RimWorld

RimWorld

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Decorative Grass and Plants
   
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Mod, 1.3
File Size
Posted
Updated
3.859 MB
11 Dec, 2021 @ 11:27am
15 Jun, 2022 @ 12:00am
2 Change Notes ( view )

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Decorative Grass and Plants

Description
Buildable soil, grass tiles. Buildable plants and trees. Used for decoration.

About
All decorations are made using wood, cloth and chemfuel. That makes them highly flammable.

Decorative tiles
Soil - Base game soil
Grass - From Greenworld Grass (with adjustments)

Tiles come in soft and hard edge variants. Being fake, they have no fertility.

Decorative trees and plants
This mod is special in that it generates fake plants from the plants in the game. Fake plant uses same code for rendering as real plants, so they wave in the wind.
Their types, sizes and graphics is taken from proper plants. So it should create fake plants from mods or ones that change graphics.
Each plant and tree has multiple variants based on how big it can grow and if it can have multiple plants on same tile.
As long as this mod is placed after all mods that change plants.

Compatibility

This mod should be compatible with any mod that adds or changes plants or trees. As long as the mod doesn't do anything weird.
Just make sure this mod is placed after all other mods that change plants.

Issues

The build designator does not show how the plant will look once it is build. This is because of special rendering being done after the plant was built. As I don't consider this major issue, I don't plan on fixing it.

Contribution

Issues, bug reports and feature requests go on GitHub page[github.com].
10 Comments
Kebinite 17 Jun, 2022 @ 6:18am 
Nevermind... figured it out for myself and recompiled.
Kebinite 15 Jun, 2022 @ 3:15pm 
It's what I was looking for, but there's no mod options or settings to adjust the cost, or anything else... How do I make this not cost chemfuel?
Kearse 15 Jun, 2022 @ 12:13am 
It's working wonderfully. Thanks!
Euphoric  [author] 15 Jun, 2022 @ 12:03am 
@Kearse I've pushed an update that makes fake plants use real plant's altitude layer. Can you check how the rendering works now?
Kearse 14 Jun, 2022 @ 2:10pm 
The game renders normal grass under walls and trees over walls. Achieving that would also be nice, but that would mean having different categories for fake trees and fake everything else I think.
Kearse 14 Jun, 2022 @ 1:47pm 
Regardless of the altitudeLayer I choose, this thing also always happens where bits of the fake grass render over the fake trees. See: https://ibb.co/6whS52m

By the way, all the grass and trees shows are fake/decorative from this mod.
Kearse 14 Jun, 2022 @ 1:43pm 
So I played around with the <altitudeLayer> line and found that the decoration plants generated by this mod use the Building layer, which draw/render over the walls. See: https://ibb.co/hc9dPPp

This makes both the bamboo tree before and the grass behind the wall be drawn on top of the wall. So I changed <altitudeLayer>Building</altitudeLayer> to <altitudeLayer>FloorEmplacement</altitudeLayer>. See: https://ibb.co/gWWS6tK

This caused the grass to render behind the wall, which is nice, but also the bamboo in front, which isn't. Is there a way to solve this? I use a mod called Perspective: Buildings where you can adjust the position of things a little bit that succeeds with it (things north of the wall get "tucked in", things south of it render above it), but I have no idea how. See: https://ibb.co/HzyGXCC
Euphoric  [author] 14 Jun, 2022 @ 1:15pm 
@Kearse What exactly do you mean? Can you post picture?
Kearse 14 Jun, 2022 @ 2:48am 
Would it be possible to make the decor plants render under buildings and structures? Because as it is now, they render over furniture, walls, lamps, etc. unlike normal plants.
Kearse 13 Jun, 2022 @ 4:01am 
This mod is amazing, exactly what I was looking for.