RimWorld

RimWorld

Progression: Agriculture
931 Comments
Aug 21 @ 5:54am 
is it compatible with VV - New Harvest?
Aug 20 @ 10:33am 
I had the rye bundle randomly show up even though I don't have medieval overhaul (have the vanilla expanded stuff though). I bought it and opened it but afterwards no new plant shows up in the growth zone so went googling to see what mod it's from, turns out I don't have it. :)
Aug 17 @ 2:49am 
Hello. I was wondering is it possible to disable the seed unlock system of this mod? I love the other changes like the research and overlap removal and stuff but do not want to use the seed unlock system. Is there anyway to have all plants unlocked at start?
Aug 15 @ 2:58am 
Seeds cannot be stored in the warehouse. I'm using neat storage, stack gap. rim deliver seed bundle to storage, but can't stack on storage. just only stack on Storage area. and no error log. just rim repeat movement stack on storage and drop and stack again.
ferny  [author]
Aug 14 @ 5:34am 
v66
(NEW) Sound for opening seed bundles
(TWEAK) 'Seed packing bench' project now has prerequisite of "Tables" if Progression: Furniture is installed instead of basic woodworking from Medieval Overhaul

Vanilla Plants Expanded - Flowers
- (NEW) 'Horticulture/Blooming cultivation' now has a conditional prerequisite of VFE Tribals' 'Agriculture' project
ferny  [author]
Aug 13 @ 5:39am 
v65
Orbital Station Start
- (NEW) Orbital Station and Orbital Expedition start are given seed bundles

Progression: Scenarios + Orbital Station Start
- (NEW) All variants of Orbital Station and Orbital Expedition start are given seed bundles
ferny  [author]
Aug 9 @ 4:52pm 
v64
(META) New workshop page
(NEW) Seed bundles now have icons depicting their crop.
(NEW) New "open" gizmo on bundles for easier job queuing

Medieval Overhaul
- (NEW) Cotton is now in plant matter category instead of raw resources

Medieval Overhaul + Vanilla Cooking Expanded
- (NEW) Overlap patch for flour, cut VE's
- (NEW) Renamed 'wheat' to grain

Medieval Overhaul + Vanilla Cooking Expanded + Vanilla Plants Expanded - More Plants
- (NEW) Barley now yields grain instead of flour
- (NEW) Oats now yields grain instead of flour
- (NEW) Rye now yields grain instead of flour
- (NEW) Sorghum now yields grain instead of flour

Vanilla Outposts Expanded
- (MAJOR) Outposts now can only produce crops related to bundles you have opened.

Thanks DanZinagri for the icons and outposts support, and thanks Linnun for the new Medieval Overhaul patches!
Aug 6 @ 9:26am 
Awesome Mod.
Could you add Revia / Revia Biotech to the patched Scenarios? They don't have Seeds.
For anyone playing with those Scenarios to go around it is to Edit them and add Seeds.
Jul 31 @ 8:58am 
Hi @ferny and everyone!

Thanks a lot for creating such an awesome mod, it adds so much depth to RimWorld's farming.

For players who want an even more hardcore/realistic farming experience where sowing crops actually consumes the seed bundles (instead of just a one-time unlock), I've created a compatible addon mod for it.

You can check it out here: Progression: Agriculture - Addon
Jul 19 @ 8:23am 
@JAS
just tested my main save after installing that mod, and the peach tree shows up as it should.

i suppose it's because my base is situated in a biome transition between my home tile (coastal dune biome) and the neighboring arid shrublands, maybe the game gets confused since flora from both biomes can spawn in this tile and they fail to allow the player to plant crops from both. interesting finds, thank you for the temp fix
Jul 19 @ 3:48am 
@YeOldChoppa - I'm not 100% but I think I just figured out our problem. fruit trees are biome locked. You can only plant the two types of fruit that grow in that biome. Tricky part is the only mod I can find the lift it stopped being updated with 1.1, but it's reportedly such a simple tweak, it was still working as far as 1.5. About to test it to see if it works. https://steamcommunity.com/sharedfiles/filedetails/?id=2134446639
Jul 19 @ 3:34am 
Having the same problem as YeOlChoppa, but with Opuntia (prickly pears) - I'm on an oasis in extreme desert so really... ANY plants would be good. All I can grow are agave and palm trees at present.
Jul 18 @ 11:12pm 
Regrowth seems to be overriding the research changes made by this mod, regardless of load order. Using just progression agriculture, regrowth and their dependencies, I still get the tree sowing research and can't pack tree products into seed packs.
Jul 18 @ 7:04pm 
hello there,

are fruit trees from vanilla plants expanded not allowed to be planted? i just made a peach tree seed packet and opened it up, but it doesn't show up on the plant selection for growing zones? (i already have tree sowing researched as i started a tribal run, plus, the standard wood yielding trees are selectable too, but not the peach tree)
Jul 10 @ 7:36am 
Does this work with the VGP Garden mods? I prefer them over Vanilla Expanded for whatever reason.
Jul 8 @ 10:11pm 
Hello, I really like this mod, but can I change it so that if I have a bundle, it doesn't disappear when I use it, but if I have it, it will be lifted. That way, I think it will be easier than seed pleases and give you a little extra fun
Jul 7 @ 3:54pm 
Suggestion: I like the idea but this really needs a make any seed bundle that doesnt have 1 seed bundled existing.....finding it very hard to track what bundles i have and have not made
ferny  [author]
Jul 6 @ 5:47pm 
v63
Core
- (NEW) Seed packing bench project now has a conditional prerequisite for Medieval Overhaul's 'basic woodworking'

Stoneborn - Delights
- (NEW) 'Underground herbs' project renamed to 'Bladeroot cigar' as it no longer has plant unlocks and thats the only thing left

- (META) Improved thumbnail
ferny  [author]
Jul 4 @ 10:42pm 
@ylc395 It's been completely fine for a year and a half now. If anything comes up its up to other users to patch it, I cannot realistically build a mod that supports every single mod.
Jul 4 @ 10:39pm 
Please don't remove `ResearchProjectDef[defName="Devilstrand"]`, many other mods depend on this ResearchProjectDef.
Jul 4 @ 11:58am 
Then stop picking up finished bundles and only use the ones you make yourself from pilfered plants on quest tiles.
Jul 4 @ 11:38am 
Seeds are too easy to get.
Jul 4 @ 7:47am 
It has a soft incompatibilty with "OverflowingFlowers", that mod add so many flower types that it will spam you out of useful seeds.
Jun 30 @ 3:26pm 
An option to disable the seed trader caravans would be appreciated.
Jun 21 @ 4:51pm 
Would love to see support for 【ZP】Rice cultivating civilization
ferny  [author]
Jun 21 @ 3:10pm 
v62
Vanilla Plants Expanded - Flowers
- (NEW) "Horticulture" project is now "Blooming cultivation"
- (NEW) Description for research project is now "Learn the techniques of caring for flowers during their blooming phase, allowing your colony to plant blooming flowers"
- (NEW) Project cost nerfed from 1000 to 200
Jun 21 @ 2:06am 
Like, you gamble to try and roll a bang for your buck, but you may as well turn up with seeds that don't really help you out at all! Whereas normally you buy only seeds you want most among the ones available.
Jun 21 @ 2:00am 
How about adding... Seed lootboxes to traders? Lol. For example, same price as normal seed packs, but you get 2-3 completely random seeds.
Jun 19 @ 6:43pm 
Just adding my take here, that while I respect the direction of this mod, I really think that a more challenging take on the seeds, like requiring them to be in the colonist inventory or stockpiles, would be more of my taste! I really like how Seeds Please incentivizes variety
Jun 14 @ 4:32am 
Yeah an option to disable the agricultural trader would be nice. Bulk trader already provide some seeds and various options of vegetable.
Jun 13 @ 2:52pm 
Nice mod, but I wish seeds worked like Techprints, especially in the late game, where they take up valuable reward slots despite having an owned value of effectively zero for the colony. I had to delve into the code to disable the trader and the seeds from spawning as rewards.
Jun 12 @ 12:37pm 
Thank you for your answer! Sounds exciting with the 'sequel'. I'll look forward to see what you come up with.

Have a nice weekend.
ferny  [author]
Jun 12 @ 10:14am 
@Dr. Wicked Thought of that too yeah
Jun 12 @ 9:48am 
FERNY PLEASE. Check out research papers, and see if you can implement something akin to that so that you can plant the crops only so long as you have the seeds in the inventory.
ferny  [author]
Jun 12 @ 9:27am 
@Vingaard I thought about that idea too, I would need to figure out how to make it not a pain in the ass. Got multiple ideas for a sequel to this mod, we'll see
Jun 12 @ 2:19am 
Hey Ferny, love your modpack and your dedication to it. Thanks a lot for it all!

I just have question/suggestion for this mod; would it be possible to have an option that requires you to use one item of the desired crop for sowing? I.e. your pawns need one rice to sow a rice plant. One potato to sow a potatoplant.

In that way you still need to store seed (and you can have interesting situations where you have to decide whether you want to eat your seed-stores during a harsh winter or save them for spring).

It migh make the whole 'seed unlock' feature less meaningful? But I would still see it as way for the pawns to learn and understand how to sow the specific plant.

Cheers!
Jun 9 @ 1:28am 
I liked plant research prerequisites
May 31 @ 12:57am 
It's kinda annoying how the agriculture trader doesn't accept buying anything, even gold. In the early game I just don't have a lot of silver so.
May 29 @ 3:57am 
Hey since at least I keep having issues with some plants not being seedbundlable (it's probably some mod conflict idk) can I ask for a debug option in the menu to let me manually enable or disabing (since some of them are also preenabled) planting any one plant?
May 24 @ 8:36pm 
Is the starting seeds pouch random? I didnt get anything edible, only flowers and drugs :steamhappy:
hungry but high, fun start
May 23 @ 6:09pm 
I love this mod, especially the part with the seeds being permanent unlocks, but I'd love it if it could be made so that you need to have the actual item for the crop to be unlocked, and if you somehow lose the item, then you are unable to plant the crop again. Sort of like how Research Papers works for research.
May 23 @ 5:18am 
(Written using Google Translate. Please excuse any awkward phrasing.)

Hi. I think the idea behind this mod is really outstanding, and I enjoy using it.

However, the Hwahyeon Mulberry Tree from the Miho Race mod( http://store.steampowered.com ) isn't being detected by your mod.

The Hwahyeon Mulberry Tree has such great performance that cultivating it from the start spoils the fun, so I really hope it will be included in this mod's seed bundle.

If possible, I would like to request a compatibility update.
With gratitude.
May 20 @ 8:31pm 
@LeanWolf you can change the starting setting from the game itself and add what type of seed to start with
May 20 @ 1:27pm 
So, hay as an integral part of VFE: medieval + education its locked behind finding the seeds for hay. Hay by itself feels like it should be packaged on every start. Any chance to integrate it?
May 18 @ 10:17pm 
I am sorry if I have failed to understand... Different plants yield different amounts, so unless the aim of this mod is simply that you have pay a trader for the right, the privilege, of planting, then... what is this mod? I mean, getting # herbal medicine to make a bag of healroot bag is way harder than getting # wood or corn. If the number is only ten, can't you simply buy ten corn and make a seed bag? So, what is this?
May 17 @ 1:53am 
is there anyway to remove the seed quest reward that I already have?
also is safe to remove the mod mid save?
thanks in advance
May 16 @ 7:47am 
I have been using More Tree Products with this mod. Would it be possible to add cross compatibility so the tree's products are to be used for the seed pack?
ferny  [author]
May 13 @ 8:29am 
@警觉调整者 You gotta research it