RimWorld
Automatic Hydroponics
Poncho  [desarrollador] 26 JUL a las 14:01
"Do until x" Feature
This cannot be done by me right now. This mod relies on VE's framework for processes and they don't have an option for that. If VE ever adds that option, my mod will support it
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Codexvn 27 JUL a las 3:02 
Have you considered making your mod compatible with this one?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2431191516
Or perhaps implementing similar functionality?
Compatibility for Farmable Neutroamine doesn't seem to work for the Continued version of the mod that's actually maintained:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3222103279
Poncho  [desarrollador] 27 JUL a las 23:01 
Publicado originalmente por One Whole Dragon:
Compatibility for Farmable Neutroamine doesn't seem to work for the Continued version of the mod that's actually maintained:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3222103279

The contiunued version of Farmable Neutroamine is the version that is supported in my automatic hydroponics
Poncho  [desarrollador] 27 JUL a las 23:02 
Publicado originalmente por Codexvn:
Have you considered making your mod compatible with this one?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2431191516
Or perhaps implementing similar functionality?

Sadly I don't think so, I don't see how I could integrate that with my mod
Codexvn 28 JUL a las 21:57 
Publicado originalmente por Poncho:
Publicado originalmente por Codexvn:
Have you considered making your mod compatible with this one?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2431191516
Or perhaps implementing similar functionality?

Sadly I don't think so, I don't see how I could integrate that with my mod


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530806680
Or maybe you could refer to this? This mod uses TD Find Lib to search for items on the map.
You could use a similar feature to calculate the resources consumed and produce a corresponding amount of materials based on the number of pawns.
Codexvn 28 JUL a las 22:04 
Publicado originalmente por Codexvn:
Publicado originalmente por Poncho:

Sadly I don't think so, I don't see how I could integrate that with my mod


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530806680
Or maybe you could refer to this? This mod uses TD Find Lib to search for items on the map.
You could use a similar feature to calculate the resources consumed and produce a corresponding amount of materials based on the number of pawns.
Each colonist consumes 1.6 nutrition per day.
→ This equals two simple meals
→ One unit of vegetables or meat
→ Taking a buffer into account, production can stop once you've produced twice the number of colonists in food.
Última edición por Codexvn; 28 JUL a las 22:11
Bard 31 AGO a las 8:10 
Publicado originalmente por Codexvn:
Publicado originalmente por Codexvn:


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530806680
Or maybe you could refer to this? This mod uses TD Find Lib to search for items on the map.
You could use a similar feature to calculate the resources consumed and produce a corresponding amount of materials based on the number of pawns.
Each colonist consumes 1.6 nutrition per day.
→ This equals two simple meals
→ One unit of vegetables or meat
→ Taking a buffer into account, production can stop once you've produced twice the number of colonists in food.
woudn't work like that for anything that is not food, like herbal medicine, devilstrand, cotton, etc... I think the point was searching the map for the item it's producing and if there's enough suspend the process.
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