RimWorld

RimWorld

[Retired] CCP's Plant Stuff
30 Comments
Vardath 28 Oct, 2022 @ 7:01am 
Needs a patch with Rocketman
JACK 26 Sep, 2022 @ 11:35pm 
the mixed wildflowers alone are a must have, the rest of it just makes it better :)
Rics 3 Mar, 2021 @ 8:41am 
thank you for this awesome mod but i have a little question . whats the name of that bright path with the brown stepping stones overlay on it ? looks very cool i need it ;)
Rainycloud 2 Feb, 2021 @ 11:29am 
I love this mod. I always spend ages looking for it because I forget the name and look for garden paths etc. But it's worth it lol.
Thank you!
velcroboy333 26 Jan, 2021 @ 10:08am 
Hi, I encountered a small conflict with ZP Rice Cultivation, Because of their overwrite of the RawFungus def and your patching it to meat.

I altered this patch <Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "RawFungus"]</xpath>
<value>
<thingCategories>
<li>MeatRaw</li>
</thingCategories>
</value>
</Operation>

to
velcroboy333 26 Jan, 2021 @ 10:08am 
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[defName = "RawFungus"]/thingCategories</xpath>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "RawFungus"]/thingCategories</xpath>
<value>
<li>MeatRaw</li>
</value>
</match>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "RawFungus"]</xpath>
<value>
<thingCategories />
</value>
</nomatch>
</li>
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[defName = "RawFungus"]/thingCategories[li="MeatRaw"]</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "RawFungus"]/thingCategories</xpath>
<value>
<li>MeatRaw</li>
</value>
</nomatch>
</li>
</operations>
</Operation>


And it's working fine on my end. Just thought I'd let you know.
Halfelfaedyn 30 Apr, 2020 @ 1:51pm 
I would like to have the planters on a separate mod if possible? The main thing keeping me from downloading this mod is "berry bushes, roses, daylilies and clivias to use random textures." since I already have a mod that changes these, but not a good mod for raised flower beds.
Mr. Rainger 3 Feb, 2020 @ 10:30am 
could you make a pure aesthetic version? The garden paths look really nice, but other plant mods already.
Luinithil 14 Sep, 2019 @ 10:29pm 
Hey, so this and RimCuisine 2 apparently don't really like each other, at least the tweak where you make mushrooms count as meat. RC2 (and Pelador's Social Supplements) add several types of mushrooms, as I recall. Not sure if you'll have to make a patch, or if juggling load order will resolve it.

XML error: Duplicate XML node name thingCategories in this XML block: <ThingDef ParentName="PlantFoodRawBase"><defName>RawFungus</defName><label>raw fungus</label><description>Raw fungus.</description><graphicData><texPath>Things/Item/Resource/PlantFoodRaw/RawFungus</texPath></graphicData><statBases><MarketValue>1.1</MarketValue></statBases><ingestible><foodType>Meat</foodType></ingestible><comps><li Class="CompProperties_Rottable"><daysToRotStart>30</daysToRotStart><rotDestroys>true</rotDestroys></li></comps><thingCategories><li>MeatRaw</li></thingCategories><thingCategories><li>RC2_VegetablesRaw</li></thingCategories></ThingDef>
cucumpear  [author] 30 May, 2019 @ 3:13am 
Yeah, there were some crop rebalances and I haven't gotten around to adjusting. Thank you for the reminder. :)
dninemfive 29 May, 2019 @ 4:58pm 
Just something I noticed and thought I should point out: your Cultivated Agave is significantly better than any food crop I have installed, including all VGP crops (even their agave, which is relatively strong, too) and even Lembas from the Jec's elves mod. A harvest yield of 7 would bring it more in line with other mods while still being relatively strong as a food source.
cucumpear  [author] 25 Dec, 2018 @ 2:43am 
I'll have to check what exactly makes it incompatible, but I'll look into it.
Luinithil 24 Dec, 2018 @ 6:43pm 
Hey, Lanilor's new Terra Project mod seems to have this mod listed under possibly incompatible: am wondering if a patch is possible on your side if working with them?
Sinitell 15 Dec, 2018 @ 1:39pm 
I love this. :D
Qrystver 8 Dec, 2018 @ 6:55pm 
This mod is awesome! Adds some nice variety to game and the hidden power conduits are a lifesaver! I hate that the vanilla ones can be seen. The lights are fantastic too, there's just one thing...I do not accept your apology for the floors. They look great and have many uses beyond garden paths. :p
cucumpear  [author] 23 Nov, 2018 @ 1:51pm 
Should work with deconstruct, it's not technically a floor since those can't have transparency. There's a hotkey (I can't recall the default atm) to cycle through objects on a tile to make selecting the right one easier.
Yaslana 23 Nov, 2018 @ 12:17pm 
I love this mod! But is there some way to remove a garden path (love the art btw :D ) - I put two different ones above each other and remove floor does not work.
Derp & Junk 20 Oct, 2018 @ 11:02pm 
I thought I remembered there being a mod that makes it so all plants spawn on planet somewhere but you need to get seeds from them for planting. Am I just blind, have you heard of this?

Fntastic mod by the way! It sounds fairly semi-vanilla so I'm giving it a try.
cucumpear  [author] 17 Oct, 2018 @ 1:25am 
The update to 1.0 only changed the version code, so just enable it in your 0.19 game. ^^
cucumpear  [author] 9 Sep, 2018 @ 12:41am 
Absolutely, I'm slowly working through all my mods. ^^
dninemfive 8 Sep, 2018 @ 4:52pm 
Any plans to update this?
cucumpear  [author] 30 Mar, 2018 @ 2:22pm 
You can definitely run them together (I have done so) but for example the wild daylilies will not have the random colours. IIRC all theplants, like wild corn etc are new defs so whey're not affected by my patches, nor will my wild plants become cultivated.
Zuicidal Deity 30 Mar, 2018 @ 12:34pm 
Is this compatible with RF's plant mod that makes all wild and cultivated plants become cultivated and wild respectively?
cucumpear  [author] 16 Mar, 2018 @ 12:08pm 
Oddworld86 16 Mar, 2018 @ 11:21am 
HI,

Where can I find the brick walls, we can see on your picture?
cucumpear  [author] 15 Jan, 2018 @ 1:24pm 
I haven't tested it but it should be fine.
Izuela 15 Jan, 2018 @ 10:03am 
Luinithil 12 Jan, 2018 @ 8:04am 
Hm. So the one I'd maybe have to check on would be the Woodworking mod... right-o.
cucumpear  [author] 12 Jan, 2018 @ 7:46am 
I wouldn't expect anything breaking, but other modded plants will not be affected by the patches.
Luinithil 12 Jan, 2018 @ 7:21am 
Ooh, awesome. Going to see how this works with cupro's Zen Garden. I'm using all the Vegetable Garden stuff-- reckon there's anything that might break?