Boompuff Agriculture


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9 months ago
2.0
1.20K
Combat Manufacturing

g Lost Agriculture Tower UI visualisation

4 months ago

Normally, the Agriculture Tower will display greed squares around every "sector" (3x3 tiles) that it can plant in, whenever it's prevented from doing so by objects in that grid square. This could be player structures, invalid tiles, etc. With this mod installed, that visualisation goes away for towers built on Yumako soils - or at least it does in my towers.

Do you have any idea what controls this, and why it stops registering with this mod installed?

4 months ago

Oh that is really weird. So my understanding of the ag tower is you can setup those visualisations automatically by specifying the tile types that the plant itself can be planted in a specific table, that is how all my mods work. I understand that some people got confused with the generation with the slipstacks for example, because much of their terrain overlapped with jellystem terrains and was visualy confusing - so I added a setting to remove the slipstack visualisations if preferred. That being said, I have not come across the version of visual bug you describe... I will do a clean "this mod only" investigation to see if I can replicate it. But this does sound like perhaps it is related to another mod, or perhaps just a consequence of adding in a modded plant - its very weird, as I havent touched yumako or jellystem mechanisms at all here ... could be a ingame setting that has a new default perhaps?

Anyway, If i find the bug, and find a fix I'll make an update. =) Thanks for letting me know.

4 months ago

I have some speculation on what might be going on, but I'm not sure.

It seems like it's all of your Agricultural mods causing this in different circumstances, due to how the Agricultural Tower visualisation seems to work. From what I can tell, the tower doesn't care about WHAT plant you're going to be planting, just that ANY plant can go there. In cases where soils for multiple mutually-exclusive plants overlap within the same Agricultural Tower sector, the tower's just "Yup! All plantable soil. No need to highlight." My guess is that Wube hard-coded this behaviour with the expectation of plantable biomes never overlapping like that. With your mod adding more plantable soils with potential overlaps, it's causing aberrant behaviour.

I had a look through the API, but I couldn't find anything which explicitly controlled visualisation. Near as I could tell, "plantable soils" is controlled by the autoplace behaviour of the plant entities themselves. If you can selectively disable visualisation, though, then you know something I don't :) How is that handled, in case I decide to do my own farming thing (such as farming fish)?

Also, thanks for having a look.

4 months ago

That is exactly how it works, yes! I think the regular "tree" is an example of best practices on how to mod in your own plants, and it has a little comment regarding the placement being what is linked to the ag towers visualisation... you can simple not add it to that tile restriction and the visualisations wont appear - checkout how its down specifically in the slipstacks mod, which has a setting which turns it off =)

Also thats a great idea, a fish farming mod would be epic - I really wanted to add a unique fish to gleba too - but I like the idea of crafting some sort of fish net, which acts as a seed, you "plant" it, it grows into net fill of fish, and bam, you harvest for the net and the fish. Would be neat!

4 months ago

Also thats a great idea, a fish farming mod would be epic - I really wanted to add a unique fish to gleba too - but I like the idea of crafting some sort of fish net, which acts as a seed, you "plant" it, it grows into net fill of fish, and bam, you harvest for the net and the fish. Would be neat!

That's what I was thinking, as well. Would be a little weird to define fish as a "plant" internally, but it should technically be possible. Restrict the fish tree to conditions = {layer = {water}} and tile_conditions = nil (assuming I remember the syntax), and it should work. Let me know if you have any interest in doing that (for Gleba or Nauvis or Aquilo) so I don't spend the time trying to do it myself :)

And overall, thanks for the heads-up on visualisation. I'll definitely look into that.

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