RimWorld
1,953 értékelés
Grazing Lands
4
3
2
   
Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Fájlméret:
Közzétéve:
Frissítve:
342.254 KB
2019. jún. 14., 17:50
júl. 11., 9:57
24 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Grazing Lands

Leírás
Animals don't destroy grass and eat according to their size.
Can be (un)installed mid game.

Features
- all wild and non-yielding plants don't get destroyed when eaten, but get growing progress reset instead. How much growth lost depends on "damage done" slider;
- you can configure how much nutrioton animals get from consumption of grass (100% by default);
- grass has a chance to be destroyed when depleted (5% by default, configurable);
- instead of destroying plants with possible yield right away, animals damage them based on how much they ate (i.e. big animals still can one-shot plants, damage is configurable, 200% by default);

non-steam: github[github.com].

translation:
- Spanish by Crusader;
Népszerű témák Összes megnézése (2)
19
2020. máj. 29., 2:05
KIEMELVE: Issues
avil
3
2021. júl. 10., 11:25
Translation Spanish
Crusader
239 megjegyzés
avil  [készítő] aug. 20., 0:56 
Im asking because animals have hard coded requrement that doesn't allow them to eat crops that still can't be harvested (like not fully grown harvested). It means bamboo can be harvested at 0%. And also that's pretty much vanilla. Also this mod doesn't touch anything wild related.
Zairya aug. 19., 21:07 
I'm like 95% sure it has something to do with eating behaviour, yes. I didn'z use grazing lands for some time and my bamboo was never touched. on the other hand, I had normal grass for the wildlife. If you think, it's not this mod, it's fine too. I can work around it
avil  [készítő] aug. 19., 17:09 
Did you check if removing this mod changes anything? Because doesn't sound liek this mod could cause.
Zairya aug. 19., 7:07 
Hey avil,

could you check for VGP bamboo plant? it's a wild spawn in tropical biomes and due to a bug my maps are plantless. I usually see it as a challenge and sow some grass to "distract" wildlife... but for some reason they start eating the bamboo (cultivated) at 0% which makes my farmer almost endlessly replant. thank you for making this!
s1ple aug. 11., 5:26 
Love the mod. But FYI I also had the defaults set like Jarrod idk why
Jarrod júl. 28., 8:31 
Perfect thank you! I was very confused and just kept everything at 100% cause it didn't make sense.

I do recommend putting tooltips inside the config if you can, stating the defaults and what exactly they do. This isn't the first mod I've seen have the defaults be different from what they were set.

Or don't, I'm not your mom lol
avil  [készítő] júl. 28., 8:01 
It was two different options before, but I didn't update the description. I should do it now, I guess.
avil  [készítő] júl. 28., 8:01 
Nevermind, description is actually more or less accurate.
Idk what's up with defaults in your case. You're playing 1.6 right?
- first option relates to grass specifically, it's not "yield" based plant. Base value is 100% and it's normal (like vanilla);
- second option relates to the chance to destroy GRASS if it's depleted (if growth progress goes bellow 5% after consumption);
- third option relates to yielding plants. There are two types of yielding plans - that get destroyed after harvesting (I call them crops) and that are not (let's call them bushes). So when it says "50% efficiency" it means animals will consume double the nutrition value form bushes than they get from it (removing appropriate growth value from a bush). And if it's a crop, the crop will be damaged by the direct percentage stated (aka 200% damage done). 200% done and 50% efficiency are interchangeable values in that context.
Jarrod júl. 27., 21:10 
Considering I literally did a complete reset of my files for my mods and went through and set them all up from scratch... Yes, it was absolutely fresh.

Either way, I just want to know what to put them for default anyway. And seeing as I can't set one of them below 100% despite you saying it's 50% by default, then saying they don't go below 100% by design.. I'm confused on what they are supposed to be by default.
avil  [készítő] júl. 27., 11:30 
Is it fresh though?
These are source values

Scribe_Values.Look(ref multiplier, "multiplier", 0f, false);
Scribe_Values.Look(ref consumeChance, "consumeChance2", 0.05f, false);
Scribe_Values.Look(ref yieldDamage, "yieldDamage", 0.25f, false);

3rd value is damage done. Scale goes by formula 1f + yieldDamage*4, so minimum damage is 100%, and maximum is 500%. And default "if previous didn't exist" is 0.25, it translates into 0.25*4 aka 100% extra damage, making it 200%. So it doesn't appear that your config was that fresh.
Also can confirm, values can't go bellow 100%, it's by design.