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Any chance of getting a farmer? #42

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pjotrpottervogel opened this issue Dec 15, 2023 · 2 comments
Open

Any chance of getting a farmer? #42

pjotrpottervogel opened this issue Dec 15, 2023 · 2 comments
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enhancement New feature or request

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@pjotrpottervogel
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Harvest/Replant would be great to have, cause its super boring ^^

Maybe this can inspire you:
https://github.com/di98feja/RagnarsRokare/blob/master/MobAILib/Behaviours/BasicFarmingBehaviour.cs

Thank you for considering

@pjotrpottervogel pjotrpottervogel added the enhancement New feature or request label Dec 15, 2023
@jpw1991
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jpw1991 commented Dec 15, 2023

Thanks for opening the issue & linking that code. Someday I would like to create solutions for farming and gathering for the mercenaries mod.

In the meantime, you could install Cheb's Necromancy and disable all of the necromancy stuff via config (if you don't wish to use it) and then make use of the Farming Pylon. It will pick crops and doubles as an item stand (the idea is it's like a scarecrow and you can dress it up).

The only thing missing then is something to collect the harvested crops. In Cheb's Necromancy, that duty falls to the Neckro Gatherer who collects items and brings them to chests. Between these two things, my farming is automated although the Neckro Gather is not as dedicated as some of the specific farming mods because he is intended to also collect all the stuff produced by the lumberjacks and the miners.

@pjotrpottervogel
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Thank you for this fast and positive reply! In the meantime I'll sure give this cute gatherer and pylon a try - I think combining with the tame neck and leech mods this would fit nicely. those monks surpassed themselfs by training those beasts. ^^
A good day to you, Sir!

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