RimWorld

RimWorld

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SeedsPlease: Lite
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Mod, 1.3, 1.4
File Size
Posted
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14.678 MB
27 Aug, 2021 @ 12:27am
4 Apr, 2023 @ 4:29am
79 Change Notes ( view )

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SeedsPlease: Lite

In 1 collection by Owlchemist
Owlchemist's Mods
42 items
Description
This is a fork of Charlotte's (aka NotFood) SeedsPlease, employing a number of changes.

New here? What's SeedsPlease?
SeedsPlease is a mod aimed towards those looking for more of a challenge with their RimWorld experience. Basically, most things need actual tangible seeds in order to sow them.

You can get these seeds either through traders, or by extracting the seeds from the products they come from. Upon harvesting a crop, you will generally get 1 seed back, with a chance to gain 1 bonus seed.

Also, a few products go through a processing phase now. Cotton, devilstrand, healroot, and cocoa yield raw resources that must be refined to be useful.

Features in this fork
For a detailed list, please see this thread. Below is a summary of some of the highlights:
  • Recipe consolidation: Instead of there being 1 seed extraction recipe per plant, there is now a single, universal seed extraction recipe.

  • General optimizations: Memory consumption has been reduced by ensuring that only relevant textures are loaded. As well, much of the codebase has been completely rewritten.

  • New textures: Seed textures have been replaced with CitizenKanye's replacements.

  • Edible seeds: In order to deal with unwanted seeds, they are now considered an edible item, similar to hay, with a small nutrition value of 0.02. Feed those birds!

  • Seed processing spot: The plant processing bench has been replaced with the seed processing spot, which is just a spot you can place on top of any stove to augment its functionality. Other jobs the old bench was once responsible for, such as weaving and drug processing, have been delegated to other vanilla benches.

  • Options menu: Added mod options to adjust the difficulty and toggleable features.

  • Efficient sowing: The AI for how pawns clear and sow fields with seeds has been optimized to reduce hauling overhead.

  • Sowable grass: A toggleable option powered by the VE Framework, you'll find this option in its mod options. It allows pawns to manually sow grass for grazing.

  • Seedless exceptions: Customize your experience by defining which plants don't need seeds to sow, such as haygrass.

FAQ
Q. How do I get the initial seeds?
A. Try the following:
  1. Customize your scenario to give yourself some starting seeds.
  2. Wait for traders to come, or caravan out to go actively trade.
  3. Remember, even if they don't sell seeds, you could buy the produce instead and extract the seeds from those.
  4. Use a mod that adds wild crops and collect seeds from those.

Compatibility
  • There are 129 plant-adding mods supported. For any that have been missed, their seeds will auto-generate, the catch being that the labels may not be pretty.

Recommended mods

Credits
  • Charlotte for the original mod this is based on. This fork is authorized via the github's[github.com] posted license. As well, this mod shares the same license and anyone is free to pull from it.
  • CitizenKanye's texture replacement.
  • Additional patch contributions from: ChrisPikula
  • Please see the original mod's page for historical credits regarding this mod's origins.

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GitHub[github.com]



Popular Discussions View All (11)
22
6 Mar, 2024 @ 1:25am
Auto-generated seeds
Jiopaba
3
16 Apr, 2023 @ 5:57am
error popups every auto/manual save
zytukin
5
7 Apr, 2023 @ 1:49am
PINNED: Documentation for modders
Owlchemist
722 Comments
snailoon 30 Aug, 2021 @ 5:04pm 
Ah, okay. Both the original mod and Dizzy's fork gave so few seeds that it was never 1 or more seed per tree, making sustainable tree farming impossible. Thank you for answering my question so quickly though!
Owlchemist  [author] 30 Aug, 2021 @ 11:50am 
@hauntedPOPSicle - as with the original mod, you cannot extract seeds from generic yields like wood logs. Only fruits/veggies, etc. In the case of a tree farm, the seeds would just drop each time you cut the tree down, sometimes 1 seed, sometimes 2.
snailoon 30 Aug, 2021 @ 9:50am 
How does this work with trees/tree seeds? Can tree seeds be extracted, and can tree-only growing zones be sustainable?
Owlchemist  [author] 28 Aug, 2021 @ 2:29pm 
Yeah, I added them for some of the major mods but it's a work in progress for the rest.

@aviator Aspen has basic support. Oasis or anything else not officially supported just gets automatically generated seeds to make it work.
Vorpal Void 28 Aug, 2021 @ 12:11pm 
add: ah, I see, there is no <descriptionHyperlinks> for them at the moment. Keeping informed!
Vorpal Void 28 Aug, 2021 @ 12:09pm 
"The descriptions of seeds now include a hyperlink to their respective plant so you can lookup the information quicker."

For some reason, it doesn't work consistently - for example, I don't have such links for Neutro Flowers from VGP Garden Medicine and for Angel Wings Cactus from ReGrowth: Desert Expansion.
VolatileGlitchAviator 28 Aug, 2021 @ 10:51am 
just wondering
VolatileGlitchAviator 28 Aug, 2021 @ 10:51am 
Will this work with aspen forests and chromatic oasis?
Eclipse 28 Aug, 2021 @ 2:14am 
Thanks! I really enjoy your lite version and some of your other mods ^^
Owlchemist  [author] 28 Aug, 2021 @ 2:07am 
No problem, Ninja. All set!