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https://rentry.co/qzaew - Modlist
I haven't done much debugging yet other than moving it to the bottom.
A workaround is to select a very slow growing crop, as the mod seems to always prefer the plant last on the list.
This isn't ideal as it requires the "sow over sown" option to be selected so that new crops replace the temporary one when needed. But this is a workaround until BabyLettuce looks at this.
(I'm subscribed to this discussion in case you need more info)
By this do you mean when ALL bills are suspended? Or do you mean in the case you have two bills and the bill above is suspended that--regardless of suspension--it is still being sown in place of the bill below it that is presumably unsuspended. Screenshots would obviously help, but i understand if that's a hassle to get posted here!
Additionally, bills are only suspended from being sown; no suspension will suspend harvesting, as this could cause a back-up of crops etc.
Yes, it seems things are working according to your last post ("the last plant to have been suspended will simply continue to be sown")
I share the thoughts of PerpetualGamer. Would expect/greatly prefer for NO plants to be sown if all the bills are suspended.
But, awesome mod regardless!
You know what, I’ll take a look into that then. It would make sense anyways, especially with the new bill system set in place.
Phenomenal! You're the best
- When enabled, no one will sow crops. I have several mods that add crops, but nothing that modifies growing zones specifically. However, I have many Work Mods (like Fluffy's, and the "while you're up" series, etc).
- Removing the mod in a game where you've set a bill on a growing zone causes the UI to vanish until you open a window or box of some kind (such as clicking on a pawn, or pressing a hotkey). Many other UI-related features also stop working (like buttons in the bottom-right, and interacting with your stock readout in the top-left). The only mod I disabled was this one, and this occurred only after I had a bill on a growing zone.
Also, I'll note that my pawns refused to sow with no bills enabled, even if the growing zone had a crop set. But I don't know if that's intended or not.
I'm also running RimFarm for compost and VE.
The VE Plants populate the list fine, though a bit tough to pick through.
Put GZ+ down below it (to override stuff from Smart Farming) and use the latest version of it. It works on my end, so far.