RimWorld

RimWorld

Autoharvester Auto-cycle
25 Comments
FlufflyKittens  [author] 6 Jul @ 10:57pm 
I believe the mod already comes with the source code. I permit anyone to use the code however they want. I probably won't maintain this mod since I haven't played with mechanoids in ages.
Korovo 6 Jul @ 1:09pm 
sadly it's outdated. Can you share the code if you are done with this mod?
Prester 20 Dec, 2023 @ 11:19am 
breaks the game for me, sadly. like the idea and that its lightweight and not adds a lot of extra
donder172 14 Jun, 2023 @ 3:22pm 
Does this work in 1.4?
Chris 2 Jan, 2023 @ 3:15pm 
i secound the update makes them so much more usefull
Velxra 21 Oct, 2022 @ 3:16pm 
Please update to 1.4
selest19 9 Jul, 2022 @ 7:33am 
thats intentional from the VFE team but hydroponic unblocked would be cool
M870 Rush B! 27 Apr, 2022 @ 10:04am 
Hello Sir, Is it possible to implement that autoharvesters work with hydroponics and artificial ecosystems from vanilla furniture expand --- farming? it seems like to be blocked by staff when harvest corps from hydroponics.:steamhappy:
Bando 19 Mar, 2022 @ 11:11am 
Yes this is the mod I was looking for. Saved my day.
Pillowesque 1 Feb, 2022 @ 9:42pm 
Narrowed it down to this mod, it pulls a "cannot find thingdef" for mechanoid liquid cooler in a patch or something maybe it's for an old patch before VFE:ME got integrated? At any rate, I hate red errors so I figured I'd save others some work
darktoes 17 Sep, 2021 @ 12:23am 
Blight is an interesting point, but the "check the furthest row once per day" I think covers the most cases, since the furthest plant will be the youngest given that it plants (and harvests) from closest to furthest. My worry is that a player is most likely to forget an eclipse and let the harvester run early a few days later, while a blight or drought or something is more sudden, and a player will likely run the sower or harvester manually in that situation.
It's totally up to you, and this is still a pretty vast improvement by itself. That's just my 2 cents.
FlufflyKittens  [author] 16 Sep, 2021 @ 10:29pm 
hmm
I think this is a bit of a rabbit-hole of complexity though. For example let's say we add the logic "Only harvest when there's X crops to harvest", there's usually a bit of variance in crop growth so this could result in many crops being cut too early. Or maybe it's configured to harvest when 70% is fully grown, but a blight wipes out half the plants. Now the grown crops aren't harvested since the threshold is not reached, and by the time the newly planted crops mature the other half might have rotten causing the whole issue to repeat itself.
darktoes 16 Sep, 2021 @ 10:10pm 
I'm just thinking in terms of events that could influence growth, a single eclipse could slow down a plot of devilstrand enough that if you don't think to account for it, you could harvest the whole crop too early and waste it.
It would be on the player to account for that, but I feel like that might undermine the automation factor a bit.
I suppose you could choose to give a longer growth time before harvests to account for lost growing time, but then you lose efficiency. I suppose that's the point, it's automatic but not smart, like you said.
Nova Drayosix 16 Sep, 2021 @ 6:40pm 
@FluffyKittens
I can appreciate a fellow lover of true automation, it's part of why i play rimworld :D
FlufflyKittens  [author] 16 Sep, 2021 @ 6:37pm 
@darktoes
I don't think it would be that hard but its a bit beyond the scope of what I want this mod to do. I don't want to make the machines smarter or "better" per se, just allow them to be truely automated.
Nova Drayosix 16 Sep, 2021 @ 4:04pm 
very much appreciate the mod ^^
darktoes 16 Sep, 2021 @ 10:12am 
I don't know how easy it would be, but is there any chance they could check a single tile at the far end of their range, and harvest if it has a fully grown plant/sow if its empty on a daily basis?

This is obviously an amazing improvement though, thank you.
SkyLarkBlue 16 Sep, 2021 @ 3:16am 
Thank you, that helps a lot
FlufflyKittens  [author] 16 Sep, 2021 @ 3:15am 
@SkyLarkBlue
They stay powered. Harvestors have 3 levels of power: Off, Idle (~600W), Working (~1.6kW). While waiting for the next cycle they currently stay at the medium level of power consumption.
SkyLarkBlue 16 Sep, 2021 @ 3:09am 
Do they stay powered all time or do they power down while idle?
Chowder 16 Sep, 2021 @ 2:04am 
Good mod.
Velxra 16 Sep, 2021 @ 12:04am 
I hope they add this into the base mod. such a great and sensible approach.
S.T.A.L.K.E.R. 15 Sep, 2021 @ 11:56pm 
Nice
FlufflyKittens  [author] 15 Sep, 2021 @ 11:46pm 
@Arcanant ty : D
That said I just noticed a bug, I should have a fixed version up in 30min or so > _ >
Arcanant 15 Sep, 2021 @ 11:44pm 
Thank you! :hunter0::steamthumbsup: