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RimWorld => Releases => Mods => Outdated => Topic started by: Winter Hermit on December 28, 2014, 07:52:06 PM

Title: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Winter Hermit on December 28, 2014, 07:52:06 PM
Hermit's Farm Mod

Hi guys, this is my first mod. So I hope it works! In my future plans list below you'll be able to keep track of what I get done. As I finish a part i'll cross it off the list. As you can see there is quite a bit of work to be done, so it may be a week or two until I finish those parts.

Opening Remarks

Once I reach v0.05, I plan to stop adding content, and by content I mean more foods and plants. I plan to focus on deepening the mechanics of the game a little. I'll aim to alter the optimal growing temperatures of the plants so that each plant will grow faster or slower in different climates. I'll also link the yield of the crop to how long it has been under optimal conditions.

After this i'll be messing around with the an irrigation system. I'll need to implement a water pump and ditches and then add a moisture property to each tile. The moisture will slowly degrade with time and use, and only be replenished by either rain, irrigation or the proximity to water.

From there i'll move onto ground nutrients. I'll need a compost heap where rotting food or plant waste will rot down to fertilizer. A job for the colonists would be to then distribute the fertilizer to the fields and thereby increase a nutrients property of the soil. The ground nutrients will also degrade with use. The moisture and ground nutrients will then both be linked into the growth speed and yield of each crop.

At this point the mechanics for the growth of the crops will include the factors of moisture, nutrients and temperature. The player would then have to content and account for these if they are to get the most out of their fields.

Description

I've created a simple mod that adds:
- Wheat, Rice, Barley, Oats, Rye and Maize Crops
- Flour, water, dough
- Bread, Pasta, Noodles and Boiled Rice
- Well, Oven, Flour Grinder, Worktop and Crafting Table

I've reworked the ingredients for the meals. There are now five types of meals. Rustic, Simple, Fine (no meat), Fine (no veg) and Lavish. Rustic requires only raw ingredients. The others require food to be prepared. The foods are grouped into staples, meat and vegetables. The recipes for each meal are:

-Rustic = 10 raw food
-Simple = 1xPrepared Staples
-Fine (no meat) = 1xPrepared Staples + 1xPrepared Vegetables
-Fine (no veg) = 1xPrepared Staples + 1xPrepared Meat
-Lavish = 1xPrepared Staples + 1xPrepared Meat + 1xPrepared Vegetables

The production lines follow the paths shown.

(http://i.imgur.com/Y7DZixC.png)

Future Plans
(crossed out is completed)
v0.05
-Textures for:
-Granary,Windmill,Serving Table,Hob, and Grill
-baked potatoes,boiled potatoes, and chopped potatoes
-sliced meat,grilled meat, and fried meat
-pealed carrots,chopped carrots,boiled carrots, and baked carrots
-pealed tomatoes,grilled tomatoes,tomato sauce, and chopped tomatoes
-chopped lettuce
-cucumber,cucumber plant, and chopped cucumber
-mushrooms plant and mushrooms
-pepper plant and raw pepper
-Swede Plant and Raw Swede
-Parsnip Plant and Raw Parsnip
-Sprouts Plant and Sprouts
-Raw Leeks and Leek Plant
-onion plant,raw onion and chopped onion
-Def files:
-Add Onion,Leek, Sprouts, Peppers, Swede and Cucumber plant and raw food def files.
-Add Chopped Onion, Chopped Cucumber, Chopped Potatoes, Sliced Meat, Pealed Carrots,Chopped Carrots, Pealed Tomatoes, Tomato Sauce, Chopped Tomatoes, and Chopped lettuce recipes to Worktop.
-Boiled Potatoes, Fried Meat, Boiled Carrots to Hob.
-Grilled Meat, Grilled Tomatoes recipes to Grill.
-Baked Potatoes, baked carrots recipes to Oven.
-Add pastry to worktop recipes.
-Add vegetable and meat pie recipes to oven.
-Move Rustic Meal and Add Vegetarian Meal, Meat Feast Meal and Banquet Meal to Serving Table.
-Revert Simple, Fine and Lavish Meals back to vanilla settings.
-Add Hob, Grill and Serving Table def files.
-Include Telkir's expanded crops.
v0.06
-Research tree
v0.07 and beyond
-Irrigation system, where soil degrades with use.
-Add orchards and apples.
-Barns and granaries to store produce.
-Cows, chickens and sheep. All can be purchased from traders and kept in pastures.

Closing Remarks

Feedback and suggestions are always welcome. If anyone spots a mistake, even if it is just a description or naming thing, or a bug, please let me know straight away so i can fix it.

Credit

I may have used Telkir's expanded crop's mod as my base. I copied some of his files across and edited them. I learnt how to mod from him!

I have used parts of elStrages's God's Lubricant mod. I thought their mechanic was good. I remade the well texture though.

Log

Hermit's Farm Mod
v0.04.1  (16/01/2015)
-Bug fixes
v0.04    (14/01/2015)
-Balancing!
v0.03    (12/01/2015)
- Added Rice, Barley, Oats, Rye and Maize crop.
- Added Noodles, Pasta, Boiled Rice, Prepared Meat and Prepared Vegetables.
- Added Rustic Meal.
- Reworked recipes and needed ingredients.
v0.02    (03/01/2015)
-Added Dough
-Added Worktop
-Added Dough recipe
-Incorporated God's Lubricant mod to utilize the water mechanics.
-Improved Well, Oven, Flour Grinder, Bread and Flour textures.
v0.01    (29/12/2014)
-Added Wheat, Flour and Bread.
-Added Oven and Flour Grinder production buildings.
-Added Flour and Bread recipes.


Screenshots

(http://i.imgur.com/p3XaKnz.png)

(http://i.imgur.com/nidSI2I.png)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Evaaahg on December 28, 2014, 08:12:10 PM
Looks like a mod with great potential, I always liked the idea of having a farm with animals and I'm glad there is someone working on this . I think that it would be nice to have a resource heavy kind of animal food. If you decide to give them the food as an extra on top of just grass the animals will produce more than without the special food.
I hope you keep it up, and have fun  :D
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Xiupan on December 28, 2014, 08:24:19 PM
Yes! This sounds amazing!
I love the idea of Banished-style crops, orchards and farms in Rimworld! :D
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Igabod on December 29, 2014, 01:22:50 AM
Don't forget to post screenshots. Looks like a nice mod idea so far. I'm going to hold off on downloading it until it gets a little further in development, but I'm keeping my eye on this one. I'm especially keen on the cows, sheep, and chickens part of it. Also the irrigation system idea seems really interesting. Keep up the good work. And if you need help with anything don't hesitate to ask. I may not be the best modder on these forums, but I will do my best to help or at least point you toward someone who can help.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Romi on December 29, 2014, 04:41:38 AM
finnaly more ways to make food!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: MaraWorf on December 29, 2014, 06:30:52 AM
Lovely idea! Keep it up!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Telkir on December 29, 2014, 06:39:38 AM
Good luck with your mod, and glad my stuff was useful to you!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: BadgerFodder on December 29, 2014, 06:44:01 AM
I was just thinking the other day that we should be able to grow wheat. My plan was to use it to make pasta or noodles which could then be dried so they don't spoil quickly, maybe double the time that vegetables usually do.

Great idea anyways and I'll check it out after this current colony collapses.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: millenium on December 29, 2014, 11:14:11 AM
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: lude on December 29, 2014, 06:43:22 PM
Quote from: millenium on December 29, 2014, 11:14:11 AM
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.
I dunno how clumsy/unelegant and cluttering for CPU time and stuff this solution would be, but make it so it cycles between 1 and -1 degrees Celsius, the cycle ratio would result in an extended shelf life


/edit

Nice mod,

dunno if it's due to future plans but for compability with clutter/storage mods and perhaps cooking mods it would be better if bread, flour and wheat were grouped as raw food, tho bread might be better served en par with a simple meal, for example with T's mod you could add in a Sandwhich with a special mood bonus (lettuce, tomatoes, bread, meat)

/edit
If you want I just made the mod work in the way that flour and wheat are grouped under food and updated recipes so it continues to work (since the recipes did take anything from the wheat/flour category, tho this perhaps isn't a bad idea since bread was made from a lot of weird grinded things, even stone ... ^ I dunno if subsubgroups are possible, that would solve it more neatly anyway.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Winter Hermit on December 30, 2014, 02:23:56 AM
Thanks for the positive comments! I'll be adding things over time as i learn more about the modding process and about C#. I currently only know how to use C, so object orientated programming is new to me.

Quote from: Telkir on December 29, 2014, 06:39:38 AM
Good luck with your mod, and glad my stuff was useful to you!

It was very useful! I may use your mod for the textures and file defs for the recipes and plants. Would you be ok with that?

Quote from: millenium on December 29, 2014, 11:14:11 AM
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.

My idea with barns and granaries would be that they are a more efficient way of storing certain types of items. When stuff is in a stockpile, it is simply a pile of items on the ground. The specialist storage would be built to hold an item better and therefore allow larger stack sizes. This will create a reason to actually build the buildings other than simple aesthetics.

Quote from: lude on December 29, 2014, 06:43:22 PM
Nice mod,

dunno if it's due to future plans but for compability with clutter/storage mods and perhaps cooking mods it would be better if bread, flour and wheat were grouped as raw food, tho bread might be better served en par with a simple meal, for example with T's mod you could add in a Sandwhich with a special mood bonus (lettuce, tomatoes, bread, meat)

/edit
If you want I just made the mod work in the way that flour and wheat are grouped under food and updated recipes so it continues to work (since the recipes did take anything from the wheat/flour category, tho this perhaps isn't a bad idea since bread was made from a lot of weird grinded things, even stone ... ^ I dunno if subsubgroups are possible, that would solve it more neatly anyway.

Do you mean grouping in the storage tab? I created separate categories for bread and flour as during testing the colonists were eating the flour as raw food before i could bake it into bread! So i created it as a separate category so they would leave it alone.

I'll add orchards, pasta and noodles to the list of things i'll add. Thanks for the ideas! Later today i'll give better descriptions of how i plan to go about the irrigation and animal system.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Telkir on December 30, 2014, 11:50:21 AM
Quote from: Winter Hermit on December 30, 2014, 02:23:56 AM
It was very useful! I may use your mod for the textures and file defs for the recipes and plants. Would you be ok with that?
No problem at all! If you could add a link back to my mod somewhere then all the better, but no big deal :)
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Temeez on December 30, 2014, 04:23:50 PM
This mod looks very promising, and I even got an feature suggestion that would fit perfectly; A windmill. You could research it, put it down, haul grains to/into it and over time it would make flour. The speed of it work would depend on the wind speed (wind turbine logic). The building would have a slot for intake and output (grain --> time --> flour).
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: Igabod on January 02, 2015, 10:32:21 AM
If you are looking for a suggestion on how to handle the Orchards, I recommend you take a look at my Seedless Grape Vine in my Xtra Plants mod. It is just a building that produces 10 seedless grapes every 5 days. I got the idea from the water barrel in Tech Tree Minami. The fact that it is not an actual plant means that it is immune to weather changes and solar flares or changes in light, though I do have it required to be built not under a roof. I did that because I would think that if one were growing seedless grapes for their wine production business they would take extra steps to protect their crop from every possible disaster. I've seen people with prize winning Azalea bushes in my home-town that take such good care of them that they are perfectly healthy all year round no matter what the weather is like. One would think that it would be similar with an Orchard. I've considered removing my fruit trees from being growable in growing zones and converting them into an orchard building like the grape vine. If you end up going that route with your orchard idea I'd probably go ahead and remove the fruit trees from the growing zones just to make our mods compatible in that area.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: MaxtheINFINITE on January 02, 2015, 04:30:35 PM
Sweet mod man!
Keep the possible updates on!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.02) (03/01/2015)
Post by: Winter Hermit on January 03, 2015, 03:25:30 AM
Update! New recipes, items and buildings. There is one issue at the moment, the worktop can't be set to 'do until you have x' at the moment. This is because i have multiple or unpredictable ingredients. I'll try and solve this over the next few days, i have a couple of ideas.

Quote from: Igabod on January 02, 2015, 10:32:21 AM
If you are looking for a suggestion on how to handle the Orchards, I recommend you take a look at my Seedless Grape Vine in my Xtra Plants mod. It is just a building that produces 10 seedless grapes every 5 days. I got the idea from the water barrel in Tech Tree Minami. The fact that it is not an actual plant means that it is immune to weather changes and solar flares or changes in light, though I do have it required to be built not under a roof. I did that because I would think that if one were growing seedless grapes for their wine production business they would take extra steps to protect their crop from every possible disaster. I've seen people with prize winning Azalea bushes in my home-town that take such good care of them that they are perfectly healthy all year round no matter what the weather is like. One would think that it would be similar with an Orchard. I've considered removing my fruit trees from being growable in growing zones and converting them into an orchard building like the grape vine. If you end up going that route with your orchard idea I'd probably go ahead and remove the fruit trees from the growing zones just to make our mods compatible in that area.

Your mod was my next stop for inspiration! The idea of an orchard building is a nice one and i may try it. However, i'd like to have the orchard react to the weather, namely, not produce during the winter months. As a growing zone and not a building this would happen. I was thinking of having an item such as trees in growing zones, so they take a number if in game days to grow and then be harvestable like wild bushes, so they are not destroyed by harvesting or the weather.

When it comes to coordination between our mods, i'm more than happy to! Once i had content that may over lap, i was going to test my mod along side yours and other food mods out there.

Quote from: Temeez on December 30, 2014, 04:23:50 PM
This mod looks very promising, and I even got an feature suggestion that would fit perfectly; A windmill. You could research it, put it down, haul grains to/into it and over time it would make flour. The speed of it work would depend on the wind speed (wind turbine logic). The building would have a slot for intake and output (grain --> time --> flour).

I like the idea of a windmill and it was on the cards from the start. I need to learn a bit of programming before though! I'm learning to use C# as i go. I'll have to look at other mods and their source code to figure out how they did things similar to what you describe. A windmill is definitely going to happen at some point!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.02) (03/01/2015)
Post by: elStrages on January 03, 2015, 04:21:20 AM
I was looking into doing something like this. Guess now I won't have too :D also thanks for the credit on my water mod. Glad it inspired you to get on and mod :)
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.02) (03/01/2015)
Post by: Igabod on January 03, 2015, 06:28:54 AM
Quote from: Winter Hermit on January 03, 2015, 03:25:30 AM
Your mod was my next stop for inspiration! The idea of an orchard building is a nice one and i may try it. However, i'd like to have the orchard react to the weather, namely, not produce during the winter months. As a growing zone and not a building this would happen. I was thinking of having an item such as trees in growing zones, so they take a number if in game days to grow and then be harvestable like wild bushes, so they are not destroyed by harvesting or the weather.

When it comes to coordination between our mods, i'm more than happy to! Once i had content that may over lap, i was going to test my mod along side yours and other food mods out there.

The code for the building could possibly be modified to not allow production when the temperature is below a certain threshold. I'm not sure though since Skullywag is the coding genius behind my Grape Vine. As for the trees not being destroyed on harvest, I made that change in my last update. So you can already put them in a growing zone and harvest them several times through their lifetime. I like the direction this mod is heading. Keep up the good work. :)
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.01) (29/12/2014)
Post by: lude on January 03, 2015, 02:05:18 PM
Quote from: Igabod on January 02, 2015, 10:32:21 AM
If you are looking for a suggestion on how to handle the Orchards, I recommend you take a look at my Seedless Grape Vine in my Xtra Plants mod. It is just a building that produces 10 seedless grapes every 5 days. I got the idea from the water barrel in Tech Tree Minami. The fact that it is not an actual plant means that it is immune to weather changes and solar flares or changes in light, though I do have it required to be built not under a roof. I did that because I would think that if one were growing seedless grapes for their wine production business they would take extra steps to protect their crop from every possible disaster. I've seen people with prize winning Azalea bushes in my home-town that take such good care of them that they are perfectly healthy all year round no matter what the weather is like. One would think that it would be similar with an Orchard. I've considered removing my fruit trees from being growable in growing zones and converting them into an orchard building like the grape vine. If you end up going that route with your orchard idea I'd probably go ahead and remove the fruit trees from the growing zones just to make our mods compatible in that area.

a nice state changing orchard would be beautiful, perhaps even as a place of leisure (coz orchards were in less internety times)
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Winter Hermit on January 12, 2015, 04:28:06 PM
Update!

There is one problem I've been having, and i was wondering if anyone knows the solution. I'm unable to create recipes with multiple output products. elStrages's water mod had a mechanic that i thought was pretty good, until i found that the 'do until x' function doesn't work. I spent quite a while banging my head against the table (that is not even a metaphor, i really did!) trying to fix it. The only solution i found was to have only one output.

This was a shame as i was planning on including cooking utensils to the cooking production line. The utensils would need to be made and stored in cupboards and would be required ingredients, but would be returned at the end of the cooking process.

It seems strange to me that the game would limit the number of output items to a recipe. Am i doing some thing wrong or what?
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: elStrages on January 12, 2015, 04:39:33 PM
Quote from: Winter Hermit on January 12, 2015, 04:28:06 PM
Update!

There is one problem I've been having, and i was wondering if anyone knows the solution. I'm unable to create recipes with multiple output products. elStrages's water mod had a mechanic that i thought was pretty good, until i found that the 'do until x' function doesn't work. I spent quite a while banging my head against the table (that is not even a metaphor, i really did!) trying to fix it. The only solution i found was to have only one output.

This was a shame as i was planning on including cooking utensils to the cooking production line. The utensils would need to be made and stored in cupboards and would be required ingredients, but would be returned at the end of the cooking process.

It seems strange to me that the game would limit the number of output items to a recipe. Am i doing some thing wrong or what?
The is no solution right now. sorry to say that if you have multiple outputs then it will not allow it, this is because it keeps count of the items in storage of that particular thing. The only thing I think that could help you is if there was a dll that could tell you to disregard the second item.

My only thoughts really on this is, the way I did it you needed water and the bucket was the aid, now you will only ever need one spatula to do all of your cooking, that object never changes so I would actually say it would be wiser to have it as part of the building materials for the production object e.g: butchers table needs > wood and butchers knife to make: butchers knife is produced at the crafting table with steel etc.

Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: mipen on January 12, 2015, 06:01:22 PM
The "do until x" thing is something Tynan will need to change, it is in the core game code. I think I know a way to change that, if you'd want me to look into it for you. Also, if you'd like, I could try make some trees that grow fruit and are harvested by colonists marked as growers or plant cutters. I have a couple of ideas on how it could be done. Let me know :)
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Winter Hermit on January 13, 2015, 05:48:49 PM
Quote from: elStrages on January 12, 2015, 04:39:33 PM
Quote from: Winter Hermit on January 12, 2015, 04:28:06 PM
Update!

There is one problem I've been having, and i was wondering if anyone knows the solution. I'm unable to create recipes with multiple output products. elStrages's water mod had a mechanic that i thought was pretty good, until i found that the 'do until x' function doesn't work. I spent quite a while banging my head against the table (that is not even a metaphor, i really did!) trying to fix it. The only solution i found was to have only one output.

This was a shame as i was planning on including cooking utensils to the cooking production line. The utensils would need to be made and stored in cupboards and would be required ingredients, but would be returned at the end of the cooking process.

It seems strange to me that the game would limit the number of output items to a recipe. Am i doing some thing wrong or what?
The is no solution right now. sorry to say that if you have multiple outputs then it will not allow it, this is because it keeps count of the items in storage of that particular thing. The only thing I think that could help you is if there was a dll that could tell you to disregard the second item.

My only thoughts really on this is, the way I did it you needed water and the bucket was the aid, now you will only ever need one spatula to do all of your cooking, that object never changes so I would actually say it would be wiser to have it as part of the building materials for the production object e.g: butchers table needs > wood and butchers knife to make: butchers knife is produced at the crafting table with steel etc.

The idea of having the utensils as an item needed to build the work benches is a good one. I may resort to that if there is no alternative. I would like to have the colonists interact with the utensils, so they have more to do to complete a task. The problem also limits what i can do in later updates.

Quote from: mipen on January 12, 2015, 06:01:22 PM
The "do until x" thing is something Tynan will need to change, it is in the core game code. I think I know a way to change that, if you'd want me to look into it for you. Also, if you'd like, I could try make some trees that grow fruit and are harvested by colonists marked as growers or plant cutters. I have a couple of ideas on how it could be done. Let me know :)

If you could have a go at writing some code that fixes the problem, that would be amazing! I'm sure i'm not the only modder that would be interested in something like that. The trees have been done well by Igabod's extra plants mod. I was going to see if i can get mine to work along side his and Telkir's expanded crops mod.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Igabod on January 13, 2015, 06:07:29 PM
Quote from: mipen on January 12, 2015, 06:01:22 PM
Also, if you'd like, I could try make some trees that grow fruit and are harvested by colonists marked as growers or plant cutters. I have a couple of ideas on how it could be done. Let me know :)

I already tackled the fruit bearing trees issue. It's actually pretty easy to do. I wasn't ever able to make it so that when you harvest the plant you get the fruit and some wood though. So I just made the trees not destroy on harvest. It's really neat watching a big old lemon tree get harvested and then shrink down to the size of a sapling.

Also, I took some inspiration from the orchard suggestion on this thread and decided to add it to my list of things to do in the next few updates for the Xtra Plants mod. That probably won't happen until alpha 9 though. And I'm going to see if I can get Skullywag to add in a bit of extra code to stop the production of the fruits at certain temperatures as well as at certain light levels. But like I said, this is probably not going to be done until after alpha 9 comes out. I may be able to get an early version of it out before then if my schedule permits me to work on the mod that much. But I can't promise anything.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Winter Hermit on January 13, 2015, 07:19:44 PM
I'd just like to add a little more detail on what balancing i plan to carry out.

When it comes to the different crops, one question I've been asking myself is 'why would the player want to grow all these different crops?'. The simple answer is because it looks cool and it's something different to do. This i was not something i was satisfied with. Therefore, i plan to balance it in the following way.

Each crop can be assigned a different growing time and yield. I plan to assign each crop a different growing time and a different yield. The growing time will be bases on real life growing times, just not at the same magnitude. I'll make it so that the longer the growing time, the higher the yield. The play therefore has to make a decision on what crops to grow based on when and how much food is needed. An example could be:

Crop A, Grow Time = 2 Days, Yield 4
Crop B, Grow Time = 4 Days, Yield 16
Crop C, Grow Time = 6 Days, Yield 36

The nerds will notice that the yields are the square of the days grown. This is intentional as i feel that the reward, in this case the yield, should go up with the risk. What is the risk, well these would be the incidents, cold snap and crop blight. You could have a massive yield of crop C, and be thinking that you will be set for food for the entire winter, but then suddenly a crop blight hits and you're buggered. The player would need to decide on  how much food is needed quickly, and therefore plant crop A, and how much they want to risk on a big payout, and select either Crop B or Crop C. Other factors i'll try to include will be soil type and temperature, so some crops can't be grown in some biomes.

Hopefully, this will result in a crop system where a little thought, if only a little, needs to into it.

Any comments or thoughts on what i'm planning? I'm open to suggestions and to mistakes being pointed out to me!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Igabod on January 13, 2015, 07:37:45 PM
Quote from: Winter Hermit on January 13, 2015, 07:19:44 PM
Any comments or thoughts on what i'm planning? I'm open to suggestions and to mistakes being pointed out to me!

I've been experimenting with different growing times for some of the plants in my mod. For instance, I made sunflowers produce a fairly large yield, made the seeds stack to 150, and made the seeds not rot. The balance for that is that sunflowers take around 6 days to grow to maturity. I've also set it up so that all fruits smaller than limes stack to 150 and the rest currently stack to 75, though I'm considering reducing that for some of the things to further balance them. Bananas currently have much higher nutrition when eaten raw than any other raw food so they will probably be the next thing I adjust the stack size and growth time on. I have been toying with the growth times ever since I made the 2nd tree for that mod, but never actually seriously trying to balance it. With the next couple updates I plan on focusing on that element for balance heavily.

As for your grow time to yield ratio, I think it's a bit excessive. I'd go for a simple 1:2 ratio or maybe 1:3 at the most. But I think some crops just wouldn't make sense to stick with that rigid idea. For instance, with my olive tree, it produces more fruit than the lime tree does because that's how it is in real life. My ratio still needs adjustment to fit reality better, but right now it's just a rough guess at the differences. Your current crops are all similar in size enough IRL that the rigid ratio system might work. But as soon as you add something else like watermelons or something the ratio will seem very unrealistic. Just something to consider in the future really.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: ProtoTypeRaavyn on January 14, 2015, 12:47:57 AM
So the mod made it so my guys would no longer make meals and they only ate raw food, Then when I went to uninstall it, it has made the game unplayable. I have A list of my mods and the mods order. Please help. https://docs.google.com/spreadsheets/d/1EYCo9AOKO0LPlddxmmRsllVju5cgEtBoNtNdnw39k2c/edit#gid=0
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Winter Hermit on January 14, 2015, 07:55:50 AM
Quote from: ProtoTypeRaavyn on January 14, 2015, 12:47:57 AM
So the mod made it so my guys would no longer make meals and they only ate raw food, Then when I went to uninstall it, it has made the game unplayable. I have A list of my mods and the mods order. Please help. https://docs.google.com/spreadsheets/d/1EYCo9AOKO0LPlddxmmRsllVju5cgEtBoNtNdnw39k2c/edit#gid=0

i'll look into this for you.

update:

Ok, i found the problem. The making coffee mod changes the DoBillsCook def file for the cook stove, the work bench is changed to the coffee making machine. The colonist weren't making any meals because there was no longer a WorkGiver def file telling them to do so.

If you play with out the making coffee mod then your setup should work. You should probably consider mine and ToastyBuns' mod incompatible until the WorkGiver clash is sorted.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Enjoyment on January 14, 2015, 08:54:35 AM
Quote from: Winter Hermit on January 13, 2015, 07:19:44 PM
Each crop can be assigned a different growing time and yield. I plan to assign each crop a different growing time and a different yield.
Readin this, I was hoping you did the different growing periods, when crop A grows from may to october, and crop B - from october to may. Or it's impossible to do? It could really motivate player to grow all the crops you have... IMHO
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Winter Hermit on January 14, 2015, 09:40:28 AM
Quote from: Enjoyment on January 14, 2015, 08:54:35 AM
Quote from: Winter Hermit on January 13, 2015, 07:19:44 PM
Each crop can be assigned a different growing time and yield. I plan to assign each crop a different growing time and a different yield.
Readin this, I was hoping you did the different growing periods, when crop A grows from may to october, and crop B - from october to may. Or it's impossible to do? It could really motivate player to grow all the crops you have... IMHO

I was thinking about this last night. I thought that maybe instead of forcing a crop to only grow during a certain month, i would adjust the temperatures that the crop can survive at. Currently the crops die out when the temperature drops too low. What i could do is adjust the temperature at which the crops die out at for different crops. You would then be able to select some crops to grow, or at least survive, in the lower temperatures. Forcing it with a limit on which months the corps can be grown in seems unnatural, where using the temperature as the deciding factor of when crops can be grown would be more natural and closer to the real world. If i was to include a ground moisture level as well, this would add another seasonal factor that would determine when the crops should be grown.

Both of these things would require some coding. I'm still learning C# at the moment. So it make take a few weeks for me to implement an idea like this. In the mean time we'll have to settle for different growing times and yields to differentiate the crops.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Enjoyment on January 14, 2015, 10:24:49 AM
Oh, don't take it so serius. I love the way your mod is heading. It was not a critic to your method, just a question about plans..)
As for temperature regulation - it wont be so useful due to heaters/coolers system. Cause I can make a room with any needed temp year-round... IMHO...
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Igabod on January 14, 2015, 11:54:33 AM
Currently there is no way to modify the temperature at which plants will survive in XML. You would need to do some C# coding for that. If you can find a way to do it without a .dll please tell me though. I've got tons of plants sitting on the back burner for when I can make winter thriving plants possible.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: ProtoTypeRaavyn on January 14, 2015, 05:07:30 PM
Quote from: Winter Hermit on January 14, 2015, 07:55:50 AM
Quote from: ProtoTypeRaavyn on January 14, 2015, 12:47:57 AM
So the mod made it so my guys would no longer make meals and they only ate raw food, Then when I went to uninstall it, it has made the game unplayable. I have A list of my mods and the mods order. Please help. https://docs.google.com/spreadsheets/d/1EYCo9AOKO0LPlddxmmRsllVju5cgEtBoNtNdnw39k2c/edit#gid=0

i'll look into this for you.

update:

Ok, i found the problem. The making coffee mod changes the DoBillsCook def file for the cook stove, the work bench is changed to the coffee making machine. The colonist weren't making any meals because there was no longer a WorkGiver def file telling them to do so.

If you play with out the making coffee mod then your setup should work. You should probably consider mine and ToastyBuns' mod incompatible until the WorkGiver clash is sorted.
Thank you SO VERY much for taking the time to look into this for me.  Is there anything I need to be able to do to play my colonies again? After taking out the coffee mod the colony won't load. I am guessing I need to uninstall the base game and mods to fix this?
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 14, 2015, 06:29:04 PM
Update!

I've balance a bunch of things:
-Growth time and crop yield. Some crops take longer to grow than others now, but rewards you with a higher yield than you would normally have received.
-I changed the power consumption, material needs and build time of the work benches
-I adjusted the amount of ingredients needs to complete a tasks for some recipes. Since making bread had more steps to it than others, i would take longer to make the same amount due to multiple trips. I increased the amount of flour, dough and bread that is made in each task to counteract this.

I made a mistake before, i said that i had included Rye, but had forgotten to actually finish putting it in. It's in the game now.

Let me know what you guys think of the balance changes.

Quote from: ProtoTypeRaavyn on January 14, 2015, 05:07:30 PM
Thank you SO VERY much for taking the time to look into this for me.  Is there anything I need to be able to do to play my colonies again? After taking out the coffee mod the colony won't load. I am guessing I need to uninstall the base game and mods to fix this?

You're welcome! I would recommend starting a new test colony to check that not using the coffee mod solves the solution. If it does, happy days! If not, then there maybe something else wrong.

To play your other colonies it should be a simple matter of changing the WorkGiver def file in the coffee mod to a different name. In the def file it'll say:

  <WorkGiverDef>
    <defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>500</priorityInType>
    <singleBillGiverDef>CoffeeMachine</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>


try changing <defName>DoBillsCook</defName> to <defName>DoBillsMakeCoffee</defName>

Quote from: Igabod on January 14, 2015, 11:54:33 AM
Currently there is no way to modify the temperature at which plants will survive in XML. You would need to do some C# coding for that. If you can find a way to do it without a .dll please tell me though. I've got tons of plants sitting on the back burner for when I can make winter thriving plants possible.

Yeah, i realised this when i looked into it. Once I've learn to code in C#, i'll see if i can make it possible.

Quote from: Enjoyment on January 14, 2015, 10:24:49 AM
Oh, don't take it so serius. I love the way your mod is heading. It was not a critic to your method, just a question about plans..)
As for temperature regulation - it wont be so useful due to heaters/coolers system. Cause I can make a room with any needed temp year-round... IMHO...

Don't worry, i don't mind criticism or comments about the mod! The more comments/thoughts i get the better i can make the mod! Keep em coming, i'm enjoying my self.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Ramsis on January 14, 2015, 07:23:25 PM
Can we please get some pictures Winter?

Also yay for Orchards.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 14, 2015, 07:31:44 PM
Quote from: Ramsis on January 14, 2015, 07:23:25 PM
Can we please get some pictures Winter?

Also yay for Orchards.

I put some screenshots in the original post this evening. I think they show off everything.  :)

Orchards will be awhile away. I think Igabod's Xtra Plants mod has orchard like stuff.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Ramsis on January 14, 2015, 07:48:06 PM
Quote from: Winter Hermit on January 14, 2015, 07:31:44 PM
Quote from: Ramsis on January 14, 2015, 07:23:25 PM
Can we please get some pictures Winter?

Also yay for Orchards.

I put some screenshots in the original post this evening. I think they show off everything.  :)

Orchards will be awhile away. I think Igabod's Xtra Plants mod has orchard like stuff.

He's working on them last priority. I just mentioned to him how dumb it was that we grew entire trees worth of fruit only to have them need to be replanted over and over again with 10-15 day grow cycles.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.03) (12/01/2015)
Post by: Igabod on January 14, 2015, 08:50:28 PM
Quote from: Ramsis on January 14, 2015, 07:48:06 PM
Quote from: Winter Hermit on January 14, 2015, 07:31:44 PM
Quote from: Ramsis on January 14, 2015, 07:23:25 PM
Can we please get some pictures Winter?

Also yay for Orchards.

I put some screenshots in the original post this evening. I think they show off everything.  :)

Orchards will be awhile away. I think Igabod's Xtra Plants mod has orchard like stuff.

He's working on them last priority. I just mentioned to him how dumb it was that we grew entire trees worth of fruit only to have them need to be replanted over and over again with 10-15 day grow cycles.

It's not my last priority, It's just the last on my short list of changes to be done within the next few updates. I still have lots of other things coming up after the orchards. That being said, I'm probably not going to get to the orchards until alpha 9 as I said previously on the first page of this thread.

Also, in the current version of that mod, you don't have to replant the trees after harvesting them. They just shrink down and start over on the growth process. There is no means for me to set it so that after they are harvested they go down to 50% growth or anything like that, and that would be unrealistic anyway. I see the time to maturity thing not as a meter of growing from seed to fruiting age. It's just a meter to let you know when the next harvest is coming up. Just like in real life you have to wait for more fruits to grow before you can harvest them again. Some can be harvested only once per year while others will produce fruits several times a year. That is represented in the different growth times. I personally like it that way and will be leaving the wild trees like that. I'm only planning on removing them from the growing zones and making a building which has a steady production and is subject to fewer environmental problems due to the fact that the colonists are caring for the plants the same way real farmers take care of their orchards.


Quote from: Igabod on January 13, 2015, 06:07:29 PM
Also, I took some inspiration from the orchard suggestion on this thread and decided to add it to my list of things to do in the next few updates for the Xtra Plants mod. That probably won't happen until alpha 9 though. And I'm going to see if I can get Skullywag to add in a bit of extra code to stop the production of the fruits at certain temperatures as well as at certain light levels. But like I said, this is probably not going to be done until after alpha 9 comes out. I may be able to get an early version of it out before then if my schedule permits me to work on the mod that much. But I can't promise anything.

Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: henk on January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: ProtoTypeRaavyn on January 15, 2015, 06:00:12 PM
Quote from: Winter Hermit on January 14, 2015, 06:29:04 PM

You're welcome! I would recommend starting a new test colony to check that not using the coffee mod solves the solution. If it does, happy days! If not, then there maybe something else wrong.

To play your other colonies it should be a simple matter of changing the WorkGiver def file in the coffee mod to a different name. In the def file it'll say:

  <WorkGiverDef>
    <defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>500</priorityInType>
    <singleBillGiverDef>CoffeeMachine</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>


try changing <defName>DoBillsCook</defName> to <defName>DoBillsMakeCoffee</defName>

A new world works perfectly now. Thank you so much for all the time and effort you took to fix my problem. It really means a lot, considering most mod authors don't take the time to try and fix a flub a users has made with their mods. If this place had Kudos/points/rep I would be giving you as much as possible right now.


As A side note, Is there any way we can get the "Prioritize" option on the new stoves and worktops? Either like the Butchers table or A priority bar like with the storage Zones? I have like 5 people capable of making food, and only one is trying to do anything lol.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 16, 2015, 02:40:54 AM
Quote from: henk on January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.

I thought i had had sorted that problem, apparantly not! I'll look into it this evening when i get home form work.

Quote from: ProtoTypeRaavyn on January 15, 2015, 06:00:12 PM
A new world works perfectly now. Thank you so much for all the time and effort you took to fix my problem. It really means a lot, considering most mod authors don't take the time to try and fix a flub a users has made with their mods. If this place had Kudos/points/rep I would be giving you as much as possible right now.


As A side note, Is there any way we can get the "Prioritize" option on the new stoves and worktops? Either like the Butchers table or A priority bar like with the storage Zones? I have like 5 people capable of making food, and only one is trying to do anything lol.

I'm always happy to help. When it comes to prioritizing worktops like storage, i dont know how to do that. I do have another idea on how to prioritize tasks, i'll try it this evening.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: popster99 on January 16, 2015, 11:23:16 AM
I've found that this mod doesn't work with cybernetic storm the crafting bench for the water buckets overrides the crafting bench for cybernetic storm
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: elStrages on January 16, 2015, 11:49:36 AM
Quote from: popster99 on January 16, 2015, 11:23:16 AM
I've found that this mod doesn't work with cybernetic storm the crafting bench for the water buckets overrides the crafting bench for cybernetic storm
He took that from my water mod (so partly my fault) - the OP needs to rename the workbench and change the work giver to fix compatibility
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 16, 2015, 04:55:23 PM
update to v0.04.1 for bug fixes.

Quote from: henk on January 15, 2015, 01:28:29 PM
Can you, please, move raw water to separate food group? Because atm it's possible to craft simple meal with only 11 buckets of water and zero actual food, which is plain ridiculous.

Which version of the mod are you using? The recipes for the meals no longer use raw food, but rather prepared foods. Water is no longer in the raw food category. Are you using other mods that may interfere with mine?

Quote from: ProtoTypeRaavyn on January 15, 2015, 06:00:12 PM
As A side note, Is there any way we can get the "Prioritize" option on the new stoves and worktops? Either like the Butchers table or A priority bar like with the storage Zones? I have like 5 people capable of making food, and only one is trying to do anything lol.

I've adjusted the type priorities for the cooking work givers. The colonist will prioritise the jobs higher up the production chain now. So if they have the stuff to make a meal, they'll make that before they make bread and prepared food, and they'll do those before they knead dough and grind flour, and those before collecting water and making buckets. (phew long sentence).

I'm not sure why your five guys aren't all cooking, but this is the close i can get to the storage priorities.

Quote from: popster99 on January 16, 2015, 11:23:16 AM
I've found that this mod doesn't work with cybernetic storm the crafting bench for the water buckets overrides the crafting bench for cybernetic storm

I've changed the name from Craftman'sWorkbench to WoodCraftingWorkBench. Hopefully that'll fix compatibility issues.

Thanks for the feedback guys! Keep it coming!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 18, 2015, 06:47:54 PM
Hi guys,

I've been thinking about compatibility with other mods. One issue i can see is that i modify the recipe list of the cook stove. Therefore is anyone else adds or changes something of the old recipes for the meals, then our mods will not be compatible.

I was wondering if anyone had a nice solution or suggestion on how best to make the mod compatible with others. I could simply import others material into my mod, while giving credit of course. However, this doesn't feel right as i'd be removing the reason for people to download the other mod. Any thoughts?
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Kolljak on January 22, 2015, 06:16:42 PM
I am currently working on a total overhaul atm that i am going to need something like this for its food system
would you be interested in letting me use this in it or possibly aiding me in the setup for its food system
its called Project : Eons
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 23, 2015, 11:57:40 AM
Quote from: Kolljak on January 22, 2015, 06:16:42 PM
I am currently working on a total overhaul atm that i am going to need something like this for its food system
would you be interested in letting me use this in it or possibly aiding me in the setup for its food system
its called Project : Eons

Feel free to use stuff from my mod in your project. I only request that i get the credit for the parts that i made and that any parts from other mods that i use are also credited to the authors.

Once you have your project up and going with some content in place then i may be willing to aid you more directly. Get things started and people will pitch in more.

I plan to keep updating this mod over the coming weeks and months, so as i add more features and stuff you can port them over your mod as well.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Kolljak on January 23, 2015, 12:01:31 PM
Little bit torn between your mod's wonderful art and Igabods wonderful variety it burns us.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 23, 2015, 01:54:59 PM
Quote from: Kolljak on January 23, 2015, 12:01:31 PM
Little bit torn between your mod's wonderful art and Igabods wonderful variety it burns us.

Why not both? I'm working on compatibility of my mod with others. Telkir's and Igabod's mods are first on the list. I'll try and make it work with other food related mods as well later.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Kolljak on January 25, 2015, 07:07:13 PM
Winter is there anyway you can make flour inedable. my colonists eat the flour before it can be turned into bread.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Igabod on January 25, 2015, 07:12:20 PM
Quote from: Kolljak on January 25, 2015, 07:07:13 PM
Winter is there anyway you can make flour inedable. my colonists eat the flour before it can be turned into bread.

You can't make meal ingredients inedible or the game will bug out. See This Thread (https://ludeon.com/forums/index.php?topic=9548) to see what I mean. There are little tricks that can be done to make that particular ingredient less appealing for the pawns, but they'll still end up eating the flour if they have no other meal options.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (14/01/2015)
Post by: Winter Hermit on January 25, 2015, 08:27:53 PM
Quote from: Kolljak on January 25, 2015, 07:07:13 PM
Winter is there anyway you can make flour inedable. my colonists eat the flour before it can be turned into bread.

As Igabod has stated, this is not currently possible, or no one knows how to get around it. I did set the priorities of the jobs so that meals are made as soon as the ingredients to make them are available. This behavior cascades down the production line, where the higher levels are made as soon as they can be. This was to mitigate against the increase in the length of the line.

During testing i haven't run into many problems with colonists eating the raw ingredients before they are cooked, well no more than you get in vanilla. Try only setting the do until for the flour at 4-5 and see if that helps.

Edit: I just updated the first post with more info. Check it out and comment!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Kolljak on January 26, 2015, 12:11:08 AM
hmm i think its about time to commission EdB to make a Interface for food consumption permissions XD i made a workaround i just made a faraway freezer down my village's road hold the flower.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: saddler123 on January 26, 2015, 04:48:22 AM
On the screenshots you have tomatoes, carrots and other stuff. but arnt they in the downloadable version yet? because i cant grow them :P
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Kolljak on January 26, 2015, 09:19:09 AM
Same was wondering that too.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Winter Hermit on January 26, 2015, 12:39:47 PM
Quote from: saddler123 on January 26, 2015, 04:48:22 AM
On the screenshots you have tomatoes, carrots and other stuff. but arnt they in the downloadable version yet? because i cant grow them :P

They are from Telkir's expanded crops mod. https://ludeon.com/forums/index.php?topic=4373 (https://ludeon.com/forums/index.php?topic=4373). I had his and Igabod's xtra plants mod active when I was taking the screen shots. I'm working on compatibility between the three mods at the moment. It'll be done in the next update, which will be a couple of weeks away i'm afraid. See the original post for what will be in the next update.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Wulfik on January 27, 2015, 06:24:03 AM
There is problem with this mod : you can't use this and cybernetics storm at the same time. You wont be able to craft bucket OR ( if you change order in mods ) you wont be able to use craftsmans workbench in cybernetics storm ( that crafts materials and prosthetics ). There is no error, you can add bill but everybody will ignore it. Any help with that ? ( Might be problem cuz there are two identical workbenches even tho there texture is different and their bills differ as well. Still craftsman... )
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Winter Hermit on January 28, 2015, 04:17:54 PM
Quote from: Wulfik on January 27, 2015, 06:24:03 AM
There is problem with this mod : you can't use this and cybernetics storm at the same time. You wont be able to craft bucket OR ( if you change order in mods ) you wont be able to use craftsmans workbench in cybernetics storm ( that crafts materials and prosthetics ). There is no error, you can add bill but everybody will ignore it. Any help with that ? ( Might be problem cuz there are two identical workbenches even tho there texture is different and their bills differ as well. Still craftsman... )

I'll get on this in the next couple of days, i'm a bit busy in real life at the moment!
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Ksajimato on February 13, 2015, 07:46:18 PM
Problem with this mod and CaveworldFlora. If this mod is lower position than CF - then Shrooms will look like crops, and if higer - crops will look like shrooms
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Lightbulb500 on February 15, 2015, 06:04:47 AM
Quote from: Ksajimato on February 13, 2015, 07:46:18 PM
Problem with this mod and CaveworldFlora. If this mod is lower position than CF - then Shrooms will look like crops, and if higer - crops will look like shrooms

I run them together without any problems

Have you restarted the game after after changing your load order? That usually solves any texture related problems
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Duncan on March 27, 2015, 03:11:31 PM
Any word on alpha 9 conversion? I am a big fan of this mod and it lack in A9 is felt acutely.
Title: Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
Post by: Winter Hermit on April 03, 2015, 09:58:25 PM
Hi guys, just to give you a little update. Real life has been kicking the crap out of me recently, so i haven't had the time to continue with the mod or update it. I'll be able to return to it by the start of May.

I'm sorry if i have let anyone down with the lack of updates.

Thanks
Winter