From a8df95acceea286546d1849e381c7835283ea227 Mon Sep 17 00:00:00 2001 From: Xevion Date: Wed, 8 May 2024 22:30:40 -0500 Subject: [PATCH] fix: growth state renders 100% after growth/sowing at night --- .../Buildings/Building_DenseHydroponicsBasin.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/Source/HydroponicsExpanded/Buildings/Building_DenseHydroponicsBasin.cs b/Source/HydroponicsExpanded/Buildings/Building_DenseHydroponicsBasin.cs index 0d0da4c..e8e23e1 100644 --- a/Source/HydroponicsExpanded/Buildings/Building_DenseHydroponicsBasin.cs +++ b/Source/HydroponicsExpanded/Buildings/Building_DenseHydroponicsBasin.cs @@ -74,11 +74,17 @@ namespace HydroponicsExpanded { // If the maximum capacity is reached, then we should move to the growing stage. if (capacityReached) { + Stage = HydroponicsStage.Grow; + // Some plants might have been skipped, so go back and kill anything still on top. foreach (Plant plant in PlantsOnMe) plant.Destroy(); + + // Play the sound effect to signal the transition to the grow stage. SoundDefOf.CryptosleepCasket_Accept.PlayOneShot(new TargetInfo(Position, Map)); - Stage = HydroponicsStage.Grow; + + // Set the highest growth to the tracked plant's growth, to ensure the bar is accurate. + _highestGrowth = ((Plant)_innerContainer[0]).Growth; // Some active sowing jobs may be in progress for pathing, and thus will sow plants AFTER the stage // transition is made. This results in some weird looking random plants very rarely.