RimWorld

RimWorld

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Realistic Plant Cycles 2.0
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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2.658 MB
24 Feb, 2021 @ 6:18pm
20 Apr, 2024 @ 10:46am
33 Change Notes ( view )

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Realistic Plant Cycles 2.0

In 1 collection by velcroboy333
Velcroboy's Mods
68 items
Description
Realistic Plant Cycles 2.0

A continuation and expansion of the Plant Saver mods. What this mod aims to do is give farming a more realistic work flow.

I've done lots and lots and lots of maths and created a new scheme for plant growth/harvest cycles. This should result in changing your farm strategy significantly. You will want to balance short-growth plants with long-growth. I've done my best to mimic the real production cycles for most of these plants.

Some plants will take much longer to produce but will result in large harvests once or twice a year.

Some plants will take most of the growing season to reach maturity but you will be rewarded with multiple harvests towards the end.

Other plants might actually have shorter grow periods and then burst out with multiple harvests every other day for a week or two.

Biomes with seasonal grow seasons will be the most affected and you will need to balance your farm with a combination of big end-of summer producers and short term plants to get you through the spring.

There are even plants that may take a year or more before you can harvest them but will periodically produce for 4, 12, 20 or even 100 years. Plant these as soon as possible for biggest gains.

Additionally, when you have multiple plant mods added and they add the same plant, (ex: both mods add pumpkins) they will now have similar values, if not the same.

For specific info on the changes see the images above or check out the spreadsheet HERE [docs.google.com]

Explanation of Real Grow Days
All plants have a stat "Grow Days" that is the base time it takes to reach full maturity.
However that doesn't factor in the rest period(11hrs) each plant goes through over night. "Real Grow Days" is the actual time it will take for a plant to reach full maturity.

The "new" value in the graph has two values for most plants Value X/Value Y.

Value X=the time it takes for the first full maturity harvest.
Value Y=The time to reach successive harvest during the plants lifespan.


Notes:
  • Strawberries have been split into 3 varieties; Everbearing, Jugust-Bearing, and Day-Neutral. See spreadsheet for details.
  • Rice and Potatoes have been left with their original values.
  • Modded root veggies/fruit trees/most grains and some other plants have been left alone as well based on my knowledge of them.
  • This is not really at all like Plant Saver or Plant Saver (Alt). Those mods are much more limited/specific in comparison. These mods will not work together. Pick one.
  • Hay and other grasses (modded and Vanilla) won't die completely when harvested.
  • Mushrooms (modded and Vanilla) won't die completely when harvested and will always grow once established.
  • This mod can be added/removed to saves without problems. Plants already in the ground will adjust.
  • Harvest-synching mods should be OK to use. Let me know if you encounter any issues.

Mod Support Included:

VGP Vegetable Garden + add-ons
【ZP】Rice cultivating civilization【1.1】
Vanilla Plants Expanded
Vanilla Plants Expanded - More Plants
Vanilla Cooking Expanded + Sushi
Vanilla Brewing Expanded + Coffees and Teas
Vanilla Factions Expanded - Insectoids
Vanilla Factions Expanded - Medieval
[1.0, 1.1] RimCuisine 2 Core/RimCuisine 2 Core + add-ons/RimCuisine 2 Core (Continued)
[SYR] Blueberries
[SYR] Coffee and Tea
Pumpkins
Watermelons
[KYD] Zucchini!
MiaMia Mate
Argentinian Mate+Mixed Herbs
Cake, Tea, and War Crimes
Peanuts (And Peanut Accessories)
Dragonfruit (Continued)
Soybeans
Pineapples
Regrowth Biomes
Argón's Tribal Medicine
Kit's Brazillian Crops
RimSeasoning
Underground Food
CCP's Plant Stuff
Wild Drugs/Flowers and Drugs (continued)
Save Our Ship 2
Tropi[CKAPP] Rainforest Mod (Continued)
[1.1] Witch's Garden
Into the Wild: Caveworld Flora Unleashed
SeedsPlease
SeedsPlease: Dizzy Fork
SeedsPlease: Lite
FCP Fallout Plants
Erin's Hot Drinks
Medieval Overhaul
Strawberries
Apothecary (Continued)



[discord.gg]
Mi Ko-fi page if you feel like contributing: https://ko-fi.com/velcroboy
176 Comments
Umriq 28 Dec, 2024 @ 5:14pm 
May i ask for the seedsplease patches is it for the old "SeedsPlease: Lite" by Owlchemist or latest and current one "SeedsPlease: Lite Redux" by HTxL?
Autumn 14 May, 2024 @ 4:07pm 
@Hound I haven't really toyed with that much, thanks for the advice.
Hound 13 May, 2024 @ 8:26am 
@Toast Probably really belated, but I've been playing with the Harvest Yield setting on the custom storyteller settings? I've definitely had to increase my plot sizes with it set lower. A bit inconvenient for some plants (and for wood), which don't survive the winter frosts.

I'm still tweaking though; 25% still feels a bit high for the target plot size I'm looking for, but that may just be a consequence of the number of harvests I get per year per plant, which is why this mod interests me. I'm not sure it would interact well with the yield scaling given the multiharvests but we'll see.

I haven't been playing with the butcher yield though because my computer can't afford that many animals on map.

Also, I agree with Muad'dib about the adjustment to all crops. I don't know how difficult it is to make a dependent mod vs making an option, but either way that would be nice.
velcroboy333  [author] 4 May, 2024 @ 3:01pm 
Yeah, I do actually like that idea and was just thinking about doing an option recently. When I get the time I'll probably make that happen.
Muad'dib 4 May, 2024 @ 7:29am 
@Toast in my experience, it does not increase the # of plots really needed. I've looked through the xml and was talking with the dev a while back and many of the changes made are done in a way to be what you could call 'balanced with vanilla' so if it took longer to grow it often also produces more. That being said you do need to plan more so sometimes you'll get larger plots to make sure you can store long enough till the next harvest comes in since they don't cycle as fast. I never needed to due to also having animals.

@velcroboy333 if you do start working on this again may I suggest you get it to where you adjust all crops? I remember talking to you and you purposely left a lot of plants alone like rice and potatoes because you didn't want to make the start harder but my 2 cents is people could slightly adjust that when starting the game by tweaking the scenario to just give a extra food such as packaged meals if crashing or some extra rice as tribal if that is a concern.
velcroboy333  [author] 30 Apr, 2024 @ 10:58pm 
It might not increases the need for more plants. However, imo, it increases the need for more diversity of plants to cover a range of seasons and timing of harvests.
Autumn 30 Apr, 2024 @ 7:17pm 
In practice, does this increase the needed number of plants for a colony? I've been looking for a mod that does that, it always feels so easy to just wall in all your fields in vanilla because colonists can live off a tiny garden.
velcroboy333  [author] 27 Apr, 2024 @ 6:56pm 
It's possible I didn't get to all the modded plants yet. It's been a while since I updated this mod and I forgot where I left off. I will check on it when I have some time. But due to IRL it will be 2-3 weeks.
Scarlet Ice 27 Apr, 2024 @ 6:02pm 
Some of the plants are not showing the new change on the description, like hay grass, regrowth berry and all vgp plants.
velcroboy333  [author] 20 Apr, 2024 @ 10:47am 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.