RimWorld

RimWorld

VGP Vegetable Garden
1,510 Comments
dismarzero  [author] Oct 22 @ 9:46am 
There is a patch on that mod. If I recall.
InnocuousKraken Oct 22 @ 6:12am 
Is there a patch that combines duplicates with vanilla expanded? Or can materials be removed in settings?
Local 58 Sep 22 @ 4:44pm 
I love this mod
dismarzero  [author] Sep 10 @ 7:25pm 
Yes it should be counted as a meat
Brit No! Sep 10 @ 5:28pm 
Hi, just wanting to ask if red lentils count as meat for ideoligions that outlaw eating meat, ty :)
dismarzero  [author] Sep 8 @ 4:13am 
Oh thank you. all translations are donated. but i can change the coding if you find a grammar error
Balthazad Sep 7 @ 5:34pm 
hi, there's a lil fail in the german translation:
the Bananatree is named banenenbaum, should be Bananenbaum

thx for including translations directly btw =)
dismarzero  [author] Sep 2 @ 3:14pm 
Hmm though I got rid of that patch last update. But I have removed it once I push my next update
Redstark Magnusson Sep 1 @ 3:46pm 
Hello again Dismar, came back to report that, after a initial report on both sides of the problem, the Honey Graphics issue with the Apini mod, by Jack7D1 (id 2204437968 on the workshop) has been "restored". Your patch is no longer needed, as they've solved the issue on their end, and now the patch makes all honey invisible/have no graphic if the Apini race is installed.

Sorry again about the trouble! I didn't expect both modders to be active and work on a solution, so i had reported the issue on both sides, seems that the solutions now conflict :steamsad:

Thanks yet again for working on the mod, and keeping it updated! Much appreciated!
Clairelenia Aug 28 @ 11:44pm 
Ahh okay :D i see now how vanilla meals also work. I just updated from 1.2 to 1.6, so the new veggie and carnivorous meal are new.

Simple & packaged vanilla meals have dynamic looks that change by ingredients, but Fine & Lavish vanilla meals don't change their looks, cause you can cook/choose all 3 versions separately =)

So Stir Fry and Stew should also work like the vanilla Fine & Lavish meal, so just these 2 don't work like they should.
dismarzero  [author] Aug 28 @ 7:33pm 
My mod does not mess with the vanilla items coding
Clairelenia Aug 28 @ 1:31am 
Are packaged meals also influenced by your mod? Jeaa normal packaged meals also turn their looks into carnivore ones, if they contain meat :D

Simple meals also =) so that may be the bug, that if a standard meal contains meat, it turns into the icon of a carnivorous meal.
dismarzero  [author] Aug 27 @ 4:45pm 
Clairelenia Ty I will look into this as a bug once I return home. I am testing some new stuff in the mod as well, Like Veg and Carnivore Packaged meals. And a few minor changes. ty
Clairelenia Aug 27 @ 5:30am 
heyo =) i have noticed Stirfry Meals & Stews unfortunately turn their icon/symbol into the "carnivore" version of them if you cook the standard version of them, even if they contain meat & veggie ingredients like potatoes etc, so they are just the mixxed, standard version :(

Would it be possible for the standard recipes, to get their default style back? Im not a carnivore only colony, but the meals all look like it :S
Hero_Swe Aug 25 @ 8:40am 
I actually kinda liked having the quality on meals cause it enabled me to trade less meals for more silver :D
brian_va Aug 23 @ 4:36pm 
fair enough
dismarzero  [author] Aug 23 @ 4:24pm 
Nah as the code is wrote it can only effect Stats of the item like Value, Nutrition, mass, etc..
brian_va Aug 23 @ 3:02pm 
any interest in bringing it back as a toggleable option? maybe higher quality meals giving better bonuses to mood and health stats.
🌈✨Darkeasterbunny☭ Aug 23 @ 4:02am 
You have my gratitude. The reaction time was amazeballs
dismarzero  [author] Aug 22 @ 6:04pm 
I did not lose any items or get any errors in my 2 test games. This update should be completely Safe.
dismarzero  [author] Aug 22 @ 6:01pm 
Garden
-Removed Quality from the meals.

Not everything is a win! But wanted to try something different.
E Aug 22 @ 5:55pm 
In "Items_Meals.xml", delete "<compClass>CompQuality</compClass>". It will make it so that foods don't have quality like the older versions.
dismarzero  [author] Aug 22 @ 5:51pm 
Yeah I feel ya on that. After testing all week not a hug fan lol
brian_va Aug 22 @ 3:20pm 
or at least make this a toggle in the mod options. i'm not opposed to meal qualities, but i'd like for it to be a choice.
Doughcake Aug 22 @ 2:20pm 
Please remove the quality (good, excellent, masterwork etc.) from meals.
тетеря, блин Aug 22 @ 2:09pm 
for some reason, this mod started to throw errors I haven't seen previously:

https://steamcommunity.com/sharedfiles/filedetails/?id=1537104826

(logs are on that page; I'm not sure it's related)
🌈✨Darkeasterbunny☭ Aug 22 @ 11:15am 
Thank you for the update. I have one question. Was that my stews now have a quality intended or a horrible horrible accident?
Aeimnestuss Aug 22 @ 3:54am 
Just wanted to say Ive been playing with VGP since it first came out I think in B18 or something and it is one of my favorite base mods that I cant play without. Thank you for all your hard work! :2018salienpsychic:
1937285451 Aug 21 @ 10:45pm 
It seems that you have built a Chinese translator for Chinese users of VGP mod, allowing us to play without downloading a Chinese mod. Thank you very much. Regrettably, there seems to be a problem in this update. Localized mod foods and untranslated mod foods appeared on the production list together, with a large number of the same mod foods recurring, which confused us. We hope you can take the time to solve this problem. Thank you!
dismarzero  [author] Aug 21 @ 3:57pm 
Small update to the 1.5 Version for Artwork
dismarzero  [author] Aug 21 @ 1:13pm 
Oh thank You I can fix that soon
tore Aug 21 @ 11:42am 
I'm still playing 1.5, and unfortunately, the last update removed the textures for stew and stirfry for me. The gameplay works fine, but the textures for both are just empty (Value can't be null. Parameter name: key)
40kTookMyName Aug 20 @ 9:09pm 
Thanks to you. I've had VGP in my list for years. It's a staple. Cheers.
dismarzero  [author] Aug 20 @ 9:07pm 
Thanks. I have put it back to the working version. More testing!
40kTookMyName Aug 20 @ 9:06pm 
Alright, yep, that did it. Loads up fine now. Guess it was that after all.
40kTookMyName Aug 20 @ 8:52pm 
I did. I can try loading with it again. Gimme a bit
dismarzero  [author] Aug 20 @ 8:50pm 
Are you using the Medicine mod? I have reverted the update and to see if that is the one.
40kTookMyName Aug 20 @ 8:49pm 
I have like 30 saves for that playthrough and tried loading ones all the way back to the first day of that save just to see if it was something getting corrupted somehow, but no savegame would load. Since Rimworld is specifying map, maybe it's a map generation object or something like the new default map growables you added? not sure how that would brick an existing map. But yeah, sorry. Again, hopefully this was just some bad conflict with one of my stupid amounts of mods
dismarzero  [author] Aug 20 @ 8:44pm 
Very strange
40kTookMyName Aug 20 @ 8:42pm 
That's the issue, it's gone. I removed VGP and started playing that savegame because I was in the middle of something. I only ever got a: "Object reference not set to an instance of an object
[Ref 9597CD01] Duplicate stacktrace see ref for original" that popped up in the logs (I actually copied that bit and it was on my Ctrl v lol) whenever I would try and load the savegame. I got the Rimworld pop up that says it can't load a new map then it would kick me back to the main menu.

Removing all VGP mods let me load the save fine minus the VGP objects going poof. Used mid-saver saver for good measure.
dismarzero  [author] Aug 20 @ 8:34pm 
are you getting red errors in the log? Can always send it to me with the share button
40kTookMyName Aug 20 @ 8:32pm 
Well, sorry I can't be more helpful. I should have saved the log, but didn't think to before it got overwritten. It may very well be another mod updating that caused a conflict with yours and it was coincidence that you updated at the same time. Hopefully it was just a quirk with my modlist and no one else gets the problem.
dismarzero  [author] Aug 20 @ 8:24pm 
Not sure. Ive been testing these mods for weeks now. Using the grav ship to hop around. Have around 150 mods running.
40kTookMyName Aug 20 @ 8:08pm 
Not sure which one of the mods you updated today this goes under, but I'm getting a "Failed to generate new map" error while loading a savegame.

I removed all VGP Vegetable garden mods as a test and the save loaded minus the vgp items of course. So something bugged out or a conflict got introduced for existing saves on the mods you updated today. I'm not sure which. I looked at the player log and it didn't look very informative as to what it was.
dismarzero  [author] Aug 20 @ 5:56pm 
@Zairya Ty! :P
dismarzero  [author] Aug 20 @ 5:56pm 
Garden
-Stew and Stir-fry overhauled
-New recipes for Meat and Veg
-New Art for foods
-Vanilla Balance for the meals.
-Quality added to the meals allow for more nutrition and market value.
-Back end coding completely re-wrote
-Recipes for 1x ,4x for stir-fry and stew added
-Recipe for 8x for stew added
-some spelling errors corrected
-Bamboo bonsai drops bamboo properly
Zairya Aug 18 @ 11:06am 
@dismarzero
Today, I'd like to share a funny story:
5 poor little mousekin fled their home which got burned to the ground by bad bad grimalkins. the refugee ran so much that the land around them turned barren with not a single blade of grass to see. the local wildlife was somehow clinging on and viewed the new inhabitants with interest and hunger. now our poor poor little mousekin, who excel in raising palnts, decided to plant bamboo (yours ofc) to make their new homes and fuel their hearths during winter. but the bamboo was so charming for the local wildlife, that everyone ran to nibble on the freshly planted, 0% grown seedlings. the mousekin, not being dumb, planted a field of nutrious forage grass but all the animals ignored the lush green and continued eating away at the bamboo shoots until our farmer collapse from exhaustion of replanting them (no, she didn't but it was a close call).
Hope, I could entertain you a little o7
Azure Aug 15 @ 6:11am 
Could there be a building that let us keep bees?
dismarzero  [author] Aug 12 @ 4:34pm 
If you are getting a Wood Plank error its from the Mod that makes planks out of any woods. Like extended wood work. More than likely the error comes from a mod interaction of some mod removing my bamboo wood and the extended woodworking trying to add the plank.

Wrathful all my mod art has been up-scaled already. any issues you are having trying to modify my mod further with any program i cannot help you with. The art is fine on my side and works out of the box.
Sacamano Aug 11 @ 5:53pm 
Getting these errors that I've narrowed down to this mod or this mod + interactions with mods in my mod list:

Errors:
Could not load Texture2D at 'Things/Item/Resource/WoodPlank' for def 'Bamboo' in any active mod or in base resources.
MatFrom with null sourceTex.

Rentry Modlist [rentry.co]

Mod list is sorted by RimPy.
DM me if you'd like the entire log file.

Thanks!