Space Engineers

Space Engineers

AutomatedFarmingMod
50 条留言
==>KT<== JudgeKane 8 小时以前 
Could you add Engineered Coffee's coffee if you get chance?
<SeedId>
<TypeId>SeedItem</TypeId>
<SubtypeId>CoffeeBean</SubtypeId>
</SeedId>
'KeithFromCanada' Olson 23 小时以前 
@Nichollae: Fair enough. PLEASE don't overextend yourself, though; it's just a game.
Nicholiae  [作者] 10 月 7 日 上午 10:55 
Ive made models for other games just never for SE so I will do my research and study up as I can. Its definitely something I would like to add to the mod, just lots of projects in simultaneous development.
'KeithFromCanada' Olson 10 月 7 日 上午 10:18 
@Nichollae: It would require creating new models. If that is beyond your current skill set and you aren't able and/or willing to expand it, fair enough; it's a free mod and learning to model requires a serious investment in time and effort. (That being said, there are a *LOT* of modelers about, and perhaps one of them would be willing to take on that role for your mod.)
Nicholiae  [作者] 10 月 6 日 下午 3:36 
@Keith, I understand now. I will explore how this can be achieved, I really dont know how this can be achieved without making a new block, but Ive written it into my notes for the mod.
'KeithFromCanada' Olson 10 月 6 日 下午 3:30 
@Nichollae: One 10x1x1 block that would take up the physical space of 10 1x1 separate blocks, like the new 'decorative floors' block set includes a single 3x3x1 plate that replaces 9 separate blocks, making creating large floors 9 times faster. ...and, unlike the single 1x1x1 farm plots, the 10x1x1 (or w/e) 'farm plot row' would only need a single conveyor to connect all of them, making setting up logistics MUCH easier.
Nicholiae  [作者] 10 月 6 日 上午 10:25 
@Keith if I am understanding you correctly, you are saying to make a version of the farm plot block that would say take the place of 10 of the OG farm plots, so would basically operate at 10x the automated farming plot added in this mod? or am I misunderstanding you?
'KeithFromCanada' Olson 10 月 6 日 上午 9:07 
@Nichollae: I hadn't thought of simple rescaling. I was thinking of mashing the appropriate number of farm plots together into a single model with a single connector for all of them as a way to simplify layout and reduce the time spent placing each one individually.

For example, creating 1x2/3/5/10/etc. rows with a connector at each end would mean you would only need a single, central 'path' of conveyor junctions to connect all of them together, as wide as you would like, as you could daisy-chain the rows.

(A half-height version using small conveyor ports on the ends would also be nice.)
Nicholiae  [作者] 10 月 5 日 下午 5:30 
@Keith There are now 2 new blocks that are larger and more efficient as you "upgrade". Ive never made models for SE and from my experience simply adjusting the size of the model through the XMLs creates problems with the conveyor system connections. I will look into how this can be done for a future update
'KeithFromCanada' Olson 10 月 5 日 下午 1:33 
As farms generally use a lot of plots and placing them all individually can be tedious with a large farm, would you be willing and able to set up models for 2x2/3x3/5x5/etc. or perhaps long rows of singles?
Nicholiae  [作者] 9 月 29 日 下午 3:39 
@Tant Thank you for bringing this to my attention you are absolutely right. I am pushing an update now to fix this.
Tant 9 月 29 日 上午 11:53 
This is playing using Realistic costs in the settings.
Tant 9 月 29 日 上午 11:48 
I'm not sure if it's something to do with my settings or whatever but currently using the beta automated farm I get 3 food items from 3 seeds meaning there's no food gained.
Nicholiae  [作者] 9 月 26 日 下午 3:58 
@BigGizmo use the production que as it states in the description and utilize the repeat option like an assembler to make it 1 time set up fully automated. Happy Engineering!
BigGizmo 9 月 26 日 下午 1:48 
The automated farm plot block does not work for me, I put in seeds and ice but nothing happens, This is more Automated food production then Automated Farming,
Nicholiae  [作者] 9 月 24 日 上午 8:48 
From a production stand point it would just be more recipes added to the configured farm "assembler" then you make some sort of buff for the use of soil or other bonus planting items created
TheVillain 9 月 24 日 上午 5:22 
I have no idea how soil buffs would work from SE tech stand point - would have to turn farms into...assemblers? Or some kind of upgrade module for farm plots? Advanced Farm plots?
I've not had my coffee yet - sorry this is just brain rambling now :D
TheVillain 9 月 24 日 上午 5:21 
there is a rework of ESDR:Advanced being developed, farm plots require 'nutrient solution' which is a mix of 'organics' and Ice. This is instead of water - not as a buff
Nicholiae  [作者] 9 月 23 日 下午 4:44 
I like the idea of soil and additives to make more recipes of growth. It is something that has been suggested and will probably make its way into this mod eventually.
TheVillain 9 月 23 日 下午 4:41 
awesome! I'll have a play with this tomorrow - I've been thinking of making a mod (having never modded SE) which adds a sort of 'bio tech tree' where you go from Survival Kit 'nutrient paste', then Bio Reactor for making more specific 'engineered yeast ' foods and the starter seeds for Kelp Farms and then 'end game' is the farming block.

This is assuming you dont start on Earth. You'd have to trade/travel to get seeds and then you'd be super careful with them.

Farming blocks would also require 'soil' made in a bio reactor (which can also produce basic ingriedients like protien, carbohydrates, etc from Engineered Yeast + Ice, Gravel & alot of power) because dirt aint just dirt you know?
Nicholiae  [作者] 9 月 23 日 下午 2:08 
@TheVillian With the update I put out today it is now balanced with the vanilla farming for build costs, craft time, and production power rating. With this update also comes 2 new blocks to add a progression system to the automated farming system introduced with this mod
Nicholiae  [作者] 9 月 23 日 上午 8:55 
BALANCE & EXPANSION Update posted! read change logs for details
Nicholiae  [作者] 9 月 22 日 下午 4:44 
DLC Requirements have been removed.
minivan_racer 9 月 22 日 下午 2:17 
Ah, this was one of the ways I was looking into automating farming.
BigGizmo 9 月 22 日 下午 1:52 
would be cool if you can add fertilizer for more crops health, and craft fertilizer from algae
TheVillain 9 月 22 日 上午 11:53 
this....is pretty smart. I was kind of bummed that the 'inset planer' didnt actually plant stuff. This feels like a nice hydroponic kind of setup for more compact builds/ships.

Is this balanced against actual farm plots to insentivise one or the other?
Nicholiae  [作者] 9 月 22 日 上午 6:08 
@Days The block as it stands right now does NOT require any specialized room just a conveyor connection with the appropriate resources. I have written the idea down for further development! Thanks for the suggestion!
Days 9 月 22 日 上午 5:13 
Brilliant work! :)

Does the automated block need to be in a pressurised environment? If not, I'd love an "unsealed" secondary version of the block that did, purely for terrible RP reasons. :)
Nicholiae  [作者] 9 月 22 日 上午 4:39 
@nerdynate The next update will actually remove the dlc dependency
NerdyNate 9 月 21 日 下午 7:23 
is it possible to release a cut down version that doesn't use assets from the DLC? not everyone has it.
Nicholiae  [作者] 9 月 21 日 下午 1:07 
@crimson the installation instructions in the description is if you are hosting a server. If you are just loading into your own local world its like every other mod,
Ive updated the description to be more clear
Nicholiae  [作者] 9 月 21 日 下午 1:00 
@-Data- I will look into this option thanks for the suggestion! Animation of the farm growth progress, balancing the build costs, and direct interaction are at the top of my list for the next update to the mod.
crimson 9 月 21 日 下午 12:59 
@Nicholiae question, do you need to follow the installation guide or can I just click subscribe and add it to my world like I do with basically every other mod I use?
-Data- 9 月 21 日 下午 12:02 
just throwing this idea out here, ive never used this api before. but have you tried using Animation Engine to make the growth animations possible?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2880317963&searchtext=animation+engine

for balancing and aesthetic, i''m forwarding Oddbase's request for extra component cost. another idea i had was to also make the block twice the volume. the thought being that you're sacrificing some compactness for ease of production. maybe the extra volume in the model could be filled mechanical parts.
-Data- 9 月 21 日 上午 9:31 
yess, we needed this.
next tedious task: eating?
Forax91 9 月 20 日 下午 5:02 
Thanks for this awsome mod, has been waiting for this :D:D
Nicholiae  [作者] 9 月 20 日 上午 10:33 
Welcome! Glad to see enjoying the mod
AnubishXD56 9 月 19 日 下午 8:47 
thanks again btw Nicholiae awesome mod
ImmortalTweety 9 月 19 日 下午 6:50 
Thanks for sharing this mod! Hope that one of these auto planting mods will make it soon into the official vanilla release. Keep up the good work!
Nicholiae  [作者] 9 月 19 日 下午 5:59 
I will look into balancing the cost of building the block.

There is an inventory for it but you cannot interact directly with the block at its current stage. All management is done inside the K menu and finding it within the various tabs within there, usually seraching "auto" finds it right away.

future updates will hopefully address the non interaction
0ddbase 9 月 19 日 下午 4:46 
also adding an inventory so you can interact with it to open it would be nice just like an assembler
0ddbase 9 月 19 日 下午 4:44 
could you make this a lot more expensive to make? more components and motors and stuff would make sense. computers as well i would just compare it to other production blocks
Nicholiae  [作者] 9 月 19 日 下午 3:08 
First thing on my list, believe me im watching Keen for updates to the API like a hawk!:steamhappy:
AnubishXD56 9 月 19 日 下午 3:07 
only one idea i could think of is being able to plant it automatically but let piston collectors pick it up and maybe try to make it visually grow but as you stated thats not possible yet great job though
Nicholiae  [作者] 9 月 19 日 下午 3:05 
Many thanks! Appreciate the feedback. feel free to post if you have any improvement ideas.Happy Engineering!
AnubishXD56 9 月 19 日 下午 3:05 
fora first attempt its cool works like intended too :)
AnubishXD56 9 月 19 日 下午 3:04 
its a cool mod nicholiae regardless makes food growing super fun and easy
Nicholiae  [作者] 9 月 19 日 下午 3:03 
My first attempt at making this mod was to replicate the farm plot exactly but add in automated planting, unfortunately every attempt at this failed, making me research deeper into the modding API abilities of the new farm update and unfortunately automatic planting is not supported within the current API model without leveraging Programmable Blocks, which i didnt want to do because it would turn this into an in game script rather than a mod.

The visual aspect of growing cannot be replicated unfortunately in the mod's current state. All the "farming" is done by production ques, just as assemblies handle the crafting of all components internally.

I definitely want to improve this mod in the future to keep with the immersion of gameplay but its current state is the best I could do and achieve the automation we all so desperately desire.
AnubishXD56 9 月 19 日 下午 2:08 
darn i realized this is a cool mod but the plants dont visually show up either
AnubishXD56 9 月 19 日 下午 2:07 
does this allow for piston harvesting with collectors still id like to automate planting but still use my automated piston setup for harvesting them?