RimWorld

RimWorld

WM Sync growth
34 Comments
Lizy_Sticks 17 Sep, 2018 @ 11:04pm 
update to b 19
Thanos the Mad Titan 29 Dec, 2017 @ 7:27pm 
This is late, but I probably restarted games ten times before I read this and realized it was this mod screwing up my game and making it lag hard.
Dango 5 Dec, 2017 @ 6:25am 
@Glendening Thanks, I understand now.
Jigain 4 Dec, 2017 @ 11:35pm 
I have HugsLib, and it's in the top of my load order. Then again I only saw that error once and never again, so I'd chalk it up to a one-time bug/glitch that caused HugsLib not to load properly or something.

That's a shame, this would've been an amazing mod for me since I do a lot of farming in Rimworld. As it is I can't really give up on everything that VG adds, so as much as I'd love to use this mod, I've had to put it on the sidelines. But I totally understand losing interest in a game.
Derpino  [author] 4 Dec, 2017 @ 11:27pm 
Jigain.
You need Hugslib.
...
I don't know how I will update those mods. I got kind of sick of RimWorld tbh.
Glendening 4 Dec, 2017 @ 3:01am 
@dango this should only effect cultivated/planeted crops. It should not appy to wild crops/trees etc.
Dango 2 Dec, 2017 @ 7:47am 
我注意到了一个问题,当地图上植物非常多的时候,比如热带雨林。那么这个mod对游戏的帧数会造成毁灭性的打击。

I noticed a problem when there were so many plants on the map, like the rainforest. Then this mod will have a devastating impact on the number of frames in the game.
Jules 24 Nov, 2017 @ 8:41am 
I'm also getting lag issues, and errors thrown about not just PlantGrass but also PlantTreeTeak and PlantShrubLow. I use VG and Wild Cultivation.
Jigain 21 Nov, 2017 @ 11:06pm 
Also, not sure if it's related, but the console threw this error: ReflectionTypeLoadException getting types in assembly WM SyncGrowth: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

Not sure if it helps or not, but I'll gladly share anything in the hopes of getting this to work with VG. :)
Jigain 21 Nov, 2017 @ 10:55pm 
I'm experiencing the same thing as Chidori. With both VG and Sync Growth enabled, game runs fine for approximately 5-7 seconds, then freezes for about 3 seconds, and finally continues at approximately 2 frames per second. This is regardless of which mod comes first in the load order. Note that this is with a brand new game, with no growing zones put down yet.
Derpino  [author] 20 Nov, 2017 @ 7:38pm 
This has some very minor performances issues but they went unnoticed as I played with them.
I havent try with VG but in vanilla, grass is ignored.
Also how much it slows down should depend on how many crops you have. If you can select that VG grass and no red overlay appears, then is it not concerned.
Chidori 20 Nov, 2017 @ 1:42pm 
I might have found a potential issue. I was getting huge slowdowns in FPS while time accelerating and they went away after I disabled plant sync. Is it possible that due to a bad interaction with vegetable garden (which adds growable grass) the mod tries to sync natural grass growth? Its the only thing I can really think about since it gets worse the more "open" land there is on a map.
Derpino  [author] 18 Nov, 2017 @ 5:17am 
Updated to
Now you have a red overlay that draws the group of the selected plant.
Will publish a legacy A17 version if requested.
Derpino  [author] 29 Oct, 2017 @ 9:34am 
It is being updated for A18. Currently testing.
I've added an overlay that draws the plants group when select a plant. Hope people don't mind
Bofa Dese 29 Oct, 2017 @ 8:22am 
Will this be updated anytime soon? I'd love to use this mod. It's just so much more aesthetic than having one half of a growing zone freshly sown when the other is only half-grown.
Derpino  [author] 3 Aug, 2017 @ 8:13am 
A_Null_Fissure thank you.
I am a poor marketer I guess lol
A_Null_Fissure 1 Aug, 2017 @ 9:54pm 
Another mod that I think is criminally under-subscribed. Maybe people just don't know to search for it. I miss it dearly in my mod lineup. Damn growers spend so much time running around like a spaz.
Derpino  [author] 29 Jul, 2017 @ 2:57pm 
I gave up for now tbh.
Maverick 29 Jul, 2017 @ 8:35am 
when comes the update mate?
GMsU | AuxiliusM 7 Jun, 2017 @ 11:32am 
thx m8 like the mod a lot so yea glad to see it in a17 again (:
Mythos 5 Jun, 2017 @ 1:49pm 
Thanks for the reply! Nice to hear that this is getting updated. :-)
Derpino  [author] 5 Jun, 2017 @ 1:45pm 
Because there are very few players who subcribed this, I did not spend a lot of time.
However I made a A17 version I'm testing it.

I don't know if I keep that feature that shows crops group...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=940668808
Mythos 5 Jun, 2017 @ 1:23pm 
Hey there, will this get an update to A17?
Dr Zhivago 29 Mar, 2017 @ 1:24pm 
Yea, I was wrong. It was an error on my end. Thanks for the mods btw. Very useful.
Derpino  [author] 29 Mar, 2017 @ 8:59am 
I don't think SyncGrowth made. All it affects is the plants growth rate within a certain limit.
I did not happened to me while playing with this either.
Dr Zhivago 29 Mar, 2017 @ 8:41am 
I *think* this mod is effecting my crops in a way that causes some crops to prematurely die. Even before they are fully grown. the game is outputting the message "This crop died because it was left unharvested." In an 11x17 growing area, it has happened to maybe 3 plants every season. Which isn't much of an impact on my farm, but I thought I'd mention it.
Derpino  [author] 24 Mar, 2017 @ 3:49pm 
Of course no... but because I got your point and you might not be the only one. Perhaps it could be an improvement for everyone too.
gatherer818 24 Mar, 2017 @ 10:13am 
Nah, don't bother changing it just because I didn't get it, it's a good idea for people whose playstyle is different than mine. I mostly use Bots for my farm anyway, it's something like 22 8x8 plots at this point.
Derpino  [author] 24 Mar, 2017 @ 1:19am 
Perhaps I can make an option to split crop groups into squares of a limited amount of plants. So your workers will always have work but they will not lose time as I described bellow.
gatherer818 22 Mar, 2017 @ 8:07pm 
That's fair. I usually do fairly big growing zones, because I can't stand getting one more pet or refugee and suddenly I'm getting the "dangerously low on food" warning, and typically my growers work for days when harvests are ready. By the time they've harvested what's ready and planted more, more is ready to harvest.
Derpino  [author] 22 Mar, 2017 @ 6:26pm 
I was sick that a single or few crops get ready to harvest so colonists will move to the growing zone for 3-4 crops and them will leave to their other jobs, to come back one minute later because another couple of crops is ready to harvest. They lose a lot of time doing this.
The solution to this was to manually designate your crop to harvest.
And I am sick of all the micromangement in this game.

But you got a point somehow.
gatherer818 22 Mar, 2017 @ 5:38pm 
I'm having trouble understanding why you'd want this. It seems like this would make a specific time your growers and plant cutters would be stretched too thin, as everything becomes ready to harvest at once, and makes them bored the rest of the time. I usually land in biomes with a year-round growing period, and only the fact that my growing zones are staggered helps me manage to harvest them before they rot.
Derpino  [author] 22 Mar, 2017 @ 4:59am 
Seems like I accidentally uploaded the development version.
Just uploaded the good one, no more color blinks or too long inspection strings when selecting crops.
Kateful 21 Mar, 2017 @ 1:10am 
Finally! A workshop version, thanks for the upload!