边缘世界 RimWorld

边缘世界 RimWorld

SeedsPlease: Lite Adjusted
24 条留言
Monkey Magic  [作者] 8 月 6 日 上午 10:01 
Apologies for the multiple updated today. I uploaded as I went coz if I tried doing all that in one go, I assume you I would have fucked something up. This way I had an online backup as well XD
Vladorio 7 月 31 日 上午 4:46 
It was in 1.1-1.2, I think. But it doesnt matter, bill actually does what I need. Never seen this in grouped bills, but somehow it count warehouse stocks by each seed correctly. (until I choose two or more raw materials, but I dont need to do so).
Monkey Magic  [作者] 7 月 31 日 上午 4:11 
@Vladorio - What old version would that be? I've only ever used this mod, and prior to that the original OwlChemist's Seeds Please Lite . I don't recall ever seeing that option in that one either.
Vladorio 7 月 31 日 上午 3:52 
Crops drop enough seeds, that's true. While things go according plan. But on top difficulty without saves, I should always have backup plan :)

Old mod versions allow to create bill ex. "maintain warehouse balance on 100 corn seeds". Once created, this bills can work all game.

New version suggest to create separate bills by single template, then choose crop you need, then rename it to differ from other bills, and after all, order manually every seed, without process automation.

Ehh, I just grumble "the grass (*the seeds) was greener before"
Monkey Magic  [作者] 7 月 31 日 上午 1:07 
@Vladorio - What "one-for-all" system? The Seed Processing Spot has the same mechanic as other spots, the only caveat being that one must set which crop one wants to extract seeds from before selecting the method.

I'm not sure whether this was done intentionally by the original author, OwlChemist, or a limitation of how the game handles the process, but it's more of a "choose one" system. One can't set more than one crop to be selected in a bill either, a second crop would require it's own bill.

I've never really used it myself, since crops drop more than enough seeds when harvested, and initial seeds can be bought from visitors and caravans. The only reason I can see for one to ever use this mechanic was if say they got a windfall of a crop they don't have from cargo pods or something.
Vladorio 7 月 30 日 下午 8:22 
Yep, now it is. I appreciate your help. Btw, not sure about this one-for-all bill system, not allowing to create "do until quantity" bills.
Monkey Magic  [作者] 7 月 30 日 下午 4:15 
@Vladorio - Hmm, that mayrequire flag is left over from OwlChemist's original. I left it in but I don't use any of that Vanilla Expanded stuff (apart from the Achievements mod) so I wouldn't know if they changed anything. I've commented it out for now on all versions (1.4 - 1.6) so it shouldn't be a problem now.

Should show up as a purple square spot D:
Vladorio 7 月 30 日 下午 2:59 
Sadly, it is not. Check the log, there is an interesting exeption, when the seed spot try to appear.
https://gist.github.com/HugsLibRecordKeeper/072f1109e50798b9f3a337ca72669dc6
Monkey Magic  [作者] 7 月 30 日 下午 1:51 
@Vladorio - Yeah, in production like the other spots. You call always search "spot" too
Vladorio 7 月 30 日 下午 1:50 
So there is a seed extraction spot somewhere? Checked every building category several times, cant find it.
Monkey Magic  [作者] 7 月 29 日 下午 1:02 
Updated to 1.6

There's a full explanation in the changelog, but:

Agarilux and Glowshoom now produce seeds, and can be planted in Hydroponics coz sunlight kills them. They require Plants skill of 4, and 2 respectively, and the Wild Berry has now requires 5 to match Strawberries.

Regarding Odyssey DLC, Boomshroom , and Psilocap now produce seeds, and can be planted in Hydroponics - sunlight kills these too. The skill requirement is 10 for both, considered late game resources. The boomshroom has it "lol I respawn at 30%" disabled coz it would be OP for farming these.

Finally, the Willowgill - a completely useless fungi in vanilla can now be harvested for a cloth that is similar to cotton cloth.

Worked fine in testing, so there should be no issues.
Monkey Magic  [作者] 6 月 8 日 上午 5:39 
@Guineatown20806 - For the wild berry seeds, those are only able to be grown in hydroponics bays. This is by design as wild berry bushes are typically common, and having such a large crop early game seems too OP.

As for the corn? Iunno. Once you have the seeds, and a pawn who has the skill level enough to plant, it there should be no issue. This is likely some other mod interfering. The only other thing I can think of is if your tile is affected by growing seasons or some mod specific disadvantages
Guineatown20806 6 月 8 日 上午 5:31 
I was able to solve the issue with the cotton but throughout my playthrough I am noticing that for whatever reason some plants are just not growable. I am running a big modpack so might be some issues from that. For example I have 115 Cornseeds I could in theory plant corn but the menu on a growing zone doesn't give me the option to sow the plant. Another example just happened like 10 min ago. I needed Berries for other products but I can't sow them despite having like 200 Wild Berry bush seeds. I am not sure what the issue is here...
Monkey Magic  [作者] 5 月 29 日 下午 2:53 
@Sad_Orange - Спасибо за ваши усилия ^^

@ttyet - I'll get back to you on this, coz looks like it's gonna take a bit - please refer to the discussions thread.

@Gulneatown20806 - I'll get back to you on this as well - please refer to the discussions thread.
Guineatown20806 5 月 29 日 上午 9:57 
Accidently sent the comment to early. Might I ask if you could take a look at this. Because It prevents me from getting cloth as the "raw cotton" is useless and unable to be used for the spinning wheels "weave cotton to cloth" recipe.
Guineatown20806 5 月 29 日 上午 9:54 
Hi, I'm Currently playing with Medieval Overhaul and some other mods including this one. I noticed a issue that is pretty dumb issue (apart from the broken seed harvesting spot texture). For some reason I can't weave the "raw cotton" from seedsplease into cloth. The spinning wheel from Medieval Overhaul specifically wants "cotton" from itself. Despite me using cherry picker to turn off the "raw cotton" the cotton plants continue to yield the raw one.
ttyet 5 月 23 日 上午 9:45 
Hi! It's great to know we have another SEEDS! However, what I want to know is that 1. Hows this different from SeedsPlease Lite Redux? (I mean, other than the content you have mentioned in intro page already.) 2. Is the common issues fixed? like all mushrooms' seeds are the same; and seeds generated after stockpile zone assign list generated, so that many mod seeds cannot be store in stockpile.(I report this issue in detail in Redux's comments)
𓃠 loli fox 𓃠 5 月 22 日 下午 1:01 
omb finally a version where seeds are made properly ❤️
Sad_Orange 5 月 13 日 上午 5:47 
Тот самый перевод, с теми самыми голосами. С ЧЕСТЬЮ, С УВАЖЕНИЕМ, С ПИВОМ.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3480848231
Monkey Magic  [作者] 4 月 20 日 下午 9:35 
Fixed an error that only occurred when Royalty DLC was not enabled. This was not a game-breaking issue, but red errors are annoying so I got rid of it. Details in the change notes. Works fine for 1.5 and 1.4.
RAT 3 月 19 日 上午 3:30 
my god, it's perfect
thank you kindly for sharing this personal mod, means a lot
Monkey Magic  [作者] 3 月 17 日 下午 8:12 
@猫雷Kiss - Um, probably? It might not be 100% compatible, coz I added/changed some stuff - but it's definitely something you could use as a start for an updated one
猫雷Kiss 3 月 17 日 下午 8:06 
You said you didn't change the package ID, does that mean I can use the localization mod of the original mod for this mod? :steamhappy:
Monkey Magic  [作者] 3 月 17 日 下午 7:32 
I feel like I forgot to do something with this one. It's working fine though :/