边缘世界 RimWorld

边缘世界 RimWorld

Smart Farming Continued
182 条留言
Lindsiria 9 月 29 日 下午 11:45 
I am having the same issue as @mann can outsmart bullet. They just keep planting despite the season.
GrobmotoriGER 9 月 25 日 上午 6:43 
When entering an odyssey stockpile I get an error that seems to be related to smart farming:

Attempted to access a tile with ID -1, but it is out of range (count: 295732)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.Planet.PlanetLayer:GetTileCenter (int)
RimWorld.Planet.PlanetLayer:DistanceFromEquatorNormalized (int)
RimWorld.Planet.PlanetLayer:DistanceFromEquatorNormalized (RimWorld.Planet.PlanetTile)
RimWorld.Planet.WorldGrid:DistanceFromEquatorNormalized (RimWorld.Planet.PlanetTile)
SmartFarming.MapComponent_SmartFarming:FinalizeInit () (at O:/SteamLibrary/steamapps/common/RimWorld/Mods/owls-smart-farming-master/Source/MapComponent_SmartFarming.cs:51)
Verse.MapComponentUtility:FinalizeInit (Verse.Map)
...
mann can outsmart bullet 9 月 22 日 上午 4:45 
My pawns are deciding to plant despite them being likely to die before harvest. I am in a part of the world where the seasons are flipped, (winter happens in jugust) could that be related?

image [files.catbox.moe]

modlist [rentry.co]
VitaKaninen 9 月 20 日 下午 12:42 
I have added and removed it from my game many, many times without issues. I expect you have other issues going on.
Edge 9 月 20 日 上午 7:54 
This seems to be unsafe to remove mid-game and causes bugs with pawns not sowing certain zones unless forced manually, with UI elements still intact post-removal
Stryker 9 月 5 日 上午 6:36 
@吱吱宸 thank you so much legend:FIA:
jkelley2 9 月 4 日 下午 6:24 
small update the issue with the options not appearing appears to be an incompatibility with Farming Hysteresis ...

with Farming Hysteresis enabled the Zone Mode(on/off/smart) Allow Harvesting and No Petty Jobs buttons on grow zones do not display
BennyG 8 月 29 日 下午 6:02 
@VitaKaninen I know that, I was wondering if there was a way to set them on their own to be above my regular growing zones and prioritized by default. Or a way to add them into the mod's parameters to allow their priority to also be selected alongside the regular zones.
VitaKaninen 8 月 29 日 上午 9:35 
You can't place growing zones over hydroponics.
BennyG 8 月 29 日 上午 9:31 
Can hydroponics basins be set to critical? I would rather have my farmers take care of those before my regular fields.
Aargh Tenna 8 月 24 日 上午 9:03 
Upon further investigation in dev mode, my previous problem had nothing to do with this mod - it was Forsaked Faction for Alpha Genes that generated stack trace and borked farming. Drought issue still stands though.
Aargh Tenna 8 月 24 日 上午 8:33 
Also, this gets confused in space. It refuses to let you plant crops at all. And says that plants are going to die if planted. Despite temperature being 19 degrees and plant being haygrass.
WolfiePwnzU 8 月 22 日 下午 5:58 
@Dwarf - Harvesting is not cutting. The 'allow cutting = No' is for if you are planting something like grass, but the natural flowers, dayblooms, bushes appear then it won't cut them to plant grass.
Draconicrose 8 月 22 日 下午 12:26 
I think smart sowing is supposed to stop sowing if there's toxic fallout (thus the plants would die) but that doesn't seem to be happening.
Aargh Tenna 8 月 20 日 上午 10:51 
after drought, plants stop growing. I mean, even after drought ends, growth does not resume unless you delete the growing zone and then create it again. Then they start growing.
Julian Skies 8 月 16 日 下午 1:47 
@Dwarf That is purposeful on the mod's part- It's written in the "Allow Cutting" text!
Which, I'd like a feature to be added to genuinely just plant and let the plants be.
Dwarf 8 月 15 日 上午 4:28 
Hello, might have a bug to report here :
The "allow cutting" option seems to not be taken into account if it is on "off".

I am having a large filed of Hay sown inside my animal enclosure, the idea is to never harvest it so animals can continuously feed on it (eternal summer map).
But my slave farmer pawn is ignoring the "allow cutting = NO" and continues harvesting it.

My other mods installed do not touch on farming.
117derek 8 月 11 日 上午 7:21 
@吱吱宸: Thank you so much, I was really confused why all of the smart farming buttons were showing up twice on everything. I was even double-checking if I somehow installed two different versions of the mod at once
吱吱宸 8 月 10 日 上午 5:40 
This mod was integrated into ReGrowth 2: Core version 1.6.
Anker 8 月 9 日 上午 10:10 
The rimworld wiki indicates that for rice, you want at least 15 tiles per colonist. With my starting 3 indev colonists, that reads out 5.03 nutrition predicted, which matches the estimated number before. I think that's a point towards it's likelihood.

It's super easy to grow too much and hoard food. But you gotta be careful with it- It's an easy way to spike your colony wealth, and thus raids.
Anker 8 月 9 日 上午 10:07 
Very nice. I do have a question on how to read the Potential Nutrition readout, though. Does it factor in the grow time when displaying the potential nutrition, or do you have to calculate it against the earliest harvest day? I assume it's the latter.

Now, I'm not great at math (Rimworld player moment), but I assume a reasonable calculation for the player to use is, assuming nobody botches it (not a promise), you can calculate the... Earliest harvest day, minus the current day, and you want your estimated potential nutrition to be at least that much.

For example, loading up a random devtest map to check: Currently 6th of Aprimay. Rice could be harvested at the 11th. 11 - 6 = 5, so you want enough growth zones for the Potential Nutrition to say at least 5, yeah?

Let me know if I screwed that up before I start using this to plan things in game (once my colonists have enough skill to not botch too badly), since again, math.
Buffilm 8 月 7 日 下午 1:53 
Any ideas why the zone priority options might be missing? Was previously using the mod without any issues and haven't added any new mods since.
FerrisCG  [作者] 8 月 4 日 上午 2:55 
@Jarrod Ill double check on this maybe they changed how sow logic is calculated (previously i just shoved the logic switch and cancellation in seasonal temp check)

@VitaKaninen Fixed that issue for next push (Issue with maps that dont have a world grid tile)
@R4nD0mI3z Few notes
It looks like temp checks were changed outside seasonal checks ill add another patch to allow force to skip temp checks
Same for smart mode, its only checking the "seasonal" temp not the real temp now with how farming was tweaked
Likely will be pushing a fix out 7th/8th depending on when i have time
Ty for reports
R4nD0mI3z 8 月 3 日 上午 12:24 
Hi,
Just wanted to notice that priorities work in a weird way (legacy patch mode is not enabled):
- Smart settings does stop sowing when temperature is bad but allows sowing if for a moment temperature is good enough to grow - seasons seem to be not taken into account. Being on map 40/60 on winter if you get cold nights but quite ok days - pawns will sow on day. Pawns also sow when temperature is good but zone shows that plants will probably die (example - corn in late autumn)
- Force does not work if temperature is for example -12. I have healroot fields set to force because those don't die in low temp but pawns don't sow them and right clicking on field does not show menu.
radoslaw.fendrych 8 月 2 日 上午 2:00 
średnio pszydatne
VitaKaninen 8 月 2 日 上午 1:38 
I got an error that I think is coming from this mod: It makes reference to a file located at SmartFarming.MapComponent_SmartFarming:FinalizeInit () (at O:/SteamLibrary/steamapps/common/RimWorld/Mods/owls-smart-farming-master/Source/MapComponent_SmartFarming.cs:51)

This line is in your SmartFarming.dll at line 1410, and I don't have an "O" drive, so I think this is the cause.

https://gist.github.com/HugsLibRecordKeeper/a22f608a6820577463607fd2d31bfd7d
Jarrod 7 月 30 日 下午 10:57 
Just want to point out that I'm not using any other mods that affect farming (I think?) and/or weathers. If there is an incompatibility I'm curious if there's a way to find out? Anything to help
FerrisCG  [作者] 7 月 30 日 下午 10:40 
ill add another tweak to handle seasonal logic hooks later tmrw should fix a bunch of incompatibilities with other mods
exBeNN 7 月 30 日 下午 6:41 
Seems like the issue about them not growing during smart mode is working. Still having issues during Toxic Fallouts. Colonists are stuck trying to replant crops when they die in 30 seconds
Jarrod 7 月 29 日 下午 6:26 
Yeah turning on legacy patch mode breaks the growing rate. Setting sowing to anything other than "on" stops all the plants from growing.
Jarrod 7 月 29 日 下午 5:29 
@FerrisCG will try that out and let you know!
TwoBitSprite 7 月 29 日 上午 9:15 
@mrdrbabybrute

from my testing its less that it downloads the old file and more that it doesnt always actively delete the mod when unsubbing, and im not sure what triggers it to actually delete, so that when you resub, steam is just like "oh you already got those files cool" checking file integrity both checks for new data, and deletes old unsubbed mods that havent been removed yet.

Im not sure if i have the new bug people are mentioning but ill try to do some testing tonight and report back
FerrisCG  [作者] 7 月 29 日 上午 9:09 
@Jarrod Should be similar to before, you can test if its the new patch method going into settings of the mod and enabling legacy patch method. adds more mod compatibility but might break some other things
mrdrbabybrute 7 月 29 日 上午 7:55 
@TwoBitSprite Thank you for that advice. It seems weird that steam would redownload the old version of a mod. I will make sure to verify game files next time.
Jarrod 7 月 29 日 上午 12:28 
Yeah I feel like whatever change you made to fix the "plants stop growing" bug introduced this "pawns keep sowing despite the weather" bug. I don't remember this being an issue before.
TwoBitSprite 7 月 28 日 下午 7:47 
@mrdrbabybrute for the future and anyone else having update issues, verifying game files tends to work a lot better, at least for me as it checks the game files, and then also checks workshop files
mrdrbabybrute 7 月 28 日 下午 5:06 
Nevermind it is working now. For some reason my mod wasn't updated despite unsubscribing and resubscribing.
FerrisCG  [作者] 7 月 28 日 下午 3:29 
Are you sure your on latest? this was fixed for me in testing?
mrdrbabybrute 7 月 28 日 下午 1:50 
The no sowing mode is still not working. Plants always have 0% growth rate if sowing is off.
Nainia 7 月 28 日 上午 8:31 
Thanks alot
Jarrod 7 月 28 日 上午 5:38 
Got a toxic fallout and the mofos are still planting lol
Jarrod 7 月 28 日 上午 5:09 
I've found my pawns still planting in grow zones even when setting the sowing to "smart" and the info for the zone says "plants will likely die before harvest". They're literally planting as snow starts to fall for the year and I get "plant died from cold" spam every night.

Am I misunderstanding the intent of the "smart" setting? I thought it was supposed to stop sowing when it's assumed the plants wont survive for harvest?
Bodacious Cowboy 7 月 27 日 下午 10:28 
I'm still on 1.5 and merged zones lose all options given by this mod, then vanish on reload. Is that version unsupported now?
FerrisCG  [作者] 7 月 27 日 下午 9:30 
i did touch that a bit tho i dint test it yet, seems like an unrelated change broke the merging more with 1.6
Bodacious Cowboy 7 月 27 日 下午 9:09 
@FerrisCG Including the problems with merged zones?
Wednesday 7 月 27 日 下午 7:16 
Thanks!
天地一心 7 月 27 日 下午 7:13 
Thank you!
VitaKaninen 7 月 27 日 下午 6:11 
Thanks so much!
FerrisCG  [作者] 7 月 27 日 下午 6:08 
Very much late but fix pushed for all reported issues and bugs
Lorebot 7 月 27 日 下午 4:18 
I'm also seeing the zones stop growing when set to 'Off' which is incredibly inconvenient. When set to On, Smart, or forced the zones grow normally. But when set to Off the zones will all show 'Bad Temp' and nothing will grow.

It's a shame cause there are a lot of other features in this mod that I really like and want to use, but if I can't turn off Sowing without freezing all plant growth that's a much bigger issue than losing some features.