RimWorld

RimWorld

Vanilla Plants Expanded
1,295 Comments
Battl3bee May 24 @ 3:35pm 
I CAN FINALLY HAVE AN EARLY GAME PLANT FOOD SOURCE FOR MY BOREAL FOREST CULT
DaniAngione May 13 @ 3:37am 
Is there a way to make plowing soil faster? Maybe a tool or something? I feel like it takes too long to make it worth it, my farmers take days to till all the fields :Khappy:
XTR ReCon™ May 8 @ 9:27pm 
Out of curiosity, does the plowing soil bill use any specific skill to influence how quickly a pawn will complete it?
[User Deleted] May 6 @ 6:06pm 
Found a bug with using cave moss as nutrition source for biosculpters. You can designate it to be used, but it can't be actually be loaded by pawns or even manually at all.
Mac Apr 26 @ 11:32am 
Mr. Nothingburger here, your Pear Trees are 2x lower in resolution than pretty much all the other fruit trees.
Sarg Bjornson  [author] Apr 26 @ 6:23am 
Sorry, we don't do "standalones". I'm sure someone else has made a mod dedicated purely to that!
space_powder Apr 26 @ 6:19am 
Any chance for the soil plowing mechanic to be its own separate mod? I enjoy how it functions compared to other soil mods, but I could go without stuff like all the fruit trees
Oceania Apr 9 @ 6:09pm 
You know I've always thought it would be a cool idea to have an indoor rainmaker for my hydroponic peas, could even work great with dubs bad hygiene
tchnko Apr 8 @ 3:16am 
I can't find any. I'll ask a friend to make one once he has the time. If you find one in the meantime please post it in the thread
Sarg Bjornson  [author] Apr 6 @ 10:58pm 
I think there are a couple mods that patch it, yeah. Search in the workshop
tchnko Apr 6 @ 6:24pm 
Is there a mod or a patch that removes the biome lock for fruit trees? I can't get orange trees to make earl gray tea with the brewing expansion
TheNarberal Apr 6 @ 9:42am 
Is there a chance you could add something in for Grasslands please and thank you?
Sarg Bjornson  [author] Apr 2 @ 9:37am 
Pineapples are in VPE: More Plants. Grapes are in VFE: Medieval 2
圣空 Apr 2 @ 9:33am 
Can you make pineapples and grapes, and more fruits. Thank you
Eggnog98 Mar 31 @ 3:03pm 
What labor skill is used for tilling? I don't want some pawns to till, but I can't figure out what labor it uses.
Sarg Bjornson  [author] Mar 16 @ 12:15am 
You are welcome to try and change that lol
Lobanych Mar 16 @ 12:12am 
Plowing the soil is considered a farmer's job, it requires a pawn to be able to plant, but the speed of plowing and the chances of screwing everything up are only affected by the construction skill. Wat?
FarrunDragon Mar 10 @ 10:01pm 
Is plowing sufficient for planting tomatoes, or does it still have to be rich soil?
Zilarrezko Feb 28 @ 5:32am 
@Bitterholz The crops dont die instantly though, if they're at 70% along when the fallout hits then your corn isnt gone at all, you have enough time to mark them for harvest and juggle job priorities to get them in ASAP. In fact you'd probably get a lot more food doing that anyway since corn has twice the yield. If you're at 50% growth then yeah that corn is gone and you get no food, but if its cabbages you also get nothing because they stop growing and by the time the toxic fallout ends and they resume you've either already lost or stabilised without them. You cant even grow cabbages indoors with a sunlamp when toxic fallout hits as they still stop growing then while other plants will go on as normal.
Vulkandrache Feb 28 @ 3:33am 
Why would you only plant one type of crop?
Bitterholz Feb 28 @ 3:25am 
You plant corn, it grows to 70%, toxic fallout hits, all that corn is now gone. You plant cabbages, ...:gorlak:
Zilarrezko Feb 27 @ 2:13pm 
Whats the intended use case for cabbages? They dont die during toxic fallout which is nice, but also dont grow at all during it either, which would seem to cancel out completely? Like do I keep a cabbage field going for just in case, hope the toxic fallout starts at a point they've grown enough to be harvestable and then get a relatively minor harvest at some point?

Wouldn't it be better to have them keep growing but slower or something?
Nickolok Feb 23 @ 8:49pm 
Any chance of getting tilling soil switched over to plant skill or at least make it so builders will till soil? Right now its in the plant work tab but its speed is based on construction
Floof Jan 23 @ 3:48am 
c o c o n u t
BloodaxeUK Jan 15 @ 4:14am 
Ooh, thought of a plant for you - parsnips! Bit slower than potatoes, but they immediately grow 25% or something when the temperature dips below -5 or -10° and then rises again. Also, they aren't frost-resistant, so you need to weigh the benefits of letting them freeze overnight against the risks of them being killed by the frost
Marvun Jan 11 @ 8:38am 
Since fruits are biome-locked, does that mean I can't plant any of them if I am in a mod biome like one from the Regrowth mods? Maybe this can be patched, because it feels kinda weird, that I can't plant any of them when I am in the "grasslands" for example. ^^
Sarg Bjornson  [author] Jan 8 @ 12:07pm 
No, we don't want that
Adrian >'-'< Jan 8 @ 11:56am 
Could there be and when i say it, i really mean it.

A mechanic of clickin on the zone and just be a toggle of "Soil plow before planting" or something along those lines.

It just feels so painfull that you have to either wait till the entire field is harvested and then manually plow the soil and then toggle to sow the field.

Or.... plow the soil AFTER everyone has already done the work, makin them do double the work because plowin the soil also destroys the crops so they have to plant the crops *again*.

It really is just simply a small... well not sure if that is a small or big request, im not a coder and i will note that whether you would be willing or not. You still made the mod and many other mods as far as im aware so uh, thank you for reading if you do in the first place.
Sarg Bjornson  [author] Jan 5 @ 4:23am 
Depends on what you mean by compatibility
WabbaCat Jan 5 @ 4:17am 
does it have compatibility with medieval overhaul and duplicate plants? (apple tree, banana tree for example)
madchiller Jan 4 @ 3:23pm 
can you add a chokevine alternative
Draxxon Jan 4 @ 3:09pm 
I think the nutritional value of crops listed in the selection menu are either wrong or not working as intended? The menu says crops like eggplants have more nutrition than onions but grow one less in yield, but when I check on the harvest crops they both say they are worth 0.05 nutrition per item.
Jordan Jan 2 @ 2:09pm 
Hey there, love the mod! Just one thing, and I don't know if it's been mentioned before, but I found that I cannot till 'lichen-covered soil'. Don't know if this is a bug or intended but thought I would just mention it as it's basically the same as normal soil just slightly worse walk speed so seems like it might be a bug. Keep up the good work!
Flurbel Dec 29, 2024 @ 6:52pm 
Is this compatible with Medieval Overhaul?
rocknrollickin Dec 14, 2024 @ 6:24pm 
Is there a reason I can't double click on a fruit tree to select all fruit trees for harvesting? Am I just inept?
Ayana Dec 11, 2024 @ 4:08pm 
Is it intended that there's no ability to plant fruit trees in the Alpha Biomes Idyllic Meadows biome? I thought it was kind of odd when even the Propane Lakes has cherry trees growing naturally, and when I checked the Alpha Biomes patch in the defs there's no entry for Idyllic Meadows.
Gobbleknob the groblin Dec 6, 2024 @ 5:47pm 
i dont think the trees for jungles work with the tree loving meme, could just be me being an idiot though
Sarg Bjornson  [author] Nov 27, 2024 @ 11:22pm 
No, that only happens to you
🌹Beefy Boi-o🌹 Nov 27, 2024 @ 9:18pm 
Would anyone know why this mod seemingly breaks settlement generation on the world map? And any possible fix to continue using this mod?
Sarg Bjornson  [author] Nov 25, 2024 @ 10:14am 
No, that is intended. There is a mod somewhere that makes it automatic if you so desire
木木 Nov 25, 2024 @ 9:55am 
I have a few small suggestions regarding the mod I'm using. The tilling operation in the game feels somewhat counterintuitive. After planning a planting zone, clicking on it doesn't immediately show the tilling operation, and I initially thought this feature was not implemented. After checking, I found it in the commands, but the tilling has to be done before planning the planting zone. It's difficult to use when the planting zone is irregular. Also, it can only till regular soil, and although tilling fertile land might affect game balance, it would still be nice to have that option. Additionally, you can't till mossy ground, which really affects the gameplay experience. Perhaps you could improve this mod
Sarg Bjornson  [author] Nov 25, 2024 @ 7:01am 
Hard disagree there
Geronimo Nov 25, 2024 @ 5:28am 
Hey, I really like your mod but is it possible to make the harvested crops textures similar to Vegetable Garden? The sacks with the crops and the name on it are so much better than the crates that you have. Take for example the bearberries. Vegetable garden has a basket with fruits that are wonderful to see. The ones that bearberries produce in this mod is kinda bland, as well for all the other vegetables and fruits. That's why I don't tend to use them.
Guts Nov 20, 2024 @ 2:00am 
where i can edit tilted soil values? i want to decrease work to 10, and fertility to 180% i've edited xml but did not worlk, ive also inspect dll file to se its code but cant find where these values are defined
Mark Bobaba Nov 13, 2024 @ 1:55am 
Do you think you could add some logic to peanut harvesting? I quite like planting them outside, but when they seed outside the grow zone they don't get harvested automatically. It would be good if there was some kind of check when adjacent ones are being harvested.
VulpesCalico Nov 12, 2024 @ 4:04am 
The mod is awesome and adds depth as all your other VE mods, which is awesome!
Only thing bothering me is the fruit tree limitation, because I also use the brewing mod with teas and coffes and thus am limited. No Earl Grey for my colonists.
Thank you for all your efforts!
yaddabluh Nov 11, 2024 @ 8:49am 
Awesome, thanks for the great work once more fellas.
Sarg Bjornson  [author] Nov 11, 2024 @ 8:28am 
We absolutely support that patch mod, mind you. The more options for people, the merrier
yaddabluh Nov 11, 2024 @ 8:23am 
That's fair, there's a reason it's as popular as it is and I love it, It's in my essential must haves but my one and only issue is the tilling, maybe I'm microwaved and need to test this in another way.

Thank you for the effort nonetheless, but well have to agree to disagree on the tilling.
Sarg Bjornson  [author] Nov 11, 2024 @ 8:16am 
We disagree with that and are happy with it as it is