RimWorld

RimWorld

VGP Vegetable Garden
1,441 Comments
Hebrux 19 hours ago 
Not that I know of, below is my active mod list
Hebrux 19 hours ago 
sumghai.medpod, cain.mineshaft, haplo.miscellaneous.robots, haplo.miscellaneous.training, arquebus.moregenecomplexity, darkborderman.moretraitgenes, unon.noburnmetal, thevillageguy.nodropcenterdropraids.1, doug.nojobauthors, redundant.oopsallgenepacks, turnovus.submod.backpacksarenotbelts, tk421storm.prioritytreatmentressurected, mlie.prisonersshouldfearturrets, huhu.lions.ps2nsboarmormkii, ratys.rtfuse, ratys.rtsolarflareshield, rimworld.randomcoughdrop.geneassistant, crewd.reinforcedwallscontinued, mlie.relevantstatsindescription, dubwise.rimefeller, memegoddess.searchanddestroy, petetimessix.simplesidearms, denev.smartturretcovering, dhultgren.smarterconstruction, weilbyte.snapout, krelinos.socialexpfromtrade, andromeda.stackgap, hoboofserenity.thrumbohusbandry, marvinkosh.ughyougotme, frozensnowfox.betterancientcomplexloot, frozensnowfox.bettercamploot, frozensnowfox.betterspiketraps, frozensnowfox.filthvanisheswithrainandtime, adaptive.storage.framework, sbz.neatstorage
Hebrux 19 hours ago 
Modlist:

brrainz.harmony, ludeon.rimworld, mlie.allmemoriesfade, mlie.animalfeedtrough, automatic.autolinks, bedrestforfoodpoisoning.1trickponyta, coldcrow.betterkibble, creeper.betterinfocard, ilyvion.laboratory, ilyvion.colonymanagerredux, garwel.destroyitem, dracoix.doormat.r12a, telardo.dragselect, drugsininventory.1trickpwnyta, ludeon.rimworld.royalty, ludeon.rimworld.ideology, ludeon.rimworld.biotech, ebsg.food, vat.epoeforked, matvey24.fpsstabilizer, redmattis.geneextractor, tac.genetrader, owlchemist.giddyup, ludeon.rimworld.odyssey, petre27.godlikemetabolismgene, adamas.hospital, taveron.increasedstack, haecriver.injuredcarry, mlie.justputitoverthere, keepmortarsready.1trickpwnyta, kahdeg.killfeed, mlie.lessstupidromanceattempt, krafs.levelup, ratys.madskills
dismarzero  [author] 21 hours ago 
Thats a weird one. Are you running any other Dryad mods?

@naroe yes
Hebrux Jul 14 @ 2:49pm 
XML error: Could not find parent node named "DryadKindBase" for node "PawnKindDef". Full node: <PawnKindDef ParentName="DryadKindBase"><defName>Dryad_IronWoodmaker</defName><label>Ironwoodmaker dryad</label><race>Dryad_IronWoodmaker</race><lifeStages><li><bodyGraphicData>
Hebrux Jul 14 @ 2:48pm 
dryad base error on launch
Aftar Jul 14 @ 12:40pm 
Thx for this mod! Play it from 2018!
Hebrux Jul 13 @ 7:03pm 
getting an error on game load with 1.6
Naroe Jul 13 @ 6:43am 
Is this mod compatible with Vanilla Expanded Mods?? Plants, Cooking, etc? Thanks!!
dismarzero  [author] Jul 11 @ 1:03pm 
I don't have enough information to help you. What version are you running of the game. I am currently in 1.6 with no issues. I have around 100 mods running. What other mods are you using? Does it crash you just running the mod by itself?

Also my items are all simple coded and I do not have any Job drivers in the mod that are custom. The drinks are coded very much like vanilla chocolate is.
Vedrit Jul 11 @ 9:42am 
It seems it was also the cause of the game crashing to desktop. Once I removed this mod, my game stopped crashing
Vedrit Jul 10 @ 9:34pm 
Keep getting these errors when pawns drink the fruit drinks:
JobDriver threw exception in toil FinalizeIngest's initAction for pawn Starry driver=JobDriver_SocialRelax (toilIndex=4) driver.job=(SocialRelax (Job_3422506) A = Thing_Table1x2c242972 B = Thing_DiningChair243572 C = Thing_Fruitdrink780066 Giver = JobGiver_GetJoy [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
dismarzero  [author] Jul 3 @ 3:15pm 
-Wild Plants Spawn rates reduced
doomTRON175 Jun 25 @ 1:14am 
Truly a goated king among modders
月羽狐 Jun 17 @ 5:38pm 
Can't agree more with Flaggy!
Flaggy! Jun 12 @ 4:51pm 
So many years and still going strong, i have massive respect for you my guy. And you even updated it to the beta, and its on spanish!, You are close to a deity my friend!

Great mod!, I love these new plants!, need to check your other mods
momosarang Jun 12 @ 6:19am 
Thanks for the update! Best wishes for you~!!!!
dismarzero  [author] Jun 11 @ 4:22pm 
Hey Guess what!

Vegetable garden version 1.6 Beta has released!

As always I have only tested to make red coding go away and to make sure all the basics work.

If you find bugs please let me know, so I can work them out.

1.6
Garden
-Coding errors and changes for 1.6
-Reworked the Whole Wild Plants and Biomes for the new update.
-Beehive Events recoded for 1.6
mr.melnikov Jun 7 @ 2:58am 
Thanks for the update! Now my slaves can collect bananas, pineapples and oranges for the owners of the estate in the swamps, where there is little room for cultivation!
Fen Hin Jun 2 @ 10:57pm 
Thank you for the update. I thing the slowly rotting ingredients are actually a leftover from the old vanilla version
Svela Jun 1 @ 7:02pm 
Also, I was thinking about my initial comments and I was worried I was coming off too harsh or something. I had just been cooling down from feeling frustrated because I had, like, 300 oranges and they ended up with 100% food poison chance when I wasn't looking. Caused all my colonists within a caravan to get food poisoning and felt like a complete waste of food. The fact they remained despite becoming "not fresh" or otherwise rotten, however, meant I could turn them into seeds with Seeds Please or even into fertilizer with the various farming mods I have. So, it wasn't a complete loss and I had plans. My apologies if I came off as mean or aggressive. Just thought it was a neat system that clashed with the built in vanilla rot system.
Svela Jun 1 @ 7:02pm 
Oh, did you not have your own system? I had oranges that went from 1% food poison chance to 100% because they "weren't fresh." I thought it was neat, I just only wanted one system. Or even the oranges to instantly rot and disappear when they reach a certain threshold. I thought it was intentional.
dismarzero  [author] Jun 1 @ 12:04pm 
6/1
Garden
-More Biomes supported with wild garden plants
-Rot now destroys raw foods correctly
-Food Shelf Quality removed to match vanilla
-Food Shelf storage size increased to match other Storage mods
dismarzero  [author] Jun 1 @ 11:27am 
I found the bug but will take a little bit of time to correct across my mods
dismarzero  [author] Jun 1 @ 6:40am 
I dont have a special system for how the fruits and veges from this mod spoil. They are coded just like the vanilla items. If there is some weird thing happening its a bug.
Svela May 31 @ 7:29pm 
Alternatively, an added food policy that avoids food that has begun to spoil with your system would also be nice to have. Otherwise, we're forced to completely forbid your food in their entirety, making them otherwise useless to even have.
Svela May 31 @ 7:27pm 
Your spoil system is fine in theory, and I wouldn't mind having it. However, I'd like either the old system game-wide to be overwritten by yours if you are going to include it to begin with (so, include all other food stuff from meat to berries) or otherwise have a mod setting that allows us to disable your spoilage system entirely. Having both just does not work well.
Svela May 31 @ 7:27pm 
The issue with the fruits and veggies rotting is that there is already a mechanic for that in the game. By adding your own you completely imbalance the food spoilage system. The reason why this is a problem is that the pawns know to avoid spoiled food, but not "oranges that are no longer fresh." This makes it so that fruit is only of use when completely fresh and complete useless the moment they begin to spoil in any capacity, and worse yet it conflicts with other plants that do not use your system like regular berries from the base game. I understand that food is best fresh in real life or otherwise preserved in some manner, and you may have made your mod with some realism in mind, but having two separate spoilage systems with the second one being unaccounted for in the AI's eating decisions makes for extremely frustrating game play.
Fen Hin May 30 @ 9:42pm 
Anyway, I patched it out myself. No need to change the mod :D I have fun
Fen Hin May 30 @ 9:40pm 
Yes, but most spoilable food I encounter in Vanilla are destroyed when they rot. I just surprised that most fruits from here stay rotten for awhile and can be mistakenly eaten and lead to a food poisoning pandemic. It's funny for the story telling tho. Can easily avoided by ticking the filter, but good luck for the animals if their handler grab those fruits. Thanks for the reply
mr.melnikov May 30 @ 1:20am 
There are no plants from the mod in Tropical Swamp. I would be very glad if this gets fixed!
dismarzero  [author] May 29 @ 9:21pm 
Fen Hin: all raw foods spoil. Have you tried using a freezer? Also if you are using my Gourmet mod you can dry the fruits.

Theron Iscarin': thats very odd. are you using the cherry picker mod to try and remove something?
Theron Iscarin' May 29 @ 4:30pm 
Exception printing VG_Plant_TreeBamboo525384 im getting this spammed all over my map. is there anything i can do to make the game stop trying to grow bamboo?
Fen Hin May 29 @ 7:05am 
I just realized the fruits from this mod are rotting slowly. If we failed to notice, the cooks will use it for meals and the handler will train the livestocks with it. Sending the colony into diarrhea party. Is this intentional? :D
dismarzero  [author] May 29 @ 6:30am 
Is it a Tropical Swamp? Or just Swamps in general?
mr.melnikov May 27 @ 6:28am 
Hello, I understand that it is rare to play in the complex swamp biome, but it seems this mod does not affect this vanilla biome. There is not a single plant from this mod. Could you fix it?
dismarzero  [author] May 25 @ 9:37pm 
The Rouge Fae: Are you running that Bee's mod? the Dev and Me did work it out :P
狂暴血怒喵喵切 May 24 @ 7:51pm 
best good food mode:steamthumbsup:
The Rouge Fae May 24 @ 11:54am 
Hey I'm having a bad glitch the Dev mode stuff isn't opening with the mods make honey more compatible and it's requirements here is my hugslib log I am going to post it on the other mods incase it's not on your end

https://gist.github.com/HugsLibRecordKeeper/f40ba3c6e7537b40072720f737268c0d
Hebrux May 10 @ 11:14pm 
Found out the problem. I have too many technology mods so only like 3 rows of tech tabs can show even though there are more tabs. I switched to a research table mod that shows everything and I'm able to research this now
dismarzero  [author] May 10 @ 9:09pm 
Muco : Hard tack has no skill requirement and is made at camp fires and the cooking stoves using Corn, rice, and Barley.

Hebrux : Nope should be under my tab VG researches
Hebrux May 3 @ 11:48am 
I don't see this mod in my research tree anymore. Anyone else have this issue?
müco Apr 28 @ 10:12am 
How to make Hardtack? It says no one can make " (none) "
Wish Granter Apr 11 @ 10:44am 
Didnt this mod had a blossom tree.
Or am I overlooking something? I remembered it had this purple decoration tree
dismarzero  [author] Apr 5 @ 5:49pm 
Redstark Magnusson : Oh yeah you just need to keep you animals away from your growing areas with a fence.

AVNlover: you can use a mod called "cherry picker" and remove things from mods you don't like. This mod is "As Is"
AVNlover67 Apr 5 @ 2:14pm 
Is there a version without the bamboo or ironwood?
Kwynn Mar 29 @ 7:49pm 
Simple enough, plant the bamboo and move the animals in later. Provide a different pen in the interim and give them a different food source.
Redstark Magnusson Mar 28 @ 9:31pm 
Um, Dismar, you misunderstand;
"Bamboo Shoot" would be in reference to "young" bamboo crops, or "Bamboo Sprouts".
I know IRL, many bamboo shoots are edible, and used in cuisine, which is i mentioned the Bamboo from the mod "making sense" when the crop is edible so early in it's growth cycle.

What i was asking was, "Is it intentional" for that to be case? For Bamboo to be edible by animals and that they would seek nutrition from it when it barely gives any?
And if there was a way to "solve" the problem of animals and growers dueling to plant as much Bamboo as they could/eat as much as they can until they collapse?
dismarzero  [author] Mar 28 @ 9:12pm 
Have you tried the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3288440994

It allows to to choose the fuel for tables. By Vanilla Default it will pick your fuel randomly.