RimWorld

RimWorld

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[FSF] Growable Grass
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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732.593 KB
12 Dec, 2016 @ 3:40pm
24 Jul @ 4:11pm
22 Change Notes ( view )

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[FSF] Growable Grass

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This is a simple mod that enables you to plant grass and tall grass in growing zones. It allows you to reseed areas that have become barren or setup pastures for animals.

This mod is included in [FSF] FrozenSnowFox Tweaks.

Recommended Mods

Both of these mods work in a similar way. Use one or the other and not both.

[Kit] Graze up
A bunch of useful changes to how animal grazing works.

Grazing Lands
A bunch of useful changes to grass that makes it more viable for grazing.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
156 Comments
FrozenSnowFox  [author] 6 Aug @ 5:24am 
@Sir Cluff Halbarté
I was thinking of testing that. Although I'm not sure if there would be any side effects of changing that on the vanilla grass. You really do not want to mess too much with some things on the original plants especially grass. Like increasing the lifespan would mean that grass doesn't die as quick which I'm pretty sure is partially to make room for other types of plants.

Personally I kind of want to change this mod from modifying the vanilla grass to the Growable Pasture Grass I added in my tweaks collection which is all around better. But...there's 35,000 subscribers who may prefer it how it is. I might end up re-releasing this mod with Pasture Grass as the main piece and all these other grasses as a mod setting. I'm pretty sure people only ever use this for animal grazing anyways.
Sir Cluff Halbarté 6 Aug @ 5:15am 
would changing grass to be counted as flowers be a simple fix? i mean flower fields don't complain about not being harvested.
ligt18098 3 Aug @ 9:14pm 
Yes it did give that message which confused me, but that's understandable that over time it dies naturally otherwise
FrozenSnowFox  [author] 3 Aug @ 8:36pm 
@ligt18098
Grass like all plants has a lifespan at the end of which it dies. This mod simply makes grass types plantable. If the game gave you that message I might need to look into silencing that.
ligt18098 3 Aug @ 7:54pm 
Grass died due to being unharvested...?
FrozenSnowFox  [author] 24 Jul @ 4:10pm 
@BlueLeafy
Yeah sorry its on the todo list. I've been busy working on my Better Exploration Loot mod and handling other issues. Its a quick fix so I'm pushing an update now.
BlueLeafy 24 Jul @ 12:16pm 
Any plans to add night grass to the mod, so I can grow grass in glowforests?
FrozenSnowFox  [author] 11 Jul @ 9:09am 
@тетеря, блин
Sorry that's beyond the scope of this mod. If your interest is in making the terrain look nicer I'd suggest grabbing Clean Textures if you don't have it.
тетеря, блин 11 Jul @ 7:45am 
would love to have an option to make grass more dense and hi-res/beautiful 🙏
FrozenSnowFox  [author] 23 Aug, 2023 @ 8:42pm 
@ShinUon
It's vanilla grass so it should regrow and expand on its own. If you're using Graze Up make sure that you set it so plants aren't destroyed otherwise you will have to replant things constantly whether that be haygrass or grass.

Normal grass is a good lite way to feed animals during summer months. If you have it set so it isn't destroyed upon being eaten it should last I think a season or more before needing replanting. Haygrass is more for stockpiling for the winter or mixing it with meat to make kibble.

Ignore the pen markers projected nutrition its incredibly misleading. Its based on your biomes ambient temperature not the room temperature where the pen marker is. Even if you have a heated greenhouse for your animals it'll report 0 nutrition during the winter months. It also doesn't count what's currently growing in the pen but instead calculates each tile as if it has viable growing plants.