2.02 will likely contain a few more wild planters, I've taught myself how to use blender so that'll be much easier to do now. Also some small bug fixes and code optimization.
it would be cool if the larger crops like the double hubflower bush give extra, i tried bountifull harvests but that made the regular and double both give 3 flowers and felt cheaty
Some of them do, I don't recall if I did it for hubflowers, but anything that costs more than 1 provides a proportional amount. IE, the larger tarberry which costs 3 tarberries provides x3 more tarberries to the passive harvest rate vs the small tarberries.
oh it affects the passive harvest. i dident know that :P will be nice with the settlement surplus uncapped mod i have. i was referring to manually harvesting the plant though. like getting 3 bloodleaf from using a grown bloodleaf cluster thank you for this mod btw, the menus are nice and orginized and it works well. even swapping between bountifull harvest and normal simply caused the plants to not be harvestable untill they grow back rather than break which i was worried about.
The basic plugin contains two COBJs that have errors due to removed formids (two planters). workshop_co_PlanterFern (FE0008CA), workshop_co_PlanterBloodLeaf (FE0008D0)
Always a must have mod for my playthroughs. it always makes farms way more satisfying and realistic. thanks for the hard work you put into making this!
Ah yeah that's a vanilla bug. If I recall correctly it should eventually generate some for the workshop inventory after some time, but I'll make a note to apply a fix to the vanilla warwick melon too. The ones planted by this mod work fine though.
Hello Tenhats does the larger of the two non-wild razer grains plants only produce .5 food and cost 1 razer grain to make? It is the producing .05 in my new playthrough, and it is the first mod I have running right now.
I'm using complete edition with the alt names and bountiful harvests option.
I didn't touch the non-wild razor grain. I'll double check to make sure nothing accidentally snuck in. Are you 100% certain you have no other mods active?
Hi Tenhats I did a full uninstall of fallout 4 then deleted all old folders files left over. I then reinstalled fallout 4 and this the first mod installed today. All due to other PC issues..
Oh I see! I thought before in my old playthrough the larger of the two non wild razer grain gave 1 food instead of .05 food and cost 2 to plant. I am assuming the lager razer grain plant did not then?
Right, I just read your reply today and my comments realized I made mistake of typing .05 few times instead of .5 like did at first. Apologies for my mistake and making confusion.
In my old play through prior to uninstall/reinstall the larger razorgrain was providing 1 food But now I understand after reading what you have told me that it is meant to give me .5 food and not 1 food. Since informed me you never altered it.
This means something else prior was interfering with your mod on my end involving the large razorgrain.
Again, I am sorry for the typo mistake and poor explanation on my part.
Love the mod and the idea behind it, exactly the thing I was looking for.
Only a minor issue however, I don't know if this is just me but I find it weird that settlers are using the normal ground harvesting animation for the planter table. It is possible to use other animation for it, say for example the ones with the note taking clipboard?
Ah yeah it should be possible to swap out animations. I'd have to find a good one. Perhaps a standing one where they're doing something with their hands. I'll consider that for the next update, whenever I do that.
348 comments
2.02 will likely contain a few more wild planters, I've taught myself how to use blender so that'll be much easier to do now. Also some small bug fixes and code optimization.
thank you for this mod btw, the menus are nice and orginized and it works well. even swapping between bountifull harvest and normal simply caused the plants to not be harvestable untill they grow back rather than break which i was worried about.
workshop_co_PlanterFern (FE0008CA), workshop_co_PlanterBloodLeaf (FE0008D0)
It is the producing .05 in my new playthrough, and it is the first mod I have running right now.
I'm using complete edition with the alt names and bountiful harvests option.
Cheers
I then reinstalled fallout 4 and this the first mod installed today. All due to other PC issues..
Oh I see! I thought before in my old playthrough the larger of the two non wild razer grain gave 1 food instead of .05 food and cost 2 to plant.
I am assuming the lager razer grain plant did not then?
Nothing should produce .05
Apologies for my mistake and making confusion.
In my old play through prior to uninstall/reinstall the larger razorgrain was providing 1 food
But now I understand after reading what you have told me that it is meant to give me .5 food and not 1 food.
Since informed me you never altered it.
This means something else prior was interfering with your mod on my end involving the large razorgrain.
Again, I am sorry for the typo mistake and poor explanation on my part.
Only a minor issue however, I don't know if this is just me but I find it weird that settlers are using the normal ground harvesting animation for the planter table. It is possible to use other animation for it, say for example the ones with the note taking clipboard?