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Adding in Circular Mode for Crop Managers + Overlay to Show Harvest Area - #234

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Adding in Circular Mode for Crop Managers + Overlay to Show Harvest Area#234
Cardinalstars wants to merge 7 commits into
GTNewHorizons:masterfrom
Cardinalstars:master

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@Cardinalstars

@Cardinalstars Cardinalstars commented Aug 9, 2026

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Summary

This PR changes the UI of crop mangers to align better with the standard UI and leaves room for the "future reserved slot" for manager and adds in 2 features, circular management area and overlay of harvesting area. The PR also is NOT targeting 2.9. It's intended for 2.10. I would also make a quest book change to edit the CropManager entry to note the overlay and circular option of the PR as to not confuse new players.

Circular management area:
Radii were chosen so that the absolute value of the difference between the square field tile count and the circular field tile count is minimized. Tool-tips were updated and a button was added.

Overlay of harvesting area:
A request was made to create an overlay for the harvesting area to be included as a requirement for adding in circular harvesting areas. The overlay is as shown below.

2026-08-09_22 05 27 2026-08-09_22 05 40

GUI Suggestions

Option 1:
Option3

Option 2:
Option2

Option 3:
Option1

I prefer option 1 as it's the most well spaced, and that is what the PR is currently on.
As you can see the power and future muffler button is in the standard location for a single-block GT machine as well.

Other UI Changes
image

image image image image

Checklist

  • I have tested this PR in DevEnv
  • I have tested this PR in Fullpack
  • This PR is in compliance with the GTNH AI Policy
  • This PR requires another PR in order to merge

@Cardinalstars Cardinalstars added Enhancement Improve an existing mechanic. Please explain the change with a before/after comparison. New Feature Add something new. Please explain in detail how it works. labels Aug 9, 2026
@C0bra5 C0bra5 added the Ongoing Freeze - Do NOT Merge PR tagged with this do not meet the requirement to be merged during a freeze. label Aug 9, 2026

@Ranzuu Ranzuu left a comment

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Just some comments, nothing stopping ✨

Comment on lines +269 to +270
cropsnh_tooltip.cropManager.cycle.circular=Circular
cropsnh_tooltip.cropManager.cycle.square=Square

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To match the tooltips (White - mine line, Gray - sub-line)

Suggested change
cropsnh_tooltip.cropManager.cycle.circular=Circular
cropsnh_tooltip.cropManager.cycle.square=Square
cropsnh_tooltip.cropManager.cycle.circular=§7Circular
cropsnh_tooltip.cropManager.cycle.square=§7Square

@Ranzuu Ranzuu Aug 9, 2026

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Maybe a little bit of a border contrast. I would even make them smaller, to better match the other icons

Image

@C0bra5 C0bra5 left a comment

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As mentioned previously, the range overlay is a welcome change, but I'm against adding more harvest shapes for a couple of reasons:

  1. The new mode as submitted provides no actual functional gameplay benefits aside from changing the harvest area.
    • Here's a quick example of something that would fit nicely with the design philosophy behind the new crops: Rename the circle mode to focus mode, reduce the radius of the circle to be the same as the radius of the usual square area (helps minimize player confusion), add a small fertilizer cost when harvesting crops, double the harvest multiplier (eg 105% -> 210% @ LV) resulting in a rough 75% boost to production in comparison to the default harvest mode, making the new mode an upgrade for existing existing farms. The UI indication of the mode could be merged into the harvest mode toggle, switching it to a 3-way: no harvest, standard harvest, and focused harvest.
  2. I'd rather not add complexity when the system we already have is more than sufficient. Adding this new harvest area shape only really does one thing: it reduces the number of crop managers needed to effectively cover the same number of crops when using a circle-shaped field, assuming it matches the radius of the circle the player wishes to build.
    • Crop fields are rarely built as isolated things; in playthroughs, players tend to have multiple crop fields together in an area, so if they are using non-standard-shaped fields, it's just a question of tiling them in a manner to cover the area effectively. Crop managers don't use power every tick, and are very power efficient, the only real cost players have to deal with in these scenarios is the additional cost of having to build the infrastructure required which honestly I prefer since it eases players into getting used to having to plan out their setups and infrastructure when doing more complex builds as that's is effectively mandatory once you start getting into chem and processing lines.
  3. I honestly don't want to open the can of worms of people asking for more shapes in the future; I'd rather they just properly invest in the infrastructure needed to sort/organize the harvests for processing if they want to use something more custom.

@Cardinalstars

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As mentioned previously, the range overlay is a welcome change, but I'm against adding more harvest shapes for a couple of reasons:

1. The new mode as submitted provides no actual functional gameplay benefits aside from changing the harvest area.
   
   * Here's a quick example of something that would fit nicely with the design philosophy behind the new crops: Rename the circle mode to focus mode, reduce the radius of the circle to be the same as the radius of the usual square area (helps minimize player confusion), add a small fertilizer cost when harvesting crops, double the harvest multiplier. The UI indication of the mode could potentially be merged into the harvest mode toggle, switching it to a 3-way of no harvest, standard harvest and focused harvest.

I see the circular harvest area itself as providing a functional gameplay benefit, since it allows players to align the machine with non-square builds more naturally. This is especially relevant for players who prioritize layout and design alongside efficiency.

2. I'd rather not add complexity when the system we already have is more than sufficient. Adding this new harvest area shape only really does one thing: it reduces the number of crop managers needed to effectively cover the same number of crops when using a circle-shaped field, assuming it matches the radius of the circle the player wishes to build.
   
   * Crop fields are rarely built as isolated things; in playthroughs, players tend to have multiple crop fields together in an area, so if they are using non-standard-shaped fields, it's just a question of tiling them in a manner to cover the area effectively. Crop managers don't use power every tick, and are very power efficient, the only real cost players have to deal with in these scenarios is the additional cost of having to build the infrastructure required which honestly I prefer since it eases players into getting used to having to plan out their setups and infrastructure when doing more complex builds as that's is effectively mandatory once you start getting into chem and processing lines.

I understand that you are worried about complexity, but the complexity added here is minimal. The circular mode is a relatively small addition, since it doesn’t change the machine’s behavior, only the shape of the area it operates on. I believe that your suggestion in your first point would actually increase the complexity of the machine more than the addition of the circular mode. I don't think that a singular button giving players the option of where their machine will harvest really increases complexity a meaningful amount.

Additionally, there certainly are players who aren't making huge multi farm crop areas. Scroll through screenshots and you'll see many players building farms under domes for example. By limiting the modes, we are putting cost on aesthetics rather than it being a natural part of the game. There's a good reason we take screenshots from many players to build the loading screens. The aesthetics of the game do matter, and by limiting pattern for management, we're encouraging players to build less creative bases.

3. I honestly don't want to open the can of worms of people asking for more shapes in the future; I'd rather they just properly invest in the infrastructure needed to sort/organize the harvests for processing if they want to use something more custom.

I don't see this being a future issue, but if additional shapes ever do become a concern, I’m happy to take responsibility for implementing and maintaining them so it doesn’t add extra overhead.

We have to take into account that there are players who may play differently from you or me and want different things. I think this change supports a wider range of player preferences with minimal added complexity, and without impacting existing setups.

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Enhancement Improve an existing mechanic. Please explain the change with a before/after comparison. New Feature Add something new. Please explain in detail how it works. Ongoing Freeze - Do NOT Merge PR tagged with this do not meet the requirement to be merged during a freeze.

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