Closed jkraybill closed 4 years ago
Duplicate of #38159 but better written. :stuck_out_tongue: It's something that happens with "no seed" in general, occasionally with butchering, too, but that may be due to Magiclysm's tainted blood.
I thought harvested plots reverted to pile of dirt on harvest? I find myself using No Seed a lot to till soil before planting, so I'd find losing that functionality a bit troubling. Maybe an explicit harvest zone would be better.
@Funguss harvested plots revert to untilled soil and need to be re-tilled before planting.
I do plan on adding something like "till only", "plant only", and "harvest only" designations for farm plots in 0.F if it hasn't been otherwise addressed by then. Maybe as an option for existing farm plots instead of a full designation, as it would be nice to switch farming modes without having to re-define the plot each time.
Aha, like how custom filters work? That sounds like an excellent idea! Anything that reduces designation and zone list bloat is a good thing.
It would be nice to see some cohesion between zones and less redundancy. Rather than having a list of possible loot zones it would be tidier to have a single loot zone with category and material toggle lissts, with further filtering, priorities and fill goals. Refactoring zones into an object oriented style would help with this and UI implementation going forward, but I doubt you want to go that far. :stuck_out_tongue: Of course, those changes would make zone painting a bigger problem. I guess it currently piggybacks some of the map editor code? All of it is a bit clunky and seems like one area mouse integration would actually be useful.
I'm getting carried away...
Well I'm definitely not going to take it that far myself, but it would be great to eventually get to a system that works like how Rimworld handles stockpiles, where each zone has allowed inputs and a priority!
All I'm planning to do is to allow farm plots to specify which combo of till/plant/harvest they allow.
Describe the bug
If you have harvestable crops that are not currently in a farm plot, and then mark them as a farm plot with "No Seed" as the seed, when you do a "Farm Plots" command, they get harvested and tilled, but then you get an exception stating 'invalid recipe ""' when (presumably) the re-planting step occurs.
I expected that "No Seed" would allow me to have a plot that was only harvested, not tilled or planted, which seems like the correct behaviour to me.
Steps To Reproduce
Expected behavior
As stated above, I did this because I wanted to harvest a plot of land but not re-till or re-plant. That's what I think the behavior of a "No Seed" plot should be.
Screenshots
Versions and configuration
Additional context
This was not reliably reproducible in my farm plot, so it could be somewhat situational. I got it directly after marking the plot as No Seed, standing in the middle of a 3x3 area where all 9 plants were harvestable, and doing O - Farm Plots.
Full debug.log contents:
19:19:21.143 ERROR : (error message will follow backtrace)
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Backtrace emission took 0 seconds. src/recipe_dictionary.cpp:60 [const T& string_id::obj() const [with T = recipe]] invalid recipe id ""