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PSA for other players: YEET Jaggid's Taskmaster mod if you're using it. My survivors are now working almost double the efficiency without any weird problems like refusing to plant or irrigate in greenhouses on plain vanilla scheduling
I've noticed that while the UI button to irrigate a greenhouse field is present, survivors never do this, and the option to manually assign a survivor to do so by right clicking the field is not present. Survivors also do not seem to automatically plant greenhouse fields, but they will do so if manually prompted. The harvesting mechanics all appear to work the same as outdoor fields.
Last but not least, the greenhouse field gets a growth bonus from rain, and harvested items lying on the ground in the greenhouse decay as if outside. This may or may not be intended or even possible to change. Logically, I would expect to not have a rain growth bonus and have items receive the under roof decay modifier since the greenhouse is an indoor space?
I manually deleted the Fertilization items in the mod for now, and Manure went back to functioning normally again.
This is strange as I definitely look for this to work when I published the mod.
Agreed on time being a resource, but here would be my counter to that -- automation is a resource investment with the express purpose of allowing labor to be re-allocated elsewhere. Same way I build Delivery Drones so colonists dont spend so much time lugging stuff around themselves, but its an expense in that it requires electricity and components and metal, and its an ongoing cost with its own problems included.
But I think I see where you're coming from now, like, Rimworld is a 2D game with an engine that allows for custom made "pipework" buildings for moving resources directly from place to place, whereas Stranded likely doesn't have the engine capability for such features.
You might ask me: If you like Rimworld's way so much why dont you play that and not Stranded? To which my answer is one emphatic word: Verticality.
Something like sprinklers would be indeed nice but kind of hard to implement... we'd need a model and a way to build them on top of fields which would be quite different than anything in game. On other hand water is a free resource and I don't quite want to make irrigation bonus something free to get, in this game time is the main resource you need to balance so irrigating would be a decision on how to balance your colonists time for the bonus... even if I make something like sprinklers I would consider somehow to make colonists handle them.
If it's not too much trouble, consider adding them, it would make large scale crop irrigation consume far less labor time.
Not sure how I missed that, strange and I will look into.
On other hand the bonus effect to growth on Saltu even during the rain is very small, the devs seem to intended for this region to be different from this perspective...
I would show You a screenshot, but don't see the option here :-)