RimWorld

RimWorld

Smart Farming Continued
102 Comments
Thanks! It's a great mod but unfortunately it doesn't support hydroponics basin and other mod like it.
R4nD0mI3z 4 hours ago 
Hit the same issue like below - looks like growth rate depends on zone settings which impacts if it is possible to grow the plant at all, so it behaves like:
- Growth 100% or 140% if zone is set to force or ON
- Growth 0% if zone is set to OFF
- Growth 0 or max depending if zone is currently in cannot grow or can grow state, if zone is set to smart
Kinda funny bug though my pawns will not laugh through the winter xD
FerrisCG  [author] 6 hours ago 
Sorry for delay on fixing that, will be fixed today am just testing fixes atm
CertifiedAHole 6 hours ago 
@Morgreth Any way to fix it?
Morgreth 9 hours ago 
@Parker_TheGhost: I have seen the same thing happening. It's not quite because of having the mod loaded at all but with the Smart or Off mode. Rather than merely stopping sowing it kinda tricks the plant into thinking that it actually is too cold to grow at all.
Parker_TheGhost 22 hours ago 
I'm having a weird issue where sometimes plants in the zones don't grow at all. I tried testing with the mod removed and the plants grow normally as expected.
Deggial 10 Jul @ 10:51am 
@FerrisCG:
Would you consider adding support for the water-growing zones of 'Vanilla Expanded – More Plants'?
I'm not sure if the lack of support is the reason, but my water-growing zones never get sown.
They're not broken; if I order sowing manually, it works. Obviously, this method is not feasible in the long run.
sammysticks 8 Jul @ 11:41am 
I'm having the same issue Bodacious Cowboy reported on Jun 30.
Litzner 7 Jul @ 8:16am 
In 1.6 here, if I turn off sowing my nutrifungus stops growing completely.
Uttley 6 Jul @ 4:18pm 
hello, for me, in 1.6, smart mode causes plants to stop growing entirely rather than stopping pawns from sowing them
WIbigdog 4 Jul @ 5:55pm 
Thanks for the tip!
Sir Humphrey Appleby 4 Jul @ 10:12am 
@WIbigdog I've been having the same issue. I've noticed my zones are set to "Smart." Deleting and replacing them with zones left set to "On" fixes the problem.
WIbigdog 3 Jul @ 11:21am 
Hey, thanks for the update! For some reason this mod is causing some plants to stop growing entirely right now in 1.6. I had fields of Hay, Cotton, Rice and Healroot. Only the Healroot was growing. It was 16h and 56f outside. Hay, Cotton and Rice all said 0% growth. Tile growing season was listed to end on 6th of Septober and it was the 8th but it shouldn't be a hard cutoff and should still be based on temp and light. The only other mods that could possibly effect plants were Vanilla Plants Expanded and Vanilla Furniture Expanded Farming module. Removing this mod caused the plants to grow again.
Blacksoul 30 Jun @ 9:40am 
any chance it would be extended to hydroponics as well?
Bodacious Cowboy 30 Jun @ 8:08am 
My merged zones keep disappearing, also they lose all the buttons added by this mod on merging. Would that be a load order issue or something?
VitaKaninen 30 Jun @ 3:45am 
Thanks!
Really, the most important feature is for them to stop sowing plants when they would die before harvest. I am not sure how that would work if they have an assortment of plants they can choose from.
FerrisCG  [author] 30 Jun @ 2:44am 
@Cayin Will fix tonight
@VitaKaninen ill take a look end of the week
@Mr FU I would need logs to find any issues
VitaKaninen 30 Jun @ 2:10am 
Can you add support for this mod? Gardens

It allows you to randomly sow things in an area chosen from a list of sowable plants, instead of just sowing a single plant type. The problem is that it does not have all the features of your mod, such as the Match gizmo, and the Smart sow feature.
Mr FU 28 Jun @ 3:49pm 
Game is lagging when sowing more than 10 people(robots) are the same time. I testing this mod with misc robots and rimatonics and it still the same.
Fancypuggo 25 Jun @ 2:37pm 
thanks for the update!
Cayin 23 Jun @ 3:55am 
shawyer 22 Jun @ 6:21pm 
Thanks @FerrisCG!
Andobtw 22 Jun @ 8:32am 
@FerrisCG thank you very much, no rush just wanted to confirm it was a bug xD
FerrisCG  [author] 21 Jun @ 10:41pm 
Am aware ill aim to have it fixed early next week xD
Nam 21 Jun @ 7:49pm 
On growth rate 100% Off growth rate 0%
Andobtw 21 Jun @ 7:14pm 
Having the same issue has shawyer, turned off a grow zone and haven't used it in an ingame year and just noticed lil rice plants still there with 0 growth rate
Sudo Modding 21 Jun @ 9:06am 
Damn, thanks
shawyer 21 Jun @ 7:32am 
It definitely changed the growth logic (or something else is going on)... I looked up after half a year and my crops hadn't grown. :-)
FerrisCG  [author] 21 Jun @ 5:09am 
@shawyer Ill take a look at that tonight, might just be visual as I don't believe i modify the actual growth logic of the plants however I do hook into the display values for it. If i find an error ill see about fixing before end of the weekend
shawyer 20 Jun @ 1:15pm 
FYI, when I turn "off" a growing zone, it sets the growth rate of the plants to zero.
Sync 20 Jun @ 7:26am 
Hooray! Thank you for the update!
AzoorFox 16 Jun @ 5:27am 
GOOD. THANKS.
FerrisCG  [author] 16 Jun @ 1:31am 
Ill be doing updates for most of the mods sometime the upcoming week
AzoorFox 15 Jun @ 12:57pm 
UPDATE WHEN???????????????
C0lin2000 14 Jun @ 10:43am 
1.6?
Zlygork 8 Jun @ 10:36am 
Added a bug report on the discussion section, let me know if there's anything I can do to better help :)
cl4wd33n 31 May @ 6:34pm 
and new zones have the mod active
cl4wd33n 31 May @ 6:32pm 
the mod crashed when i highlighted (admittedly 35) zones and selected “no petty jobs” (turning it on). the game froze for about a minute then resumed play but all the zones returned to vanilla
Eggnog98 6 May @ 6:57am 
does fertility affect crop yield? growth time/early harvest/etc sure. I thought the only thing that affects yield was pawn skill. Or do you mean the nutrition stat shown is at early harvest? That would make more sense I guess.
FerrisCG  [author] 5 May @ 11:52pm 
@Eggnog98 Nutrition also takes fertility/difficulty/fertility sensitivity of said plant into account (ie average vs lowest in settings for fertility calculation) so its a bit more complex than that

@ignis Ill see about taking a look into it either later this week or next week
ignis 28 Apr @ 4:21am 
Could you add support for Ashlands mod? It has a custom growing zone.
Eggnog98 26 Apr @ 5:56pm 
Something seems off with the potential nutrition numbers. A potato grow area of 10 should produce 110 potatoes, at 0.05 nutrition each, that would make 5.5 nutrition a harvest. This mod says 2.2?
Spectral_Ace 15 Apr @ 5:47pm 
while i dont know how this works with a seed mod myself, with vanilla plants, yes it will plant plants if they can survive the cold. For example, I will sometimes have healroot die of age due to being planted right at the start of winter and if the winter where i am is too long, the plants will die before being fully grown since they sat around for 30+ days without growing. Smart farming mode will still plant crops even if they won't be fully matured before the cold hits, but only if they will reach a harvestable level. For plants that can survive winter, using the normal planting modes works fine it seems as far as preventing winter planting, but in vanilla that only applies to healroot and trees
Scytheangel 10 Apr @ 6:29am 
Can i suggest to add the ability to choose sowing dates? the mod works fine but in situation where i need to sow even if the plant wont fully grow i still have to micromanage it, also if the plant can survive in the cold they will sow it anyways and it will be there all the cold seasons waiting for a blight to happen making me lose my seeds.
Spectral_Ace 31 Mar @ 3:33pm 
that sounded very pretentious xD, I just mean that i have a lot of interest in how code and logic works, but just never have gotten around to the actual code itself to the same extent
Spectral_Ace 31 Mar @ 3:28pm 
thanks so much, its all good. If you do find a fix (ie not some weirdness with Rimworld) I'd love to know what actually broke. It seems like such a weird bug but without knowing how Rimworld actually works internally. My best guess is that it's something with how it defines the new zone not actually assigning a valid ID or whatever, thus making it functionally inaccessible; but that's just from my admittedly extensive but fairly shallow knowledge of programming and from how the save files are structured.
FerrisCG  [author] 31 Mar @ 9:00am 
Totally forgot about that tbh ill take a look this weekend xD
Spectral_Ace 30 Mar @ 9:36pm 
@FerrisCG any idea when you might get around to making that fix? Not pressuring you to or anything, I mean clearly I'm not the one who took the time to make/update a mod so I can't really complain at all. It just seems that tmmr came and went xD. Hope you get around to it eventually, but if not, that's completely reasonable too. If I really wanted it fixed that bad then I'd figure out how to do it myself but I don't want to do all that. Thanks for what you've done so far.
Spectral_Ace 3 Mar @ 8:32am 
specifically, in non-multiplayer, zones when merged will now no longer have the additional buttons and will be deleted upon reloading the save
Spectral_Ace 3 Mar @ 8:31am 
yep, can confirm the merge zone issue is still here