RimWorld

RimWorld

Farming Hysteresis
162 Comments
Monkey Magic 27 Aug @ 7:49am 
Random nobody here :P I use the mod Smart Farming for automated seasonal sowing mechanics (automated early harvest, and disallowing growing if the harvest would not viable before the season is over) stuff - how would this mod interact with that one? D:
DawnsGlow 25 Aug @ 1:07am 
@ilyvion : Okay, thanks for the mod.
ilyvion  [author] 24 Aug @ 10:24pm 
@DawnsGlow: "Global" bounds are per-map; this mod was made before Odyssey when people built bases on a single map, not gravships that move around, and hasn't been updated to account for it yet. I'll get to it eventually, but unfortunately I have more pressing things to work on right now.
DawnsGlow 24 Aug @ 12:16pm 
Is the global bounds and gravship bug fixed ? Global Bounds were being set to default after launch.
ilyvion  [author] 9 Aug @ 10:02pm 
@BugWolf: Glad I could help. Exactly why I made the mod in the first place. 😁
BugWolf 9 Aug @ 9:20pm 
Hello. I have been using this mod for quite a while and I have to thank you for the many hours of micromanagement you've saved us.
FerrisCG 29 Jul @ 9:15am 
@Lorebot that bug is now fixed in smart farming sry about that xD
Lorebot 27 Jul @ 4:13pm 
bah...it was keeping me from sleeping so I looked through my mod list. Looks like that button is from Smart Farming not your mod. I'm gonna go get some sleep before trying to figure out if Smart Farming is actually doing anything I want or if I should just disable it...sigh... I'm really sorry for bothering you with this...
Lorebot 27 Jul @ 4:04pm 
hold on, I think I may be mistaken...I'll have to double check my mod list, maybe something else is creating that alternate Sowing button...I'm very tired, confused, and apologize if i'm wrong. I'll take another look after i get some sleep and let you know.
ilyvion  [author] 27 Jul @ 6:25am 
@Lorebot: I don't do anything to stop plants from growing; I've never observed that happen personally. Also, be aware that cutting =/= harvesting; the game doesn't actually let you turn off harvesting in vanilla. If you read the tooltip on the "disable cutting" gizmo, you'll see what I mean.
Lorebot 27 Jul @ 4:30am 
I think I figured out what was happening to me. I was creating grow zones, then turning off Sowing as well as cutting. This was actually stopping the plants from growing at all, not just stopping them from being harvested. I'm not entirely sure this is intended behavior or not, but I would suggest that instead of having Hysteresis stopping plants from growing it just prevent them from being harvested. That way when the lower bound is reached the plants will be sitting in the fields waiting to be harvested instead of them having to finish growing first. If the plants reach the end of their life span in the field they'll die whether they're ready for harvest or not, so why not just let them finish growing?
Lorebot 26 Jul @ 7:54am 
I'll take another look at things, maybe I did something wrong? I'll let you know what I find :)
ilyvion  [author] 26 Jul @ 12:30am 
@Lorebot: 1) You can turn off hysteresis for individual zones, and a zone with that feature disabled should behave exactly as a vanilla growing zone. I've never had the particular problem you're describing with using growing zones to harvest ambrosia even with my mod active. 2) I don't change anything about the way "cutting plants" work, are you sure you don't have another mod that interferes with that behavior?

Here's a screenshot of a pawn harvesting ambrosia in a growing zone with my mod installed. Notice the "Enable hysteresis" setting being off: https://imgur.com/a/IpWBc5V
Lorebot 25 Jul @ 3:58pm 
I love the idea of this mod, but after playing with it for a while I've noticed that it removes one of the tricks I use growing zones for. In vanilla your pawns with harvest any plant in a growing zone once it reaches maturity and that's super useful for letting your pawns harvest wild plants when they're ready for harvest. It's especially useful for Ambrosia sprouts. But this mod seems to only let the pawns harvest the crop that the zone is configured for which removes the function above. It also makes it impossible to rotate a crop without forcing your pawns to harvest the current plants first when in vanilla you could disable 'cutting plants' in the zone and change the planted crop so that once the current harvest is complete they'll plant a different crop in its place.

I would love if you could change the harvesting back to allow pawns to harvest any mature plant in the zone or provide a setting to enable that behavior.
ilyvion  [author] 16 Jul @ 7:55pm 
@tapuesch Yeah, the new map hopping mechanic from Odyssey has made a lot of map-specific storage behave a lot less sensibly than before. I'll eventually get around to making the global bounds more Odyssey-friendly.
tapuesch 16 Jul @ 2:56pm 
Like your mod very much and using it for years now. One annoying thing comes up with the new Odyssey DLC. Seems like the global bounds are bound per map. So if you take your space ship to a different map, the global bounds are back to default.
If I deactivate the global bounds and define it per hydroponics basket the bounds will be taken over to the new map. This workaround works for me, but maybe there is a chance to even take over the global bounds to a new map in case of spaceship travelling?
Protok 16 Jul @ 11:29am 
I started to test this mechanic. In my opinion showing Hysteresys Global tab should be opened thru button in Hysteresys window of local sow zone. No need to grab a place on main Task Panel with button which only used 1-2 times in a year. At least make it as small as history tab button.
ilyvion  [author] 16 Jul @ 5:08am 
@Annabellee Sorry for taking a few days longer than I said I would. The latest version now has support for VE: More Plants in 1.6.
ilyvion  [author] 13 Jul @ 1:51pm 
@Annabellee -- Oh, that's my bad; when I updated the mod to 1.6, VPE More Plants wasn't out yet for 1.6, so I didn't include the integration code with it. But apparently I still load the defs. I'll get a new release out sometime tomorrow that should bring back support now that VPE More Plants is out for 1.6.
Annabellee 12 Jul @ 8:13am 
i am get error on start fro ve plants aquatic and sandy zone.Could not find a type named FarmingHysteresis.VanillaPlantsExpandedMorePlants.Defs.FarmingHysteresisControlWorker_Zone_GrowingAquatic
Could not find a type named FarmingHysteresis.VanillaPlantsExpandedMorePlants.Defs.FarmingHysteresisControlWorker_Zone_GrowingSandy https://gist.github.com/HugsLibRecordKeeper/6cf3adc9a20f9f3cade9f0f291ce51ab
ilyvion  [author] 4 Jul @ 4:29am 
@Kei I'll have a look at it when I have the chance. I know the two mods are a little unhappy working together. 😅
Kei 3 Jul @ 3:00pm 
Yes, the issue is gone. But I noticed something else. I’m using Smart Farming Continued, and when Hysteresis is enabled, the game ignores the "No petty jobs" function—which is just a QoL feature to prevent pawns from running across the map to sow a single tile.

Smart Farming Continued’s Compatibility section:
"No Sow mode is ignored if using Farming Hysteresis's toggle."

So maybe this should be reported under that mod? I’m not entirely sure how the mods interact, so I figured I’d mention it here first, just in case.

If the issue might be on your end, for testing purposes: after enabling/disabling Hysteresis on crops, you’ll need to wait about an hour for Smart Farming to update its cache.
ilyvion  [author] 1 Jul @ 11:10pm 
@Kei -- I've released a new version of ilyvion's Laboratory that should work for you now. Although you might as well stay on the old version since there's no functional changes yet. But it should at least keep working in the future now.
ilyvion  [author] 1 Jul @ 9:01pm 
@noszbytouj I'll look into it. I don't think zones are ever supposed to be able to have their plants unset, which is why I assumed it never was.
noszbytouj 1 Jul @ 1:28pm 
I think there’s a soft incompatibility between Farming Hysteresis and the Progression: Agriculture mod (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3418017359) .
With both enabled, whenever I make a new farming zone, I get a bunch of null exceptions and all the zone’s gizmos disappear.

If I disable Farming Hysteresis for a moment, restart, pick any plant for the zone (since Progression: Agriculture leaves it blank by default), and then turn Hysteresis back on, everything works again for this zone.
noszbytouj 30 Jun @ 12:30pm 
Man thanks a lot! This is one of my fav qol mods out there; now I can play 1.6 just the way I like it
ilyvion  [author] 30 Jun @ 4:33am 
@Kei Thanks for the report. I'll see if I can't figure out why my Laboratory mod and HardcoreSK can't cooperate.
Kei 30 Jun @ 4:07am 
The new version breaks HardcoreSK. It now requires ilyvion’s Laboratory to run—without it, the game spits out an error log on startup. But if you enable Laboratory in the mod menu, game only shows a black screen when launching, and then after a restart all mods get disabled. Thank goodness the save file remembers the correct mod order, or I would have had to reinstall everything. I just downloaded the previous version from GitHub and everything’s back to normal. If I remember correctly, when the mod first added a notice that it would need ilyvion’s Laboratory in the future, I downloaded it back then and got a similar result. The master HSK build is still on version 1.4, but the mod lists it as a supported version.
ilyvion  [author] 10 Jun @ 10:23pm 
@Enrico I don't know when I will be able to add it, since I'm currently unable to work on modding, but that is a planned feature of my Colony Manager Redux mod. 😊
Enrico 10 Jun @ 4:46pm 
Quarry hysteresis, anyone?
ilyvion  [author] 14 May @ 1:08am 
Sorry for not being present for requests; I'm hoping to be able to get back into modding soon, but my life's too hectic for that at the moment. I will go back and read all your suggestions and issues once I can, though.
Slye_Fox 26 Apr @ 4:08pm 
Would it possible to add the ability to state other items other than the ones directly grown?
There are some mods that add a post-grown step (eg; wheat->flour).
0。0 26 Mar @ 9:26pm 
Is there any movement towards integration into Colony Manager? There is another mod that does similar things to this mod, but it's for storage.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3273463237
[RTB] Sarianos 22 Feb @ 5:53am 
@ilyvion Bit of an idle suggestion here, but it would be nice to have the option for an icon rather than a text label for the main bar button.
Jr. Troopa 22 Dec, 2024 @ 5:39pm 
Ahh, nvm, tried without and saw the popup that explains that it will soon be needed.
Jr. Troopa 22 Dec, 2024 @ 10:26am 
Steam says it requires your laboratory mod, but the xml doesn't mention it, is your framework required?
ilyvion  [author] 1 Oct, 2024 @ 9:58pm 
@Vril did you actually try? I'm pretty sure I've added compatibility for that stuff already. 😅
Vril 1 Oct, 2024 @ 9:31am 
Vanilla Plants Expanded add mushroom and aquatic farm zones, could you please add compatibility if possible?
Thels 5 Sep, 2024 @ 5:31am 
@Ilyvion: I was already thinking this would thematically fit into Colony Manager. Looking forward to what you cook up!
ilyvion  [author] 4 Sep, 2024 @ 12:06pm 
@TheronIscarin' for whatever reason, Steam didn't inform me of your post. But yeah, I figured it'd be, overall, a better experience for players if I did that. Probably won't help everybody (like somebody who isn't playing between that release and the one actually taking on the dependency) but still seemed like a good idea. 😄
ilyvion  [author] 4 Sep, 2024 @ 12:05pm 
@Thels -- yeah, so I have future plans to make a Colony Manager integration for this mod so you can control it in the same way as you control the other things, which among other things will have features like being able to count other crops than the one in question and even growing other crops when the primary one meets its targets.
Thels 3 Sep, 2024 @ 6:14am 
Also, would it be possible to select the items counting towards the threshold? For example, say I run a tunneler colony, but I don't have much room for my mushroom farm, yet. I have this corn field outside, but I only need the corn to supplement the mushrooms. It would be nice to be able to gather corn only if the combined total of corn and mushrooms together is less than 1000.
Thels 3 Sep, 2024 @ 6:10am 
Thank you for this mod! It's one of the few things that can't be properly automated through bills or colony manager.

I noticed you added an icon for colony manager, so it appears proper with Vanilla Textures Expanded and UINotIncluded. Would there be a chance to add a similar icon for this mod?
Theron Iscarin' 26 Aug, 2024 @ 7:44am 
ive played this game a fair bit, and i think yours is the first mod where you give a warning about a change coming where you need a dependency. that is freaking brilliant. thank you for that. top notch. (not to mention this mod is one of my "core" mods that i dont play without)
Johnny Silverman 26 Jun, 2024 @ 2:14pm 
Nevermind, either I'm just extremely dumb and was trying to sow something during a cold snap, or that was some really random occurence, but it's fully working as intended
Either way thanks a lot for responding, as I said, this mod is practically a total must for me now
Johnny Silverman 26 Jun, 2024 @ 1:31pm 
https://rentry.co/9o8vkcy8
Don't think so? I'm actually running a pretty light setup rn so I'm surprised that somethings seems to break in it - mainly it's just non-intrusive, not mechanics-heavy QoL, interface mods, and little improvements.
But I have a weird feeling that it may be connected to Performance Fish, or Rocketman/Performance Optmizer since they may just cause some weird behavior in mods, especially Fish with its amounts of tweaks and improvements.
ilyvion  [author] 25 Jun, 2024 @ 9:05pm 
@JohnnySilverman I'm unable to get this behavior to happen on my end. Do you use any other mods that interfere/interact with how farming/planting works?
ilyvion  [author] 25 Jun, 2024 @ 9:00pm 
@JohnnySilverman I'll look into it; that's definitely not expected behavior!
Johnny Silverman 25 Jun, 2024 @ 4:25pm 
This is a really useful mod as it practically removes the tedious micromanagement of growable/harvestable things in your storage, however there's something weird going on for me
When I disable hysteresis it acts as if I somehow completely disallowed the growing zone/hydroponics basin - nobody ever touches them anymore, and they cannot be right clicked to force work
So they work as long as hysteresis is on, but if there's a zone that I want to grow like a normal, vanilla zone - it's not possible anymore
Codi 24 May, 2024 @ 2:25pm 
@konstantynopolitaneczka In the mod options menu you can toggle between 'sowing', 'harvesting', and 'sowing and harvesting'
Sounds like you may want the harvesting option, they will always sow but only harvest when the lower threshold is hit