RimWorld

RimWorld

Growing Plots
64 Comments
湊-阿库娅Official Mar 15, 2020 @ 7:19am 
Thanks very much .Please update to 1.1 if possible
bruce3287 Mar 2, 2020 @ 4:21am 
thank you!!
Proximity_Microwave  [author] Mar 1, 2020 @ 9:47am 
I don't think I'm going to bother updating it. There are better alternatives at this point. I'd recommend Vanilla Furniture Expanded - Farming.
bruce3287 Feb 29, 2020 @ 5:35pm 
will up to 1.1?
Qillin Feb 14, 2020 @ 2:31pm 
Suck my incompatibility, you fucking error of society.
PremierVader Oct 4, 2019 @ 10:27pm 
Natalo77 you are so annoying going around IN EVERY SINGLE mod saying the SAME THING again and again "Any hard incompatibilities?"
Natalo77 Feb 8, 2019 @ 1:52pm 
Any hard incompatabilites?
groovybluedog Nov 6, 2018 @ 5:14pm 
Thanks very much, I'd appriciate that :D
Proximity_Microwave  [author] Nov 6, 2018 @ 4:58pm 
I will look into this again, originally I had them acting like ground, but they behaved buggy, and I had to choose between making them act buggy and like ground, or work correctly and act like hydroponics. If I recall correctly, and this is why I need to look again, the definitions for what can be grown are set by the plants Defs which means I would have had to break compatability with other mods in order to set my own list of plants that can grow, and make the whole thing work correctly, but it was several patches ago that I looked into it so I may be remembering incorrectly or something may have changed, so I'll look into it again when I get the chance.
groovybluedog Nov 6, 2018 @ 3:21pm 
Should be everything as the plots act like ground, not hydroponics. Seems the wrong way around.
Immortalits Nov 6, 2018 @ 12:41am 
is it possible to at least make corn growable in the plots?
groovybluedog Nov 4, 2018 @ 2:52pm 
I had assumed that these plots would have allowed all items to have been grown, as it's different from hydroponics and acts like regular ground, but it only shows the items from hydroponics as growable :c
Proximity_Microwave  [author] Nov 2, 2018 @ 11:40am 
Rich soil gets a 140% growth rate, different plants benefit different amounts from soil fertility.
Myst Nov 2, 2018 @ 8:10am 
Rich soil growing plot only increases plants to 109% growth rate???? Seems rather underpowered for the cost that goes into it.
groovybluedog Oct 24, 2018 @ 4:24am 
I wish there was an option to use something else other than Neutroamine :P
Black Jesus Oct 23, 2018 @ 7:09pm 
Enabling now. How do I go about getting Neutroamine? Is it something I have to trade for, found on map, or somehow make?
Toast Oct 17, 2018 @ 6:59pm 
wonderful news thanks heaps
Proximity_Microwave  [author] Oct 17, 2018 @ 4:11pm 
Seems to work just fine. I updated the version number.
Toast Oct 17, 2018 @ 2:21pm 
1.0 update? :D
Toast Sep 8, 2018 @ 10:53pm 
amazing news, thank you.
Proximity_Microwave  [author] Sep 8, 2018 @ 6:01am 
Sorry I haven't been playing RimWorld lately and forgot. Now updated.
Toast Sep 7, 2018 @ 10:01pm 
will this be available for B19 ?
Hexatron Sep 7, 2018 @ 2:46pm 
Will you update this for B19 at some point?
Dubs™ Aug 20, 2018 @ 3:03pm 
save compatible?
organslurpi Apr 8, 2018 @ 1:47am 
lel plants need nitrogen
groovybluedog Feb 5, 2018 @ 3:36am 
I just don't see the correlation between rich soil and neutroamine...
Cyberbear Feb 4, 2018 @ 8:33pm 
@groovybluedog there is a mod that adds Neutroleaf, lets you grow it.
groovybluedog Jan 27, 2018 @ 3:48pm 
Rich soil version needs Neutroamine? Yikes,,,
ambi Dec 30, 2017 @ 4:37am 
Have you thought of making 2x2 and 1x1 plots? Otherwise great mod!
Proximity_Microwave  [author] Nov 23, 2017 @ 3:41am 
I've tried fixing this issue, but I think it's a bug with the base game that my mod exposes. Normally the string that contains if a growing plot or hydroponics basic is in it's growing season has additional information above it. In the case of the Growing Zone it lists the growing season, and in the case of the Hydroponics basin it lists the power usage, so the game thinks there should be information above that line on the Growing Plots. I'm debating if I should leave it or use a work around like setting it to 0 power usage, which would have it's own annoyance.
onlyfans.com/Timmilicious Nov 20, 2017 @ 11:18am 
@Proximity_Microwave keep getting the "contains empty lines"

https://gist.github.com/HugsLibRecordKeeper/0d5330da87308013a10acd8701a569d3
maddin Nov 18, 2017 @ 3:47pm 
Can you please also upload an alpha 17 version, cause I have a ruined save now :(
Proximity_Microwave  [author] Nov 18, 2017 @ 2:26pm 
Updated for A18.
Immortalits Jul 24, 2017 @ 3:00am 
is it possible to allow the growth of corn in the growing pots?
trees might be op, but corn does not have that deep roots, I can understand why they can't be grown in hydroponics, but this mod would be great to make it possible to grow indoor corn without any machination with terrains.

thanks!
"The" SeanMacLeod Jun 10, 2017 @ 6:36pm 
@Procrasturbator
That sounds an awful lot like hydroponics.
Procrasturbator Jun 10, 2017 @ 8:06am 
What if you made a "hightech" varient that used some silver to "electically stimulate growth" to make a very highspeed, however smaller (2x2), varient to this so you can use it to grow lots of plants fairly fast for early gamers who prioritize food growth along with small ammounts of energy production. You could even make larger varients of this one by making it consume low ammounts of energy for the first one, and then much larger ammounts as the size goes up.
Daniel_USA Jun 2, 2017 @ 2:28pm 
Inspect string for RichGrowingPlot1418512 contains empty lines.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B2(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Daniel_USA Jun 1, 2017 @ 11:45pm 
how hard would it be to replace the dirt with the water texture and make it so plants grow twice as fast?

nutrient grow plot

if you feel it is op you could make it use up luciferium (nanobots instead of nutrients) or require uranium and nuetroamine.

Proximity_Microwave  [author] May 24, 2017 @ 12:03pm 
Just updated to 0.17, I didn't make any changes, just updated the version number. It seems to work fine, if you find any issues, let me know.
Proximity_Microwave  [author] Feb 21, 2017 @ 10:18pm 
I've updated the mod, the growing plots are now Stuffified! You can build them with any Wood, Metal, or Stone instead of just Steel. You'll find a little odd behavior with already constructed Growing Plots. They will have a white outline and not return any materials when deconstructed (sorry), but will not break saves and should continue to function under the new planting rules.
Proximity_Microwave  [author] Feb 21, 2017 @ 10:15pm 
@Trisexual apples - I'm sorry about that, this appears to be a bug with how the game plant trees on structures, including Hydroponic Basins, but planting trees on Hydroponic Basins isn't an option in the base game so you don't encounter it. As a workaround I've changed the Growing Plots to only allow the same plants as are available in Hydroponic Basins. Sorry to get your hopes up with tree planting, I should have tested more thoroughly.
Proximity_Microwave  [author] Feb 21, 2017 @ 10:12pm 
@Natiris - Sorry for taking so long to respond. This appears to be a general bug with the game, I found the same thing happens with Hydroponic Basins. It may be intentional however to prevent colonists from planting crops on ground tiles that are about to be replaced.
Enju Saion-ji Feb 20, 2017 @ 10:04am 
my colony is on a desert and there is little to no soil to plant so i use growing plots, but there is a weird bug with trees when a colonist finishes planting a tree he imidietly choppes it down getting no wood. please fix it if possible
Natirs Feb 3, 2017 @ 6:59pm 
Found a weird bug with these. I only tried regular carpeting - so no modded floors. When I have the carpeting blueprint on the plots, the colonist will not replant. They will harvest, but never replant them. When I removed the blueprint, the planted whatever was in there. It didn't seem to matter what was being planted either. I had crops, drugs, healroot, cloth, etc.

TLDR: Colonists would not replant crops if a flooring blueprint was placed over the plot. Only the affected square would be the issue.
Proximity_Microwave  [author] Jan 7, 2017 @ 11:35pm 
@Heavy Edge I don't know, you may have a mod conflict somewhere, you might try changing Growing Plots possition in the mods list.
Proximity_Microwave  [author] Jan 7, 2017 @ 11:34pm 
@rrichard2 most plants have to be above 50°F to grow at 100%.
Heavy Edge Jan 7, 2017 @ 9:20pm 
I been sometimes getting a constant "Construction failed" when I try to build any of the plots. Do you have any ideas as to why this may be happening?
rrichard2 Jan 7, 2017 @ 8:12pm 
What temperature does this have to be at? I have a heater going but it still says It's still cold.
LeotheJust Dec 26, 2016 @ 9:16pm 
Thanks, not a problem. As I said, keep an eye on the build and just over-ride the potatoes. I thought maybe it was an over-sight and might be easy to correct.