RimWorld

RimWorld

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Genetically Engineered Plants 1.1+
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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615.572 KB
Mar 22, 2020 @ 5:28pm
May 2, 2024 @ 2:22pm
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Genetically Engineered Plants 1.1+

Description
Adds four new lore-friendly plants, including:
-Artiveg: An extremely delicate, genetically engineered plant that will only grow in highly fertile environments but has an excellent nutrition output. Widely used by urbworlds to feed their staggering population counts, in a bid to tackle their frequent food shortages. Nutrition increased from the base mod to 0.9 per artiveg to maintain balance through later updates.
-Duraveg: A completely different strain of artiveg; duraveg was selectively bred and modified on glitterworlds, for the purpose of being distributed as a new means for a food supply on caveworlds. This extremely hardy plant can survive freezing temperatures, is immune to blight, and can even grow in complete darkness, but has a low nutrition output compared to conventional crops.
-Branchvine: Genetically engineered creeper plant that grows to become wood-like, and quickly at that. Unlike trees however, branchvines can be grown indoors but they will also die in the cold.
-A genetically engineered tree that yields no usable wood, but a lot of chemfuel. Extraordinarily fragile and will explode in a large fireball if destroyed.

SeedsPlease patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2117066216

Still compatible with 1.0 as well and should work with existing saves that use the original Genetically Modified Plants.

Original mod by XeoNovaDan. 1.1 and future support by battlemage64 with permission from XeoNovaDan.
(note: no further plants will be added to this mod. It will continue to be updated, but any new plants will be added to the Futuristic Plants mod, which is my creation. Every plant in this mod was created by XeoNovaDan.)
35 Comments
ramil319 May 2, 2024 @ 3:39pm 
Thanks a lot for the update!
battlemage64  [author] May 2, 2024 @ 2:22pm 
Updated to 1.5! Apologies for the delay. I didn't get to test everything, but I want to get everything updated quickly so people can keep using them for now. Please let me know if there are any bugs.
ramil319 Apr 18, 2024 @ 5:56am 
Hello, are you planning to update the mods?
battlemage64  [author] Oct 18, 2022 @ 7:59pm 
Updated to 1.4
battlemage64  [author] Sep 10, 2022 @ 9:53am 
Okay, that's a very good point, actually. I've changed that (for 1.3) and rebalanced the plants so they give the same yield per tile used (and don't require any more work per tile).
ScoSteSal Sep 8, 2022 @ 3:18pm 
It seems _very_ strange to me that you couldn't have a continuous stretch of vines growing in a line, but instead had to have several different small growths of the vine separated by at least 1 tile from each other. Maybe that makes sense for trees, but I don't think it makes any sense for vines. I appreciate your offering to change it.
battlemage64  [author] Sep 7, 2022 @ 8:34pm 
Oh, that was a decision made by the original author (XeoNovaDan), I figured it was intentional 🤷‍♂️ I can possibly change it if you still want
ScoSteSal Sep 7, 2022 @ 8:07pm 
Unfortunately, it's been so long that I don't remember precisely what happened or how I fixed it in my local copy of the mod. I think it had something to do with not being able to plant branchvine in two adjacent tiles, the same way you can't plant two trees in two adjacent tiles
battlemage64  [author] Sep 7, 2022 @ 6:43pm 
Hi ScoSteSal,
I'm very sorry for not getting back to you until now. I haven't really done any modding or looked at the comments on this. I can definitely patch this, but I'm a little unsure what you're talking about -- when does the game count it as a tree? And is this the case for other plants in this mod? (I'm looking at the mod code right now and it doesn't look like anything explicitly says it's a tree, at least.)
Please note, since I haven't played the game in a while either, I don't know how the Ideology update works. I'll try to figure out what you mean, of course!
ScoSteSal Dec 24, 2021 @ 3:15pm 
Awkward detail- branchvine is treated as a tree for purposes of placement (relative to other plants) and for the 'Tree Connection' ideology. Since it's a vine and not a tree (and Tree Connection colonies desperately need something less atrocious than fibercorn or woodmaker dryads), would you please patch that?