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Vegetable Garden Lite (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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17 Mar, 2021 @ 12:38pm
17 Jun @ 12:24pm
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Vegetable Garden Lite (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Owlchemists mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1698026875



[dsc.gg]
[github.com]


The goal of this fan-made mod is to tighten the scope of the Vegetable Garden mod. It removes some content to emphasize just the farming side of things, and dialing back anything to with cooking or lumber. It also tweaks the balance to try and prevent and deviation from vanilla difficulty curves.

Note: I am not officially associated with the Vegetable Garden mod, and this is just a fan-made edit for it.

List of changes
  • Ironwood removed as I felt it fell outside the scope of the mod, and also didn't pair well with the Snowy Trees mod.
  • Bamboo related content was removed.
  • Silage was given a heavy nerf. In vanilla, kibble provides a 20% gain of nutrients in - out. Silage was 3.5x beyond that, while also carrying the same market value. It is now a 30% improvement, making it a respectable upgrade over kibble if you have the resources for it.
  • Bulk meals prep now has a flat 4x work multiplier over singles, removing the built-in efficiency gain. The reason why was because I felt this recipe was double-dipping in efficiency, as your pawns will already gain indirect efficiency due to 4x less hauling of ingredients involved. Aside from that I felt it impacted labor-related difficulty too much in a cheaty way.
  • Bulk meals now also require +4 cooking skill over the single versions. I felt the inclusion of bulk meals basically made the single option pointless to even have in the game anymore. Bulk meal prep is now treated as a reward for increasing cooking competence.

    March 30, 2019
  • Some of the raw food in VG had nutrient values of 0.06 and 0.08. These have been changed to 0.05 while the plant yields were increased to compensate, effectively keeping the nutrients-per-yield the same. The idea is to keep all raw food at a consistent 0.05 across the game for easier gameplay understanding. An as aside, VG also patched vanilla berries and agave from 0.05 to 0.08, effectively buffing them. This buff has been reversed. The mass per item was also adjusted to compensate.

    April 27th, 2019
  • The mod was renamed to Vegetable Garden Lite with an emphasis of altering VG's mod to mostly just the farming-related stuff and less so cooking.
  • Specialty meals do not have bulk recipes anymore, like tea, coffee, or packaged survival meals.
  • Fruit drinks are no longer considered health food (as far as the hediff buffs) but rather a recreational drink. It's comparable to chocolate. It gives more nutrients and joy than it did before instead of giving the health buffs.
  • Most of the patching code has been rewritten for better performance and future-proof reliability.
  • Stew and stir fry were removed as they were considered inconsistent to how generic meals work and the hefty health benefits that they would provide.

Compatibility
  • SeedsPlease: place this mod below it.
  • Expanded Woodworking: you no longer need its Vegetable Garden patch (unless you use the VG extension packs which add even more trees).


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: balance
20 Comments
mutootie 24 Apr @ 10:36am 
Hmmm for some reason this isn't working with VE Nutrient paste expanded. It yeeted my VE Paste vat.
I also wish we could use this mod without needing the original.
Mlie  [author] 27 Feb, 2023 @ 1:06am 
@instawkward I dont know, Ive never used that mod
(^0v0^)OriginalOwl 27 Feb, 2023 @ 1:00am 
Ah okay - would content from the original still show up in let's say cherry picker then? Because it does for me, is that normal? Thank you for replying :)
Mlie  [author] 26 Feb, 2023 @ 10:00pm 
@instawkward It removes content from the original mod, it cannot do that if the original mod isnt loaded.
(^0v0^)OriginalOwl 26 Feb, 2023 @ 2:23pm 
I know it says above that the original mod is required, but doesn't that moot the point of this mod :/ Asking in general curiosity, as I don't want ironwood, and prefer the balance that this mod performs, but if VG is active because it's required then that balance won't happen? But maybe just because I don't understand how the mod works I dunno. Would love to know though.
TracerFoxTEK 4 Sep, 2022 @ 4:38am 
Any chance of making the removal of bamboo and ironwood optional?
aspherical 29 Sep, 2021 @ 9:52pm 
Good to know! Thanks for the response, have a good night.
Mlie  [author] 29 Sep, 2021 @ 9:43pm 
@Aspherical I m not sure about the compatibility but I dont think there are anything in the addons that uses bamboo/ironwood.
You might get an error on first load if you add it to an existing game and you had bamboo/ironwood on the map but it should fix itself the next save.
aspherical 29 Sep, 2021 @ 1:59pm 
This may be a stupid question, but I don't see the VGP add-ons listed in the compatibility section, so are they compatible? I assume they are, but I figured I'd ask before risking anything.

Somewhat less stupid question, is this safe to add to saves that used the original vegetable garden? I imagine I'd need to replace/remove anything this mod removes (ironwood stuff, bamboo stuff, etc.), but I'm hoping there's no problems beyond that. Thanks for everything you do!
Mlie  [author] 2 Sep, 2021 @ 12:06pm 
@Ninja Kitten That mod adds/changes stuff with patches so it would be simpler if it just checked if this mod is loaded for the ironwood-patch