I present you the happy farmer mod, supported 1.0
Mod using GnomoriaModUI by Faark, thanks a lot!How to install mod launcher
, thanks to majorgetsome
Mod add harvest to count
functionality to groves and farms.
(Sorry, now only groves, farms not done yet) Solved!What has been done
When you open a grow properties window, an additional tab "Happy forester" will show like
Sorry for using grow name for saving properties, this way is only solve sync-problem of save data. If I store someway else, your backup save not be syncronized with happy properties. So, if I learn how hide this from player, I do this immidiately. Solved.
So, how it should help.
There three sections in grow:
- Auto cut clipping if less than will dynamically enable cut clipping if some sort of clipping will less than typed value
- Pick fruit if less than will dynamically enable pick fruit if less. If it is fruitless grove, then no fruit will pick. Maybe I fight my lazy and seal this section if grow is fruitless
- Fell trees if less than will dynamically enable fell trees if some sort of logs is less than typed value
Note: grow auto switch Cut CB, Pick CB and Fell CB instead of Suspend CB. If you Uncheck Suspend CB, grow will always not harvest.
And farms unfortunally works little different. On "Happy farmer" tab places "Seed" group and one or more harvested items. (For example, with strawberry you harvest seed and fruit, but with wheat you harvest seed, wheat and grain) If all CB is unchecked, then Suspend CB on overview tab operate manually. If at least one CB is checked, mod will manipulate Suspend CB in automatic mode. Rule: if at least one of checked items is less than typed value, then Suspend is disable, if all checked more than typed value, then suspend is enable.
Gnomes will harvest some more goods if workers more 1. Identically how in any industrial cluster.
Automation calculation sealed in another thread from main Gnomoria thread for high perfomance and work with 1000msec between iterations.
For god sake I move code to main thread.DOWNLOAD from gDriveUpdate on fire:
Now grow name does not contain grow properties. But it still there, so you cannot use a "|" literal in grow naming, sorry.
[FIX] Rare exception in GetJob code, because threading problems, moved to main thread for god sake.
[PRF] Capacity value is divided to minimum and maximum capacity. For now no more useless hang around kingdom for harvest few ugly pieces of resources. If goods goes to less from minimum, harvest is initiated. And will be proceed until not be more than maximum capacity. For me, harvest logs with 100/200 pair capacity speeded up by ~30% entire kingdom. So will it be.
[FIX] Few UI num checks.