RimWorld

RimWorld

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Wild Cultivation - Continued
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Mod, 1.3, 1.4, 1.5, 1.6
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812.746 KB
Aug 28, 2021 @ 4:27pm
Aug 10 @ 9:07pm
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Wild Cultivation - Continued

Description
Wild Cultivation — Fan Update

An update of Saucy_Pigeon’s mod:
Wild Cultivation


Note: I (Saucy_Pigeon) am not the original author. The original author is Rainbeau Flambe, who gave permission for derivative works provided he’s notified.


What this mod does
Blur the line between wild and cultivated plants. Wild Cultivation lets you:
  • Sow many plants that were previously wild-only (agave, shrubs, brambles, fungi, etc.).
  • Find “cultivated” staples spawning in the wild (corn, haygrass, smokeleaf, cotton, potatoes, rice, hops, psychoid, roses, daylilies, devilstrand, and more) with biome-appropriate rarity.
  • Place growing zones on any terrain that isn’t completely infertile. (This doesn’t make plants grow where they can’t—use it mainly for things like cacti on sand.)
  • Discover a tiny chance of wild healroot in tropical rainforests and swamps.
  • Enjoy an extra flower: geraniums (a purple daylily variant) for garden variety.

Early game benefit: more resource paths; and with “Seeds Please!” enabled, wild variants can drop seeds for their cultivated forms.


Fan Update Highlights
This update focuses on stability and compatibility—especially with biome transition / multi-biome generators.
  • Transition-friendly grow zones: No global def edits; local, safe acceptance checks so other mods’ rules still apply.
  • No more duplicate-plant crashes: Protects against “An item with the same key has already been added” during map gen.
  • Cleaner wild-plant lists: Merged biome lists are automatically de-duplicated for all consumers.
  • Wild harvest sync: Wild cotton/devilstrand harvests align with cultivated versions without overwriting other mods’ balance.


Cultivated Plant Notes
  • Agave grows slower with lower yield than vanilla; slightly more work to sow/harvest (prevents “superplant” status).
  • Glowstools, agarilux, bryolux die in light—grow indoors. Cultivated fungi mature faster; agarilux need extra space like trees.
  • Brambles (cultivated) are denser than natural and slow pawns almost as much as chokevine.


Compatibility
  • Safe to add mid-save; removing mid-save can cause problems (like most content mods).
  • Generally compatible with plant/balance overhauls; mostly adds defs and touches vanilla lightly.
  • Works with Vegetable Garden; wild cotton harvest auto-matches any modded cotton outputs.
  • Seeds Please! supported: wild variants drop seeds for their cultivated forms.
  • Designed to play nicely with biome transition / multi-biome generators. If another mod double-adds wild plants, this update prevents the crash and de-dupes the list.

Load order: Ensure Harmony loads before this mod.


Troubleshooting
If something’s off:
  • Enable Dev Mode and share a HugsLib log link.
  • Mention your map generator/biome mods and any plant overhauls.
  • If grow-zones won’t place, check terrain fertility and plant requirements—this mod doesn’t bypass growth rules.


Credits
  • Original author: Rainbeau Flambe (dburgdorf)
  • Fan updates/maintenance: Saucy_Pigeon
  • Harmony Patch Library by Brrainz
  • Seeds Please! compat help: notfood, boundir


License
Modpack makers and modders are welcome to include or build on this mod—just please let Rainbeau Flambe know.


Links
Source: GitHub Repository[github.com]
48 Comments
dJamDodger Aug 10 @ 10:38pm 
Thank you!!!!!
Jellypowered  [author] Aug 10 @ 5:17am 
There May be a couple red errors the first time you load a save, but they will go away, as I changed the defs to be more future proof.
Jellypowered  [author] Aug 10 @ 5:07am 
Should be good to go now!
Sorry that took so long. It was alot!
Kaiser Waffle Jul 29 @ 2:09pm 
damn i was hoping it wasn't this mod creating that glitch, one of my fav mods. guess ill wait for an update
dJamDodger Jul 26 @ 1:06am 
Having the same problem with no plants spawning on biome transition tiles. Great mod though!!! Thank you for continuing to update it
Halfelfaedyn Jul 25 @ 9:38pm 
I have 900 mods active right now, with another 300+ outdated mods waiting for updates. I have all DLCs. Wild Cultivation was what was causing Temperate Biomes not to generate any grass, flowers, or trees. I really love Wild Cultivation. I don't know why it's conflicting with Odyssey. It happened right after I installed it. It was hard to figure out but it's working properly now.
The Bard of Hearts Jul 24 @ 11:48am 
Thanks for the mod work!
Jellypowered  [author] Jul 24 @ 12:51am 
I’ll check that out and see if I can figure out some compatibility soon, thanks for the report!
hoopybees Jul 23 @ 8:45pm 
Hi there, I've discovered an issue where if I try to start a new game on a biome transition tile no plants spawn in and even after a few in game days only grass will grow. I briefly thought it was being cause by the mod 'Biome Transitions' because I didn't realise that very similar functions of that mod have also been added to vanilla but when I removed every mod expect this one and it's dependencies and I found that it doesn't happen in every biome but definitely in the transition between tropical rainforest and temperate forest, plus a few others. I didn't have this issue in 1.5 but I did use this mod then too, and I also have every DLC (no idea if that matters). I have no expectations about what's to do about it but I thought I should report it. Thanks no matter what, I've really enjoyed this mod. :)
ephemeraltoast Jul 13 @ 11:10am 
Thank you for the update!