Hello! I love this mod! The planters are perfect for weird spaces and they fit right in with my settlement style.
I noticed an issue today that I'm not sure if it's caused by this mod or not. snapable tatos (so far just tatos) become unusable occasionally. I can't manipulate them in the workshop, the never regrow, and settlers can't harvest. They do seem to still count towards my total food number, so I'm not sure if they're somehow still sending food to my workbench. Has this been seen before?
correct me if I'm wrong, but I thought the "mut" in Mutfruit was pronounced "mutt", like a dog. it's only in Fallout 4 that I have heard it pronounced as "mute".
https://forums.nexusmods.com/index.php?/topic/4100535-advanced-workshop-food-harvesting/page-3#entry62083127 Here some script sample maybe you interested in. How to add custom plants into workshop daily routine, so system automatically stock into workshop inventory daily.
Well that would make two of us be pretty dumb. I looked it up and couldn't find any reference in the original game or DLC... But the id's for them are as follows
xx0008DD - Potato - Seed which allows you to make plants 3 is needed to make planters, or you can just eat it. xx000869 - Potato Plant xx000892 - Potato Planter
Replace the xx with the load order of Plantme.esp. In my case it is 16. If you are using Vortex the number you would be looking for is called mod index. Hope this helps
Appreciate it. What I ended up doing was turning on TGM with console and just placing as many potato plants as I needed. It's a lot easier than going through the IDs XD
Can anyone please tell me if the "surplus" harvested from these will appear in the workshop over time when you have a settler assigned to the crops planted inside?
I can confirm that settlers do deposit "surplus" in the workshop over time thus making for very efficient farming in small spaces. Non vanilla crop variations such as hubflower and brain fungus still have to be manually harvested however.
Actually I take that back surplus is only deposited in workshop if you use this mod along side Wild Plants Farming which is what I was using at the time of original comment.
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I noticed an issue today that I'm not sure if it's caused by this mod or not. snapable tatos (so far just tatos) become unusable occasionally. I can't manipulate them in the workshop, the never regrow, and settlers can't harvest. They do seem to still count towards my total food number, so I'm not sure if they're somehow still sending food to my workbench. Has this been seen before?
It is in fact, pronounced as "mute fruit" - As it is Mutated Fruit.
Check the wiki, if you care enough.
Degenerates who pronounce it mute-fruit belong on a cross!
Here some script sample maybe you interested in.
How to add custom plants into workshop daily routine, so system automatically stock into workshop inventory daily.
btw, why duplicate existing plants to make em snappable and not edit snappiness (?) of existing ones?
xx0008DD - Potato - Seed which allows you to make plants 3 is needed to make planters, or you can just eat it.
xx000869 - Potato Plant
xx000892 - Potato Planter
Replace the xx with the load order of Plantme.esp. In my case it is 16. If you are using Vortex the number you would be looking for is called mod index. Hope this helps