Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Space farmer
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Tags: Mods
File Size
Posted
Updated
33.693 MB
7 Feb @ 3:14pm
10 Jul @ 3:10am
15 Change Notes ( view )

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Space farmer

Description
The mod gives you the opportunity to try yourself in the role of a space farmer.
Grow crops in a small, medium or huge greenhouse. A couple of batteries, a bucket of water, a little patience - and you can sell your harvest.
Process it at a cannery for even more profit. Whether you become a “vegetable tycoon” or a “beer baron” in your star sector is up to you.
A little tip - don't forget to look in the mission log, maybe your products are already needed by someone.
A special ship model <Star Farmer> has been added to the start menu.

Мод дает вам возможность попробовать себя в роли космического фермера. Выращивайте урожай в маленькой, средней или огромной теплице.
Пара батареек, ведро воды, немного терпения - и вы сможете продавать свой урожай. Переработайте его на консервном заводе, чтобы получить еще больше прибыли.
Станете ли вы «овощным магнатом» или «пивным бароном» в своем звездном секторе - зависит только от вас.
Небольшой совет - не забудьте заглянуть в журнал миссий, возможно, ваши продукты уже нужны кому-то.
В стартовое меню добавлен специальная модель корабля <Звездный фермер>
Popular Discussions View All (1)
28
10 Jul @ 8:01am
What didn't you like and what would you like to see more of in farming fashion?
Nikolaich
105 Comments
Nikolaich  [author] 12 Aug @ 4:56am 
Atrix, thank you for your feedback. The issue with “cable age” has been resolved for quite some time. All mod components are capable of functioning with this method of energy transfer. Which specific mod are you utilizing in the game for energy transfer? There are numerous clones available. Please provide a link to it in the workshop with your message, and I will verify its compatibility.
Atrix 11 Aug @ 5:52pm 
When I mouseover orangeries and canneries, I get a "no power" notice,so those machines don't start up. It might just be a conflict with a version of "cable age" I tried that helps power flow without being carried. That mod seems to work fine though since other machines that are out of it's range will still have crew carry power normally.
Teiya, the Blue Dragon 10 Aug @ 2:11pm 
Alright, thank you
Nikolaich  [author] 10 Aug @ 12:52pm 
Teiya, the Blue Dragon - for this mod, updating the game version did not break anything, it works stably and in 0.30a
Teiya, the Blue Dragon 10 Aug @ 12:19pm 
How well does this mod work on the newest version?
Nikolaich  [author] 9 Aug @ 6:32am 
Fedora_Liker There are already fruit gardens. Apparently, you just want a recreation area with a pond, a waterfall, and ducks. I already had that idea and partially sketched it out. I was stopped by a lack of ideas for animation. The tree just stood there, the water just flowed, and somehow it all turned out rather boring.
Fedora_Liker 8 Aug @ 6:21am 
G A R D E N :steamhappy:
Camodabest 4 Aug @ 3:14am 
Found an issue where switching the medium grow room to grow hops crashes my game.
Nikolaich  [author] 20 Jul @ 4:41am 
Beever, AnAmoeba and others. For all those who asked why you need a bar, I inform you that now the cannery gets a buff of doubling the loaded production, provided that it is located within a radius of 10 cells from the bar and there is something to drink or eat in the bar. Version 1.5 will contain this and a few other innovations
Nikolaich  [author] 9 Jul @ 4:05am 
Beever - The bar is a place where the crew can drink beer and relax. What did you expect?