RimWorld

RimWorld

466 ratings
SeedsPlease: Lite
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Mod, 1.3, 1.4
File Size
Posted
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14.678 MB
27 Aug, 2021 @ 12:27am
4 Apr, 2023 @ 4:29am
79 Change Notes ( view )

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SeedsPlease: Lite

In 1 collection by Owlchemist
Owlchemist's Mods
42 items
Description
This is a fork of Charlotte's (aka NotFood) SeedsPlease, employing a number of changes.

New here? What's SeedsPlease?
SeedsPlease is a mod aimed towards those looking for more of a challenge with their RimWorld experience. Basically, most things need actual tangible seeds in order to sow them.

You can get these seeds either through traders, or by extracting the seeds from the products they come from. Upon harvesting a crop, you will generally get 1 seed back, with a chance to gain 1 bonus seed.

Also, a few products go through a processing phase now. Cotton, devilstrand, healroot, and cocoa yield raw resources that must be refined to be useful.

Features in this fork
For a detailed list, please see this thread. Below is a summary of some of the highlights:
  • Recipe consolidation: Instead of there being 1 seed extraction recipe per plant, there is now a single, universal seed extraction recipe.

  • General optimizations: Memory consumption has been reduced by ensuring that only relevant textures are loaded. As well, much of the codebase has been completely rewritten.

  • New textures: Seed textures have been replaced with CitizenKanye's replacements.

  • Edible seeds: In order to deal with unwanted seeds, they are now considered an edible item, similar to hay, with a small nutrition value of 0.02. Feed those birds!

  • Seed processing spot: The plant processing bench has been replaced with the seed processing spot, which is just a spot you can place on top of any stove to augment its functionality. Other jobs the old bench was once responsible for, such as weaving and drug processing, have been delegated to other vanilla benches.

  • Options menu: Added mod options to adjust the difficulty and toggleable features.

  • Efficient sowing: The AI for how pawns clear and sow fields with seeds has been optimized to reduce hauling overhead.

  • Sowable grass: A toggleable option powered by the VE Framework, you'll find this option in its mod options. It allows pawns to manually sow grass for grazing.

  • Seedless exceptions: Customize your experience by defining which plants don't need seeds to sow, such as haygrass.

FAQ
Q. How do I get the initial seeds?
A. Try the following:
  1. Customize your scenario to give yourself some starting seeds.
  2. Wait for traders to come, or caravan out to go actively trade.
  3. Remember, even if they don't sell seeds, you could buy the produce instead and extract the seeds from those.
  4. Use a mod that adds wild crops and collect seeds from those.

Compatibility
  • There are 129 plant-adding mods supported. For any that have been missed, their seeds will auto-generate, the catch being that the labels may not be pretty.

Recommended mods

Credits
  • Charlotte for the original mod this is based on. This fork is authorized via the github's[github.com] posted license. As well, this mod shares the same license and anyone is free to pull from it.
  • CitizenKanye's texture replacement.
  • Additional patch contributions from: ChrisPikula
  • Please see the original mod's page for historical credits regarding this mod's origins.

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GitHub[github.com]



Popular Discussions View All (11)
22
6 Mar @ 1:25am
Auto-generated seeds
Jiopaba
3
16 Apr, 2023 @ 5:57am
error popups every auto/manual save
zytukin
5
7 Apr, 2023 @ 1:49am
PINNED: Documentation for modders
Owlchemist
720 Comments
Cantaloupe The Clown 5 Oct @ 12:59pm 
use this mod instead for 1.5. stop asking for an update. stop reporting bugs. owlchemist is taking a break, you will get nowhere with this mod
dannyhou13 2 Aug @ 7:00am 
doesn't work. i can still farm without seeds no matter what the mod settings are.
Immortal 20 Jul @ 9:21pm 
Any update by any chance?
THE__HUNGRY__BURRITO 19 Jul @ 3:09pm 
Hey guys, after downloading this mod, my growers tend to go to a spot in the grow area, cut a plant in one square where they are going to grow, then proceed to just sit there and do nothing. In the action it says “sowing area”. They do this until they have a mental break but sometimes they walk away. I have a feeling it has to do with this mod. Has anyone dealt with this before ?
[PBS] Kafka Rambo 21 May @ 5:09pm 
Doesn't work with 1.5. Pawns just get stuck on top of seed stacks and won't move to the fields. Please update, this is one of my "must have" mods.
2962342497 20 May @ 11:32pm 
1.5?
lol 26 Apr @ 1:23pm 
@malaras, yep I did. simple economics, pay for what you like and there'll be more of it and in better quality
Malaras 18 Apr @ 6:35am 
Lol, how to correctly ask for 1.5, thats hilarious. Typically a thank you is good enough. Well, Unless people get greedy. Creating mods should be a hobby and fun. If you have extra money and would like to donate to them. Go for it!
Monkey Magic 7 Apr @ 6:40am 
This mod is mostly working fine in 1.5, and only really needs an update to the About to stop it screaming about being out of date. That said:

@Bosh, you should be fine using the current version without issues. Well, I say that...but there is one small red error when first placing a seed processing spot that pops up, but it is a one-rtime deal, and everything works fine regardless.

But unti lthe mod author updates, it is bearable enough
Bosh 4 Apr @ 5:59pm 
Any chance of 1.5?