RimWorld

RimWorld

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VGP Vegetable Garden
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.333 MB
Feb 25, 2020 @ 5:38am
Jun 11 @ 4:20pm
69 Change Notes ( view )

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VGP Vegetable Garden

In 2 collections by dismarzero
Vegetable Garden Project 1.1
25 items
Vanilla Art For VGP mods by Argón
8 items
Description
Vegetable Garden


Hello! And welcome to the vegetable garden!

One of the oldest mods for the Rim. Version 1 released in May 2015!


Vegetable Garden:

The main piece of my new project! Will have smaller bits of other mods built in.

But tried keep the size down and still keep the spirit of the garden when used alone.

Tier Crop Growth:
Starter Crops
-potatoes - grows well anywhere
-corn - long growing with high yields
-rice - fast growing
-barley - immune to blight and used to make tea and ale.

Tier 1 research "special property plants"
-snow beats - grows well anywhere, does not die from cold snaps
-lentils - meat substitute
-beans - many uses in the gourmet garden
-Olives - does not destroy plant when harvest, yield after first is faster

Tier 2 research fruits
-watermelon, grapes, blueberries, strawberries, agave

Tier 3 research fruit trees
-Apples, Bananas, Oranges, Peaches

Wild plants:
-Apples, Cherries, Bananas, Coconuts, Dates, Figs, Pineapple, Cloudberries, Gooseberries.
-Mushrooms found in any wet biome. Can be used as a meat substitute.
-Bee Hives that produce honey.

-Hydroponic:
Corn, Devilstrand, Hay grass, Ambrosia, and Baby agarilux (cave mushroom).

Bee trees can be research to grow honey.

Ingredients Plants:
-Coffee and Tea

Wood:
-Bamboo fast growing wood
-Ironwood very beautiful but for crafting and building, not for fuel

You can convert Ironwood and Bamboo to wood at the stonecutter's table.

Defence Plants:
-Tall Grass
-Choke vine

Other Features:
-Grow-able Grass
-Silage Animal Feed
-Bulk Recipes : Kibble.
-Stir-Fry and Stew Recipes with added meal effects.
-Hardtack vegetable style Pemmican biscuit.
-New Categories for stockpiles.
-Coffee, Tea, Mead,barley tea, chocolate milk, and Fruit Drink.
-Bio-Fuel: fuel for fueled tables.
-New Flower: Plumeria
-New Tree: Ironwood and Bamboo.
-New Floors for bamboo, ironwood.
-Convert Ironwood and Bamboo to Wood at the stone-cutting table.
-2x2 Food Shelf with perishable stockpile already set up.

-Art work by Spoonshortage and Crusty Peanut.
If your looking for a more vanilla look for my mod please check out this mod by Monkey Magic !
Vegetable Garden Retextured


Custom Tribal Start notes / Known Issues:
If you are trying to use the Scenario Editor for any Custom Tribal added by any mod other then the Core game you will get a tons of errors.


This Mod can be added to an old Save with the following warnings:
BACK UP YOUR CURRENT GAME!
There is a rare bug of plants just disappearing before harvest.
-You will have to correct your stockpiles, recipes, food restrictions, and make a new drug policy at the least!



Old versions of my mod:

I do keep the last stable version of each version of the game on my Nexus mods page. And 1.0 and older mod downloads can be found on my Dropbox / Forum / Nexus accounts.

Forum:
Forum Download Link[ludeon.com]
Dropbox 1.0 version
DropBox Download Link[www.dropbox.com]
Nexus mods:
Nexus Mods Download Link[www.nexusmods.com]
Steam News and Credits For my mods:
Vegetable Garden 1.0 / 1.1 Collection On Steam

Wanna support the mod? Buy me a Coffee! [ko-fi.com]

Please Note on version changes:

I try and find all the coding and feature changes in updates, in the coding but will miss some.

Please leave feed back if you find something not working correctly. I constantly am updating and missing changes to the game. You the gamer help make these mods better with feedback and bug reports.



Errors may happen as other mods are updated. And features for new version IE.. new coding may not be there as the coding changes can be missed.

Please let me know if you find core coding that needs updating in my mod and I'll put it in!



Please click on my Project page / collection above to see all credits for Art and Translations donated to the project!
Popular Discussions View All (1)
1
Dec 30, 2020 @ 2:42pm
PINNED: Custom Tribal Starts - Know Issues
dismarzero
1,426 Comments
Flaggy! 20 hours ago 
So many years and still going strong, i have massive respect for you my guy. And you even updated it to the beta, and its on spanish!, You are close to a deity my friend!

Great mod!, I love these new plants!, need to check your other mods
momosarang Jun 12 @ 6:19am 
Thanks for the update! Best wishes for you~!!!!
dismarzero  [author] Jun 11 @ 4:22pm 
Hey Guess what!

Vegetable garden version 1.6 Beta has released!

As always I have only tested to make red coding go away and to make sure all the basics work.

If you find bugs please let me know, so I can work them out.

1.6
Garden
-Coding errors and changes for 1.6
-Reworked the Whole Wild Plants and Biomes for the new update.
-Beehive Events recoded for 1.6
mr.melnikov Jun 7 @ 2:58am 
Thanks for the update! Now my slaves can collect bananas, pineapples and oranges for the owners of the estate in the swamps, where there is little room for cultivation!
Fen Hin Jun 2 @ 10:57pm 
Thank you for the update. I thing the slowly rotting ingredients are actually a leftover from the old vanilla version
Svela Jun 1 @ 7:02pm 
Also, I was thinking about my initial comments and I was worried I was coming off too harsh or something. I had just been cooling down from feeling frustrated because I had, like, 300 oranges and they ended up with 100% food poison chance when I wasn't looking. Caused all my colonists within a caravan to get food poisoning and felt like a complete waste of food. The fact they remained despite becoming "not fresh" or otherwise rotten, however, meant I could turn them into seeds with Seeds Please or even into fertilizer with the various farming mods I have. So, it wasn't a complete loss and I had plans. My apologies if I came off as mean or aggressive. Just thought it was a neat system that clashed with the built in vanilla rot system.
Svela Jun 1 @ 7:02pm 
Oh, did you not have your own system? I had oranges that went from 1% food poison chance to 100% because they "weren't fresh." I thought it was neat, I just only wanted one system. Or even the oranges to instantly rot and disappear when they reach a certain threshold. I thought it was intentional.
dismarzero  [author] Jun 1 @ 12:04pm 
6/1
Garden
-More Biomes supported with wild garden plants
-Rot now destroys raw foods correctly
-Food Shelf Quality removed to match vanilla
-Food Shelf storage size increased to match other Storage mods
dismarzero  [author] Jun 1 @ 11:27am 
I found the bug but will take a little bit of time to correct across my mods
dismarzero  [author] Jun 1 @ 6:40am 
I dont have a special system for how the fruits and veges from this mod spoil. They are coded just like the vanilla items. If there is some weird thing happening its a bug.