What did you do?
I placed an Agricultural tower when trying to plant more yamako fruit. After it cleared away all other previously existing vegetation I started to place down with my character the Overgrowth Yamako Soil.
What happened?
I noticed that not all the tiles were green that contained no buildings on it like expected with overgrowth soil. As I was hand placing the soil without shift force placing I guess it put down a ghost.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected that regardless of any soil placed down the "water cane" plants would all be cleared away in the ag towers zone since they are of no use hanging around. It seemed like maybe this is an issue when It is on a border with another ag tower? The next one over is at max distance but still getting full coverage of the larger 3x3 tiles which equal 1 ag tower square.
Does it happen always, once, or sometimes?
I think it's only happening at the farthest reaches of the ag tower or when it's on the border with another ag tower.
[Lou][2.0.28] Water cane plant not picked up by Ag Tower
Re: [2.0.28] Water cane plant not picked up by Ag Tower
Can you please provide a save file showing this issue?
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.28] Water cane plant not picked up by Ag Tower
Here it is.
- Attachments
-
- 2.0.zip
- Savegame
- (48.26 MiB) Downloaded 24 times
Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
Thank you for the report. This was actually a result of 2 separate issues:
1) As you mentioned, Agricultural tower did not clear all preexisting trees (it was concerned only with once close to the seeding spots). This was fixed since 2.0.30
2) Entities with protected_from_tile_building = false would (in some cases) not be marked for deconstruction, but still block revival of tile ghosts. This was just fixed for 2.0.34
1) As you mentioned, Agricultural tower did not clear all preexisting trees (it was concerned only with once close to the seeding spots). This was fixed since 2.0.30
2) Entities with protected_from_tile_building = false would (in some cases) not be marked for deconstruction, but still block revival of tile ghosts. This was just fixed for 2.0.34
Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
Does the second of the two issues you outlined include what I'm finding with an Agricultural Tower in a Jellynut biome.
What I'm experiencing is that I place the Ag Tower so that all the surrounding squares are either yellow or green.
The expectation is that any square that's yellow should be convertible to green by use of either Artificial Jellynut Soil, or Overgrowth Jellynut Soil.
What is actually happening is that some squares are producing a message "Waterfill needed to fill Dull Red Vein" or "Waterfill is needed to fill Sanguine Lichen." So I can use Waterfill to fill those squares and get rid of the offending plants, but the squares then become red and can't be filled with Jellynut Soil of either type.
Expectation:
Either (1) mark squares that contain plants of this sort red when placing an Ag Tower, so I know they can't be used to grow Jellynuts, or (2) provide a way to remove the plants that does not involve their effective destruction as potential locations to grow Jellynut.
It may be that the fix you've mentioned in 2.0.34 will sort this out, I'm still on 2.0.32 and the game doesn't detect an upload when I check for it via the "About" menu option.
What I'm experiencing is that I place the Ag Tower so that all the surrounding squares are either yellow or green.
The expectation is that any square that's yellow should be convertible to green by use of either Artificial Jellynut Soil, or Overgrowth Jellynut Soil.
What is actually happening is that some squares are producing a message "Waterfill needed to fill Dull Red Vein" or "Waterfill is needed to fill Sanguine Lichen." So I can use Waterfill to fill those squares and get rid of the offending plants, but the squares then become red and can't be filled with Jellynut Soil of either type.
Expectation:
Either (1) mark squares that contain plants of this sort red when placing an Ag Tower, so I know they can't be used to grow Jellynuts, or (2) provide a way to remove the plants that does not involve their effective destruction as potential locations to grow Jellynut.
It may be that the fix you've mentioned in 2.0.34 will sort this out, I'm still on 2.0.32 and the game doesn't detect an upload when I check for it via the "About" menu option.
Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
"Waterfill" doesn't exists in vanilla, sounds like you have the waterfill mod installed and it is messing things up. Can you reproduce it in vanilla? If not, you should report it to the mod author.dgnuff wrote: Fri Feb 28, 2025 2:35 am What is actually happening is that some squares are producing a message "Waterfill needed to fill Dull Red Vein" or "Waterfill is needed to fill Sanguine Lichen." So I can use Waterfill to fill those squares and get rid of the offending plants, but the squares then become red and can't be filled with Jellynut Soil of either type.
Check the experimental branch, it's on 2.0.37 currently.I'm still on 2.0.32 and the game doesn't detect an upload when I check for it via the "About" menu option.
Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
It turns out waterfill has nothing to do with the problem. It's actually the same issue as this one:
viewtopic.php?p=635957
because the items making it impossible to place soil are decoratives. I wrote a small mod that used the
surface.destroy_decoratives(area)
lua api call to remove decoratives in a small area around the player, and as soon as that had destroyed the plants, I was able to place soil.
So no further action is needed, I have a workaround for now with the mod, and once that issue I linked gets fixed, it'll be an in-game solution to the problem.
viewtopic.php?p=635957
because the items making it impossible to place soil are decoratives. I wrote a small mod that used the
surface.destroy_decoratives(area)
lua api call to remove decoratives in a small area around the player, and as soon as that had destroyed the plants, I was able to place soil.
So no further action is needed, I have a workaround for now with the mod, and once that issue I linked gets fixed, it'll be an in-game solution to the problem.