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and i enabled Debug Drawing on release build with "!padebug" on the chat, so you can visually check for incompatibility with any other mod
we just released version 1.0 and i've been using it on my rotary automated planting farm and it works great!
You can make a script to leave one seed of each in the connector,
You can use even contollers to turn on/off sorters pulling seeds directly from the food processor
You can use the "minecraft method" and put 2 (or more) seeds in the first slot and fill the rest of stone (or any other ore), and put a sorter throwing seeds
if you want, you can try my old Auto-Craft script https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3367063290 and request using the Custom-Data of the Connector
[Requests]
SeedItem/Fruit=1
SeedItem/Grain=1
SeedItem/Vegetables=1
SeedItem/Mushrooms=1
Also, While Searching the workshop i found an Script (Seed Stocker) that is made exactly for that https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576255186
There's a lot of possibilities
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3590941912
during which notice when player in remote control, dropped seeds on plot disappear but not planted, is this a game limitation?
Oh, and do NOT buy the Apex DLC!
Cosas a tener en cuenta y posible solucion.
El mod necesita 1 jugador libre, a menos de 3km. ¿Seria posible añadir al muñeco de pruebas como entidad en el juego? para utilizarlo como entidad de jugador.
El bloque clasificador puede ser utilizado para forzar la entrada de semillas a los conectores.
A los collectors se les puede implementar la opcion de coger semilla o no.
It basically fills connectors with single seeds for you and orders more when it runs out.
SeedItem/Fruit
SeedItem/Mushrooms
SeedItem/Vegetable
SeedItem/Grain
As an aside I'm writing an ingame script (programmable block script) for this mod "Planting Automation" that will handle a lot of the management for you. E.g. will transfer single seeds to named Connector groups, re-use seeds sucked up by collectors and produce seeds from the Food Processor if it can't find any.
Go upvote it!
but from the gameplay perspective, whats the *Engineering* challenge in that?
a harvester and planter tractor/ship is way cooler xD
(and you can always check the AutomatedFarmingMod that bypass altogether the farming aspect and turns the planting the same as any other in game process)
i will try to address this issue by adding a "retry" function, so if it fails to plant due to multiplayer lag, it just keep's trying for a while,
But for a 100% reliable experience, we still need to wait for keen to refactor the Mod Api of the Farm Plot