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Kill Factorio Botany With Hammers#1638

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AutumnalModding wants to merge 2 commits into
HardLightSector:masterfrom
AutumnalModding:antifactorio
Closed

Kill Factorio Botany With Hammers#1638
AutumnalModding wants to merge 2 commits into
HardLightSector:masterfrom
AutumnalModding:antifactorio

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@AutumnalModding
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@AutumnalModding AutumnalModding commented May 5, 2026

About the PR

Removes autoharvest from functioning.

Why / Balance

@re-silvered and myself witnessed the, shall we say, Cabbage Incident:
image

Technical details

Direct port from ARF-SS13/coyote-frontier#985

How to test

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Breaking changes

Changelog

🆑 Illumos

  • remove: Autoharvest was found dead in a ditch with 29 self inflicted gunshot wounds

@R3v3l4t1on
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Surely there's a better way to do this than just to remove the trait entirely. What problem does this solve? "The cabbage incident" is a very vague description.

@AutumnalModding
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"The cabbage incident" is a very vague description.

I probably admittedly should've taken a screenshot but like. The room was literally full of cabbages to the point where an admin had to forcibly delete them.

Surely there's a better way to do this than just to remove the trait entirely.

Correct, a proper longer-term solution would be to fix rotting. But rotting is broken for unknown reasons, and factorio botany is causing lag issues now, not "in the future when rotting is fixed".

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@R3v3l4t1on R3v3l4t1on left a comment

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This turns off the code for autoharvesting's logic. But doesn't seem to remove the trait from the things a plant is able to get. Which makes it a dud mutation so to speak. It would be nice if you could remove it from the list of options a plant can get whilst leaving it on seeds that have it (for you know compatibility reasons).

@AutumnalModding
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Hopefully done. Botany mutations are annoyingly incredibly hardcoded so fingers crossed this works.

{
NoRepeat,
Repeat,
SelfHarvest
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I've got a feeling this WILL break any and all seeds that have the self harvest mutation as their harvest type's now invalid. But this is also going out of my league now. Was just hoping there was some list somewhere that dictates which mutations can roll. But idk how botany works. Here's praying indeed.

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Oh holy fuck yeah it breaks seeds. That breaks not only self-harvestable crops, but also any perennial crops as well, like BASE tomatoes for example.

This can't pass.

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Repeat still exists. I just removed the ,.

@Darkvulpine
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This seems like a needless Knee-jerk reaction. Instead of ruining it for everyone, focus on solving the rotting issue, so they actually rot and disappear on their own, perhaps without releasing all their juices everywhere. Don't break plants because one person decided to make 500 thousand cabbages

@TeliaRS643
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This seems like a needless Knee-jerk reaction. Instead of ruining it for everyone, focus on solving the rotting issue, so they actually rot and disappear on their own, perhaps without releasing all their juices everywhere. Don't break plants because one person decided to make 500 thousand cabbages

Yeah I have to agree. Botany has been getting absolutely broken and kneecapped repeatedly over this issue, to the point certain tricks are entirely unusable anymore (throwable produce for example).

I'm not sure if it's possible to do this, but maybe simply NOT spawn more produce on that harvest cycle if there is more than a stack's worth of produce sitting open in a radius around the botany tray?

@Darkvulpine
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This seems like a needless Knee-jerk reaction. Instead of ruining it for everyone, focus on solving the rotting issue, so they actually rot and disappear on their own, perhaps without releasing all their juices everywhere. Don't break plants because one person decided to make 500 thousand cabbages

Yeah I have to agree. Botany has been getting absolutely broken and kneecapped repeatedly over this issue, to the point certain tricks are entirely unusable anymore (throwable produce for example).

I'm not sure if it's possible to do this, but maybe simply NOT spawn more produce on that harvest cycle if there is more than a stack's worth of produce sitting open in a radius around the botany tray?

I think that's a reasonable solution, if it is possible to implement.

@TeliaRS643
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Honestly this should be a player-discipline issue, not a coded feature-breaking issue. Someone sitting there with a 6x7 array of cabbages for the sole purpose of farming the tritium they're belching out, while the entity count around them rises to absurd levels is a someone you need to whack on the back of the hands with the ruler.

Avoiding flooding the area with thousands of entities is a player responsibility that they clearly weren't upholding.

@Toaster-Box
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Admins don't always have the time to comb everywhere that could be causing lag like this (remember ss14 mod tools suck) and this is clearly not a one time incident, so a mechanical solution to the problem is preferred, even if it's not this specific solution

@fenndragon
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To be clear there are much MUCH worse things in botany code than auto harvest especially considering we have the harvester bots

@jimmy12or
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jimmy12or commented May 5, 2026

Please do not remove auto-harvest. Rot was added to fix this, and if it's broken, that needs to be fixed instead. If not, then when it is fixed, we'll have both rot and no auto-harvesting plants which is just nothing but punishment on the whole server for something only a few people have done.

@Fasuh
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Fasuh commented May 5, 2026

This seems like a needless Knee-jerk reaction. Instead of ruining it for everyone, focus on solving the rotting issue, so they actually rot and disappear on their own, perhaps without releasing all their juices everywhere. Don't break plants because one person decided to make 500 thousand cabbages

issue is that i have seen some people even correctly hook up factorio to process the produce into nutribricks and biomass, and ended up with a ship with hundreds of thousands of biomass cubes, unless we make everything degrade this is unreasonable.

@fenndragon fenndragon closed this May 5, 2026
@Lazlo23
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Lazlo23 commented May 5, 2026

hey uh.. this gonna break seeds or just.. replace them with multi harvest or smthin?

@Fasuh
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Fasuh commented May 6, 2026

I really dont get why this is closed, THIS lags the server, THIS IS what makes lag, you have hundreds of fruits processed constantly. the fruits arent even useful in these amounts.... like at all, it makes reactions with atmos constantly, it has working physics on itself, and server keeps scanning for options to merge them together into a single stack, in some cases people even have post processing leaving puddles of liquids that also have math done to them trying to figure out reactions.

if you have any system server time logging enabled you can see that most time is probably taken by physics and atmos. and while atmos is also an issue, atmos storage should be improved in my opinion, the automations that were made for a different server that never predicted for them to be saving and reloading constantly is not helping the insane lags that people get.

@edit either way this is using the heaviest systems, and adding insane amounts of entities is not helping. Again i dont see how this even is useful for the server.

@TrylobyteWasTaken
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Factory botany is basically a non-issue on Hardlight unless you're intentionally trying to cause lag by overgrowing produce and never doing anything with it, and honestly, if people want to cause lag they will find ways to cause it, and we will bwoink them for it.

As the expert in Factorio, botany, and Factorio botany I know I have written (and caused) dozens of changes to be added in to mitigate the stress caused by industrial hydroponics. The stacking code only runs once every few seconds, conveyor belts will no longer try to move 10,000 entities at a time and grind the server to a halt, puddles evaporate on their own after a while, and everything causes interactions with atmos constantly. Further, if you walk too far away from them the calculations stop altogether - The plants don't grow and atmos isn't calculated. These days I can be running a full 50-tray setup during peak time continuously for hours and nobody will notice.

@Fasuh
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Fasuh commented May 6, 2026

Factory botany is basically a non-issue on Hardlight unless you're intentionally trying to cause lag by overgrowing produce and never doing anything with it, and honestly, if people want to cause lag they will find ways to cause it, and we will bwoink them for it.

As the expert in Factorio, botany, and Factorio botany I know I have written (and caused) dozens of changes to be added in to mitigate the stress caused by industrial hydroponics. The stacking code only runs once every few seconds, conveyor belts will no longer try to move 10,000 entities at a time and grind the server to a halt, puddles evaporate on their own after a while, and everything causes interactions with atmos constantly. Further, if you walk too far away from them the calculations stop altogether - The plants don't grow and atmos isn't calculated. These days I can be running a full 50-tray setup during peak time continuously for hours and nobody will notice.

Do we have any statistics on that? because i dont trust a "vibes based estimation", it doesnt make much sense for a ship that is literally crashing a client if you fly over it with a ghost to not be a flying lag machine.

@TrylobyteWasTaken
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That sounds like a vibes-based estimation itself. :P

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