RimWorld
Growing Zones +
 Тема закреплена. Скорее всего, здесь есть важная информация.
BabyLettuce  [Разработчик] 27 ноя. 2023 г. в 11:19
BUG REPORTS
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Suspended bills don't prevent sowing/harvesting.


https://rentry.co/qzaew - Modlist

I haven't done much debugging yet other than moving it to the bottom.
^ I had the same issue as above.
A workaround is to select a very slow growing crop, as the mod seems to always prefer the plant last on the list.

This isn't ideal as it requires the "sow over sown" option to be selected so that new crops replace the temporary one when needed. But this is a workaround until BabyLettuce looks at this.

(I'm subscribed to this discussion in case you need more info)
Отредактировано Count; 27 ноя. 2023 г. в 15:17
BabyLettuce  [Разработчик] 27 ноя. 2023 г. в 19:00 
Автор сообщения: PerpetualGamer
Suspended bills don't prevent sowing/harvesting.


https://rentry.co/qzaew - Modlist

I haven't done much debugging yet other than moving it to the bottom.


Автор сообщения: DiddyDivine
^ I had the same issue as above.
A workaround is to select a very slow growing crop, as the mod seems to always prefer the plant last on the list.

This isn't ideal as it requires the "sow over sown" option to be selected so that new crops replace the temporary one when needed. But this is a workaround until BabyLettuce looks at this.

(I'm subscribed to this discussion in case you need more info)

By this do you mean when ALL bills are suspended? Or do you mean in the case you have two bills and the bill above is suspended that--regardless of suspension--it is still being sown in place of the bill below it that is presumably unsuspended. Screenshots would obviously help, but i understand if that's a hassle to get posted here!

Additionally, bills are only suspended from being sown; no suspension will suspend harvesting, as this could cause a back-up of crops etc.
Отредактировано BabyLettuce; 27 ноя. 2023 г. в 19:23
BabyLettuce  [Разработчик] 27 ноя. 2023 г. в 19:18 
Looking at that mod list it seems that the only potential mod that could be causing issues is the growth sync mod, as it casts all growing zones to vanilla growing zones, not MY new growing zone plus class... for now, I'm going to mark it as incompatible unfortunately. But in my own testing it does not seem to be causing any issues... so... who knows!?
Отредактировано BabyLettuce; 27 ноя. 2023 г. в 19:22
BabyLettuce  [Разработчик] 27 ноя. 2023 г. в 19:21 
Additionally, after all bills are suspended the zone simply adhere's to vanilla rules: the last plant to have been suspended/the last bill at the top of the list will simply continue to be sown. I have not yet decided if I want to get rid of this vanilla behavior or just rely on the player to toggle the "allow sowing" button.
Ah, that sounds like what I was experiencing. I assumed that having no valid bills would effectively disabled the field. That was one of the big reasons I grabbed the mod, but I can understand that not being the desired goal.
Thanks for looking into this.
Yes, it seems things are working according to your last post ("the last plant to have been suspended will simply continue to be sown")

I share the thoughts of PerpetualGamer. Would expect/greatly prefer for NO plants to be sown if all the bills are suspended.

But, awesome mod regardless!
BabyLettuce  [Разработчик] 28 ноя. 2023 г. в 9:19 
Автор сообщения: DiddyDivine
Thanks for looking into this.
Yes, it seems things are working according to your last post ("the last plant to have been suspended will simply continue to be sown")

I share the thoughts of PerpetualGamer. Would expect/greatly prefer for NO plants to be sown if all the bills are suspended.

But, awesome mod regardless!

You know what, I’ll take a look into that then. It would make sense anyways, especially with the new bill system set in place.
BabyLettuce  [Разработчик] 28 ноя. 2023 г. в 10:55 
Added an "only sow if there is an active bill" gizmo/UI button for the zones! Now your pawns will only use the zone if bills are active and the toggle is on :)
Автор сообщения: BabyLettuce
Added an "only sow if there is an active bill" gizmo/UI button for the zones! Now your pawns will only use the zone if bills are active and the toggle is on :)

Phenomenal! You're the best
Two problems:
- When enabled, no one will sow crops. I have several mods that add crops, but nothing that modifies growing zones specifically. However, I have many Work Mods (like Fluffy's, and the "while you're up" series, etc).
- Removing the mod in a game where you've set a bill on a growing zone causes the UI to vanish until you open a window or box of some kind (such as clicking on a pawn, or pressing a hotkey). Many other UI-related features also stop working (like buttons in the bottom-right, and interacting with your stock readout in the top-left). The only mod I disabled was this one, and this occurred only after I had a bill on a growing zone.

Also, I'll note that my pawns refused to sow with no bills enabled, even if the growing zone had a crop set. But I don't know if that's intended or not.
"Require active bill" gets toggled on whenever I load a save
When reloading all the bills disappear and most of the grow zones need to be destroyed and recreated to make the bills appear again.

I'm also running RimFarm for compost and VE.

The VE Plants populate the list fine, though a bit tough to pick through.
Автор сообщения: PerpetualGamer
Suspended bills don't prevent sowing/harvesting.


https://rentry.co/qzaew - Modlist

I haven't done much debugging yet other than moving it to the bottom.
This is because of the mod "Smart Farming". That mod will rather overwrite stuff on its own and bypassing given bills from the mod Growing Zones+ to actually having the process to stop.
Put GZ+ down below it (to override stuff from Smart Farming) and use the latest version of it. It works on my end, so far.
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