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URF-seeder support #16
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Thank you! Will test tomorrow. |
Yes it matters. - If a crop 'likes' FILLTYPE_FERTILIZER3, then you will not get any synthetic fertilizer boost at harvest, if URF-seeder was spraying a different fertilizer type, and there were no other synthetic fertilizer sprayed during the crop's later grow phases. So yes, "different [synthetic fertilizer] types for different fruits like normal in SoilMod". |
Ok. The good news is: it works. |
Unfortunately no. The synthetic fertilizer (and herbicide) has only one level; it can be 'set' or 'not-set', at any given point in the foliage-layer.
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I let my brain work and came to two possible solutions. Second option / question: In the end it is your mod and it is solely up to you whether you want to make such extensive changes for the "stupid" URF-Seeder ;-) I would be delighted if you consider my first proposal, because in my opinion it would be a principle clearer solution for the SoilMod and not only a possibility to integrate URF. Regards |
Example: Using That is why I use a one-bit (one channel) for the slurry and lime layers, so the vehicles/tools can spread as much as they want at the same 'area' - it will never reach a value higher than '1'.
Also there would be a resource situation to consider, as "just adding more" will eventually cause other problems for players. But yes, adding more "information storage" (i.e. more layers) would give additional possibilities. |
Sure. Forget about the intensity. But a leveled system as used with organic and pH should be possible? |
I think it could, but I have no good ideas for how to actually make it, with the limitations of the foliage-layers. - It will not be implemented in this current major version of SoilMod. Even if there was to be a "leveled system", what effect - or "rule set" - should it provide? The easy thing right now, is to have it only affect the "yield during harvest", but could there be even more possibilities? The base game does not have any notion of "quality of crops", but I imagine there could be some other "fill-types" or meta-data for them, that would add something like:
Unfortunately such a thing would require an almost total-conversion of the base scripts, which is too big a job to do. |
Other than my problems with choppedStraw the urfSeeder is working good now. Added the additional fertilizer types with their hud. |
Commit @13885d720bb99b29a765509546eb188f0fcb6d22 contains "some" support for URF-seeders.
The requirement is that the URF-seeder script must send an augmented fill-type to
SprayerAreaEvent
.The augment is to add
+128
to the fill-type value, as then a different SoilMod spray-sub-function (of the 3 fertilizer-types) will be used, which does not check for crop's first-growth-state.Example, where using hardcoded fill-type "fertilizer":
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