RimWorld

RimWorld

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Grazing Lands
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
342.254 KB
14 Jun, 2019 @ 5:50pm
11 Jul @ 9:57am
24 Change Notes ( view )

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Grazing Lands

Description
Animals don't destroy grass and eat according to their size.
Can be (un)installed mid game.

Features
- all wild and non-yielding plants don't get destroyed when eaten, but get growing progress reset instead. How much growth lost depends on "damage done" slider;
- you can configure how much nutrioton animals get from consumption of grass (100% by default);
- grass has a chance to be destroyed when depleted (5% by default, configurable);
- instead of destroying plants with possible yield right away, animals damage them based on how much they ate (i.e. big animals still can one-shot plants, damage is configurable, 200% by default);

non-steam: github[github.com].

translation:
- Spanish by Crusader;
Popular Discussions View All (2)
19
29 May, 2020 @ 2:05am
PINNED: Issues
avil
3
10 Jul, 2021 @ 11:25am
Translation Spanish
Crusader
234 Comments
Jarrod 28 Jul @ 8:31am 
Perfect thank you! I was very confused and just kept everything at 100% cause it didn't make sense.

I do recommend putting tooltips inside the config if you can, stating the defaults and what exactly they do. This isn't the first mod I've seen have the defaults be different from what they were set.

Or don't, I'm not your mom lol
avil  [author] 28 Jul @ 8:01am 
It was two different options before, but I didn't update the description. I should do it now, I guess.
avil  [author] 28 Jul @ 8:01am 
Nevermind, description is actually more or less accurate.
Idk what's up with defaults in your case. You're playing 1.6 right?
- first option relates to grass specifically, it's not "yield" based plant. Base value is 100% and it's normal (like vanilla);
- second option relates to the chance to destroy GRASS if it's depleted (if growth progress goes bellow 5% after consumption);
- third option relates to yielding plants. There are two types of yielding plans - that get destroyed after harvesting (I call them crops) and that are not (let's call them bushes). So when it says "50% efficiency" it means animals will consume double the nutrition value form bushes than they get from it (removing appropriate growth value from a bush). And if it's a crop, the crop will be damaged by the direct percentage stated (aka 200% damage done). 200% done and 50% efficiency are interchangeable values in that context.
Jarrod 27 Jul @ 9:10pm 
Considering I literally did a complete reset of my files for my mods and went through and set them all up from scratch... Yes, it was absolutely fresh.

Either way, I just want to know what to put them for default anyway. And seeing as I can't set one of them below 100% despite you saying it's 50% by default, then saying they don't go below 100% by design.. I'm confused on what they are supposed to be by default.
avil  [author] 27 Jul @ 11:30am 
Is it fresh though?
These are source values

Scribe_Values.Look(ref multiplier, "multiplier", 0f, false);
Scribe_Values.Look(ref consumeChance, "consumeChance2", 0.05f, false);
Scribe_Values.Look(ref yieldDamage, "yieldDamage", 0.25f, false);

3rd value is damage done. Scale goes by formula 1f + yieldDamage*4, so minimum damage is 100%, and maximum is 500%. And default "if previous didn't exist" is 0.25, it translates into 0.25*4 aka 100% extra damage, making it 200%. So it doesn't appear that your config was that fresh.
Also can confirm, values can't go bellow 100%, it's by design.
Jarrod 25 Jul @ 9:54pm 
I apologize as I didn't read the previous pages, but what @Darkmoon Tanit said is still correct, even now. I have a fresh new config and it's still 100%, 0%, and 100% by default respectively in the menu. And both of the 100% settings do not go below 100% in the config.
Jarrod 25 Jul @ 9:47pm 
Just FYI, Nutrition value is set to 100%, chance to destroy is set to 0%, and damage done to crop is set to 100% by default, despite your description here stating otherwise. Just seems like the mod doesn't change anything without configuration first, and there doesn't seem to be a way to set "animals now can eat yield from growing plants" to 50%.
Unless these are the values set *after* your proposed defaults, which if that's the case you should give tooltips in the mod settings to clarify that.
avil  [author] 21 Jul @ 2:05am 
Then they don't use vanilla classes as a base for their plants.
Aster 21 Jul @ 1:54am 
They will fully eat grass grown with Vanilla Plants Expanded
avil  [author] 20 Jul @ 3:13pm 
Try it out. This mod isn't capable of breaking anything.