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报告翻译问题
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)
...
image [files.catbox.moe]
modlist [rentry.co]
with Farming Hysteresis enabled the Zone Mode(on/off/smart) Allow Harvesting and No Petty Jobs buttons on grow zones do not display
Which, I'd like a feature to be added to genuinely just plant and let the plants be.
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.
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.
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.
@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
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.
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
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
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?
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.