[A11b] Seeds Please! (V1.2) updated by Leucitius (10 July 2015)

Started by Vendan, April 27, 2015, 07:25:33 PM

Previous topic - Next topic

Kubouch

#45
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.

I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.

What is the state of the mod currently, Vendan, can I ask?

deadlydullahan

Quote from: Kubouch on May 19, 2015, 07:23:36 AM
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.

I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.

What is the state of the mod currently, Vendan, can I ask?

Rather than doing something about the blight might I suggest a unique and exotically rare strain of seed that has % resistance to blight. for example. A seed that has a 50% chance of surviving a blight (50% might be too much surely but I'm using it as an example. ) so in the case of planting this seed that has the genome to resist blights by 25% at least you won't lose all your crops and hard work and manage to keep at least 1/4 of the crops despite losing 3/4. Now the question is how difficult it would be implement such a coding and as I personally have little to no experience in coding i'm not sure how this would work out. However, the idea still stands and if possible I feel it would be a balance to blights rather than losing 100% of your crops as well as maintaining the balance by allowing the genome to be a maximum of 25% chance rather than 50% or 100% where you could potentially monopolize this seed and never worry about blights again (and that's no fun now is it)

Kubouch

Quote from: deadlydullahan on May 19, 2015, 07:39:44 AM
Quote from: Kubouch on May 19, 2015, 07:23:36 AM
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.

I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.

What is the state of the mod currently, Vendan, can I ask?

Rather than doing something about the blight might I suggest a unique and exotically rare strain of seed that has % resistance to blight. for example. A seed that has a 50% chance of surviving a blight (50% might be too much surely but I'm using it as an example. ) so in the case of planting this seed that has the genome to resist blights by 25% at least you won't lose all your crops and hard work and manage to keep at least 1/4 of the crops despite losing 3/4. Now the question is how difficult it would be implement such a coding and as I personally have little to no experience in coding i'm not sure how this would work out. However, the idea still stands and if possible I feel it would be a balance to blights rather than losing 100% of your crops as well as maintaining the balance by allowing the genome to be a maximum of 25% chance rather than 50% or 100% where you could potentially monopolize this seed and never worry about blights again (and that's no fun now is it)

Actually yes, this is a better idea. Make a blight resistance as a part of a genome.

What I'm thinking about as well is more differentiation (price, stats and cost) between different genomes. Right now all seeds cost more or less the same and are evenly distributed. There should be bunch of low-quality crops with like 30% effectivity available always and really cheap (like 20$). On the other hand getting a hand on a higer quality seed might be dificult and there should be only a limited amount available in a trade ship. I wouldn't go much higher with the costs, though.

Aragas

#48
I have added translation support to Seeds Please. See Russian translation as example.
The sources were outdated, so I decompiled it. Would be good to see the actual sources  ;D.
Decompiled sources included.
And I added myself to the authors, if you don't mind  ::)
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.1.1.zip
Screen: https://dl.dropboxusercontent.com/u/58476180/SeedsPlz.png

Aragas

#49
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar

New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.

Katorone

Do you have any plans of allowing seeds on paste dispensers or as an ingredient in salads?  My colony ends up with more seeds than it has use for, it would be nice to do something productive with excess seeds. :)

Aragas

If I got it correct, this can be easily done via recipes in xlm stuff

dismar

#52
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar

New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.


when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.

[attachment deleted due to age]

dismar

I spent a bit of time  converting everything over to make a version of my veg. garden that uses the seeds. I worked out all the issues that I found with the updated version of seeds. ONLY issue that i'm having now is the Pawns wont take the seeds to where they need to plant them. They just plant them from where ever the seeds are no matter how far away they are. That's outside my coding ability :) Here's a release copy if anyone can fix that pawn code.
Alpha 11 Veg Garden with seeds :
https://www.dropbox.com/s/pz3gfrcft9ju02e/Vegetable%20Garden%20w%20seeds%20v3.zip?dl=0

Aragas

Quote from: dismar on June 13, 2015, 07:49:01 PM
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar

New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.


when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.

Ops. That's normal. Some files were from overhaul mod. I'll correct it.

leestriter

The Alpha 11 version should be on the first post, I've enjoyed it. Also, it would be cool if there was a version where the objects from Pleasure_SK v1.3.

Shackleberry

Quote from: Aragas on June 14, 2015, 05:30:23 AM
Quote from: dismar on June 13, 2015, 07:49:01 PM
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar

New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.


when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.

Ops. That's normal. Some files were from overhaul mod. I'll correct it.

Did you have the time to fix this? If so is the download available anywhere? Thanks!

skyarkhangel

Quote from: Aragas on June 14, 2015, 05:30:23 AM


can anyone help fix a bug with seedplease in A11.
Animation planting does not work correctly.

Asero

This mod just seem to introduce one bug after another somehow. Really hopes it gets updated though!

Marcm

Had a cargo pod drop of 8 stacks Pumpkin seeds and after sending one of my toons all across the map i found he could not stack them because the stacks where deteriorated differently. So even if i send our my hole group to collect them i will end up with a bloated stockpile zone of 6 stacks seeds of Pumpkin. The idea of seeds deteriorating on a dailyy base seems unreal to me and i guess therefor you added a timer of 100. Additionally over time, when i grow and get fresh seeds, these will never stack on the ones already in my stockpile and i guess i have to micromanage on top to make shure my Gardeners pick the older ones.
I do like the concept of seeds but with the current mechanics it is getting to "Brobdingnagian" to be handable (See Sheldon and Raj quarrel).