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报告翻译问题
Cosas a tener en cuenta y posible solucion.
El mod necesita 1 jugador libre, a menos de 3km. ¿Seria posible añadir al muñeco de pruebas como entidad en el juego? para utilizarlo como entidad de jugador.
El bloque clasificador puede ser utilizado para forzar la entrada de semillas a los conectores.
A los collectors se les puede implementar la opcion de coger semilla o no.
It basically fills connectors with single seeds for you and orders more when it runs out.
SeedItem/Fruit
SeedItem/Mushrooms
SeedItem/Vegetable
SeedItem/Grain
As an aside I'm writing an ingame script (programmable block script) for this mod "Planting Automation" that will handle a lot of the management for you. E.g. will transfer single seeds to named Connector groups, re-use seeds sucked up by collectors and produce seeds from the Food Processor if it can't find any.
Go upvote it!
but from the gameplay perspective, whats the *Engineering* challenge in that?
a harvester and planter tractor/ship is way cooler xD
(and you can always check the AutomatedFarmingMod that bypass altogether the farming aspect and turns the planting the same as any other in game process)
i will try to address this issue by adding a "retry" function, so if it fails to plant due to multiplayer lag, it just keep's trying for a while,
But for a 100% reliable experience, we still need to wait for keen to refactor the Mod Api of the Farm Plot
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3561021685
Mine is just modified to have a connector, Cargo, and Programmable Block
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3572520492
@Nicholiae: I added a link to yours :)
@Blockninja124 I think Arthur tried with bots and it didn't work, but I might try poking at it more.
Does "[...] loosely dropped on top of inactive Farm Plot [...]" mean that this auto planting feature only works in vertical gravity environments?
Still cool mod! Thanks man
I'd suggest having a Button that triggers your planter bot, so you can watch your contraption working + ensure someone's nearby enough.
Or I suppose you could run your Collector (harvester) bot after timer-based auto planting to pickup any loose seeds, that'd ensure you don't waste any if there's nobody nearby to perform the Plant workaround.
and better question, can you edit the max distance that the planter requires for a player to be nearby? if so then the player can be doing something elsewhere in the base while a automated planter bot or large/small grid arm drops the seeds on the planter.