Ok apparently my google fu is weak today. NX Pro Farming apparently adds these as craftable in planters or something IDK and seems you need compatability patches and other crapola. This is LIGHT, basically adds the plants to the food resource menu and you can assign settlers to them. You get the right crap when harvesting, as far as I know any perks etc will work with them as well.
So go with mine if you want light and easy, his if you want w/e it is and a wall o text.
READ BEFORE POSTING
Posts that will get deleted 1: Stupid stuff 2: Asking if it's compatible with X. Try it, if it crashes you, yell at whoever X Mod author is, all I use is vanilla menu functions so if it conflicts the other person screwed something up they shouldn't have been touching 3: Anything crabbing about compatibility etc, It's compatible unless your other MA's were herpa derps, crab to them not me (Sans menu limit thing)
Posts that will get you banned from my files 1: RETEXTURE REQUESTS 2: Anything involving ransoming your endorsement.. it's a single 1 second click for you, I am not wasting hours of my life to suit you for one useless meaningless click
Ya I looked at his and I still don't get exactly whats going on in that mod besides too much for me. I just wanted to be able to plop mah s#*! on the ground and tell my peons to harvest me some crack. This is a simple esp like 6kb his is 40 megs so IDK wtf is going on over there if all he's adding is default vanilla stuff *shrug*
Do the farmers (settlers assigned food production) perform like guards? That is, they will work as many plants as needed to hit 6 food?I.E. One guard will walk between three (3) guard posts, because each post is worth 2 defense, and each guard "harvests" (for lack of a better term) 6 defense units worth of guard posts.
So a single farmer will farm 6 normal food plants that give 1 food each (i.e. corn), or 3 mutfruit trees (2 each), or 12 plants that give 0.5, etc. - anything that totals 6 food units. Therefore, by having 0.1 food for the drug crops, one setter assigned to them should, theoretically, work 60 plants? Or am I misunderstanding the mechanic?
Nope you got it, slight oversight I did not realize when making it .1, I was trying to not over-saturate the amount you could horde and then I performed like the government and completely F'd it to s**t
My experience has been that settlers work 6 food items. I've assigned a settler to six mutfruit trees, anyway. So I'm pretty sure that there's a six plant cap, so settlers would be producing .6 food each. Might be wrong.
dude i hope you come back you just hit the lottery nx has a file requirement from a mod that went dead nx pro no longer works (unless you know how to do stuff) get in here update your mod keep working at it or dont but i love your mod brother you read my mind im the drug and fresh water kingpin of the common wealth.
With survival now out in the main stream this mod will be a great addition, and I am sure will be getting more attention moving forward. In the Description you mention that it is worth .1 for food but that is a little OP allowing a single farmer to farm a crapload of plants. You stated that this was the opposite of what you intended and that you just had a "government" moment.
Did you change it to .5 food value because it is still .1 in the description? I'll find out in game but I did want to mention this as in the posts you spoke about this as an issue.
Pity though that the wild plants are not included. They are being used for new items that other mods are adding now that Survival is mainstream.
Umm, any chance you can add plantable "Wild Tato Blossoms"? Those are kind of the only plant that is not available in nearly any of the mods, but is a needed ingredient for some of the chems. Either way, I f*#@ing LOVE this mod.
Seriously thank you for this. I couldn't stand NX Pro Farming, and what it did with fertilizer - How can I make a chem empire if I can't make Jet! - This is exactly all I wanted. Just so I could turn Hangman's Alley into a Chem dealing settlement.
43 comments
So go with mine if you want light and easy, his if you want w/e it is and a wall o text.
READ BEFORE POSTING
Posts that will get deleted
1: Stupid stuff
2: Asking if it's compatible with X. Try it, if it crashes you, yell at whoever X Mod author is, all I use is vanilla menu functions so if it conflicts the other person screwed something up they shouldn't have been touching
3: Anything crabbing about compatibility etc, It's compatible unless your other MA's were herpa derps, crab to them not me (Sans menu limit thing)
Posts that will get you banned from my files
1: RETEXTURE REQUESTS
2: Anything involving ransoming your endorsement.. it's a single 1 second click for you, I am not wasting hours of my life to suit you for one useless meaningless click
So a single farmer will farm 6 normal food plants that give 1 food each (i.e. corn), or 3 mutfruit trees (2 each), or 12 plants that give 0.5, etc. - anything that totals 6 food units. Therefore, by having 0.1 food for the drug crops, one setter assigned to them should, theoretically, work 60 plants? Or am I misunderstanding the mechanic?
or dont but i love your mod brother you read my mind im the drug and fresh water kingpin of the common wealth.
Did you change it to .5 food value because it is still .1 in the description? I'll find out in game but I did want to mention this as in the posts you spoke about this as an issue.
Pity though that the wild plants are not included. They are being used for new items that other mods are adding now that Survival is mainstream.
I couldn't stand NX Pro Farming, and what it did with fertilizer - How can I make a chem empire if I can't make Jet! -
This is exactly all I wanted. Just so I could turn Hangman's Alley into a Chem dealing settlement.