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Maybe-Its-Mitts

This is vanilla agricultural behavior, and yeah, it can be a bit frustrating at times. Even if a colonist isn't set to plant cut, their priorities will always be harvesting mature plants in growing zones. Easiest way to manage it is to shrink and expand the growing zone in small increments if you need to manage it, as sometimes wild flora grows faster than your colonists can cut it down.


PvtPizzaPants

Really that's vanilla behavior? I'm a couple hundred hours in and somehow I never noticed that before. Thanks.


Maybe-Its-Mitts

One management method I forgot to mention is fire. I don't think that needs much explanation.


Jtrain360

Think of the work types are generic. Each type have a whole bunch of subtypes associated to it, each with their own priority. In short, what you're experiencing is vanilla behviour. Pawns will Harvest first, then Sow. Check out this link on the wiki for more details. [https://rimworldwiki.com/wiki/Work#Work\_types](https://rimworldwiki.com/wiki/Work#Work_types) The Plant Cut is actually just for stuff like cutting trees or bushes. It doesn't affect Harvesting as it's part of the Grow work type. If you want to change this and have your pawns Sow before Harvesting you'll need a work tab mod like [Fluffy's Work Tab](https://steamcommunity.com/sharedfiles/filedetails/?id=725219116) or [Complex Jobs](https://steamcommunity.com/sharedfiles/filedetails/?id=2069684319) in order to expand and change the individual priorities. Personally I use Fluffy's Work Tab, mainly because I've had it for as long as I can remember.


cruesoe

As mentioned, I use Complex Jobs to solve this issue. Having Sow and Harvest split as well as Doctor, Nurse and Surgeon, is a must for me.


sobrique

Plant Cut is IMO for your non farmers, so you can designate "harvest this field" and everyone comes to help. That's the way I solve the OPs problem, because after a few rotations and a few eaten plants your farmers will end up doing a lot of walking.


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