RimWorld

RimWorld

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Vanilla Plants Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.143 MB
Jun 18, 2020 @ 11:16am
Nov 11, 2025 @ 4:12am
25 Change Notes ( view )

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Vanilla Plants Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
115 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



Vanilla Plants Expanded is a core module in a plant-based in the new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team. After hours of designing, testing and designing again, Sarg Bjornson, Oskar Potocki and Chowder are proud to present this content pack to help you with your RimWorld farming simulator. This mod features a variety of fruit plants and crops to spice up your fields, with each prop adding something different and unique, allowing you to use the power of farming differently based on your situation and needs.

Adding a variety of crops, each with different mechanics and traits, but still kept within vanilla balancing, we are hoping to give you a chance to tailor your farming industry to your liking. These plants are not meant to replace vanilla plants - they are balanced in-line with those, meaning rice and potatoes will still be useful!

Fruit trees are biome-locked to two unique new fruit trees per biome, however bear in mind they do not differ nutrition-wise from one another - which is partly the reason why we decided to biome lock them. We also didn’t want to flood your farming menus with 12 different fruit trees that yield pretty much the same, but reskinned, item. This has all been done with the ease of use in mind.

A new ability to plow soil has also been introduced once you meet the designated research. Plowing soil boosts its fertility to that of Rich soil, however when the plant is harvested, tilled soil returns to its previous form and needs to be plowed again.

This mod has built in patches for Vanilla Cooking Expanded, adding new functionality, such as new condiment recipes!



Vanilla Plants Expanded content and mechanics can be seen described below:





























[forms.gle]



Q: How is this mod different to VGP/RimCuisine2 or other food oriented mods?
A: Beyond rigidly following the vanilla art style Vanilla Cuisine Expanded series gives everything a unique blessing and curse. Rather than having 20 nearly indistinguishable vegetable plants or meals we at the team believe every player should find something that is useful. Simply put, we add flavor we believe anybody can enjoy. All things are seamlessly merged with vanilla mechanics, making sure you don’t need to re-educate yourself on how the mod works. We also made sure to cut away any unnecessary resource and production chains, making sure to keep everything simple, yet engaging.

Q: Does it work alongside VGP/RimCuisine2?
A: Yes it does, no crashes were reported. Whilst some mechanics can seem duplicated, we have taken extra steps to rename all the label names and descriptions, so when running RC2 or VGP, our items seem like different types of items than those of VGP or RC2.

Q: How do I plant new fruit trees?
A: You need a Tree Sowing research unlocked.

Q: I can't reinstall fruit trees!
A: This is intended, as reinstalling trees would allow the player to replant them right next to each other, thus negating blockAdjacentSow entirely!

Q: I can’t plant beetroots in winter!
A: Correct, the soil is too hard to plant new ones, but the ones already planted will keep on growing, albeit slower.

Q: Is there a difference in nutrition between grass and tall grass?
A: Yes, tall grass is more nutritious. Bear in mind colonists can’t eat grass. lol.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new types of plants?
A: We believe the amount of content in this mod is sufficient - it doesn’t add too much fluff. Instead, any additional content will come in the form of extension modules, just like Vanilla Cooking Expanded - Stews!

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Don't remove mods from a save, ever.

Q: Is tilled soil going to interfere with other Tilled Soil mods?
A: No, we are adding our own, fairly balanced, unique system for it. Other mods should not conflict.

Q: These plants are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. Sometimes realism is just boring, especially in such an unrealistic game. We decided that unique gameplay should be prioritised over realism.

Q: Is there a way to auto till the soil?
A: No. Micromanagement is something we want to keep as we made it sufficiently rewarding with the extra fertility. It's not an essential mechanic and you can grow crops without plowing the soil, but if you decide to dedicate extra effort and plow it, you get extra fertility.

Q: CE compatible?
A: Perhaps.



Graphics are created by me, Oskar Potocki.

Code work created by Sarg Bjornson[www.patreon.com].

Descriptions, balancing and ideas by Chowder.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!





1,452 Comments
Sarg Bjornson  [author]
Aug 14 @ 11:02pm 
This mod has been content complete for years
Aug 14 @ 6:36am 
Where do i suggest plants?
Aug 9 @ 8:35am 
Hi there, may I ask what is the exact criteria for the Orange tree growth bonus to kick in? Does it check for moving water tiles within 3 distance? Does it matter if it's shallow or chest-deep water, if it is checking for tiles? Does it check upon planting the tree, or can I terraform nearby tiles after planting?
Sarg Bjornson  [author]
Aug 7 @ 8:41am 
@Illuminatos: No, by design

@Pineapple Dealer: Correct, only Alpha Biomes is patched

@TwentyTwo: we can't, no. Sounds easy to do, but it isn't
Aug 4 @ 5:11pm 
@Ranger Dimitri Opuntia yields prickly pears and they can only be grown in Arid Shrublands and Deserts.
I was losing my mind unable to find where they come from either till I looked closer at all the plants here in the description.
Aug 4 @ 4:21am 
Okay, can someone tell me where I can get Prickly Pears from? I legit have no clue.
Jul 29 @ 7:04am 
tiling should have nothing to do with construction and should be tied to plants imo
Jul 29 @ 6:50am 
So can you please fix the fact that the speed of tilling is bound to construction, but that the work priority is tied to growing? Like if i have a guy who is high in construction and low in plants, he will then till the ground very fast but then also blotch all of the farm produced. Very annoying. And if i dont assign him to grow in work tab, then he wont be able to till.
Jul 28 @ 8:01am 
The fruit trees don't appear on modded biomes :C (I'm on alpine meadown from more vanilla biomes)
Jul 26 @ 5:30am 
Is it possible to make it toggable per growingzone to automatically tilt the Soil? i dont mind to always tilt the Crop after the harvest but to babysit it everytime and tilt it manuelly