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does not work

Fixed 1.3.7 1.4.0

ProjektEU

Posted

Hello, the plugin doesn't want to work at all, it doesn't want to automatically set, it seems to me that you can't maintain this plugin, there is some problem and the repair always takes a long time.

Martian

Posted

I completely understand your frustration, and I’m sorry about this. I’ve been very busy lately, and I take responsibility for the delays and the issues caused by the latest changes. I’m going to revert some of the changes from the last update now and release an update shortly, then I’ll work on a more complete update for next week to properly address the remaining issues. Thanks for your patience.

Martian

Posted

I’ve just updated FarmPro and reverted the recent changes that were causing issues.

Regarding the client-side FPS problem, you can reduce the number of visible entities spawned by FarmPro through the configuration. The heater, sprinkler, and light are optional and FarmPro can continue working without them.

For each FarmPro group, set these options to false:

"Install Light": false, "Install Heater": false, "Install Sprinkler": false

FarmPro will still handle planting, growing, cloning, harvesting, fertilizer management, and watering without these visual entities.

If players are experiencing FPS drops, I recommend disabling these three options, especially on servers with a large number of FarmPro planters.

ProjektEU

Posted

I'll try and let you know if I can, thanks.

ProjektEU

Posted

The biggest problem is the light, how it shines causes problems in FPS

ProjektEU

Posted

Players then say that 3g3y GGGYYY grow for 90 minutes but they get tired after 50 minutes

Martian

Posted

I reviewed FarmPro’s growth and harvest cycle and found issues that could cause forcibly ripened crops to enter Dying before automatic harvesting. These have been corrected, and I added an option that keeps managed crops in Ripe indefinitely without natural aging. It is enabled by default and can be disabled through Prevent Ripe Plants From Dying.
I also corrected the G/Y yield calculations, fixed fertilizer transfers, and optimized data saving, planter lookups, network updates, and effects. I replaced the cinematic lights with industrial wall lamps and adjusted their position and orientation to reduce unnecessary client load around large farms. The FPS improvement still needs in-game measurement.
Please retest with version 1.3.74. I could not confirm the exact 90-versus-50-minute timing from the original report. If it persists, please provide the crop type, player group, configured growth time, and whether the plant is becoming Ripe or Dying at 50 minutes.

 

1.4.0 - What's New

  • Replaced cinematic lights with industrial wall lamps to reduce client rendering load and help improve FPS in large farms: red for cloning, green for harvesting, and blue on the controller.
  • Fixed box duplication during rejected placement and repeated pickup/removal attempts, ensuring only one item is returned after successful removal.
  • Added Prevent Ripe Plants From Dying, enabled by default. Managed crops remain Ripe without dying from natural aging; setting it to false restores normal aging.
  • Fixed forced ripening retaining the previous stage’s age.
  • Removed stage-age changes from yield completion and moved harvesting after forced ripening within the same cycle.
  • Corrected G/Y yield calculations and native base-resource/pickup multiplier handling while preserving configured harvest and clone multipliers.
  • Fixed whole-stack fertilizer transfers and prevented fertilizer deletion when transfers fail.
  • Added seed-source validation during planting and removed redundant socket checks.
  • Clamped watering to planter capacity and cached saturation thresholds.
  • Made hardware configuration complete before continuing the cycle. Improved detached/destroyed hardware cleanup and respected disabled lighting settings.
  • Restored normal growing conditions when planters leave FarmPro management.
  • Made growth and harvesting iterations safe against collection changes between coroutine steps, with pooled-list cleanup.
  • Added direct planter ownership lookups and cached repeated item, fertilizer, seed-menu, and consumable searches.
  • Stopped rewriting saved data every unchanged cycle and preserved existing planter modes and filters.
  • Limited planting/harvesting effects to nearby network groups. Removed redundant entity updates and batched label updates with reliable temporary-admin flag restoration.
  • Preserved names, icons, ownership metadata, and clone genetics when splitting custom items.
  • Preserved controller ownership and skin, restored ownership on existing controllers, corrected owner-based radius display, and retained placed boxes if controller creation fails.
  • Added missing permissions to item-give console commands and removed duplicate refunds for rejected placement.
  • Hardened shop purchases against quantity overflow, duplicated cost accounting, missing currency integrations, and partial payment failures.
  • Improved startup/menu initialization, disconnect cleanup, and protection of saved hardware during orphan cleanup.
Martian

Posted

I'm closing this ticket for now, but if the issues come up again, please post here and I'll reopen it and continue investigating.

Martian

Posted

Changed Status from Pending to Fixed

Changed Fixed In to 1.4.0

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