RimWorld

RimWorld

[FSF] Growable Grass
162 kommentarer
FrozenSnowFox  [skapare] 9 timmar sedan 
@LINX
I added a rule saying it should be loaded after. It might work before but since this mod is now patching something it should be loaded after.
LINX 14 timmar sedan 
Should Growable Grass be loaded after ReGrowth? Or it doesn't matter now?
FrozenSnowFox  [skapare] 27 okt @ 14:13 
@LINX
Alright it's fixed. I'm not sure why it was happening even if my mod was loaded after. Some weirdness with how Rimworld does file loading and load order I guess.
LINX 27 okt @ 11:53 
ReGrowth 2 is incompatible with mod that let me plant grass and tall grass, like [FSF] Growable Grass. I don't know coding, but from what I've seen, ReGrowth replaces grass (core) and tall grass (core) with grass (ReGrowth) and tall grass (ReGrowth). I am a grassland lover and
ReGrowth 2 features beautiful and unique GREEN grassland biome. I really want to keep both mods.
The response and fix from ReGrowth 2 owner Helixien is taking too long, so I thought I'd try my luck with you and see if you have any solution.
FrozenSnowFox  [skapare] 2 sep @ 21:43 
@Void
All three of the grass types added with Odyssey including Night Grass have already been added.
Void 2 sep @ 21:40 
Hello how is your day? A quick question, are you going yo add night grass to the mod? Thanks!
FrozenSnowFox  [skapare] 6 aug @ 5:24 
@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 @ 5:15 
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 @ 21:14 
Yes it did give that message which confused me, but that's understandable that over time it dies naturally otherwise
FrozenSnowFox  [skapare] 3 aug @ 20:36 
@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 @ 19:54 
Grass died due to being unharvested...?
FrozenSnowFox  [skapare] 24 jul @ 16:10 
@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 @ 12:16 
Any plans to add night grass to the mod, so I can grow grass in glowforests?
FrozenSnowFox  [skapare] 11 jul @ 9:09 
@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 @ 7:45 
would love to have an option to make grass more dense and hi-res/beautiful 🙏
FrozenSnowFox  [skapare] 23 aug, 2023 @ 20:42 
@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.
ShinUon 23 aug, 2023 @ 20:36 
P.S. Should growable grass contribute to the nutrition value on the pen marker? I'm not seeing a difference.
ShinUon 23 aug, 2023 @ 20:31 
@FrozenSnowFox
Vanilla grass regrow by itself, right? Does the Growable Grass also regrow by itself?

Wondering if I actually need to replant or not. If I have to replant, what is the benefit of this over growing haygrass? I noticed one grass tile had disappeared and it's only been a handful of days since I first planted it.
FrozenSnowFox  [skapare] 23 aug, 2023 @ 20:26 
@ShinUon
Yes grass dies naturally after a set period of time. Since I modified the vanilla grass I was reluctant to change that since I believe grass dying opens up space for trees or bushes to sprout.
ShinUon 23 aug, 2023 @ 20:24 
I'm using this from your compiled FSF Tweaks mod. I'm using the Graze Up mod and noticing I still need to replant grass. Does grass die naturally over time?
sex is scary 12 mar, 2023 @ 6:35 
grass grow, bird fly and brotha, i hurt people, i'm a force of nature
hottt3 17 jan, 2023 @ 22:33 
Oh, I see. Thanks again)
FrozenSnowFox  [skapare] 17 jan, 2023 @ 22:16 
@hottt3
VPE has its own unique grass which is growable. My mod simply patches the vanilla grass to be growable. They work fine together but if you have VPE you don't really need this mod. If you use them together you'll end up with two identical looking yet different grasses.
hottt3 17 jan, 2023 @ 22:04 
Thanks for the mod! I have a question. I have Vanilla Plants Expanded mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2134308522 which also has Grass (and Tall Grass). Are these the same "grass"? Are these mods mutually exclusive, can be used together, complement each other etc.? Thanks for the answer)
Flesh Forge 1 nov, 2022 @ 17:41 
that's ok, thanks anyhow
FrozenSnowFox  [skapare] 1 nov, 2022 @ 15:38 
@Flesh Forge
I'm afraid that is outside of the scope of this mod and it's not something I intend to change. I imagine some people will end up making some toxic variants of flowers and the like in the future.
Flesh Forge 1 nov, 2022 @ 15:35 
Hey this is a little bit off of your mod's purview, but there is nothing available to grow in vanilla flowerpots if they are placed on a polluted tile, and even gray grass would be fine here (better than just an empty pot)
Flesh Forge 29 okt, 2022 @ 11:17 
yeah I see it in the def for Devilstrand in Core\...\Plants_Cultivated_Farm
<pollution>Any</pollution>

neat :)
Flesh Forge 29 okt, 2022 @ 11:10 
that's nifty, it definitely wasn't that way right at release, I guess Tynan decided it was OK :) thanks
FrozenSnowFox  [skapare] 29 okt, 2022 @ 0:21 
@Flesh Forge
Checking the game files both devilstrand and psychoid accept any pollution level. So that's a normal thing.
Flesh Forge 29 okt, 2022 @ 0:11 
it's not a big deal, it's not game changing at all since you can just clean up some pollution and have perfectly OK soil to grow whatever on with the vanilla mechanics, I think it's kind of neat that it's working that way for me :steamthumbsup:
FrozenSnowFox  [skapare] 28 okt, 2022 @ 21:38 
@Flesh Forge
I'll have to check it in my game to be sure but that isn't possible. I only added a patch for the Plant_GrayGrass def which has no relation to devilstrand.

As for new crops I tend to stay away from things that require art since I can't do more than glue together or recolours existing pictures.
Flesh Forge 28 okt, 2022 @ 21:36 
I mean it would be neat if there was some fabric crop alternative available to heavily polluted colonies (aside from just cleaning up the stuff, I mean if you are really leaning into the polluted biome like I am) so yeah it would be reasonable if Wasters had something to make their clothes out of, and growth speed will be pretty nerfed from growing on polluted soil anyway so it's not exactly OP
Flesh Forge 28 okt, 2022 @ 21:32 
Devilstrand seems to have sneaked in there with this, dunno how I feel about that but it's up to you :)
Flesh Forge 28 okt, 2022 @ 21:06 
well that was quick, thank you very much :)
FrozenSnowFox  [skapare] 28 okt, 2022 @ 21:02 
@Flesh Forge
You only needed to ask. My current game is in the desert so I haven't dealt with pollution, mechanoids or seen anything resembling grass. I've put an update out, you may need to unsubscribe and resubscribe to force steam to redownload the files.
Flesh Forge 28 okt, 2022 @ 20:07 
Would be nice if you expanded this a little bit to allow Gray Grass from Biotech (on polluted terrain of course)
Skullywag 5 dec, 2021 @ 13:24 
Actually looks like it might have been the vanilla expanded drought event, Once the drought was over no animals were eating my tall grass, i needed to cut and replant my tall grass to get it working again.
Skullywag 5 dec, 2021 @ 13:12 
Is it just me or has the latest update broken animals and eating "sown" grass?
GrayDraco 23 sep, 2021 @ 14:37 
Fair enough. Thank you for responding.
FrozenSnowFox  [skapare] 23 sep, 2021 @ 14:33 
@GrayDraco
That sort of thing is hardcoded so would need coding to change which I can't do. It's also not something I'd want to mess with.
GrayDraco 23 sep, 2021 @ 14:31 
No chance you could make it spread faster too?
nolagirl504 18 aug, 2021 @ 7:14 
I've been using this mod since 1.0, nice simple mod, does exactly what you'd expect, easy to use, thank you!!
FrozenSnowFox  [skapare] 5 aug, 2021 @ 15:03 
@Muskrat
The grass is the vanilla grass growing in the world. All I did was add a tag so you can plant it so its really not cheaty. At any rate if you want to adjust the nutrition Check out the mod Graze Up listed in the recommend mods section. It allows you a great deal of control over nutrition and other aspects.
Muskrat 5 aug, 2021 @ 7:12 
I know this is a pretty basic mod, but any chance you could add a menu to adjust nutrition value of grass?

I prefer to grow grass for aesthetic reasons, but it feels like a cheat right now since grass has 2x the nutrition as dandelions. I’d like to make them equivalent.
FrozenSnowFox  [skapare] 31 jul, 2021 @ 20:50 
@Randomorph
That's very true I've seen quite a few mods with some neat features but there's everything else you may or may not want.
Randomorph 31 jul, 2021 @ 20:47 
@FrozenSnowFox I know everyone always talks about the big pack mods like VE, but I honestly prefer small targeted mods like this. That way to have growable grass I don't need to add 300 types of different plants, 17 different types of dirt, and 63 different types of hydroponics. Obviously an exaggeration, but I think less is more is something that's been a bit forgotten with the VE series of mods. Keep up the good work!
FrozenSnowFox  [skapare] 29 jul, 2021 @ 23:30 
@Sir_Reginald_Duke_of_Chutney
Thank you for your kind words.
Sasquatch Hadarock 29 jul, 2021 @ 23:02 
@FrozenSnowFox the Vanilla Expanded series has really swept the modding field hasn't it... XD. Still, glad for guys like you who lay the ground work and come up with ideas like this, even if other authors end up absorbing the function you inspired.
FrozenSnowFox  [skapare] 12 jul, 2021 @ 16:58 
@bidiguilo
Yes but its not really necessary or needed if you use Vanilla Plants Expanded since that mod provides its own unique grass for growing.