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报告翻译问题






You're gonna hate me, I'm sorry. There is a new bug where your plants grow at 10x speed in the dark. Although its kinda funny and could be interesting, I don't think you intended for that.
I think its because your 'ComputeWaterPerTick' uses the 'lifeRequirements.WaterPerTick' value, which you already modify in your getter post fix. But then you divide by 10 again for computing in your transpiler.
Yeah me too, I've researched a crazy amount about RL plants to make this mod, at this point I'm almost becoming Mark Watney
Btw, I just pushed an update to fix that, should be working as expected now.
I've had a lot of fun learning about plant mechanics, thanks to your mod. :)
Yeah you're right. I must've been drunk when i wrote that
Anyway, I'll work on a fix. Thanks for spotting it.
About surviving on Brutal, I'll see if i can add a few more seeds
I wanted to see if one could survive on standard brutal settings with just potatoes. Most people will not create their own starting conditions unfortunately, so you may want to add your own custom brutal starts that has fern and other plant seeds to help your users out.
I meant plants use 100% of the water usage in the dark. You're applying a post fix to "TakePlantDrink" method, which in the original method already removes standard water quantity, before your post fix patch. Changing the __result will only send incorrect information downstream (to tablet info, etc.)
If you want to edit the water use rate, you either need to use a transpiler (with CodeMatcher) to edit how many moles get removed from the parent tray, or use a prefix and skip the original, like what you did with "TakePlantBreath" and O2 use. You can use a post fix, but you will then need to add 90% of the water back to the tray.
Like i said, plants are expected to use water during dark (they do in RL), but only 10% the normal day usage.
I just tried a new brutal run on Vulcan without traders, but i gave myself extra seeds, including dargas and extra food (4000 calories), and I managed positive water with an early game base with 20 dargas, 10 potatos and 10 corn plants. Day 50 and i'm still struggling with cooling, but i have 1kmol water on plants, ~1kmol on cooling loops, with some reserve of fuel and oxygen in piping. It's hard, but possible.
With stock brutal, you'll probably need traders for extra food and oxygen early on, until you can get your hands on Ferns and specially Darga Ferns.
I'll check later to see if that was the issue.
--Also I'm in no hurry, please take your time.
Meanwhile you can globally adjust the amount of water plants use with the PlantWaterConsumptionMultiplier config parameter. Just set it to 0.9 (or what you feel as right) and it'll make it water positive again.
I made a test world and wrote a script to track O2 production and water usage. Plants were grown in optimal conditions to maximize growth. Here are my results:
- Potatoes (average per single plant) -
Grow to fruit time = 73 mins; Grow to seed = 86.2 mins (faster growth in optimal conditions)
+O2 = 5.69 mol/hr; +Vol = 10.87 mol/hr; +H2O (respiration) = 0.768 mol/hr; -H2O = 9.39 mol/hr
- Daga ferns -
+O2 = 41.1 mol/hr; +Vol = N/A; +H2O (respiration) = 1.36 mol/hr; -H2O = 25.12 mol/hr
If you maximize O2 to H2O conversion, and capture all respirated water, you're just 1 mol/hr short for water production for self sustainability for a single potato plant. But you're also not making any for player breathing and living. Reason for this is because plants still use water in darkness, but don't produce O2. This doesn't 'feel fair'. What are they using the water for?
I've also noticed the same during a Brutal Vulcan of mine and the yesterday mod update was to fix specifically that.
In the update before i tried to make plants mole exact, but I forgot that in nature the water consumed by plants is returned back to the enviroment via other processes (like decay) that the game doesn't simulate. So to fix that i've tuned down the water consumption of all plants, and i think it was enough to make Water production cycle positive again, but I'm still playing/testing to make sure it is.
Also, to produce O2 you should really go to Ferns and Darga Fern, as they're far more efficient on that.
To make volatiles, you really want Switchgrass instead of potatoes, as they produce huge amounts and can be harvested faster.
As you're playing without traders, maybe give yourself some of those seeds at the starting gear, because they're essential to produce O2 or Volatiles.
Also, please let me know of your results with this new version.
I am now trying to play on Venus (without traders to start off) and the math for water production unfortunately results in negative water production. The plants cant sustain themselves. Water is consumed at all times, including during darkness, but O2 production is halted, so you get less than the average advertised amount. Even worse are volatiles you get from recycling potatoes, there is just not enough produced for the water consumed. Should I just edit the settings manually to reduce water usage? Or is there a better way to make them water positive, with the default water setting?
Welcome back! What you're seeing that's not working?
Send me your player.log file in Discord and i'll take a look
[Plants and Nutrition - mscorlib]: Sharing violation on path F:\SteamLibrary\steamapps\common\Stationeers\BepInEx\config\PlantsnNutrition.cfg
What does this mean? Am I doing something wrong?)
Now I’ve got a new problem ha.
The water in the air simply refuses to condense. I’ve tried using filters for H₂O, but they don’t work, since the water vapor is in a liquid state — but not enought to the condensation valve pull it out, since the air hasn’t reached its dew point
I'm guessing the best solution will be to run the greenhouse air in a condensation chamber, still, thanks again
Also, make sure your plants has light otherwise they'll consume very little water and will not transpirate, this is something that was added in the last update.
> Does it work after the plant has been planted?
yes, this mod is safe to add/remove at any time. Only thing you'll see is your nutrition/hydration % changing after loading/unloading the mod. But plants works normally when you add/remove the mod, even when they've already planted.
btw Thanks for the amazing job, this mod has been a must have
What could be wrong ?
.dll file is inside plugins folder
Huge thanks Beef!
@Skellitor301
Funny thing is initially this mod was called "Plants and Nutrition Rebalance" and the namespace of the mod still has this name, but i decided to reduce the name later on. And also, the first lines in the description make it clear what it does: "This mod aims to fix some balance issues with the plants and food system in Stationeers".
About adding new foods to the game, it's still in my todo list. In fact i want to completely overhaul the food and survival system in the future. I have so many ideas but sadly, right now, so little time to execute... But someday!
Also, make sure to grow something faster like potatos in the first days while your wheat matures, and remember that you need ~20 plants to survive in Stationeer difficulty. If you feel that is too long or too much for you, there's a config option called PlantGrowthTimeMultiplier you can adjust to your liking.
Btw, the mod don't change plant growth during darkness times, only gas output stops and reduced water consumption to 10% due to not doing photosyntesis, but the plant keeps growing just like in Vanilla, this wasn't changed.
Also, the changes to photosynthesis (growth) only happening when the plants are in light increases their growth time to the point it is extremely difficult to make it through the first month. You need to get it right or die. I ended up using single potatoes and even cooked soya at one point because my first wheat took 15 days to grow!
If you want to activate this mod in a current save, I recommend you to store in advance some extra food and water to fill up.
Don't need to do anything. Only issue you'll have is, depending on how much nutrition/hydration you had before with the mod, you can get some weird % on those for a while, but it'll sort itself back to normal after some time
Thanks!!!!
One of the changes includes Soybean outputting a small quantity of Volatiles (due to the fact it consumes Nitrogen), make sure to read the description to understand why and to upgrade your greenhouse filters. You can also disable that in the config file if you want so.
You can confirm if it loaded correctly by processing 1 wheat in the reagent grinder. It should give you 20 flour instead of just 5
It seem the base game has a 10 times bigger water consumption on plants than the mod expects. Maybe a change in the near past?
Mod says vanilla = 0.000006 per tick (5 Zeros)
Reality = 0.00006 per tick (4 Zeros)
The PlantWaterConsumptionLimit prevented a complete escalation of consumption. When i removed the limit, the ConsumptionMultiplier worked as intended. It should be on 50 now instead of 500. I put it to 15 to reduce my water consumption. The ConsumptionLimit should stay the same or if someone decrease the Multiplier, decrease the Limit by the same relativ amount.
On the wiki its still 0.043mol per hour
Ingame Wiki tells 0.43mol per hour
then I deleted the StationeersMods folder and replaced it with the nutrition dll from this mod, and it worked a lot better, except that now the reagent processing doesn't work, it's just the same as in vanilla