RimWorld

RimWorld

[FSF] Growable Grass
151 Comments
FrozenSnowFox  [author] Jul 24 @ 4:10pm 
@BlueLeafy
Yeah sorry its on the todo list. I've been busy working on my Better Exploration Loot mod and handling other issues. Its a quick fix so I'm pushing an update now.
BlueLeafy Jul 24 @ 12:16pm 
Any plans to add night grass to the mod, so I can grow grass in glowforests?
FrozenSnowFox  [author] Jul 11 @ 9:09am 
@тетеря, блин
Sorry that's beyond the scope of this mod. If your interest is in making the terrain look nicer I'd suggest grabbing Clean Textures if you don't have it.
тетеря, блин Jul 11 @ 7:45am 
would love to have an option to make grass more dense and hi-res/beautiful 🙏
FrozenSnowFox  [author] Aug 23, 2023 @ 8:42pm 
@ShinUon
It's vanilla grass so it should regrow and expand on its own. If you're using Graze Up make sure that you set it so plants aren't destroyed otherwise you will have to replant things constantly whether that be haygrass or grass.

Normal grass is a good lite way to feed animals during summer months. If you have it set so it isn't destroyed upon being eaten it should last I think a season or more before needing replanting. Haygrass is more for stockpiling for the winter or mixing it with meat to make kibble.

Ignore the pen markers projected nutrition its incredibly misleading. Its based on your biomes ambient temperature not the room temperature where the pen marker is. Even if you have a heated greenhouse for your animals it'll report 0 nutrition during the winter months. It also doesn't count what's currently growing in the pen but instead calculates each tile as if it has viable growing plants.
ShinUon Aug 23, 2023 @ 8:36pm 
P.S. Should growable grass contribute to the nutrition value on the pen marker? I'm not seeing a difference.
ShinUon Aug 23, 2023 @ 8:31pm 
@FrozenSnowFox
Vanilla grass regrow by itself, right? Does the Growable Grass also regrow by itself?

Wondering if I actually need to replant or not. If I have to replant, what is the benefit of this over growing haygrass? I noticed one grass tile had disappeared and it's only been a handful of days since I first planted it.
FrozenSnowFox  [author] Aug 23, 2023 @ 8:26pm 
@ShinUon
Yes grass dies naturally after a set period of time. Since I modified the vanilla grass I was reluctant to change that since I believe grass dying opens up space for trees or bushes to sprout.
ShinUon Aug 23, 2023 @ 8:24pm 
I'm using this from your compiled FSF Tweaks mod. I'm using the Graze Up mod and noticing I still need to replant grass. Does grass die naturally over time?
sex is scary Mar 12, 2023 @ 6:35am 
grass grow, bird fly and brotha, i hurt people, i'm a force of nature
hottt3 Jan 17, 2023 @ 10:33pm 
Oh, I see. Thanks again)
FrozenSnowFox  [author] Jan 17, 2023 @ 10:16pm 
@hottt3
VPE has its own unique grass which is growable. My mod simply patches the vanilla grass to be growable. They work fine together but if you have VPE you don't really need this mod. If you use them together you'll end up with two identical looking yet different grasses.
hottt3 Jan 17, 2023 @ 10:04pm 
Thanks for the mod! I have a question. I have Vanilla Plants Expanded mod https://steamcommunity.com/sharedfiles/filedetails/?id=2134308522 which also has Grass (and Tall Grass). Are these the same "grass"? Are these mods mutually exclusive, can be used together, complement each other etc.? Thanks for the answer)
Flesh Forge Nov 1, 2022 @ 5:41pm 
that's ok, thanks anyhow
FrozenSnowFox  [author] Nov 1, 2022 @ 3:38pm 
@Flesh Forge
I'm afraid that is outside of the scope of this mod and it's not something I intend to change. I imagine some people will end up making some toxic variants of flowers and the like in the future.
Flesh Forge Nov 1, 2022 @ 3:35pm 
Hey this is a little bit off of your mod's purview, but there is nothing available to grow in vanilla flowerpots if they are placed on a polluted tile, and even gray grass would be fine here (better than just an empty pot)
Flesh Forge Oct 29, 2022 @ 11:17am 
yeah I see it in the def for Devilstrand in Core\...\Plants_Cultivated_Farm
<pollution>Any</pollution>

neat :)
Flesh Forge Oct 29, 2022 @ 11:10am 
that's nifty, it definitely wasn't that way right at release, I guess Tynan decided it was OK :) thanks
FrozenSnowFox  [author] Oct 29, 2022 @ 12:21am 
@Flesh Forge
Checking the game files both devilstrand and psychoid accept any pollution level. So that's a normal thing.
Flesh Forge Oct 29, 2022 @ 12:11am 
it's not a big deal, it's not game changing at all since you can just clean up some pollution and have perfectly OK soil to grow whatever on with the vanilla mechanics, I think it's kind of neat that it's working that way for me :steamthumbsup:
FrozenSnowFox  [author] Oct 28, 2022 @ 9:38pm 
@Flesh Forge
I'll have to check it in my game to be sure but that isn't possible. I only added a patch for the Plant_GrayGrass def which has no relation to devilstrand.

As for new crops I tend to stay away from things that require art since I can't do more than glue together or recolours existing pictures.
Flesh Forge Oct 28, 2022 @ 9:36pm 
I mean it would be neat if there was some fabric crop alternative available to heavily polluted colonies (aside from just cleaning up the stuff, I mean if you are really leaning into the polluted biome like I am) so yeah it would be reasonable if Wasters had something to make their clothes out of, and growth speed will be pretty nerfed from growing on polluted soil anyway so it's not exactly OP
Flesh Forge Oct 28, 2022 @ 9:32pm 
Devilstrand seems to have sneaked in there with this, dunno how I feel about that but it's up to you :)
Flesh Forge Oct 28, 2022 @ 9:06pm 
well that was quick, thank you very much :)
FrozenSnowFox  [author] Oct 28, 2022 @ 9:02pm 
@Flesh Forge
You only needed to ask. My current game is in the desert so I haven't dealt with pollution, mechanoids or seen anything resembling grass. I've put an update out, you may need to unsubscribe and resubscribe to force steam to redownload the files.
Flesh Forge Oct 28, 2022 @ 8:07pm 
Would be nice if you expanded this a little bit to allow Gray Grass from Biotech (on polluted terrain of course)
Skullywag Dec 5, 2021 @ 1:24pm 
Actually looks like it might have been the vanilla expanded drought event, Once the drought was over no animals were eating my tall grass, i needed to cut and replant my tall grass to get it working again.
Skullywag Dec 5, 2021 @ 1:12pm 
Is it just me or has the latest update broken animals and eating "sown" grass?
GrayDraco Sep 23, 2021 @ 2:37pm 
Fair enough. Thank you for responding.
FrozenSnowFox  [author] Sep 23, 2021 @ 2:33pm 
@GrayDraco
That sort of thing is hardcoded so would need coding to change which I can't do. It's also not something I'd want to mess with.
GrayDraco Sep 23, 2021 @ 2:31pm 
No chance you could make it spread faster too?
nolagirl504 Aug 18, 2021 @ 7:14am 
I've been using this mod since 1.0, nice simple mod, does exactly what you'd expect, easy to use, thank you!!
FrozenSnowFox  [author] Aug 5, 2021 @ 3:03pm 
@Muskrat
The grass is the vanilla grass growing in the world. All I did was add a tag so you can plant it so its really not cheaty. At any rate if you want to adjust the nutrition Check out the mod Graze Up listed in the recommend mods section. It allows you a great deal of control over nutrition and other aspects.
Muskrat Aug 5, 2021 @ 7:12am 
I know this is a pretty basic mod, but any chance you could add a menu to adjust nutrition value of grass?

I prefer to grow grass for aesthetic reasons, but it feels like a cheat right now since grass has 2x the nutrition as dandelions. I’d like to make them equivalent.
FrozenSnowFox  [author] Jul 31, 2021 @ 8:50pm 
@Randomorph
That's very true I've seen quite a few mods with some neat features but there's everything else you may or may not want.
Randomorph Jul 31, 2021 @ 8:47pm 
@FrozenSnowFox I know everyone always talks about the big pack mods like VE, but I honestly prefer small targeted mods like this. That way to have growable grass I don't need to add 300 types of different plants, 17 different types of dirt, and 63 different types of hydroponics. Obviously an exaggeration, but I think less is more is something that's been a bit forgotten with the VE series of mods. Keep up the good work!
FrozenSnowFox  [author] Jul 29, 2021 @ 11:30pm 
@Sir_Reginald_Duke_of_Chutney
Thank you for your kind words.
Sasquatch Hadarock Jul 29, 2021 @ 11:02pm 
@FrozenSnowFox the Vanilla Expanded series has really swept the modding field hasn't it... XD. Still, glad for guys like you who lay the ground work and come up with ideas like this, even if other authors end up absorbing the function you inspired.
FrozenSnowFox  [author] Jul 12, 2021 @ 4:58pm 
@bidiguilo
Yes but its not really necessary or needed if you use Vanilla Plants Expanded since that mod provides its own unique grass for growing.
bidiguilo Jul 12, 2021 @ 4:56pm 
Is this compatible with vanilla plants expanded?
Wish Granter May 5, 2021 @ 1:18am 
(Its about VGP). Thank you. I just tested it with a backup yesterday and yet, even with the incompability warning, I got not a single Warning in console or it popping up. But thanks for the patching. and the tip.

I guess the "grass" of VGP is named different or got other stats, meaning that animals from mods like "Vanilla Expanded Series" and others, that are fully orientated on vanilla stats and files, probaly dont egnowlegde it.
Example: Angel Moth from Alpha Animals.

However it works, I gonne remove the file as you said, thank you
FrozenSnowFox  [author] May 4, 2021 @ 3:53pm 
@CORONA THEATER (FÜR IDIOTEN)
Are you referring to VGP or are you referring to another mod? If it's another mod please post a link so I can take a look. I took a look at VGP's files, I believe in the past it patched the vanilla grass so it was incompatible with my mod and my mod was not required. Now it seems it has its own grass which should not interfere with my mod. I've updated my mod to remove VGP as a hard incompatibility. However VGP also lists my mod in its About file as incompatible. You'll either need to remove the incompatibility from the About file yourself or ask the VGP author.

You can find VGP at the location below. Just open the About file with notepad and remove the incompatibility section.
Steam\steamapps\workshop\content\294100\2007061826\
Wish Granter May 4, 2021 @ 6:22am 
Is there any way to get it to work with VDG? The grass out of VDG has other names therefore being incompatible for many animals in animals mod, as its probaly not showing up in there code
FrozenSnowFox  [author] Jan 26, 2021 @ 1:46pm 
@somr
Thank you, I try my best.
fatburner Jan 25, 2021 @ 11:26pm 
You are a nice modder. Upvoted
FrozenSnowFox  [author] Jan 13, 2021 @ 2:05pm 
@Karmapowered
Thanks for letting me know, I've fixed the link. I must have forgotten to change it after I copied it.
Karmapowered Jan 13, 2021 @ 2:03pm 
Just a small note : both your recommended links lead to the same URL. "[Kit] Graze up" probably should be this one .

More importantly, thank you for creating and sharing this useful mod with us.
FrozenSnowFox  [author] Jul 29, 2020 @ 3:05pm 
@itssirtou
It's vanilla grass so it should spread after some time. I believe that tends to happen when the grass is more mature so probably around 60-70% grown.
itssirtou Jul 29, 2020 @ 3:02pm 
does the grass from this mod spread out of its sowing area?
FrozenSnowFox  [author] Jul 18, 2020 @ 5:17am 
@Darth Ginny
Animals have a fairly small search radius for food. So they tend to prioritize whatever is near them. So they'll probably eat through any kibble or hay upon waking up if its nearby which will fill them up for a while. I can't recall anymore but grass may require a certain threshold to be viable for eating so it may need to be 50% or 60% grown.