RimWorld

RimWorld

[RF] Wild Cultivation [b18]
72 Comments
E-Claire  [author] 3 Oct, 2018 @ 9:16pm 
Space 3 Oct, 2018 @ 2:26pm 
I dont think im going to be using seeds please this go around but wild cultivation is a must for meeeeeeee!!!!!!
viirinsoftworks 3 Oct, 2018 @ 8:01am 
Once this and SeedsPlease get to b19, I think I'll have everything!
Space 2 Oct, 2018 @ 11:01am 
I love you ... lol
E-Claire  [author] 2 Oct, 2018 @ 10:57am 
OK, OK. I'll get to it. ;)
Jaxx - pshoooo 2 Oct, 2018 @ 10:31am 
hope to see an update to this :)
Space 2 Oct, 2018 @ 10:15am 
This is one of my top 10 favorite mods I hope he updates it.
Cinericius 18 Sep, 2018 @ 2:29pm 
I hope this mod makes a return, my naked brutality runs will be a little funner making the guys forage and hunt for their food a while.
lilairen 16 Sep, 2018 @ 11:35am 
I hope you decide to update this one, Rainbeau, while you're picking up old ones, though I'm still waiting on Seeds Please. ;)
Shhhush 10 Sep, 2018 @ 8:29am 
I miss this mod. Any interest in updating?
Ristray 1 Sep, 2018 @ 1:52pm 
Will this be upgrade to v19? I love this mod so much.
BeanBean 7 Jun, 2018 @ 3:27pm 
@Rainbeau Flambe, actually raspberries return to 30% growth when harvested, it theoreticly is the best food in the game. it'd honestly be kinda op if you got to decided to be able to plant them where you want
elphaba.thorpp 24 Apr, 2018 @ 11:18pm 
Hey, I have this mod, SeedsPlease! and VGP Vegtable Garden loaded but my people will just stand next either a Turnip or Cabbage with a harvest order, but not actually harvest it. Anyone got any ideas??
onidlorah 29 Jan, 2018 @ 11:18am 
Hey rainbeau flamble i was just wandering im playing this in conjunction with seeds pls and i cant plant anything because there arent any corn or rice on the whole map i only found 3 corn plants 5 rice plants and 6 healroots is there a way to increase this a bit i dont mean like ohhh it has to be everywhere but a bit more would be nice?
E-Claire  [author] 22 Jan, 2018 @ 6:26am 
@Baron: I didn't bother to add cultivated raspberries (or wild strawberries) as raspberries and strawberries are essentially already wild/cultivated versions of each other.
BaronVonMurderkill 22 Jan, 2018 @ 1:02am 
Nice mod. Maybe growable Raspberries can be added?
Hayden 19 Jan, 2018 @ 9:52pm 
So with this, do plants in the wild automatically spawn after a while or do they only spawn initially? I like the idea of them not spawning over and over.
E-Claire  [author] 8 Jan, 2018 @ 3:08pm 
@XeoNovaDan: I never (obviously) noticed that. Thanks for pointing it out.
XeoNovaDan 8 Jan, 2018 @ 2:30pm 
Great pairing with SeedsPlease! However, it seems strange that non-dendrovores such as rats can eat saguaro cacti that the player can sow - especially since this isn't the case for vanilla cacti.

This is because the sowable Saguaro Cactus has the 'Plant' foodType as inherited from 'RWC_PlantBase', rather than the 'Tree' foodType like the vanilla cactus.
El Grito 28 Dec, 2017 @ 10:11pm 
@Rainbeau Flambe: I respect you creative license; I would encourage you to leave that decision uip to your users. Add it back in, and let the player decide what's appropriate. For what it's worth, if folks want to rob the special status, we can enable dev mode and add Ambrosia manually. My $0.02 anyway amigo.
E-Claire  [author] 28 Dec, 2017 @ 7:05pm 
@El Grito: I actually *removed* ambrosia when I updated from a17 to b18, since I'd come to realize that there's really no way to make ambrosia cultivatable that doesn't completely rob the plant of its "special event" status and rarity.
El Grito 28 Dec, 2017 @ 5:45pm 
Can you include Ambrosia? It's the one wild cultivar not included in your great mod.
"The" SeanMacLeod 23 Dec, 2017 @ 7:12pm 
@RF
:steamhappy:!
Flesh Forge 23 Dec, 2017 @ 10:08am 
Thanks for the update :)
E-Claire  [author] 23 Dec, 2017 @ 10:01am 
UPDATE:

- It's now possible to cultivate bushes and low shrubs.

- Plants which can be grown in planters will now display properly above the planter, rather than beneath it.

- Bryolux can now be grown in planters, if you really want planters full of glowing moss.

- Glowstools can no longer be grown in planters, as they're harvestable.
Flesh Forge 18 Dec, 2017 @ 2:22pm 
Tynan has acknowledged this for "next release" (B19?), however far away that might be, so maybe you don't want to put much effort into it:
https://ludeon.com/forums/index.php?topic=37509.0
E-Claire  [author] 18 Dec, 2017 @ 11:04am 
Hmm. I'll take a look and see if it's something that can be easily generalized.
Flesh Forge 18 Dec, 2017 @ 10:49am 
Rikiki worked around this in Caveworld Flora though, if you want to look at that:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=913328080
E-Claire  [author] 18 Dec, 2017 @ 9:38am 
Initial distribution of plants is random across the map, but yes, new plant growth (as opposed to plant "spreading") occurs from the edges of the map inward. That's one of the reasons why maps *have* to have traversable edges. And no, it's probably not something that could be easily modded, though it's not something I've looked into closely.
Flesh Forge 18 Dec, 2017 @ 7:40am 
A common complaint is that vanilla plants (grass and trees, notably) grows from the outer edges of the map inwards. Is that actually a thing, and if it is would you consider building a more random distribution for it? This isn't a problem with how plants in this mod are distributed and I don't think it has to do with what I was talking about earlier but I thought I'd ask. Thanks!
Flesh Forge 17 Dec, 2017 @ 3:24pm 
I think I may have just hit some really extreme combination of things, I have Configurable Maps set to random and I think it might have rolled max "plants" which turns out to be trees really, along with the other things mentioned.
kaptain_kavern 17 Dec, 2017 @ 10:30am 
My other mod, Vanilla Animal Overhaul, makes that elephants can eat trees as well, maybe it could help a bit on tropical maps?
Flesh Forge 17 Dec, 2017 @ 10:27am 
I have it and it didn't help. There's another facet to that problem, that when you have the problem of excessive trees and sparse grass/other fodder, all the herbivores quickly leave the map and you end up with a very large amount of predators, towards the end of that map I ended up with ~20 panthers and nothing else and whenever a colonist would go outside the compound they'd get dogpiled, or catpiled rather
E-Claire  [author] 17 Dec, 2017 @ 8:50am 
@Flesh: The "Fast Spreading Grass" mod by kaptain_kavern is one you might want to check out. Since it increases the rate at which grass grows and spreads, it ought to help prevent trees from taking over the map.
Flesh Forge 15 Dec, 2017 @ 8:16pm 
tbh it's really specific, I doubt this occurs in other biomes besides tropical swamp and only in pretty specific circumstances (alphabeavers disabled mainly).
E-Claire  [author] 15 Dec, 2017 @ 3:07pm 
@Flesh: That's a bit outside the scope of this mod, but it might be worth my own or someone else's time to see about creating a "bug fix" mod to address the problem.
Flesh Forge 15 Dec, 2017 @ 4:30am 
Oh, I guess there's vanilla alphabeaver incidents but god damn those are dumb :/
Flesh Forge 15 Dec, 2017 @ 4:28am 
I guess the real world solution to this is wildfires burning off the excessive trees but the firewatcher automatically starts rain and prevents that, maybe I should try the disable firewatcher mod.
Flesh Forge 15 Dec, 2017 @ 4:15am 
Something you might think about is tweaking the basic trees a little bit - when a map is generated there is a distribution of trees and grass, but in swamp (high tree growth) biomes, animals eventually eat all the grass and there are trees on literally every growable tile, leaving the land incapable of supporting any animals. This isn't a big deal in your colony area but it's a bit silly in the outer parts, and if left alonethe ground is 100% trees and wild animals starve. I don't know if there's an easy solution for this.
Flesh Forge 2 Dec, 2017 @ 10:40am 
I take that back about elephant diets (they do eat grass oops) but it still might be nice to have some of the other new plants for variety.
Flesh Forge 2 Dec, 2017 @ 10:34am 
There's some of the new plants I'd like to be able to cultivate if possible, like you allow Grass and Tall Grass, how about Low Shrubs? Elephants won't eat grass but they eat these, and they don't have to be harvested. Thanks!
Flesh Forge 2 Dec, 2017 @ 9:24am 
Great, thanks!
E-Claire  [author] 2 Dec, 2017 @ 5:58am 
@Flesh: Yeah, it was pointed out by someone else earlier this week that wild plants from this mod and VG don't show up on archipelago maps. It's something I should have noticed myself, but never thought of. Getting a patch out to fix that is on my "to do" list for the weekend.
Flesh Forge 2 Dec, 2017 @ 5:53am 
I'm running a colony in a Tropical Swamp Archipelago (also from your mod) and there are no harvestable plants in it anywhere, and have not been since start up to many years in. I don't think that's how you want it and I wasn't sure whether to report it here or in Archipelagos. FYI, thanks!
Rei'No Otoko 25 Nov, 2017 @ 6:12pm 
Yes I agree, I was just looking for help, I removed several of the mods I added today and it fixed the eating issue. Thanks anyways. your always very fast to respond, so I hoped you could point me in a direction, for help. have a great day.
E-Claire  [author] 25 Nov, 2017 @ 6:05pm 
@Rei'No: As this mod doesn't modify anything to do either with meals or with the game's eating mechanics, I feel safe in saying the problem with your colonists not eating has nothing to do with "Wild Cultivation."
Rei'No Otoko 25 Nov, 2017 @ 5:33pm 
I'm here to ask a question, I'm not blaming this mod or any mod for that matter.. But after several hours of game play my colonist has become unable to eat. he sits at the table and goes thru the motoin and when he finishs the meal falls on the floor. Is there any way I can track this down. it took several hours for it to happen and yesterdays game it never happened Smarter food is reporting an issue of not being able to set several things from mods I don't have.. but it worked fine yesterday. any help would be appreciated
Pasta 25 Nov, 2017 @ 6:40am 
@Azze Are you sure they aren't being exposed to light?
Rei'No Otoko 24 Nov, 2017 @ 2:20pm 
I found out something I didn't know, so i'm going to retry this..
E-Claire  [author] 24 Nov, 2017 @ 9:46am 
@Zyklame: Thanks for pointing that out. Somewhere along the line, I obviously cut-and-pasted from the wrong source, so some of my b18 mods pointed to the b18 thread, but others pointed to the a17 thread. :P They're all fixed now.