RimWorld

RimWorld

345 ratings
Growing Zones +
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Mod, 1.4, 1.5
File Size
Posted
Updated
988.282 KB
25 Nov, 2023 @ 1:13am
19 May, 2024 @ 1:59pm
15 Change Notes ( view )

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Growing Zones +

Description
I plan on returning during June-July to add more functionality to the mod; turns out medical school makes it hard to continue mod development!

PLACE BELOW ALL OTHER MODS THAT ALTER FARMING/GROW ZONES!
Updated for 1.5! Please report any bugs in the comments

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Finally, growth zones get increased functionality!

This mod adds a bill system (similar to the one found in crafting stations) to vanilla growing zones, allowing automation of growth zones!

Currently, you can set plant growing bills to :
- Grow plants forever
- Grow plants until you have X of said plant
- Grow plants until you have X amount of edible products

The mod also adds a toggle that determines whether colonists should cut/sow over already sown plants when the zone's plant-type changes. No more pesky cutting of nearly-grown plants when you decide you'd rather have corn instead of rice!

In my testing both auto-cut blight and mods that add additional plants have ZERO compatibility issues with this mod!

This mod is fresh off the press, so please report any bugs directly in the comments section at the bottom of the page. Additionally, if you have any recommendations about other ways you would add on to the vanilla "growing zone" system, feel free to let me know about them :)

PLANNED (in order of priority) :
- continue fleshing out the details menu for bills
- (somehow) make this compatible with hydroponics "zones"
- create a "custom plan" bill, that lets you determine where and what plants are grown on the zone's grid
- test more compatibility
Popular Discussions View All (4)
29
7 Jun @ 8:50am
PINNED: BUG REPORTS
BabyLettuce
5
16 Apr @ 8:22am
"Sow over sown" identical to "allow cutting" vanilla gizmo
BabyLettuce
1
14 Dec, 2023 @ 7:20pm
Performance Issues?
Luk
156 Comments
Gideon 9 Jul @ 1:30pm 
This has become a staple for me. Are there plans to update to 1.6?
MercuryDoll 9 May @ 4:33pm 
A crop rotation feature would be great tho. In fact, i'd also like a "do x times" bill, but i guess that would require some extra code to check when the entire zone is planted to disallow sowing automatically
blue 16 Apr @ 11:11am 
@estrogenesys You might need a different mod for your purposes. This mod just works best when you just want x amount of crop product so it switches to a different seed in the bill menu.
estrogenesys 16 Apr @ 8:25am 
is this mod more trouble than it's worth? it was suggested by someone's post. i was hoping i could use the bill system to set up a kind of crop rotation, but it doesn't seem to be working that way. also it doesn't seem to accurately count nutrition or quantity accurately, even when things are properly stored.

my issues could be mod conflicts, but honestly it isn't really adding anything to my game, unless i'm using it incorrectly.
One Eyed King Is Potato 27 Mar @ 12:00am 
the bill menu bug kinda sucks, and having more crops makes the add bill menu absolute shit as the text gets smaller and smaller. would be great if you could find a better way to set up the add bills menu
gogocons 23 Feb @ 12:49pm 
@Sopinien you may want to check out [FSF] Complex Jobs:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2069684319
Sopinien 22 Feb @ 5:46pm 
Your Mod is nice but Please Add an option to restrict which colonists are Allowed to work on the fields. Durring Construction Phases i often let Colonists cut Gras who suck at Plants and then they botch a bunch of Harvests the day after. Its super annoying and im desperatly looking for a mod that lets me restrict this to my plant 10+ colonists
gogocons 18 Feb @ 5:49pm 
YMMV but this mod and it's bills menu bug wreaked some havoc on my save game.

Deleting the zones while the mod was running, saving the game, removing the mod, reloading the game, reloading the save did NOT work for me.

What did work for me was manually editing the save file and removing all <li Class="GrowingZonePlus.Zone_GrowingPlus">...</li> objects under the <allZones> wrapper. I am only putting this here in case anyone runs into the same thing and it may help you.

Cheers! :VSnake:
Slaine 9 Feb @ 10:34pm 
Seems not - Does not get any options.
Slaine 9 Feb @ 10:28pm 
Is this compatible with Vanilla furniture expanded? IE. can I assign planting orders to the artificial ecosystem?