RimWorld

RimWorld

Plant Saver(continued)
109 Comments
velcroboy333  [author] Jan 24, 2024 @ 9:33am 
Ok, cocoa(and modded trees that give non-wood products) should be back to being "saved" again.
Neosuduno Jan 24, 2024 @ 6:07am 
One problem, in that cocoa trees now die if harvested, instead of being reduced.
Daisuke Jan 24, 2024 @ 5:01am 
Finally! The tree saving has been removed! Thanks <3 I stopped using this cuz of that issue, now I can resume to using it <3
velcroboy333  [author] Jan 23, 2024 @ 3:23pm 
Hey guys, sorry it took so long but I fixed trees being "saved."
Xevion Jul 17, 2023 @ 8:03pm 
mm guess not
velcroboy333  [author] Apr 20, 2023 @ 8:06am 
Yeah, sorry @Vartarhoz for not responding earlier. I will try to look into this this week.
Daisuke Apr 20, 2023 @ 8:04am 
possibility to make trees not do this? It's annoying when building bases
Vartarhoz Mar 7, 2023 @ 8:39am 
I don't know why but even trees are "saved" after being "chopped" down. Weird.
velcroboy333  [author] Oct 18, 2022 @ 9:59am 
Updated to 1.4

Should have fixed some plants not surviving harvest. Of course, there could always be exceptions.
Hammer Goblin Aug 13, 2022 @ 7:19pm 
Doesn't seem like its working, a lot of my dye plants and the like don't survive the harvest.
velcroboy333  [author] Mar 21, 2022 @ 5:10pm 
Yes harvestAfterGrowth sets the percentage of lifestage the plant will revert to after being harvested.
TurtleShroom Mar 21, 2022 @ 4:11pm 
I ask this because I am trying to get trees not to be cut down when their fruits are harvested. For some reason, one Mod I worked on succeeded in doing this while others failed. I can't figure out what I am doing wrong, but I think FORCEISTREE is a culprit.
TurtleShroom Mar 21, 2022 @ 3:59pm 
What exactly does HARVESTAFTERGROWTH do? Does this cause a tree to survive you harvesting it?
velcroboy333  [author] Feb 20, 2022 @ 5:31pm 
With this mod, when a plant is harvested it is reverted to an earlier stage rather than disappearing. Meaning, your pawns don't need to plant another in its place and will continue to harvest from it indefinitely until it is dug up or killed by frost or other damage.
JessieFeathers Feb 20, 2022 @ 12:22pm 
what does this mod actually do???
Arcanant Sep 3, 2021 @ 8:45am 
Could you possible add FCP Fallout Plants https://steamcommunity.com/sharedfiles/filedetails/?id=2529969640 ? I tested and they don't survive the harvest
velcroboy333  [author] Aug 30, 2021 @ 8:31pm 
Added Ideology plants.
unaffected95 Aug 24, 2021 @ 3:38am 
Can this be enabled for nutrifungus plant? My colonists still have to re-sow this plant after every harvest.
Zandyr_Kayne Aug 22, 2021 @ 3:36pm 
Okay. Thanks for looking into it.
velcroboy333  [author] Aug 21, 2021 @ 9:29am 
Zandyr, I looked into it and it seems that HDH is using the plants Life-Span per Grow-Days as a multiplier. And since this mod changes that value to 0 (which is what makes them "immortal") the plants will vanish immediately causing a loop for the grower.

There really isn't anything I can do on my end as it's really just a single patch. You might want to mention it to the author of HDH and see if they want to add a check for this.
velcroboy333  [author] Aug 13, 2021 @ 9:49am 
Arcanant, in general, this should patch all plants. There might be some cases where a modded plant overwrites with their own lifespan. If you notice some that do, let me know and I can take a look.

@Zandyr_Kayne, I'll take a look and see what's going on.
Zandyr_Kayne Aug 13, 2021 @ 9:19am 
May need to make compatible with high-density hydroponics mod. Colonist just continually harvest as plants swap out in the mods basins as another row of plants cycle. Seems like they reset to 100% instead of 15%(?) with this one. Also they aren't getting properly cut to change crop. Will have to make do with normal hydroponics I guess until it is addressed. Unless I'm mistaken with the load orders or something.
Arcanant Aug 8, 2021 @ 5:38am 
Do you accept requests for additions perhaps?
velcroboy333  [author] Jul 19, 2021 @ 11:24pm 
Updated for 1.3
velcroboy333  [author] Jul 5, 2021 @ 4:48pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [author] Feb 24, 2021 @ 9:37pm 
Just wanted to mention it if anyone is interested. The Realistic Plant Cycles 2.0 mod is finished and released here: https://steamcommunity.com/sharedfiles/filedetails/?id=2406978493
pickpickpickpickpickpickpickpick Feb 16, 2021 @ 1:39pm 
I've taken a break from Rimworld, but thank you very much for being so dedicated to modding.
velcroboy333  [author] Feb 12, 2021 @ 1:32pm 
@pickstar, in digging deeper I believe I fixed the issue. Your plants will hopefully stop rotting now. If they do, there's probably another mod interaction gong on.
velcroboy333  [author] Feb 3, 2021 @ 5:02pm 
Hi all, I ended up releasing the "realistic" version of this mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2383563049

I do still intend to add settings to both these mods but I have been unable to find the time to do it right. Sorry, I didn't just release that sooner but at the time I didn't anticipate getting as busy as I've been lately.
pickpickpickpickpickpickpickpick Dec 10, 2020 @ 11:41am 
Lol I mean I add like 10 mods a day, I'm at a cool 470 something, but I haven't changed anything food or plant related since I got your mod.
velcroboy333  [author] Dec 10, 2020 @ 5:47am 
Nope. I removed the bit that gave plants a lifespan. I'm working on getting settings set up. Have you changed anything else in your list?
pickpickpickpickpickpickpickpick Dec 10, 2020 @ 1:52am 
Did you change anything? Things were working fine for a little while and now my crops are randomly dying once more, for no discernible reason
ZzZombo Dec 6, 2020 @ 6:31pm 
Sorry, but are you sure about lifespan? AFAIK it's not dependent on growth progress, plants can expire even if they didn't progress from the minimum growth at all should the conditions allowing them to grow never align.
velcroboy333  [author] Dec 6, 2020 @ 10:41am 
Mod settings are possible. I've looked into it before. I may consider it again, I guess it depends on how much time I have.

With regard to finding the value of when they die, it's a little unclear from the base code as they have a grow time, which is affected by many things like light and soil fertility, then they have a lifespan that is a multiplier on that factor. When they hit the end of the lifespan they begin to die but they don't just die immediately. So, it's not just X+y=Z.

It may take some fine tuning to get it right. Which is partially why I want to release separately so maybe a few players can help test with different variables and give me the feedback I need.
pickpickpickpickpickpickpickpick Dec 6, 2020 @ 10:33am 
Also mod settings that let you tweak things to your liking would be awesome.

Maybe talk to dubwise from dubs mods in his discord? His discord seems like a good resource.

Also the VGP fellow seems active.

I know mod settings aren't the easiest thing to do though, so anything works :D
pickpickpickpickpickpickpickpick Dec 6, 2020 @ 10:32am 
I think you should make it so plants don't die when they're basically ready for harvest. Make them die after their 2nd 3rd 4th 5th harvest, instead of around then.

It's not fun micromanaging when plants are about to die and cutting them just before then.

But I also don't want it super realistic.

I want things to die after a couple full growth periods, so my low level gardening plants can get planting xp by sowing, because leveling them up by cutting trees makes them choke up blueprints that need plant cutting.

As always, keep up the great work!
Pradeth Dec 6, 2020 @ 10:08am 
Wouldn't it be possible to include an option in the mod to change the behavior instead of releasing two versions or is it not possible to change it that way?
velcroboy333  [author] Dec 6, 2020 @ 9:17am 
Ok, reverted to no lifespan on the plants.

@pick pick pick pick pick pick and any others interested in an Alt-version stay tuned. I'll release a new mod soon.
velcroboy333  [author] Dec 6, 2020 @ 6:24am 
In all reality, I think there are 2 different users of this mod. Those that want to plant and forgot and those that want a more nuanced, maybe realistic gardening system.

My attempt was to make it so you'd get 2-3 harvests for some things, 4-5 for others, etc. So, it's working as intended but, like I said, needs some tweaking.

I just haven't had access to my computer but when I get back, I'll do like I mentioned before and split this mod for both types of users. The original values will be returned and I'll release a seperate version for more balance.
Neosuduno Dec 6, 2020 @ 1:57am 
BTW, cotton is fine.
Neosuduno Dec 6, 2020 @ 1:25am 
BTW, I am using tilled soil, and these numbers are for that mod. 200% fertility. If your rot is scaled that way, that may be the problem. Remove rot scaling with fertility.
Neosuduno Dec 6, 2020 @ 1:24am 
Basically, my issue is the rate it rots. It may not seem that bad, but some of the longer crops affected get one harvest, maybe two, and then waste the crop in the middle of the third. Maybe if you put a limit on how many harvests, rather than a time limit, that would be better.
Neosuduno Dec 6, 2020 @ 1:22am 
Yeah, basically, every crop for me. I tested it, and this update was a bad one. It is getting to the point were it is not even worth having it installed. My advice, roll it back to the previous version.
pickpickpickpickpickpickpickpick Dec 5, 2020 @ 5:46pm 
Thanks for keeping the mod updated and tweaking things.

It affected my Rice, Tomatoes, Neutroamine, and Wheat, if I'm remembering correctly.

They began rotting.

Also, I believe that the rotting started because of bad weather, but when I built walls, roofs, and sun lamps around the plants, they continued dying.

The new plants planted after them on the other hand, aren't dying or anything, so I really can't tell what's happening.

At the end of the day, the time saved with this mod greatly outweighs any plant deaths or anything else.

Keep up the good work.
velcroboy333  [author] Dec 5, 2020 @ 12:23pm 
Well, some of these things take tweaking. But perhaps, and I've considered this before, I'll have to release a seperate mod.

Leave this one untouched and a new one with more realism/balance.

I appreciate the feedback though, it's the best way for me to fine tune the values.
Neosuduno Dec 5, 2020 @ 11:49am 
Maybe two seasons. I have two shifts of growers, so that is not too problematic. Corn should last three seasons. Basically, your attempt to balance the mod was not well though out. Also, remember that the crops were already balanced, and I liked how they were before.
Neosuduno Dec 5, 2020 @ 11:47am 
Corn lasts about a season, but that is it. It seems to last as long as rice. Not sure about potatoes.
velcroboy333  [author] Dec 5, 2020 @ 10:20am 
Is this new behavior since yesterday's update? If it is, I may need to adjust the values. Which plants are dying?
pickpickpickpickpickpickpickpick Dec 5, 2020 @ 9:42am 
Does this mod make plants slowly die on their own? Or is something else making plants in my greenhouse start dying randomly juuuuust before harvest
Neosuduno Dec 5, 2020 @ 9:21am 
The reason I point that out is that corn usually regrows fast after first growth, meaning that one planting of corn should have 3-4 harvests, or more as these are genetically improved plants. Please increase the length to about 45 days, as that is basically a standard year of corn when planted. That or make it so the first harvest only shreds about 30% off of complete harvest, meaning faster regrow. as it is, berries are more efficient right now.