Space Engineers

Space Engineers

Planting Automation
49 条留言
nokyvg 10 月 6 日 上午 12:39 
Esta en mi opinionTras textear mas de 100 horas el mod.
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.
ossied 10 月 5 日 下午 8:13 
I am in though thank you, FU KEEN DEVS
ossied 10 月 5 日 下午 7:55 
What we need is a small cargo container slapped on the back side of collectors with small docking port and may be some kind of sorter so as collector harvests as it goes over SCC drops seed, It absolutely boring and RSI ridden at the moment , i am thinking about disabling food til Keen actually do something with it.
T-REX-5522 10 月 3 日 上午 10:27 
alr, ill definitely be looking out for it when / if you make it
Arthur  [作者] 10 月 3 日 上午 10:25 
@ShaunTheKnife Fixed the Connector allowing items to be dropped even when disabled
Arthur  [作者] 10 月 3 日 上午 9:04 
Yes @T-REX-5522, i'm working on something like that, but i need to wait until we get new features for the Mod API, still pretty much bare bone
ShaunTheKnife 10 月 1 日 下午 2:00 
love this, only 2 things i would change, 1. currently connectors can still 'drop item' when turned off this can be annoying. 2. a new set of connectors with very small inventory 1-2 litres would be nice so seeds can be distributed with sorters and not all end up all in 1 connector
T-REX-5522 10 月 1 日 上午 11:02 
if possible could you make a mod to take from a storage and plant the seeds (basically what Hitthebutton was suggesting)? i agree that it does reduce the challange in making a farm but i would personally prefer that then dropping items
Arthur  [作者] 10 月 1 日 上午 8:13 
Until Keen Changes the Mod-Api, NO, only real players running real instances of the game
Racial Ghoul 9 月 29 日 下午 12:21 
Is there a way to make a dummy player be always present to be the workround for this mod to work as intended? Like an invisible presence always ready to be used as the inventory of the workaround
Bystander 9 月 29 日 上午 3:12 
@Aurelius It isn't a block, it's a session component, meaning it's just running all the time in the background. Try dropping a seed onto a Farm Plot, it should plant itself after a small delay.
Aurelius 9 月 29 日 上午 12:31 
What is the block even called? Me and my friends cannot find it
Bystander 9 月 28 日 上午 1:23 
I published a Planting Automation helper mod (in game script) here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576255186
It basically fills connectors with single seeds for you and orders more when it runs out.
Bystander 9 月 27 日 上午 11:35 
Just a note to those trying to use Isy's to transfer seeds. E.g. "special" container, Isy's won't find the seeds but you can add them manually to the Custom list as :
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.
Arthur  [作者] 9 月 26 日 下午 1:19 
In Vanilla, no, they probably won't do anything about it, but the mod API of the farm plot, they will certainly change, because the current one doesn't serve very well to make mods beyond this workaround
Jolly 9 月 25 日 上午 7:37 
Doesn't seem like Keen is going to do anything about this, so are we going back to our old farming mods? lol like wtf...
howardxu23 9 月 24 日 上午 7:46 
Racial Ghoul 9 月 24 日 上午 1:59 
Hi can we use AI Enabled Drones as substitute for player inventories?
Arthur  [作者] 9 月 22 日 下午 9:59 
Is possible, Yes, in fact, taking the seed from a container is easier than taking the floating seed on top of the planter from the mod perspective,
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)
Hitthebutton 9 月 22 日 下午 3:23 
Do you believe there is functionality for detection of the seed item in a storage container and then use this system to push that seed to the player for use in calling PlantSeed? Kinda like a work around for simulating conveyor pushing for auto planting?
Arthur  [作者] 9 月 22 日 下午 12:34 
Actually, there is a limit, 56 on the stock game, more than that and the item is deleted by the trash removal before being processed by the mod, but you can change the settings to *up to 1024* with experimental mode, or 100 without
Arthur  [作者] 9 月 22 日 上午 11:56 
Technically no, there's no limit, but the issue is that right now the mod expects the plant to be available instantly, that is not the case in Multiplayer, this mod was released a bit prematurely from some experiments i was doing on single player and is not optimised to be used in multiplayer,
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
Admiral 9 月 22 日 上午 10:58 
Sorry scratch the Vegetable issue lol i guess i wasnt patient enough, i am still getting a lot of seeds in my inventory that stay there is there a limit to how many plots can be planted at a time?
Admiral 9 月 22 日 上午 10:43 
hey man it seems like the Vegetables dont like to plant they just hit the plant plot and then end up in my inventory, also im getting seeds randomly in my inventory instead of planted is there something im doing wrong?
Arthur  [作者] 9 月 22 日 上午 10:03 
Ok, should be fixed now, sorry for neglecting testing with dedicated server 😅
Arthur  [作者] 9 月 22 日 上午 9:17 
probably because the seed is being spawned client side only, i will take a look
Magnum Opium 9 月 22 日 上午 2:17 
Drop Item function might need some checking for some reason on the server I'm playing items don't actually drop but a fake item is created & remains suspended in the air where it was supposed to drop.
Arthur  [作者] 9 月 21 日 下午 2:14 
@UnSayableStorm i will add a "Throw Single item" action for the Connector, so it can drop a single seed
Arthur  [作者] 9 月 21 日 下午 2:12 
@Ragnar its "Harvy the Harvester" from KSH,
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 9 月 20 日 下午 8:30 
@UnSayableStorm seeds are only made 1 at a time you could do a conveyor pull into a cargo container and use an event block to turn the sorter off when cargo is above 0%
T-REX-5522 9 月 20 日 下午 8:23 
would it be possible to make a modded copy of the planter block and have it auto plant itself and remove 1 seed from the output?
Ragnar 9 月 20 日 下午 8:13 
Can i ask you for the blueprint of that planter?
UnSayableStorm 9 月 20 日 下午 7:19 
i am trying to figure out how to setup a system of conveyors and sorters that will drop one seed packet onto each farm plot when i push a button. Thus far i have gotten it to dump all seeds of a type onto a single plot (one grows and 99more can be picked up and reused)... Isy's inventory manager does not recognize the seeds, and sorters cannot be limited to just pull in a single unit of an item. Anyone got any suggestions?
Nicholiae 9 月 20 日 下午 3:38 
@Nebual Thanks!! Ive done the same on my mod page
Nebual  [作者] 9 月 20 日 下午 12:17 
@fenox1: It should work the same, except you personally need to be within 3km of the Farm Plot to trigger the plant.

@Nicholiae: I added a link to yours :)
fenox1 9 月 20 日 上午 3:44 
how good does this mod work in singelplayer?
Nicholiae 9 月 19 日 下午 6:03 
It seems this mod is the flipside of modding in the automatic farming behavior. WIth the mod authors permission I can share a link to my mod that does automatic planting and harvesting through production and i will also link this mod in my mod description as a companion solution to the modded automatic planting.
0ddbase 9 月 19 日 下午 4:34 
could you theoretically make it automatically plant after it gets harvested? its annoying having to deal with connectors and items that can bug out across the map almost like resetting the plant to base stage and giving resources
Arthur  [作者] 9 月 19 日 下午 4:20 
@Blockninja124 No, is Hardcoded to the character linked to client that sent the request, meaning the "fake" player need to be linked to a real instance of the game, that is impossible outside of plugin realm
DER_PILLE 9 月 19 日 上午 9:51 
Is there a guide somewhere on how to build those hanging trains?
Nebual  [作者] 9 月 18 日 下午 7:48 
@ImmortalTweety That'll probably work fine, its looking for "floating" (dropped) seeds "above" the plot (which naturally seems to be "in front of" the Vertical plot mod, as you'd expect), so the only issue with non-vertical gravity _might_ be the seeds drifting past the plot if its laggy / players are unavailable.

@Blockninja124 I think Arthur tried with bots and it didn't work, but I might try poking at it more.
ImmortalTweety 9 月 18 日 下午 6:54 
I stopped building a space farm because of the missing auto plant functionality. So thanks for putting this mod out!
Does "[...] loosely dropped on top of inactive Farm Plot [...]" mean that this auto planting feature only works in vertical gravity environments?
Blockninja124 9 月 18 日 下午 1:41 
I'm assuming (I know nothing about SE modding) that there's no way to create a "fake" player to use the inventory of for the api? :(

Still cool mod! Thanks man
Nebual  [作者] 9 月 18 日 下午 12:05 
It looks to be working!
crimson 9 月 17 日 下午 7:12 
@nebual is this compatible with the "Vertical (wall) Farm Plot" mod by nukeguard?
Dr. Distortion 9 月 17 日 下午 3:01 
Awesome! As soon as I learned that we HAD to plant manually, I knew someone was going to make a mod like this! Good job with that workaround too!
Nebual  [作者] 9 月 17 日 上午 11:12 
Currently players must be closer than (SyncDistance - 50m). Thats the range at which other ships are simulated (I believe), which defaults to 3km in multiplayer, and can be adjusted in the Dedicated Server 'Environment' settings.

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.
crimson 9 月 17 日 上午 9:00 
how far away from the farm plots can you stand for the automation to still function? like, what's the max distance we're talking about here?

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.