RimWorld

RimWorld

Vanilla Plants Expanded - More Plants
663 Comments
The Lost Cake 8 hours ago 
Have you considered making some new plants that take advantage of Odyssey mechanics? Vanilla Plants Expanded - Even More Plants if you will?
Random Tank Oct 3 @ 6:17pm 
Small request; as droughts are now a thing with Odyssey, can we make some of these drought resistant? Cassava and Sorghum are pretty famously drought resistant. And one thing I've not actually found out, do droughts affect grow speed of the water/sand based crops? If they do, they probably shouldn't, if possible.
Rozal Sep 23 @ 5:28pm 
Is it possible to toggle harvesting on flower zones to make them just about aesthetics? Disabling plant cutting doesn't disable harvesting
Sarg Bjornson  [author] Sep 14 @ 12:54pm 
No, that'd make the vegetable milk unusable by all recipes that require milk, thus negating the reason why it even exists
Shmoits Sep 14 @ 12:49pm 
I'm doing a vegan playthrough and the game does not differentiate between milk extracted from this mod, or regular milk. Could you change it so that it's specifically "Vegetable Milk" ?
LetTheMossReclaimYou Sep 4 @ 5:37am 
Neat. Thank you.
Sarg Bjornson  [author] Sep 4 @ 5:20am 
Should be working now, apparently something changed in 1.6

v4.03:

- Re-added the gizmo to hide the growing zones
LetTheMossReclaimYou Sep 4 @ 4:50am 
Yeah, seconding what Thranos said, it appears that the option to hide Sand/Water/Flower zones visually is gone. Is this intentional?
Trap Hentai ENJOYER Aug 21 @ 6:04pm 
Canola plants are rendering below the flower pot
Thranos Aug 20 @ 4:46pm 
Looks like non-standard growing zones (sand, water, flower) don't have a 'hide' option anymore.
Hull City Fan Aug 12 @ 10:24am 
Champion, love you broski
cyanobot Aug 10 @ 1:22pm 
Adding on to @kifo's statement to note that this applies to any way of defining sandy/aquatic-growing plants to also spawn wild, not just via Choose Wild Plant Spawns.

And that sandy-growing plants will spawn both on sand and in water as a result.
kifo Aug 8 @ 9:03pm 
There is a strange interaction with the plants in the sandy and aquatic growing zones with the mod Choose Wild Plant Spawns. As these plants ignore fertility, they will spawn uncontrollably in either sandy or aquatic zones once I selected any of them to spawn in any biome.
Aether Jul 31 @ 9:04am 
Is it possible to make it so that you can grow canola plants in hydroponics?
valentijn78 Jul 28 @ 8:57am 
Perhaps we could get some space plants. Odyssey has a space tree which produces rich soil on asteroids, but then dies and doesn't produce wood or edibles.

Lunar Seaberry could be a fun one, based on Hippophae rhamnoides, as it can handle extreme climates and is good for soil as well as providing Vitamin C for spacefarers, etc etc.

There's also currently a sore lack of wood-bearing trees which can be grown on asteroids. Maybe something like a Blue Star Juniper shrub (Juniperus squamata) to slowly produce small amounts?
Bodacious Cowboy Jul 25 @ 5:31pm 
Am I supposed to able to plant any of these flowers in plant pots?
The Creed Jul 19 @ 8:07am 
hey bud just wanted to let you know that thje mod is making it to where i cant even launch the map, i did think it was a issue with hugslib at first but uninstalling and reinstalling hugs after the update it is still doing the exact same thing. i cant use the mod. it says cant find parent node fruitfoodrawbase def name label and then it just has an entry like this for like 5 things like raw coconuts or melons etc

i dont really know how to navigate git hub well or i would submit it there please dont be mad :steamsad:
Theuberwar Jul 18 @ 3:39am 
I think you did your homework wrong on that google doc for plant comparisons, but only because you seem to have halved the amount of tiles needed for a fine meal instead of increasing them. Fine meals need more nutrition so it wouldn't make sense for the # of tiles per day per colonist to decrease feeding them fine meals relative to simple meals
Roy Jul 15 @ 9:46am 
Hello, for some reason, the Canola plant can be planted in plant pot but not in planter box or hydroponics bassin. Seem weird to me, I don't really see the point. And when planted in the long plant pot from Vanilla Furniture Expanded, the pot is draw above the Canola plant so we don't see it.
Sarg Bjornson  [author] Jul 15 @ 3:50am 
Must be a new feature in 1.6
Jixxor Jul 15 @ 3:49am 
Is there a way to make it so the added Flower Garden Zone, Sand Growing and Aquating Growing Zones can make use of the Hide Zone feature?
I can hide Stockpile and other Growing zones just fine - just the 3 zones added by this mod cannot be hidden, which is a shame because the Flower Garden Zones are beautiful and the green overlay takes away from it.

I've checked my mod list and took it to google for a bit, and it's my understanding that Hiding Zones is a vanilla feature. I hope I am not incorrect on this.
Sarg Bjornson  [author] Jul 15 @ 3:14am 
v4.02:

Cucumbers are now edible raw again
Sarg Bjornson  [author] Jul 15 @ 3:10am 
Just a change in 1.6, will fix
Hull City Fan Jul 15 @ 3:06am 
Just letting you know that Cucumber upon eating raw gives you 'Ate Raw Food' Debuff - on the description it suggests it can be eaten raw, and irl if I ate an uncooked cucumber I wouldn't be upset so I'm thinking this might be a bug
DesertOfAngmar Jul 13 @ 11:07am 
could you make that this mod works with smart farming from owlchemist? i mean the other zones like sandy zone and flower zone etc... would be so nice :D
Sarg Bjornson  [author] Jul 8 @ 11:27pm 
v4.01:

- Fixed growing zones popping up an error on sow
mayonnaise Jul 8 @ 8:00pm 
colonists dont seem to be planting in sandy growing zones by themselves; only doing it when i prioritize it. seems to be one error about it in console about growing seasons. link here --> h ttps :// pastebin.com / 72crSiU9
Sarg Bjornson  [author] Jul 4 @ 9:53am 
Probably
Zippy Jul 4 @ 9:31am 
sweet potato doesn't seem to be aware that it's growing in gravel, could that be a mod conflict? Only thing effecting terrain is regrowth
Sarg Bjornson  [author] Jul 1 @ 10:03am 
Not yet
Twitchy Jul 1 @ 8:42am 
this work in 1.6?
Sarg Bjornson  [author] Jun 20 @ 11:16pm 
It's a case by case issue, and if the player wants to do it, more power to them!
VitaKaninen Jun 20 @ 11:14pm 
Well, then best not to do that, then. I assumed they were similar.
Sarg Bjornson  [author] Jun 20 @ 11:10pm 
"if they both take the same amount of land, work, and time to grow"

They don't
VitaKaninen Jun 20 @ 11:01pm 
I assume the resources are similar in value and require similar work to create. I don't know anything about the particular items he is referencing.

If 2 different mods add flour to the game from 2 different wheat plants, but only the correct type of flour can be used in certain recipes, why not make them so that they can be used interchangeably?

if they both take the same amount of land, work, and time to grow, that is. Does that really change the game balance? It just means you don't have to micromanage exactly how many of each type of plant you grow.
Sarg Bjornson  [author] Jun 20 @ 10:24pm 
Yeah, and nuke any sense of balance
VitaKaninen Jun 20 @ 4:04pm 
@WeirdGuyManus you can use Resource Dictionary to fix this, so that products from other mods can be used interchangeably.
WeirdGuyManus Jun 20 @ 2:28am 
thank you
Sarg Bjornson  [author] Jun 20 @ 1:40am 
Flour from Vanilla Cooking Expanded is used to make desserts. You have another mod that adds bread, and likely its own flour.
WeirdGuyManus Jun 20 @ 1:10am 
yeah but what do you cook with the spelt flour cause it wont let me make bread
Sarg Bjornson  [author] Jun 20 @ 12:24am 
What do you mean? You plant it on sand growing zones, you harvest it, you get flour
WeirdGuyManus Jun 19 @ 11:03pm 
How do you use rye
Sarg Bjornson  [author] Jun 18 @ 9:01am 
They have the exact same grow days, 6.25
Aurous Jun 18 @ 8:45am 
Is it intended behavior that secondary peanut plants (the ones automatically sown) grow faster that the ones sown by a colonist?
VitaKaninen Jun 7 @ 8:21pm 
I noticed there is a mistake in the info on this page about the greenbeans. It says 18 is the harvest, but the Def file says 8. Not sure if there are other mistakes, but I noticed that one.
Sarg Bjornson  [author] May 28 @ 12:31pm 
Dub's Mint Menus
[TFJA] DJL66 May 28 @ 12:28pm 
anyone know of a menu mod that makes it easier to see all the extra plants added by this on a 4k screen its real tiny?
(^-^) Apr 6 @ 5:11am 
I found a conflict between your mods. This conflict is because of this add-on. XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilityMin>0.05</fertilityMin><fertilitySensitivity>0</fertilitySensitivity><growDays>2.5</growDays><maxMeshCount>25</maxMeshCount><visualSizeRange>0.3~0.4</visualSizeRange><topWindExposure>0.3</topWindExposure><wildClusterRadius>4</wildClusterRadius><wildClusterWeight>4</wildClusterWeight><wildOrder>1</wildOrder><sowTags><li>VCE_FlowerGarden</li></sowTags><harvestYield>3</harvestYield><harvestedThingDef>VFEM2_AstragalusFlowers</harvestedThingDef><harvestWork>300</harvestWork><harvestTag>Standard</harvestTag><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><sowResearchPrerequisites Inherit="False"><li>VFEM2_Alchemy</li></sowResearchPrerequisites></plant>
Sarg Bjornson  [author] Mar 31 @ 11:09pm 
Yeah
Dramatic Korok Mar 31 @ 2:41pm 
Does the effect of the blueberries still work with medieval 2 apiaries?