Space Engineers

Space Engineers

Easy Farming
26 条留言
Arthur  [作者] 12 月 2 日 上午 9:54 
It should
bsimp14 12 月 2 日 上午 9:44 
Would this work on the vertical farm plots as well?
Arthur  [作者] 12 月 1 日 下午 4:05 
I could make it plant directly, by raycasting directly the farm plot bellow it, but i specifically design it to allow any dropped seed to be valid, since my goal was to keep it more vanilla friendly possible
Arthur  [作者] 12 月 1 日 下午 4:02 
i mean, i'm using my other mod Planting Automation to plant using the ejector block (now is called connector)
Echo-57 GER 12 月 1 日 下午 4:00 
awesome. lets hope once someone figures out how to make designated block that can plant seeds into a farmplot keen will actually implented that into the basegame
Arthur  [作者] 12 月 1 日 下午 3:57 
I'm working in a Drone Script to automatically fly by, harvest, and drop a seed to plant, but is a plan for the future
Echo-57 GER 12 月 1 日 下午 3:55 
thats a valid point, but does anyone actually go to these langhts for farming? My Engineer has been munching algae crisps for months, all i need was to add 2 half farms to my tracking solar towers and build them from refinforced conveyors instead of regular blocks.

i just wish for a designater planter block i can add to my havester drones so they can do both, cuz i love seeing them buzz around my farms and being actually useful instead of only decorative
Arthur  [作者] 12 月 1 日 上午 5:06 
Questionable...
This mod remove basically the entire gameplay loop of farming, i don't think it should be vanilla since it is simply and plain boring
Planting Automation on the other hand...
(even though I made this mod because I understand his niche, I still prefer his cousin that needs a bit of engineering, and not "just select a few buttons")
Trindle 12 月 1 日 上午 1:40 
Hey look another mod doing what Keen says the game isn't able to do so they didn't add it..... Thank you
Malefitz 11 月 29 日 上午 4:58 
Cool !
Muxufli 11 月 28 日 上午 10:12 
Awesome!!! Thanks
Arthur  [作者] 11 月 28 日 上午 7:48 
Of course, is a Bit Tricky to Get it working, since a planter is not "distinct" from other blocks in the code, so adding an action to it affects every single block in the game,
I added it and just Hide for blocks that isn't know as Planters,
Now you can use
"Toggle block Automation On/Off"
"Toggle block Automation On"
"Toggle block Automation Off"
Muxufli 11 月 28 日 上午 7:10 
Hello,

Would it be possible in the future to set a value On/Off in a button panel so we could turn on/off the automation at will or using event blocks?

Thanks
Arthur  [作者] 11 月 26 日 上午 10:48 
(More Detailed explanation for Nerds, Read the commentary bellow for context)


There's some items on the game that is not accessible to the player, internal items used for debugging, the issue is that theses' items can be stored in containers.
but the when you ask the container what it can hold, it should not reply a item that essentially "doesn't exists", for that reason, the game will filter-out types of items it doesn't know,
the issue is that apparently keen forgot to add SeedItem, Consumables, and PhysicalItem (the grain and algae) to the list of known things.
Unless the block says this item is explicitly whitelisted, as on the Food Processor, it will simply NOT include any of this items in the list of allowed item for any container
Arthur  [作者] 11 月 26 日 上午 10:46 
For the blocks who doesn't have conveyors, I will try to get rid of them

For Modded blocks, found a bug in the *Game* code that give you a list what an inventory can hold, for that reason, had to disable the check for if the inventory support seeds or not, this is why your moddled blocks is appearing on the list, I already opened a Ticket on the support forum but we need to wait keen for that
Malefitz 11 月 26 日 上午 8:17 
Thx for fixing repeated blocks. Actually i can see bookshelfs, lockers, amories and desks in the list .They don't have a conveyor port, maybe you can exclude them ? I see some modded blocks, e.g. Suit Powerbank Charger or Omni Arc Beam Welder. Oh and i can see some groups of drills/tanks/lights from grids connected via connector. I can see its difficult to check if they can hold seeds or consumable. But its nearly perfect :)
Muxufli 11 月 26 日 上午 8:14 
Thank you for the answer. I love the mod. It is great for a single player.
Arthur  [作者] 11 月 26 日 上午 4:56 
it requests a SINGLE seed to replace the one it just planted,
ex: you have one "Fruit" seed in the Input Inventory, it will Plant this Fruit seed, and immediately request a new one on the food processor
Muxufli 11 月 26 日 上午 2:31 
Hello, one question: Will the food processor craft seeditems without limit? Or does it craft the necessary number of seeds to the same number of Plots?
Arthur  [作者] 11 月 25 日 下午 12:03 
@<name>@ - Means is not in the same grid, Connected with Rotors, Pistons, Connectors
*<name>* - Means is a Group Name instead of a Block Name

Ok, I found an small bug that instead of showing blocks from connected grids, it was showing blocks from the current grid repeated for each connected grid, this is probably why you got confused, fixed now, thanks
Malefitz 11 月 25 日 上午 11:19 
Looks good, one thing: i have a container with label "Cargo Terminal Seeds Ingredients", I put in the search field only "seed", i get an output in Inputs and Outputs of "@Cargo Terminal Seeds Ingredients" 10 times and "Cargo Terminal Seeds Ingredients" only one. What about these @-stuff ?
Arthur  [作者] 11 月 25 日 上午 7:23 
Update Live @Malefitz, Please test if Works as intended
Arthur  [作者] 11 月 25 日 上午 4:57 
addressing your suggestions
1: Sorting - Ok, I will do that
2: Search Field - Ok, I will add a single Textbox that will filters both Input/Output, so you can type what you want to filter
3: Filter - No, it will filter every inventory available, since you can set the FoodProcessor as input/output for example, and have a container-less system, however, I can set it to only shows inventory that supports "SeedItem" for input and "Food" as output
4: I'm recycling texts that is already on the game (so I don't need to localize for every language), I will see what I can do
Arthur  [作者] 11 月 25 日 上午 4:51 
Currently it stop if the water level is low (so it kinda stops if there's no ice)
Malefitz 11 月 25 日 上午 4:31 
One more idea: implement a high level of producing, only plant fruits if below e.g. 100 fruits. Will planting of seeds stoping, if no more ice in the irrigation system ?
Malefitz 11 月 25 日 上午 4:28 
I love this mod. Some things can be better. 1) Please sort the list of input and output. 2) add an search field for input/output. With a lot of inventories, its a pain. 3) maybe only list containers, not e.g. hydrogen tanks as input/output 4) If you miss the optional Food Processor you get an error message "Missing block". Convert it as a warning ? Or skip this completly