGBT 7 Feb, 2024 @ 3:42pm 
yeah so this mod is very cool but i had an issue with it namely after using it for some time i couldnt give my pawn commands with right click anymore looking at the logs it had to do something with crop burning idk if its a mod conflict or something but its a shame it doesnt work for me
Mlie  [author] 15 Jan, 2024 @ 9:24am 
@Protok Changing plants only postpone the decline, you should burn it or leave it empty for a while to get the yield up again. You can also take a look at the mod options if there are some aspects of the mod that do not fit your playstyle
Protok 15 Jan, 2024 @ 9:00am 
This idea seemed interesting to me and I tried it. I noticed a mark about an increase in yield, but after a long time all the plants began to show a mark of lowered yield. All zones are set to 5 different plants.
Could it be the influence of "Plant Growth Sync (Continued)"?

I like the idea of crop rotation, but if it will reduce yield I have to skeep this.
Mlie  [author] 29 Dec, 2023 @ 11:23am 
@sidfu1 Please see the Reporting Issues section described above
sidfu1 29 Dec, 2023 @ 10:57am 
so is this mod not comp with dubs menus or smart farming or seeds please?
asking cause
no matter what even with crop burning off ( big red x on crop burning widget) they still burn crops. just literaly watched a pawn plant 1 crop return seeds burn crop rinse and repeat literately 50 times in row
Mlie  [author] 15 Nov, 2023 @ 3:33pm 
@Muad'dib The mechanic should only affect crops that can be harvested so you should be fine.
Muad'dib 15 Nov, 2023 @ 2:45pm 
I use a mod Graze Up, so I want to make sure that when grass/tall grass from other mods like I think on of the vanilla expanded is growing that it doesn't also decrease soil value.

Would be kind of annoying for my pasture to keep doing down in fertility even though I think that effect on farmland would be fine.
Mlie  [author] 11 Nov, 2023 @ 10:37am 
@Muad'dib Ignore in what way?
Muad'dib 11 Nov, 2023 @ 10:11am 
Are you able to ignore certain types of crops? Particularly crops that are often used by other mods for feeding animals like grass and tall grass?
Rosa 18 Oct, 2023 @ 3:23am 
@Mlie I apologize for not being more help, I also have a pretty large modlist which makes it time-consuming to find a culprit. All I know is that it happened pretty much instantly on my first game with this mod on, so definitely a conflict with another mod (and so probably can't reproduce it by installing Crop Rotation alone).
Mlie  [author] 18 Oct, 2023 @ 12:38am 
@Rosa do Polvo I need a way to replicate this with only this mod loaded. Just saying you have the same issue does not help me in trying to fix it.
Rosa 17 Oct, 2023 @ 10:18pm 
+1 for the field burning bug. As soon as my pawn finished planting the first field, he immediately set it on fire. Not a Pyromaniac or anything. Got an alarm and another pawn was dispatched to put it out with the Firefighting job.
AKEKHQ 23 Sep, 2023 @ 7:29am 
Would it be possible to add compatiblity with Mint Menus? its odd having the plant menu on only one of 4 seasons.
Mlie  [author] 17 Sep, 2023 @ 9:19am 
@AirJordanz Controlled burning does not spread outside of the field and does not trigger firefighting. As long as a pawn is overseeing the fire it will just burn all crops on the field and then they will start sowing. If you abort the burning job however you will have a normal fire to deal with
AirJordanz 17 Sep, 2023 @ 8:07am 
Well, I have definitely tested it in the time since the last comment. I found a few behaviors with the burning mechanic that I need to further test with how it might be bugged due to other mods, but my colonists refuse to plant in favor of infinitely burning and putting out fires because of firefighting jobs... but if I don't have firefighting jobs, the fire gets out of control.
Mlie  [author] 16 Sep, 2023 @ 11:36pm 
@AirJordanz The burning is something you turn on by clicking on the burning gizmo after creating the field. If you dont click on it, no burning will be done. Test it by creating a new field and dont change the setting.
AirJordanz 16 Sep, 2023 @ 4:53pm 
I am also one of the people where pawns won't stop setting the field on fire and somehow igniting themselves in the process. I have tried both modes where the X is over the burn button and the one where it's not... it isn't quite clear to me which one needs to be visible for it to be not burned...

But I believe my colonists may just be stupid and ignoring me trying to forbid burning.
Unimportant 8 Sep, 2023 @ 11:29am 
I tried to add a few mods at a time and haven't been able to reproduce the problem so far.
Unimportant 8 Sep, 2023 @ 11:26am 
Sorry but I'm still unable to find the problem :( There are too many mods and it take a long time to load the game.
Mlie  [author] 8 Sep, 2023 @ 6:01am 
@Unimportant Ofc not
Unimportant 8 Sep, 2023 @ 5:56am 
So that's not suppose to happen?
Mlie  [author] 8 Sep, 2023 @ 5:52am 
@Unimportant Please see the section on Reporting Issues described above
Unimportant 8 Sep, 2023 @ 5:32am 
My pawns keep sowing and cutting the crops before they grow up?
Mlie  [author] 25 Aug, 2023 @ 11:09pm 
@sidfu1 When you create a field, the burn option starts disabled. If you click on it you enable burning. Are you saying that when you create a growing area they start burning it directly? Does it happen with only this mod loaded?
Mlie  [author] 25 Aug, 2023 @ 11:07pm 
@Neonmob Did you turn on burning for a field at all? Does it happen with only this mod loaded?