RimWorld

RimWorld

Progression: Agriculture
710 Comments
ferny  [author] 10 hours ago 
@Saph I use it with multifloors completely fine, map has zero part in the calculation of anything. Your issue is being caused by something else.
Saph 14 hours ago 
Doesn't seem compatible with Multifloors. Had a good range of unlocked seeds on ground floor, built hydroponics in the basement, can't plant anything but a few random crops in there.
Sotetsu 18 hours ago 
Would you please consider adding other things besides seeds to the agricultural traders? Like crops, hay, wood, or other appropriate things? I get a LOT of agricultural traders, and when I summon a random caravan because my people are starving or freezing and one of them shows up, it breaks my heart.
Flynt 12 Oct @ 1:45am 
Is there a way to see all the seeds you already have?

Due to biome restrictions, I can't see if I already have a plant or not if it's not something I can plant at home when buying random veggies just for seed packing purposes.
PyroRaider47 #ILikeIt0001 11 Oct @ 9:13pm 
Penis
-ferny  [author]
ferny  [author] 11 Oct @ 8:13pm 
v47 - fixed capitialization on buildings
ferny  [author] 9 Oct @ 1:02pm 
Penis
SucháVoda 9 Oct @ 7:59am 
"traid"

nice typo
Hedgehog 7 Oct @ 10:28am 
- Incompatible with mods that let you grow multiple crops in the same zone. IE: Crop Rotation, Gardens

why exactly? used both mods at the same tiem for quite a wile and i noticed no bugs actually.
Aromis 6 Oct @ 3:19am 
I see, you removed it and put everything in other categories i see ^^
Thx!
Aromis 6 Oct @ 2:55am 
For me the farming tabb is still missing even after your fix? on 1.5
-=GoW=-Dennis 3 Oct @ 3:22pm 
With this mod and TD Enhancement Pack installed, Growing Zones will have an error in their bottom left description when selected and spit the same error when making a new zone:

GetInspectString exception on Growing zone 1:
System.NullReferenceException: Object reference not set to an instance of an object
at TD_Enhancement_Pack.ZoneGrowingSizeCount.AppendFertileCount (System.String baseString, RimWorld.Zone_Growing zone) [0x0003a] in <d7ca852ede2f451eacebb024d03d6faf>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.Zone_Growing.GetInspectString_Patch2(RimWorld.Zone_Growing)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0

Also reported to TD Enhancement Pack, given I have no idea on what side (if any) the incompatibility lies.
Kirari~n 3 Oct @ 9:24am 
I like your take on seeds, but I feel it could be improved by leaving wood-yielding trees out of it, for several reasons:
1. Balance. In vanilla, tree sowing costs you 1000 research points. With this mod, it only costs you 10-20 wood. It trivializes a progression milestone.
2. It doesn't add anything. As long as you have access to wood, you can decide to unlock whatever trees you want, so there's no reason you wouldn't do things exactly the same as in vanilla. And if you don't have access to wood, you just wait for a trader who sells wood.
3. It clutters traders, quests, and bills with seeds that you'll never use because they can't be planted in your biome.

1 and 2 could alternatively be solved by removing the bundling recipes for trees, so that the seeds can only be obtained from traders and quests. But that could get very frustrating because of the biome restriction. Ultimately, I think seeds just don't work that well for plants that are already constrained by biome.
ferny  [author] 3 Oct @ 8:33am 
v46
- fixed 1.5 version
Thanks Mielo
ferny  [author] 3 Oct @ 8:11am 
@mielo Thanks
ferny  [author] 3 Oct @ 8:11am 
@Lindsiria Yeah, we individually patch those to ensure authorial intention remains intact. Very easy to patch yourself if you want to send them in as pull requests
mielo 3 Oct @ 7:26am 
Yep - the 1.5 designationCategory values were orphaned after the category was deleted altogether in the last update. Modified them in the XML and now they're showing up. Will fork and send PR.
mielo 3 Oct @ 7:03am 
The farming tab doesn't seem to be showing up (1.5). Saw in Github that it was scrubbed for the 1.6 defs.
purpleglade 2 Oct @ 11:51pm 
I fixed the following errors: The Cocoa, Devilstrand and TreeSowing ResearchProjectDef errors with <xpath>Defs/*/researchPrerequisites/li[.="TreeSowing"]</xpath> under f*** these research projects. Mannyyy mods require some of these (Zen Garden, Various VGP mods, Standalone Hot Spring Retexture, Gloomy Furniture, Decorative Trees...)

I'm still getting a RG_MushroomCultivation error (Could not resolve cross-reference to Verse.ResearchProjectDef named RG_MushroomCultivation) , which looks to be a ReGrowth2.
mielo 2 Oct @ 1:00pm 
Neither seed creating workbench seems to be showing up...
Kinish 1 Oct @ 10:30pm 
All tree seed bundle pls
Fel 1 Oct @ 4:19pm 
A random thing, and certainly not urgent. Images on most your mods are no longer viewable in the UK. Which makes reading about them...a tad hard as you can imagine. Do you have text-only versions you could link/add? I tried checking your Patron too, but I didn't spot any.
Otherwise, this is one of my top mods and so glad I subscribed when I could read the full details. Thank you for your amazing work, and looking towards your future projects.
ferny  [author] 1 Oct @ 2:32pm 
v45 - moved the ve furniture patch to my "Consistent Text" mod
Porknelius 29 Sep @ 5:13pm 
Seems like a lot and they are totally harmless for sure. I can live without an extensive patch, mod is still in every playthrough i do!
Porknelius 29 Sep @ 5:11pm 
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ferny  [author] 27 Sep @ 10:31pm 
@Porknelius Tell me which mods are referenced. The errors are 100% harmless, but we manually patch mods that require those still to ensure well authored compatibility
Porknelius 27 Sep @ 5:53pm 
This is still giving me red errors related to Devilstrand, Mushroom Cultivation and Cocoa. It makes sense that you would have to research plants that were difficult to grow, even if you have the seeds.
Ando 22 Sep @ 7:16pm 
I'm having an issue whereby I've bought enough crops from merchants to create seed packs for multiple plants, opened them to unlock for growth, but none of them are showing up. I thought it could possibly be biome restrictions as you mentioned in a prev comment, but I've flown some of my pawns to multiple other biomes across the map and still none of the unlocked crops are available. No errors seem to be flagging either when opening a seed bag.

https://gist.github.com/HugsLibRecordKeeper/3990bf86ecf2daaaf89db6eed00f2224
Hedgehog 22 Sep @ 1:34pm 
another bug: not able to produce ''bellpepper seeds'' from ''yellow bell pepper''
Loki 20 Sep @ 3:27pm 
Just found ambrosia growing on my map, Made a seed bundle and opened it. I cant find the proper growing zone to grow it. any help?
Kultturelli 17 Sep @ 8:49am 
You should add an auto-sort rule to make this load after Regrowth 2 if you can :steamthumbsup:
ferny  [author] 16 Sep @ 10:54am 
@BigBrother Not from me anytime soon, but there's a programmer who's been working on quality of life updates for this mod that might cover something like that eventually.
BigBrother 16 Sep @ 9:57am 
thank you for such great mods, huge fan of your work. Do you think mod like Garden will ever be compatible? or similar features being used here?
CaspianLowenherz 16 Sep @ 4:37am 
Then you can only acquire decorative plants seeds from traders then? @Paventine & Fel? like you've mentioned almost all decorative plants like flowers can't drop resources from it is thus no easy acquire of seeds from it.

for you @Pavlentine of course it is decorative stuff not big deal to you but some it is

After all @Pavlentine every playthrough is different with different societal style to each colonies of choice to every user using the story generator either luxuriant, simple, something dark, or other styles out there and I've have still yet to discover about to this rimworld modding community.
Pavlentine 16 Sep @ 2:56am 
I really like this mod though there's two moments I find a little bit frustrating: if you have mod adding new slightly different trees you need to create bazillion unnecesary bundles for them to prevent them appearing in trader's inventories, as rewards etc; and also there's no way to get flowers and such deco stuff by yourself unless rewards/trade since they won't drop any resources - buuut it's not that big deal honestly
Fel 15 Sep @ 1:44pm 
This mod is amazing and exactly what I needed to spice up how I play. Thank you :D

@CaspianLowenherz, this too me a while to realise too, flower seeds are often sold by traders, found as loot or given as quest rewards. So far, every plant has been available, even those from mods.
CaspianLowenherz 14 Sep @ 9:17am 
Can you even plant and grow non-crop ones for decoration purposes like example succulents and flowers in pots? and just to increase beauty in a certain room on early game.

Because I've notice to my playthrough of mine some of the flowers like for example roses can't be planted either on soil or pots because no actual seeds to some other plant matter.
RandomDude2022 14 Sep @ 8:42am 
Is there a way to disable the seed part of this mod while still keeping the rest?
Naturtok 14 Sep @ 3:00am 
Users forget that errors *mean* something and are used specifically for development and aren't just generic "there is a problem" and should be avoided at all costs.
ferny  [author] 13 Sep @ 9:13pm 
@Poindexter1985
What you describe is exactly the point of the removal. To point out where that research is currently needed, so it can be individually patched later. The brute force is to wave red flags wherever an authorial touch would be needed. Removing the research projects is absolutely essential to the mod's foundation, and the errors it can throw are a tool we can use as contributors to author solid cohesion with mods.
Poindexter1985 13 Sep @ 8:18pm 
... you DID blanket remove the research, though? The section the patches are in is even labeled in comments as F*** THESE RESEARCH PROJECTS.

<Operation Class="PatchOperationRemove">
<success>Always</success>
<xpath>Defs/ResearchProjectDef[defName="TreeSowing"]</xpath>
</Operation>

That's the most destructive and least individualized approach that could be used - those research defs are gone. They can't be used in any way by any other mod.

The removal of sowing pre-reqs isn't taking an individual approach, either. You blanket remove all sowing pre-reqs, for all researches (including modded ones you don't touch), from all plants (modded or otherwise) except for plants requiring SOS2 ArchotechPlants research.

So why take the brute force approach of nuking all sowing pre-reqs, but then not take a relatively more targeted approach on other types of pre-reqs that targets only things and recipes that have already been broken by the removal of the research defs?
Jarl750 13 Sep @ 7:35pm 
I found the missing farming tab in the new architect menu nvm my comment.
ferny  [author] 13 Sep @ 7:21pm 
The reason we don't blanket remove the research is so we can handle these on an individual basis, to preserve proper cohesion. Someone would need to send in a patch on github for the related mods to solve the error for whatever mod you are using.
Jarl750 13 Sep @ 7:15pm 
I also get the same cross reference errors on startup, it also removed the farming category in my architect menu, which I thought was caused by the new architect that I installed, but when I removed the mod it still throws the same error.
Poindexter1985 13 Sep @ 3:06am 
I was getting some cross-reference errors on startup with this mod on a large modlist, due to other mods trying to reference the researches that you have removed. Example:

Could not resolve cross-reference to Verse.ResearchProjectDef named TreeSowing (wanter=researchPrerequisites)

That one is caused by [LTS]Furnishing using TreeSowing as a pre-req for some decorative things. Craftable Uncraftables also uses Devilstrand as a pre-req on a Devilstrand crafting recipe.

I see that your mod has a broadly scoped patch to remove the researches as a sowing requirement on plants, but not as a prerequisite on buildings and recipes. I threw together a quick and dirty patch that I'm using on my own that seems to clear this up, though I haven't tested it extensively.

https://pastebin.com/8EuhXjqd
Mil-Knight 11 Sep @ 12:44pm 
Seconding @LaviWasTaken's issue. Medieval Overhaul's straw should take priority over VE's spelt because without it the millstone is skipped entirely for flour, and VE's flour doesn't even work for some of the recipes for MO's food, not to mention the lack of straw from not being able to grind up the wheat itself
Zairya 8 Sep @ 10:44pm 
Helixien renamed some plants as he's merging some of the submods into core. maybe that helps with the packing issue.
Is someone using this together with VFE empire, medieval 2, MO and overlap replacer?
Mr McNificent 7 Sep @ 8:03pm 
Nevermind, scrolled back through comments haha
Mr McNificent 7 Sep @ 8:02pm 
Logged on after update, Kitchen and Farm architect menus are gone, everything is back in Production. Anyone else having this problem?

Also yeah I couldn't bundle the Potokus mushrooms from Regrowth the other day either.