边缘世界 RimWorld

边缘世界 RimWorld

Smart Farming Continued
200 条留言
Ali50 12 月 13 日 下午 8:17 
@ShadowBlade9 It is already integrated into ReGrowth 2:
Update: 10 Aug @ 12:25pm
by Helixien
5.0-Mundi-rev1:

- Base update for 1.6.
- Integrated Smart Farming.
...
ShadowBlade9 12 月 13 日 上午 9:58 
Is this mod incompatible with ReGrowth 2? Im getting a patch error red fault that references the two mods?
Babaloo321 11 月 24 日 上午 11:45 
I think there is an incompatibility with Alpha Implants, specifically the "Work Chip: Sow" animal implant. It seems to cause a red error when the animal tries to plant anything, causing them to just wander and no longer even attempt it again unless downed and healed.

The incompatibility can be solved by just not using the chip, and could even be safely forgotten about entirely if using Cherry Picker to disable the implant, however I didn't want to remove the chip, so I had to uninstall this mod.
Yoann 11 月 24 日 上午 12:08 
I'm getting a red error who seems to come from this mod:
https://gist.github.com/HugsLibRecordKeeper/7a2e8918025f36a3b5e913c74f7ef2b7

It happens at first opening of sub-map (ancient stockpile from Odyssey)
VitaKaninen 11 月 23 日 下午 9:04 
Are you also using Regrowth 2 with smart farming turned on?
Darkwing 11 月 23 日 下午 7:14 
Help!!! My colonists no longer sow. The option to right click and force sow disappeared and they won't sow on their own even if growing is the only work enabled.
WolfiePwnzU 11 月 21 日 下午 1:42 
@Darkwing - I believe if you set the No Petty Jobs to 50% it means that they will not sow until at least 50% of the spaces need sowing. Then they sow up to 100%
Darkwing 11 月 21 日 上午 11:45 
Wouldn't no petty work just mean that an empty grow zone only gets sown to the threshold? Or does it "keep track" of when it went below the threshold and then sow to 100%?
Salep 11 月 19 日 上午 1:17 
stop taking over mods if u are not gonna do it right. u are preventing other modder from doing it too
victoruno 11 月 16 日 上午 3:01 
@Guezzy, here is the original Github: https://github.com/Owlchemist/smart-farming , does that help in you making any updates to the functions working as intended in this mod?
Veronica Heinkel 11 月 12 日 下午 1:19 
Got issue that pawns not sowing merged zone which is not adjacent.
Babaloo321 11 月 7 日 上午 11:35 
Also, the Smart Sow setting doesn't show up on Aquatic Growing Zones, Sand Growing Zones, and Flower Garden Zones from Vanilla Plants Expanded - More Plants . Can you make a patch?
Babaloo321 11 月 7 日 上午 9:07 
Can you add an option to disable Zone Prioritization? Although it does the same thing as Growing Zone Priorities , that mod does it it a bit better IMHO. It allows you to set the option for plants pots as well as for hydroponics (idk if your mod has the option for hydroponics, I haven't researched them yet). If not, maybe you could add the option to plant pots, and hydroponics?
Guezzy 11 月 1 日 上午 10:33 
Hello, could you provide a github ?
MStarrBrannigan 10 月 28 日 下午 11:26 
Having the same issues as others with pawns planting when the plants will die before growing. Didn't dig far in the comments, but also have run into issues when merging zones, not sure if that's a widespread problem or some mod conflict.
CircleCube 10 月 15 日 上午 5:24 
Same issue as some other people (e.g. @purpleglade @mann @purpleglade) here. I´m in a absolute standard temperate forest. They stop planting in early/mid autumn (as supposed to), but start planting in early winter again, so crops die in the next night. Tried to play around with the temperature threshold, but didn´t work. May uninstall, as is makes things more complicated than vanilla. If there is a solution, will be glad to try again. Thanks for your work!! :)
Overlord59 10 月 14 日 上午 3:25 
It looks like the error seen below is due to a problem with the transpiler patch not always working (after adding some debugging I can see that whenever the patch is called it always correctly returns the expected value out of season, so I'm assuming sometimes it just isn't called for some reason when a pawn tries to sow). I am completely unfamiliar with transpilers so I couldn't fix that, but I was able to fix the old patch method to only apply when the sowing job is called (using a very hacky method I will admit, just to test it) and everything started working as expected so it seems to confirm my assumptions that something is going wrong with the transpiler.

Happy to share what I did to fix it if needed, just not sure how best to do so as I can't find a repository I can fork to show those changes.
MosaPudica 10 月 4 日 下午 7:43 
- Boreal Tundra
- Southern hemisphere
- Temp is 1C (down to -15C or -20C at night)
- Min Temp Allowance setting is +5C (tried -3C to +5C)
- Fields are set to "smart"
- Growing period Sep6 to Apr6
- Says "Growing period is here now" (that's not true for Jul12)
- Says "Plants will likely die before harvest" (yes, that's true)

As soon as the outside temp gets above 0C, they rush out and start sowing. Even though it's outside the growing season and nighttime temps will be below -10C. They did stop trying to sow plants during the deep winter when it never got above 0C during the day.
purpleglade 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)
...
moosetwin 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