Space Engineers

Space Engineers

More Farms
38 Comments
rafinhA 6 hours ago 
Nice mod, thank you!
Marcus.LX 12 Oct @ 9:37pm 
I fell back to this mod after wasting a couple days trying to figure out automated farming. After doing it manually a few times I said Efff This and did research. All the other solutions are waaayyyyy too complicated - makes me want to just Disable Food altogether. This solution, your nicely crafted mod, might appear to be a cheat but I say Nay! It is the fault of Keen for putting us here! At least we can access better food items without taking on a second degree!!

Clang be praised!
thenewpav 9 Oct @ 2:51pm 
Thank you!

This is just what I was looking for.

Keens crop system is broken and completely insane. You use almost half your crops just to make more seeds to replace them and end up going through 50K ice just to make half a dozen meals.. it's insane. Completely unrealistic and needlessly punishing to players. Extremely wasteful of resources and too time consuming with very little to show for it. Don't get me started on a single tray holding soil to grow in consuming 20K watts of power. WTF?! It's the equivalent of a dungeon master who wants to kill the players and cheats to do so. It needs a severe rebalancing. It wasn't even close to worth it so I gave up on it and just ate kelp crisps.
Palpatine  [author] 1 Oct @ 2:34pm 
Thanks bud, I'm tryna make a portal gun right now on the side.
Dragunkod 1 Oct @ 2:26pm 
I agree, was just thinking how to not just throw out the irrigation part of the new update, but your right it would add bloat. which is the main reason people get mods like this. I just like when survival like gamemodes/mod give you that "I earned it" feeling and this mod seemed like the perfect addition to that type of process. But your right the next update might just make all of this irrelevant so best to keep it simple and fix what looks to be need and wait for the next big change. So hope you the best in what even shenanigan you'll get up too and that clang stays away from you cool stuff.
Palpatine  [author] 1 Oct @ 2:10pm 
0ddbase - I dont wana, it would make it harder to early game planet farm witch doesnt make much since, should be easy to farm on world.
Palpatine  [author] 1 Oct @ 2:09pm 
Dragunkod - interesting perspectives, thank you for the insight, a config would probably be pretty cool. I dont want to make pots tbh its comp bloat dont you think? I could just put gravel and iron in with the potting recipe if we want to pay for that, but tbh that seams almost like "play more" kinda balance, I don't want to needlessly complicate the system. I do see what your saying about it aging out, that is fine, the best mods die because the game updates to account for them. Its pretty clear that if you look at this and other mods like it that rework the farming system - people are not happy with it - hence they are remodding it so much, even just the auto replant script. So honestly I hope this mod becomes irrelevant, it would mean Keen did their job and listened to you.
0ddbase 1 Oct @ 1:38pm 
Why not just make the farms take super conductors or something
Dragunkod 1 Oct @ 12:38pm 
The only problem I see in this mod long term is how it bypasses the vanilla farms after collecting just 1 of each plant.
Keen said they want to add the food and new survival stuff into an update to the economy system, so this would make a large difference once that comes out. which in turn would make this mod in the "niche/borderline cheating" category. I think the easiest way to fix this is to

1. make the needed potted plants for the farm 50+ or configurable, since that would keep the original startup and balance keen might want to use later.

2. keep the potted plant in the food processor, and make a "pot" component that is made in the assembler out of gravel,ice(25kg each) and silicon(20kg). since components that are specific use is all over the game and easier to give that feeling of your mod being a second tier to the current format.

Besides that, this mod is great, thank you for making it.
Palpatine  [author] 30 Sep @ 5:58pm 
VhaosSA - Ill do that in the next update if they have the algae textures fixed in the modkit, I dont want to have to update more thing again again, when it gets the update imma go back and fix the sg algae farm so its actually algae texture again, Ill get all the half block ones then.
CyberWizard - So I actually went and asked the script mod people about having grow lights its not super possible right now. But they did say if you have your things in a large enough underground cavern the game will think it has sunlight. The vanilla code basically says "Look around 100 meters or so above me, is there anything? Yes theres something, no sunlight. So its not actually drawing all the way to the sun or anything like that. If you put them in a large enough underground cavern your ok.. . . . probably.
CyberWizard 30 Sep @ 3:16am 
Maybe we could have a version of them with a sum lamp? Just add a few components and a heavy energy consumption.
VhaosSA 29 Sep @ 11:23pm 
Im loving this so far but, any chance we can get the half block versions as well? (like the half algae farm)
Palpatine  [author] 29 Sep @ 8:35pm 
Alright no compost, we'll keep this mod simple.
I just added ice as a crafting requirement and small grid variants of everything, keep an eye out for bugs on the small grid stuff lmk, small grid grows a bit slower to keep up balance.

Isys should work if you need it to craft potted plants use the learn all command on the food processor.

You got your wish duncx_96.

Yes they need sunlight, they are plants.
CyberWizard 29 Sep @ 4:48am 
Do theese farms need sunlight? Can they work on artificial light?
duncx_96 28 Sep @ 11:20pm 
Is there a small block option for these, as well as, small block Algae?
0ddbase 28 Sep @ 7:45pm 
@aantono this works exactly like algae farms and auto produces items over time there is no production
aantono 28 Sep @ 7:38pm 
Does this work with Isy Inventory Management script? Will it be able to recognize the newly added items and queue crafting for them?
Eve 28 Sep @ 12:25pm 
Keep the existing farms as a "normal" farm then make an "advanced farm" that uses the extra steps and gives extra yield
Devestatio 28 Sep @ 10:29am 
@Palpatine That sounds like an awesome idea, but it should probably be it's own version, so as not to force everyone to play a certain way. I would personally enjoy that kind of crafting loop, But I know many that would see that as additional needless grind to achieve the same result. Maybe to add to it, since the loop requires a bit more work, increase the end yield?
Palpatine  [author] 28 Sep @ 5:11am 
So I am considering a slight change to this mod to add some more weight to the different food types.
So for the recipe for grain and vegetables we add gravel and ice, these plants are hardy and easy to grow. Both would produce the food and a new comp, either organic or compost.
So mushrooms and fruit would then call for organic or compost in their potting recipes so you would have a bit more of that establishing bio-fill phase, make it kinda feel like your making dirt on Mars instead of growing fruit trees from metal and stone.
Lmk what you guys think, I already added the ice to the comps, haven't uploaded it yet but will in the morning.
Palpatine  [author] 28 Sep @ 2:36am 
@TheSlaveOne its like they forget we're here to have fun and design these things like a new job, ain't nobody out here trying to be a bullet b** in 2025.
Palpatine  [author] 28 Sep @ 2:35am 
We post 100% real grass fed meat here, sir.
Fish nets sound fun and easy though, imma make that stand alone and water mod supported, good idea.
abud 27 Sep @ 9:00pm 
@Palpatine if you want meat subtitute, I suggest fish. It won't be too jarring compared to chiken in tube.
TheSlaveOne 27 Sep @ 7:52pm 
@Palpatine - Thank you for making this. I had thought of making a mod to do just this. *scratch off mod idea list*
I think without this mod or some way to fully automate food, I would just leave food system turned off.
I have played many other games (think Valheim) where I would spend a lot of time just farming just to go out and explore.
Keen's farm plots reminded a lot like that in Valheim. Farm plots used as a middle progression point but ultimately automation.
Thanks again. Off to my next mod.
aantono 27 Sep @ 11:22am 
Adding Ice requirement to the recipe for things other than Algae in the pods sounds reasonable. Otherwise growing fruit in a tube seems better than in a farm plot (because farm plot needs irregation and tube does not)
T-REX-5522 26 Sep @ 8:02pm 
@Palpatine

thanks for checking
pryde64 26 Sep @ 5:53pm 
i love the idea of ranching that would be so cool i love doing farming colonies in SE1
Voodoo 26 Sep @ 2:28am 
Yeah sorry i just talking about what you have the farms in right now is what i was trying to say sorry that was not clear. A meat producer would be good chickens floating around in the tub in space would be funny.
Palpatine  [author] 24 Sep @ 10:07pm 
Lab tubes? I want to add ranching. I was thinking like 1x5x5 blocks that have like cows and pigs and stuff. Maybe a smaller chicken cage like your saying with the lab tubes, it would be funny to see chickens in space but that will be in a meat based mod I'll make later on.
Voodoo 24 Sep @ 8:24pm 
Maybe have a two more lab tubes with a wolf and spider in them to farm meat. I think the lab tubes are perfect for that.
Palpatine  [author] 24 Sep @ 4:37pm 
Thats neat Oddbase I like the idea, gravel its under used.
Palpatine  [author] 24 Sep @ 4:35pm 
Ok I asked the other mod devs making the block just burn ice or water along side power is not possible right now without some weird scripting.
If you guys want ice in the recipe for potted plants let me know I'm ok with it either way.
0ddbase 24 Sep @ 4:28pm 
maybe the potted plants could take gravel as well? (soil)
Palpatine  [author] 24 Sep @ 2:57pm 
I am not sure how to add water consumption along side the actual growth. Pretty easily we could add ice to the crafting recipe for potted plants. I'll ask around the modders and see if there is some way to add water consumption.
Meya 24 Sep @ 8:23am 
Doesn't appear to require water
T-REX-5522 24 Sep @ 7:35am 
does this mod require water or plan to? if not id love to see it add a water requirement or maybe as a config option
0ddbase 23 Sep @ 4:54pm 
first off, amazing mod genuinely i was thinking about making this myself until i saw you have custom models and everything lol but second off, i feel like you might want to consider moving these farms into a group with the algae farm to declutter the menu just a bit and help find them
WaveHolder 23 Sep @ 6:47am 
REALLY NICE MOD !
Sad to see the devs balanced food around multiplayer and didnt even give us singleplayer players an option to automatically replant