Currently using the latest version of both Bepinex and PlantEasily, getting an issue only on my laptop where I will increase the size of the grid with a number of seeds in my inv, but it will only place one plant and not use any of the items in my inv.
I'm only using PlantEverything and NoRoofWorkbench with it which both work fine on my PC.
I've just finished testing and everything still works fine even after the April 1st game update. I would need to see your BepInEx log file for me to tell you why you're experiencing this. Seek me out on Discord (info in mod description) for further support.
THIS mod in particular is breaking my mod installs. I apparently do not have admin approval to do ANYTHING to it, delete it, unzip it. ANYTHING. It is broken for me. I tried giving myself permissions (I am the only account on this PC) and it keeps saying I do not have admin access. I don't have write access, but I do. I do not understand and at this point want it off my PC but I cant even delete it. I am going freaking bonkers.
That's unfortunate and I understand your frustration. This sounds very much like a permissions issue for this file or parent folders, or it could be some rare and strange kind of file system corruption. Changing permissions in Windows can be tricky, it's kind of buried beneath several layers of menus. I'll do my best to provide a quick rough guide.
Browse to the file in windows explorer, right click -> Properties -> Security tab. Standard setup on an admin account on windows 10+ should be SYTEM, {YourCurrentUserName}, and Administrators with full control set to allow. If this doesn't provide the necessary privileges, you may need to go to Edit -> Add or possibly Advanced -> 'Change' to claim ownership of the file. Try some of those and let me know how it goes.
Also, did you manually install or download through Vortex or some other mod manager?
This is a conflict between PlantEasily and Farming by smoothbrain. The error itself is rare and I have never been able to reproduce it myself, but it ultimately happens in Farming as a result of PlantEasily's actions.
What happens though, and you can follow this up the stack trace from the bottom of your error log, is PlantEasily is bulk planting, it tells the game to consume the resources needed to place the pieces, AzuCraftyBoxes intercedes a little bit and checks if the player has the resources to plant it (both in inventory and nearby containers), the player does and they get placed, PlantEasily has finished placing the pieces and calls Player.SetupPlacementGhost() (seen near top of stack trace) which is a vanilla method that destroys the previous placement ghost and creates a new one, but Farming is still mass planting and the piece instance it is referencing has been destroyed. On top of that a Plant object is instantiated during this time without a valid ZDO and Farming tries to write the player's farming level to the plant's zdo, but the new plant is merely a placement ghost. I'm actually not entirely sure which of these two things is the true source of the NullReferenceException but they are both candidates in the right place at the right time.
It could be fixed within Farming by adding a single null check, but in fairness, Farming assumes this shouldn't be necessary. It's hard to argue with it because these two mods shouldn't be used at the same time anyway. They have enormous feature overlap. They are both providing grid snapping features, mass/bulk planting and harvesting, and a few other things.
Use Farming if you want farming skill based QoL and another path for player progression. Use this for completely ungated QoL with some extra bonus features and configurability.
I haven't played for a long time, updated all mods via Thunder, but now this mod doesn't work for me. I have a planting grid and stuff, but the character plants 1 seed, what should I do?
List of my mods - they all worked together before.
Hello, great mod, hella useful :) Just witnessed a little bug : sometimes the grid visual disappears. It still works, and reappears when reloading the game
Which "visuals" disappear? The colored lines indicating row and column direction, the extra plant placement ghosts, or both?
When this happens and you try to plant, does it still place more than 1 plant or does it try to snap to other plants/grids? Also, are you on the public test branch?
With cultivator equipped and held, aim at the pickable and press your deconstruct key (middle click by default). It's the same as removing a build piece with a hammer. It's plastered in bold colored text all over the PlantEverything mod description.
Love the mod. I frequently switch between planting in bulk and one-by-one, so I'll mash RCtrl+Down/Left to reset back to 1x1. Would you consider adding a keybind for resetting to 1x1? Maybe RCtrl+0, or Num0? Thank you!
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I'm only using PlantEverything and NoRoofWorkbench with it which both work fine on my PC.
Tried reinstalling the mod, no avail.
Browse to the file in windows explorer, right click -> Properties -> Security tab. Standard setup on an admin account on windows 10+ should be SYTEM, {YourCurrentUserName}, and Administrators with full control set to allow. If this doesn't provide the necessary privileges, you may need to go to Edit -> Add or possibly Advanced -> 'Change' to claim ownership of the file. Try some of those and let me know how it goes.
Also, did you manually install or download through Vortex or some other mod manager?
3 mods in this kerfluffle
Your's, Azu's, and Smoothbrain's
I posted to Smooth, but the man is slow to respond, and I am posting here. Depending on input, if any, I'll reach out to Azu if it seems to be his mod
I was planting a 4x4 of Beech trees when this happened. It still planted them, so I am unsure about the whole Object issue.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Farming.Farming+SaveSkillLevel.Postfix (Plant __instance) (at <148934f276d2488ab87859942533b78b>:0)
(wrapper dynamic-method) Plant.DMD<Plant::Awake>(Plant)
UnityEngine.Object:Instantiate(GameObject)
Player:DMD<Player::SetupPlacementGhost>(Player)
Player:UpdateAvailablePiecesList()
Player:DMD<Player::OnInventoryChanged>(Player)
Inventory:DMD<Inventory::Changed>(Inventory)
Inventory:DMD<Inventory::RemoveItem>(Inventory, String, Int32, Int32, Boolean)
AzuCraftyBoxes.Util.Functions.MiscFunctions:ProcessRequirements(Requirement[], Int32, Inventory, List`1, Int32, Int32)
AzuCraftyBoxes.Patches.ConsumeResourcesPatch:Prefix(Player, Requirement[], Int32, Int32, Int32)
Player:DMD<Player::ConsumeResources>(Player, Requirement[], Int32, Int32, Int32)
Advize_PlantEasily.PlayerPlacePiece:Postfix(Player, Piece)
Player:DMD<Player::PlacePiece>(Player, Piece, Vector3, Quaternion, Boolean)
Player:DMD<Player::TryPlacePiece>(Player, Piece)
Player:DMD<Player::UpdatePlacement>(Player, Boolean, Single)
Player:DMD<Player::Update>(Player)
What happens though, and you can follow this up the stack trace from the bottom of your error log, is PlantEasily is bulk planting, it tells the game to consume the resources needed to place the pieces, AzuCraftyBoxes intercedes a little bit and checks if the player has the resources to plant it (both in inventory and nearby containers), the player does and they get placed, PlantEasily has finished placing the pieces and calls Player.SetupPlacementGhost() (seen near top of stack trace) which is a vanilla method that destroys the previous placement ghost and creates a new one, but Farming is still mass planting and the piece instance it is referencing has been destroyed. On top of that a Plant object is instantiated during this time without a valid ZDO and Farming tries to write the player's farming level to the plant's zdo, but the new plant is merely a placement ghost. I'm actually not entirely sure which of these two things is the true source of the NullReferenceException but they are both candidates in the right place at the right time.
It could be fixed within Farming by adding a single null check, but in fairness, Farming assumes this shouldn't be necessary. It's hard to argue with it because these two mods shouldn't be used at the same time anyway. They have enormous feature overlap. They are both providing grid snapping features, mass/bulk planting and harvesting, and a few other things.
Use Farming if you want farming skill based QoL and another path for player progression. Use this for completely ungated QoL with some extra bonus features and configurability.
I have a planting grid and stuff, but the character plants 1 seed, what should I do?
List of my mods - they all worked together before.
Just witnessed a little bug : sometimes the grid visual disappears. It still works, and reappears when reloading the game
When this happens and you try to plant, does it still place more than 1 plant or does it try to snap to other plants/grids? Also, are you on the public test branch?
Please note that this mod is the only plugin loaded.