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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.
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!
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.
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.
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.
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.
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.
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.
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)
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.
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
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.
But I believe my colonists may just be stupid and ignoring me trying to forbid burning.