RimWorld

RimWorld

VGP Vegetable Garden
1,422 Comments
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.
㊰0/90/0 gg izi㊰ Mar 26 @ 10:56pm 
Hi! I found a bug. I don't know if it a mods issue or if it's actually a mod issue, but it's caused by an item in this mod: the green fuel. It lets me build it, but it won't let me use it to power generators. I don't quite understand what's going on.
dismarzero  [author] Mar 23 @ 6:53am 
Thanks Redstark. and also my mods doesn't have Bamboo shoots :P
Redstark Magnusson Mar 17 @ 2:12pm 
Hey Dismar, as Jack7D1 mentioned below, they're the maintainer of one of the Apini mods, the mainline one, and they've moved/renamed textures so the honey doesn't conflict anymore. This however means if both mods are installed, VGP honey is now invisible/has no texture!

Of note, i've noticed something odd; Bamboo shoots are edible and my animals LOVE to eat them! The plants are JUST planted and my animals rush to them primarily, but since they provide so little nutrition, they spend the entire day eating, while planters replant, and on-loop, this repeats until the animal collapses of exhaustion or eats fast enough to reach another, more nutritious crop.

I get that Bamboo shoots are edible, but i don't know if this is intended behaviour. Without raising their nutrition value, so they don't become an exploitable animal pen crop, would it be possible to prevent this behaviour without having to setup animal zones?
dismarzero  [author] Mar 15 @ 12:55pm 
Hi Logan, if I remember right there are no issues with the base mod and M O
Logan Winfield Mar 14 @ 12:14pm 
Hello how are you ? Can i use this mod with Medieval Overhaul ?
dismarzero  [author] Mar 4 @ 11:52am 
SiaNKs Nah I think there is a patch on the VFE side that changes the names of stuff. It's on their page.
SiaNKs Mar 3 @ 2:47pm 
If you are using Vanilla Vegetables Expanded or whatever it was called, with this mod, will you get double plants in selection menu? I couldn't find compatibility patch anywhere in mod description
multiplayer_rocks Mar 2 @ 1:27pm 
Tried updating again, but still gives same error. Also tried as suggested open/save using paint - no difference sorry.
dismarzero  [author] Mar 1 @ 5:13am 
I have updated and uploaded that texture a few times.

Some have had success opening it in paint then saving it.

I may have to roll back the png to an older version.
multiplayer_rocks Feb 28 @ 11:42pm 
Thanks for the mod. I am using "rimsort" and this is the only mod giving this error:
PNG Decoding error E:\SteamLibrary\steamapps\workshop\content\294100\2007061826\Textures\Things\floor\IronwoodFloor.png -> Could not read header data of E:\SteamLibrary\steamapps\workshop\content\294100\2007061826\Textures\Things\floor\IronwoodFloor.png: invalid signature

I have tried unsubscribe/subscribe again to force a redownload but doesn't help. Could you clarify if bugged please.
Annabellee Feb 25 @ 5:15pm 
Is there a stand alone version with just the ironwood? I know there’s one bamboo.
466808733 Feb 4 @ 3:38am 
Hello,this note is from a little girl of China,I like your MOD very much,it makes Rim more variety, there is a little advice about the coconut tree, in the real world ,there will be coconut fiber produced when a person eat coconut, the coconut fiber could be used to make mattress ,so , could you consider this idea
Jack7D1 Feb 1 @ 5:52am 
"Apini Alien Race, Continued!"
Texture names are changes to prevent collisions like this, your mod references "Things/Item/Honey/Honey" in a patch (probably the fix for my mistake).
The new path is "Things/Item/Apini_Honey/Honey"
Redstark Magnusson Jan 13 @ 8:25pm 
Noted and appreciated Dismar, :steamthumbsup:
Will keep an eye out and let you know if something is amiss!
dismarzero  [author] Jan 13 @ 4:47pm 
1.13
Garden
-Patch for Apini Playable Race, Continued! honey.

@redstark
Please let me know if there are any other things. That mod has a heavy amount of coding. And I'm not sure if there are any more issues.
dismarzero  [author] Jan 8 @ 2:56pm 
Okay Ill try and take a look at this on the weekend :)
Redstark Magnusson Jan 8 @ 3:47am 
Current Version, 1.5.

I mentioned "Old incompatibility" because i had the same issue in 1.2, and i've not played 1.3 and 1.4, skipped to 1.5 recently, and noticed it still had that similar issue;
dismarzero  [author] Jan 7 @ 5:21pm 
Is there an older version that you are having this with or the current version?
Redstark Magnusson Jan 7 @ 11:18am 
Don't see an incompatibility thread so i'll ask here, somewhat of an old incompatibility;

Honey from the Apini Race and this mod's honey conflict in some way, the textures get mixed up and the honey, on larger stacks, starts to throw constant errors. This is only for VGP Honey, to my knowledge.

Just hoping this tangle can be solved from either-or side.