Stationeers

Stationeers

Plants and Nutrition
276 条留言
Thunder  [作者] 10 月 25 日 上午 11:08 
That's interesting... Yeah that what happens when you do things and don't do a lot of tests. I'm not at home this weekend, but i'll get this fixed on Monday. Thanks for letting me know.
Free Lunch 10 月 25 日 上午 8:15 
@Thunder
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.
Free Lunch 10 月 22 日 下午 6:28 
Haha, wow that was very quick, thank you.
Thunder  [作者] 10 月 22 日 下午 3:18 
@Free Lunch
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.
Free Lunch 10 月 22 日 下午 2:41 
No worries. As far as mistakes go this is very minor.

I've had a lot of fun learning about plant mechanics, thanks to your mod. :)
Thunder  [作者] 10 月 22 日 下午 1:01 
@Free Lunch
Yeah you're right. I must've been drunk when i wrote that :sefacepalm:
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
Free Lunch 10 月 22 日 上午 8:21 
Yes, with ferns and dargas, survival is very straightforward. Those plants have overpowered oxygen to water production ratio and essentially create matter from nothing (which is okay because this is a video game, it's meant to be fun).

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.
Free Lunch 10 月 22 日 上午 8:19 
@Thunder
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.
Thunder  [作者] 10 月 21 日 下午 5:19 
@Free Lunch
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.
Free Lunch 10 月 17 日 下午 12:52 
Hi Thunder, confirming plants still use water during dark hours, on the latest version of the stable release. Cheers.
Free Lunch 10 月 15 日 下午 8:43 
Oh my bad; I'm using the beta branch and that probably messed up the test..
I'll check later to see if that was the issue.
--Also I'm in no hurry, please take your time.
Thunder  [作者] 10 月 15 日 下午 7:56 
Plants in the dark should have the water consumption reduced to only 10% of what they drink under light, but maybe this patch is not working as expected. I'll do some more tests and update the mod if needed.

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.
Free Lunch 10 月 15 日 下午 7:40 
Brutal would still be impossible on Venus due to lack of volatiles, but its a problem for another fix. Maybe burning/offgassing biomass can yield dirty water and not just volatiles+polutants. One can also just start with other plants. Like you suggested
Free Lunch 10 月 15 日 下午 7:40 
One way you can balance the brutal start (on Vulcan) is remove water usage when plants are in the dark (which is actually what plants do in real life). It would make the potatoes water positive again, and give more interesting plant genetics optimization options. Do you want to maximize O2 gain? Then improve light/dark time ratio. You want to reduce water use (and O2 gain) because you're growing for just food or biomass? Then reduce light time and maximize darkness. Just with that change you will also make the brutal start on Vulcan (maybe) doable. You would need ~110 plants to satisfy your O2 needs (on stationeer diff), and make enough water for themselves, + 13 plants for food/eating, but its possible. You can also improve respiration to water use ratio. Your page says 25%, but I was getting 8% with potatoes and 5% with dagas. If you put it back to 25%, you would only need ~95 plants in total to survive stationeer difficulty.
Free Lunch 10 月 15 日 下午 7:39 
This is great stuff! Thanks for the update, it's almost doable on brutal (almost..)
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?
Thunder  [作者] 10 月 15 日 下午 12:29 
@Free Lunch
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.
Free Lunch 10 月 14 日 下午 9:32 
Hi, I very much like how this mod makes some aspects of the game useful again, like plant genetics. In vanilla the plants barely use water, and produce oxygen at all times, but this mod makes some genes worth optimizing for. Thank you for your effort

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?
Thunder  [作者] 10 月 12 日 下午 3:09 
@Fixxxer
Welcome back! What you're seeing that's not working?
Send me your player.log file in Discord and i'll take a look
Fixxxer 10 月 11 日 下午 1:30 
Hi Thunder. Just startet playing again, and i reinstalled everything.. i enjoyed this mod very much and would like to continue using it. but i can't seem to get it started properly. I think i have installed Bepinex and stationeers launchPad correctly, and in the logs it says that the mod has been loaded and not showing any errors. any ideas..?
Thunder  [作者] 10 月 10 日 下午 8:29 
@Sazamaki What's the pressure and temperature? In my case I usually just make a drain to collect plant transpiration humidity.
Thunder  [作者] 10 月 10 日 下午 8:27 
@Xhorym If you installed StationeersLaunchPad, make sure you didn't copied PlantsnNutrition dll to the plugin folder (with StationeersLaunchPad, the dll is loaded automatically from steam mod folders). If that's not the case, send me the player.log on DIscord, and I'll take a look.
Xhorym 10 月 9 日 下午 4:52 
Hello! I installed BepInEx and StationeersLaunchPad, and subscribed to the mod on the Steam Workshop. While the mod is loading, this error appears in the logs:
[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?)
Sazamaki 10 月 9 日 下午 4:50 
It worked, thanks!

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
Thunder  [作者] 10 月 4 日 上午 3:59 
@Sazamaki Did you tried deleting the config file and letting the mod recreate it? This mod has quite a lot of configurable parameters, including plant transpiration and water consumption ones, maybe something is borked on yours.

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.
Sazamaki 10 月 3 日 下午 3:42 
The strange thing is that I tried all possibilities—with it, without it. Others mods are working, like Thermal Dynamics. Does it work after the plant has been planted?

btw Thanks for the amazing job, this mod has been a must have
Thunder  [作者] 10 月 3 日 下午 1:19 
@Sazamaki If you have Stationeers Launchpad installed, you don't need the DLL inside the plugin folder. You need to choose 1 of the install methods: launchpad loading or dll in the plugin folder, not both or it'll cause issues.
Sazamaki 10 月 3 日 下午 12:37 
"I don’t know why, but the mod isn’t working fully. Plants aren’t transpiring or consuming water, but my character still gets the other effects like increased water and food buffer.

What could be wrong ?
.dll file is inside plugins folder
Jack-O-Lantern 10 月 2 日 下午 9:17 
Well, thing is you don't really see the description in the in-game workshop list, just titles. It read to me as something that does add stuff like I mentioned but yeah. I am curious to see the additions when they do come
Thunder  [作者] 10 月 2 日 下午 3:34 
@IAmTheRealBeef
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!
Jack-O-Lantern 10 月 1 日 下午 10:47 
Small suggestion, the title of the mod makes it seem like it adds things rather than changes things, like adding more food and nutrition values like meat, fats, veggies, etc. which is what I thought it was. Maybe add to the name something like re-balance so it's more obvious what this mod is at a glance. I nabbed this mod before I took a break and when I came back I was wondering why it was so hard to keep my food up and I couldn't figure out which mod was causing this when I was looking through the mod list in game.
IAmTheRealBeef 9 月 27 日 下午 12:20 
Awesome work!
Thunder  [作者] 9 月 23 日 下午 1:21 
@venquessa About wheat, taking 13 days to grow was necessary to keep it balanced with the plant output, as like you saw, each plant gives you 5 wheat in the end. If wasnt this way, bread will be OP just like tomato soup was in the old times of Stationeers and everyone will grow only that crop.

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.
Thunder  [作者] 9 月 23 日 下午 1:20 
@venquessa About the Soybean, i saw that some people did a separated area for them, other made a logic controlled active vent near the door pumping air to filtration when vol was detected. But yeah, if you don't feel like tackling the problem, just disable the H2 output in the mod config.
venquessa 9 月 23 日 上午 7:15 
Can edit my prior. It turns out that once that wheat grows it produces three? times as much. Might want to stay on potatoes and french fries a while longer if starting with the mod.
venquessa 9 月 22 日 上午 6:37 
I had to disable the Soy Vols. It basically requires you go with a full airlock on the greenhouse as even a filter will keep trace amounts around. This leads to flash overs in the base, which leads to pollutant. I have spent 25 pol filters in the first 50 days. Enough! I might enable it later, but, not in the starter base.
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!
Thunder  [作者] 9 月 20 日 下午 5:43 
@The Lapis Fox Yes, the main point of this mod is to fix the fact that, in vanilla, you can survive with just 1 potato plant. The mod does that by increasing your character nutrition capacity and also make the metabolism faster so the player need to consume more calories and need ~15 plants in stationeers difficulty for each player to stay alive.

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.
powerkek 9 月 20 日 上午 10:51 
@The Lapis Fox Yes, it increases your food and water "capacity" so you don't have to eat/drink as often. You still need to eat and drink more than normal, but you can go a week without and then eat the whole fridge in one sitting.
The Lapis Fox 9 月 20 日 上午 10:40 
Question, with this mod installed, my food levels drop from 100% down to 15% and eating a cereal bar goes from lasting 3 uses to an entire bar only giving between 2-3%. Also, an entire bottle of water barely gives me 10% hydration. Is this normal?
Thunder  [作者] 9 月 16 日 下午 2:41 
@The Mother Hawke
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
The Mother Hawke 9 月 16 日 下午 2:21 
If I uninstall this mod, do I need to do anything to get back to vanilla settings or do I need to start a new game?
Joew 9 月 8 日 上午 12:02 
Amazing, bro, thanks so much!
Thunder  [作者] 9 月 7 日 下午 12:48 
Yes, but you need to open the game once to generate the file plantsnnutrition.cfg inside Stationeers\Bepinex\Config\
Joew 9 月 7 日 上午 9:23 
I've bepinex and launchpad. So the question is, if i only subscribe this mod and added it below core, the config file will be on my bepinex config subfolder or another?
Thanks!!!!
Thunder  [作者] 9 月 6 日 下午 8:46 
Hello everyone, a new version of the mod is out with lots of new stuff, make sure to read the changelog: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/2584817814 for more info.
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.
Thunder  [作者] 6 月 3 日 下午 8:31 
@dr.Yang in the current version it should be avobe core, so the modified food recipes can work as intended. Remember to restart the game after changing.
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
dr.Yang 6 月 2 日 下午 10:18 
Colleagues, do we have a final decision on where to place the mod - under the core or above the core?
Walter Weiss 4 月 17 日 下午 12:04 
I did a lot of testing today and found some interesting facts. Changing the PlantWaterConsumptionMultiplier didnd hat any effect at first.
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
Thunder  [作者] 2 月 12 日 上午 7:21 
@ARC190 About StationeersMods, it's probably some issue related to it's install. If you want to investigate the problem further, join the StationeersMods discord and ping me there.
Thunder  [作者] 2 月 12 日 上午 7:18 
@ARC190 it's because if you use the "pure" bepinex install, you still need the mod subscribed (to apply the reagent/recipes XML patches).
ARC190 2 月 11 日 下午 9:33 
@Thunder then I had it "correctly" installed the first time. BepInEx zip extracted into Stationeers folder, StationeersMods zip extracted into the plugins folder, and only subscribed to this mod in the workshop. that gave me the errors, and reset my hunger and hydration to critical level every time I loaded a save, not just the first time.

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