边缘世界 RimWorld

边缘世界 RimWorld

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SeedsPlease: Lite Adjusted
   
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Mod, 1.4, 1.5, 1.6
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17.441 MB
3 月 17 日 下午 7:29
9 月 19 日 上午 5:09
18 项改动说明 ( 查看 )

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SeedsPlease: Lite Adjusted

在 Monkey Magic 的 2 个合集中
My Full Build [1.5]
199 件物品
Production Changes [1.5]
10 件物品
描述
Original Mod by OwlChemist, and before them, apparently Citizen Kayne, and Charlotte. This is an altered version previously for my own use, but every man and his dog is updating his stuff now I figured I'd upload this as an alternative. I have kept the original packageID for save compatibility. This means you will need to unsub from Owlchemist's version. Fear not, I flagged them as co-author of this one.


1.4 and 1.5 version of OwlChemist's Simple Utilities Ceiling with the following changes:

- Changed Seed Extraction Spot mechanic.

The awkward overlay mechanic has been removed in favour of a traditional "working spot" location. The processing spot, derived from a patch I made previously is available under production.

- Added Wild Berry Bush Seeds
- Added Wild Berry Plantation mechanic (Hydroponics only)

When harvested, Wild Berry Bushes will now also drop a seed. These should be collected for later use. Given that wild berries only take 6 days to grown, it seemed a bit too cheese to allow wild berry bushes to be planted directly back into the ground As such, they have been limited to Hydraponics, and considered late game food.

- Changed Wild Berry Seed Extraction

Previously processing wild berries would result in Strawberry seeds, which was kinda whack. With the addition of Wild Berry Plantation, they will produce Wild Berry Seeds instead.

- Reduced the amount of Mod specific stock available to traders as follows:
- Raw food down from 7-25 to 5-15
- Seeds down from 10-20 to 5-10, count range down from 50-700 to 50-250

- Added Empire Traders
- Raw Food amount set as 10-25
- Seeds amount set as 5-15, count range set as 50-250

The empire being a rich faction, and wide spread their stock amounts are at higher values to represent their economic dominance.

- Increaded the amount of Mod specific stock available to caravans as follows:
- Raw food up from 4-7 to 5-10
- Seeds up from 8-15 to 5-10, count range up from 10-250 to 100-500

Caravans are supposed to trade in large amounts of stock, so the amounts were increased. As for the seed stock, I figured the low minimum count of only 10 was likely a typo meant to be 100.

This mod includes support for a ton or mods. Most of these existed in the original, but I have updated/added a few since. Naturally I do not use all of them and as such, I cannot vouch for all of the mod support, so if you find one not working let me know, and I'll try to fix it D:

[ko-fi.com]
热门讨论 查看全部(2)
2
6 月 5 日 上午 1:07
Seeds Issues Mentioned by Ttyet
Monkey Magic
0
5 月 29 日 下午 3:30
Medieval Overhaul - and Overhaul Mods in general
Monkey Magic
24 条留言
Monkey Magic  [作者] 8 月 6 日 上午 10:01 
Apologies for the multiple updated today. I uploaded as I went coz if I tried doing all that in one go, I assume you I would have fucked something up. This way I had an online backup as well XD
Vladorio 7 月 31 日 上午 4:46 
It was in 1.1-1.2, I think. But it doesnt matter, bill actually does what I need. Never seen this in grouped bills, but somehow it count warehouse stocks by each seed correctly. (until I choose two or more raw materials, but I dont need to do so).
Monkey Magic  [作者] 7 月 31 日 上午 4:11 
@Vladorio - What old version would that be? I've only ever used this mod, and prior to that the original OwlChemist's Seeds Please Lite . I don't recall ever seeing that option in that one either.
Vladorio 7 月 31 日 上午 3:52 
Crops drop enough seeds, that's true. While things go according plan. But on top difficulty without saves, I should always have backup plan :)

Old mod versions allow to create bill ex. "maintain warehouse balance on 100 corn seeds". Once created, this bills can work all game.

New version suggest to create separate bills by single template, then choose crop you need, then rename it to differ from other bills, and after all, order manually every seed, without process automation.

Ehh, I just grumble "the grass (*the seeds) was greener before"
Monkey Magic  [作者] 7 月 31 日 上午 1:07 
@Vladorio - What "one-for-all" system? The Seed Processing Spot has the same mechanic as other spots, the only caveat being that one must set which crop one wants to extract seeds from before selecting the method.

I'm not sure whether this was done intentionally by the original author, OwlChemist, or a limitation of how the game handles the process, but it's more of a "choose one" system. One can't set more than one crop to be selected in a bill either, a second crop would require it's own bill.

I've never really used it myself, since crops drop more than enough seeds when harvested, and initial seeds can be bought from visitors and caravans. The only reason I can see for one to ever use this mechanic was if say they got a windfall of a crop they don't have from cargo pods or something.
Vladorio 7 月 30 日 下午 8:22 
Yep, now it is. I appreciate your help. Btw, not sure about this one-for-all bill system, not allowing to create "do until quantity" bills.
Monkey Magic  [作者] 7 月 30 日 下午 4:15 
@Vladorio - Hmm, that mayrequire flag is left over from OwlChemist's original. I left it in but I don't use any of that Vanilla Expanded stuff (apart from the Achievements mod) so I wouldn't know if they changed anything. I've commented it out for now on all versions (1.4 - 1.6) so it shouldn't be a problem now.

Should show up as a purple square spot D:
Vladorio 7 月 30 日 下午 2:59 
Sadly, it is not. Check the log, there is an interesting exeption, when the seed spot try to appear.
https://gist.github.com/HugsLibRecordKeeper/072f1109e50798b9f3a337ca72669dc6
Monkey Magic  [作者] 7 月 30 日 下午 1:51 
@Vladorio - Yeah, in production like the other spots. You call always search "spot" too
Vladorio 7 月 30 日 下午 1:50 
So there is a seed extraction spot somewhere? Checked every building category several times, cant find it.