I have just started using this mod, I changed the xml file in my saved game to 0.6 so the growth takes longer to grow as in the mods description; but at midnight all my crops went from early stages to harvest stage, I also use season manager and have it set for 3 days for each season so I would like the growth setting to last 6 days before the crops is ready to harvest, if that make sense. so I would sow the crop in spring and it would be ready in Autumn
Can anyone please help?
Thank you for getting back to me
So what number do you suggest for the 6 growth stages to be completed within 6 or 7 days?
For example: I have the Season set to 3 days per season, so If the growth rate is set to 1 and I sow barley in the morning of day 1 of spring, when would growth stage 1 be done? and how many days will it take for the crop to be completed (stage 6)?
Try changing your value to 6.0, that way your crops should have 1 growth stage per 1,5 day (based on standard maps). So 4 growth stages would be done in 6 days. If this doesn't work, let me know what the normal time is for 1 growth stage on the map you're playing with (with growthFactor="1.000000").
I cant seem to get this to work, even if I set it to 1000 it still skips to the 4th growth stage. If I set it to 0.1 it skips to harvest stage. Help anyone?
If I do this change on line 305 in growthManager.lua:
local heightWorldZ = startWorldZ + growthManager.usedStepSize-growthManager.pixelSize;
to
local heightWorldZ = startWorldZ + growthManager.usedStepSize;
This problem goes away for me, but I have no idea why.
Great mod 5/5. But I encountered a problem with missions. After I finish a harvesting mission, fields get automaticly cultivated and resown and I can only do fertilizing afterwards. I dont know whether its a mod conflict, but it goes away after I uninstall this mod. Just asking if somebody encountered the same.
Habe leider dasselbe Problem wie er.
Nachdem ich eine Ernte-Mission gespielt habe wird das Feld direkt wieder gesäht..
Würde allerdings sehr sehr gerne auch Pflügen, Grubbern, etc...
I had Wheat planted on 3 fields. After 1 day the wheat was at stage 2, but after 2 days (day after stage 2) the wheat was already withered. I don't know if this was due to fast foward time or a small bug.
Neither can I, Google Translate does wonders ;) It basically takes over and supersedes the built-in growth script. It allows you to shift all fruit growth that would have otherwise occurred during the day to midnight (though that can be problematic if using multiple fertilizing stages) or to keep the default setting, but control plant growth, so you don't end up with fields that are in-between growth stages. It also allows you to control growth stage duration (i.e. you can fine tune them, to make them longer or shorter).
6 Comments for growthManager
Hi,
I have just started using this mod, I changed the xml file in my saved game to 0.6 so the growth takes longer to grow as in the mods description; but at midnight all my crops went from early stages to harvest stage, I also use season manager and have it set for 3 days for each season so I would like the growth setting to last 6 days before the crops is ready to harvest, if that make sense. so I would sow the crop in spring and it would be ready in Autumn
Can anyone please help?
I cant seem to get this to work, even if I set it to 1000 it still skips to the 4th growth stage. If I set it to 0.1 it skips to harvest stage. Help anyone?
Hi. Great mod, but 1 question.
Could growthManager make this?
https://postimg.org/image/kbpt7q693/
This line goes all over the fields and makes 1 state lower growing
Great mod 5/5. But I encountered a problem with missions. After I finish a harvesting mission, fields get automaticly cultivated and resown and I can only do fertilizing afterwards. I dont know whether its a mod conflict, but it goes away after I uninstall this mod. Just asking if somebody encountered the same.
I had Wheat planted on 3 fields. After 1 day the wheat was at stage 2, but after 2 days (day after stage 2) the wheat was already withered. I don't know if this was due to fast foward time or a small bug.
Thank you for updating this for FS17. This has been one of my favourites, a mod I consider absolutely essential. You're the best :)