RimWorld

RimWorld

[RF] Wild Cultivation [1.0]
89 Comments
smerthin flop 11 Dec, 2020 @ 8:57am 
If I have seeds please how do I get agarilux and brylux seeds from raw mushrooms?
slayde 2 Mar, 2020 @ 2:11pm 
Great job!!!:steamhappy:
Saucy_Pigeon 1 Mar, 2020 @ 9:29am 
Hello, I have updated this mod to support version 1.1. It is available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2011505811
Kublai Clam 26 Feb, 2020 @ 11:31pm 
This was a really great mod, especially in combination with Seeds Please. Any chance we will get to enjoy a 1.1 update? Thanks for all the work you've put in.
troopersmith1 25 Feb, 2020 @ 10:33pm 
Any chance of an update for 1.1?
Beaniemonk 25 Jan, 2020 @ 2:01pm 
I'm loving this mod for tribal starts. It gives you some more options for maintaining your food supply while you wait for your first batch of rice to grow. But at no point does it feel like it ruins the balance -- it's still a grind to keep your colony fed in the first few days. It feels like vanilla.

Also the Flora Tab mod is awesome paired with it -- helps you find harvestable wild crops without squinting and scrolling all over the place.
CatfishTea 31 Dec, 2019 @ 4:19pm 
Plantable Chokevine?
Hydromancerx 27 Dec, 2019 @ 10:45am 
@ Rainbeau - Can you make a version for VG that spawns their crops in the wild?
Mistletoe The Bard 29 Oct, 2019 @ 7:13pm 
This changed the possibility of harder mods with naked brutality gameplay! Wonderful!
Dan van Dante 17 Aug, 2019 @ 6:24am 
Update for RimCousine 2, please.
KizaSempai 13 Aug, 2019 @ 2:48am 
Hi there !
First of all let me thank you a lot for the great job you've perform ! I really enjoy this mod with SeedsPlease !
I would like to know,
Is it possible to add wild Wheat and Sugarcane from VGP Garden Gourmet ?
cvh3598 10 Aug, 2019 @ 2:39am 
i get the same X image
Colborn 24 Jul, 2019 @ 1:01pm 
daylily is with a X error image i dont know why
bihlbo 12 Jun, 2019 @ 7:22am 
If you're playing with ZARS Tribal Reborn, this is a must-have, as it allows you to be true hunter-gatherers!
DarkSlayerEX 17 Apr, 2019 @ 9:25am 
"Also whenever i select Agave for sand-growing areas, the pawns wont plant anything, neither can i tell them to do so (no menu popup)."

I had the same issue with VG crops before I realized the fertility requirement wasn't being met.
Ucpteddy 21 Mar, 2019 @ 2:11am 
pincushion cacti makes the pincushion cacti from vegetable garden, unharvestable for cactus fruit (It seems to make 1 slot for itself in the list and also overwrighting the one from vegetable garden, so there is 2 pincushion cacti in the list, one requires no skill, and the other 4 skill. but both are the same, unharvestable. Also whenever i select Agave for sand-growing areas, the pawns wont plant anything, neither can i tell them to do so (no menu popup).
Elenox 17 Mar, 2019 @ 8:15am 
Maybe I've overlooked something, but is there any way to turn off wild growth of domesticated plants if you only want to be able to grow wild varieties? I have a few mods that add trees that don't quite look right when growing in the wild.
Red Shirt 14 Mar, 2019 @ 7:58am 
Is this compatible with advanced biomes?
makoaluveaux 24 Feb, 2019 @ 6:13pm 
Thank you sir.
"The" SeanMacLeod 22 Feb, 2019 @ 8:32pm 
Are the floors dirt?
MrAdventure 22 Feb, 2019 @ 8:01pm 
Sometimes the wild plants randomly appear inside of my colonist rooms. I don't know why
Red Shirt 21 Feb, 2019 @ 4:59am 
Not sure if anyone else is having the same problem.. Though it seems when I activate this mod here, it causes some unity 2d textures to get removed?
Luetin 10 Feb, 2019 @ 12:13pm 
thank you for the update
AlexIlTabaccaio 7 Feb, 2019 @ 3:30pm 
Is it compatible with Smokeleaf Industry?
E-Claire  [author] 29 Dec, 2018 @ 1:39pm 
@Monk: This mod doesn't make any changes that would affect which plants animals will eat.
AmbiguousMonk 29 Dec, 2018 @ 12:43pm 
Does this make brambles unable to be eaten by animals? I'm not certain if it's this mod, but since I've added it, my tamed animals don't seem to eat brambles any longer
AmbiguousMonk 27 Dec, 2018 @ 8:03am 
Can we get at least rough values for the changes to agave, how much faster cultivated fungus matures, and how much more cultivated brambles slow?
E-Claire  [author] 5 Dec, 2018 @ 7:28pm 
UPDATE:

- Changed the defNames for agave seeds and for the agave seed extraction recipe to match those from "Vegetable Garden," to prevent duplication if both mods are in use alongside "Seeds Please!" (This will, unfortunately, produce errors the first time a game is loaded in which any of the original version of this mod's agave seeds exist.)
Dr Zhivago 5 Dec, 2018 @ 6:21pm 
Report is on Ludeon
E-Claire  [author] 5 Dec, 2018 @ 4:29pm 
@Dr Zhivago: I just checked, and while there may well be another mod that adds agave seeds, "Seeds Please" itself does not do so.
Dr Zhivago 3 Dec, 2018 @ 8:18pm 
Just letting you know that "Seeds Please!" updated their seed searching and has Agave included. So with your mod and Seeds Please there are now 2 types of Agave seeds.
Tanelorn 25 Nov, 2018 @ 7:25pm 
ok, thanks for enlightening me. love your mods.
E-Claire  [author] 25 Nov, 2018 @ 7:17pm 
Again, "Wild Cultivation" doesn't add either wild or cultivated berries, nor is there any reason for it to do so, as they both already exist in the vanilla game. Nor does it add a tech requirement for cultivating berries; VGP does that. So the issue you're complaining about has nothing to do with this mod.

If you don't think berry cultivation should have a tech requirement, then either don't use VGP, convince its author to remove the requirement, or edit its XML defs for your own use to suit your desires.
Tanelorn 25 Nov, 2018 @ 7:00pm 
I only bring it up because these mods really are meant to work together. The combination of VG, SP!, and wild cultivation should synergize. I'm not saying that I expect you to do it, just saying it makes sense that tribals should be able to harvest wild berries and plant them without a heavy research requirement. It's your mod that allows for wild cultivation, so it makes sense that something like wild berries should have a zero tech requirement to plant.
E-Claire  [author] 25 Nov, 2018 @ 6:53pm 
@Tanelorn: I don't mean to seem rude, but I really can't see any reason why I should add a new (and completely redundant) crop to this mod, just to bypass a limitation to your tribal start game that only exists because of another mod (VGP) that you're choosing to use.
Tanelorn 25 Nov, 2018 @ 6:41pm 
Thank you Rainbeau for responding to my question. I have another issue that's become a big problem for my tribal start. Cultivating wild plants also requires research that is tier 2-3 just to grow things like strawberries and fruit trees. It's a huge handicap for tribal starts. I am running VG and SP!, which I intended to add more realism but due to the tech requirements my tribals need to research heavily before they can actually grow plants from the berry bush seeds (strawberry). Is this an unintended limitation? In my opinion, wild berries should be raspberries (as they are a bush). Perhaps your mod should have a custom crop: raspberries, harvested from wild berries, with a zero tech requirement. The crop would look exactly like the wild berry bush. Tribals need something they can cultivate immediately that doesn't rely on random luck of getting potato seeds from a random caravan visit.
Tanelorn 23 Nov, 2018 @ 12:45pm 
Oh you are so right, I did not realize that you can make strawberries from the default berries. The name threw me for a loop. Thank you.
bk3000 15 Nov, 2018 @ 10:32pm 
@Tanelorn
But stawberries yield the same berries as the berry bushes do. Thus it is the same thing. So you are asking for something redundant.
E-Claire  [author] 14 Nov, 2018 @ 4:52am 
Perhaps I'm the one missing something. Doesn't "Seeds Please!" by itself already allow vanilla berry plants to drop seeds? If I'm not mistaken, earlier versions of that mod had wild berries drop seeds that could be used to grow strawberry bushes, since as I said, the two bushes are essentially the same thing, anyway. If that's not happening, perhaps you should suggest it in the "Seeds Please!" discussion, as it seems like something the mod ought to be doing....
Tanelorn 13 Nov, 2018 @ 9:57pm 
@ Rainbeau, I guess I don't understand the logic. Isn't the point of cultivatable wild foods + seeds to allow players to grow crops without having to wait for an appropriate caravan to arrive before you can get food to then process to make seeds to then plant? With the "vanilla" berries excluded from this mod, a major source of cultivatable wild food is not available to the colony. I guess I am on the fringe because I use the seeds mod. I will just tell you, from the standpoint of a tribal start using the seeds mod, being able to cultivate wild berries is incredibly important and adding that capability would make a huge difference. That, or a mod to diversify vanilla berries so that there are no berries in the game, but rather it's a random chance of them being replaced on the landscape by strawberries, cloudberries, etc. Which is actually a great idea for a mod IMO.
E-Claire  [author] 13 Nov, 2018 @ 8:37pm 
@Tanelorn: Vanilla already has wild berry bushes and cultivated strawberry bushes, which are effectively the same thing. So there would really be no point in having this mod make berries cultivatable or allow strawberries to show up in the wild.
Tanelorn 13 Nov, 2018 @ 6:51pm 
I am very surprised that you don't allow "berries" specifically. I am running the "nature's pretty sweet" mod and am in the redwood forest. Did 1.0 possibly diversify berries, but the nature mod is still using old definitions? I am surrounded by berry bushes, most of my foraged food is berries, but I can't plant them or get seeds from them.
viirinsoftworks 7 Nov, 2018 @ 3:27am 
I'm still trying to figure out (man I need to find a RimWorld modding community) how to mod so I can make Skyrim's nirnroot plants. Glow + herbal medicine when harvested. If I get that mod made, then I'll have to let you know Rainbeau so you can add it if you want.
And don't worry, I'd add the red ones.
E-Claire  [author] 6 Nov, 2018 @ 6:21pm 
(And perhaps more to the point, you're not able otherwise to put "crop" plants in planters, anyway, so why should glowstools be an exception?)
E-Claire  [author] 6 Nov, 2018 @ 6:20pm 
@Ethanay: Glowstools are specifically described as a smelly mushroom that's good when cooked. So they can be grown on the ground or in hydroponics bins, but not in planters. That's a deliberate decision. Why would you want a smelly (and apparently not very attractive) plant as a decorative item?
A_Sidewalk 6 Nov, 2018 @ 5:02pm 
Hello, can you add the glowing mushrooms to the plant pot please?
E-Claire  [author] 3 Nov, 2018 @ 4:23pm 
UPDATE:

- If this mod is used in conjunction with "Fertile Planet," rainforests and tropical swamps should no longer be devoid of vegetation.
viirinsoftworks 1 Nov, 2018 @ 9:48pm 
I agree. But then again, SeedsPlease is horribly unbalanced no matter how much I like its idea, so you're pretty unlikely to ever get a seed from the events, and even if you do, there's pretty much a guarantee you won't get many more from your hydroponic bay.

Unless you extract seeds from the fruit. But yeah, I agree. Really I just wanted you to have their full list in case it was of use to you somehow.
E-Claire  [author] 29 Oct, 2018 @ 5:01am 
@ViirinSoftworks: For purposes of this mod, VGP's *new* plants are irrelevant. I only need to worry about changes it makes to vanilla plants. And the only wild vanilla plants which VGP makes cultivatable are agave and ambrosia, both of which I already knew about, and only one of which this mod also changes. (Personally, I think it's a mistake to make ambrosia cultivatable, which is why this mod doesn't do it. It completely robs the plant of its unique value and mystique.)
viirinsoftworks 28 Oct, 2018 @ 11:28pm 
Rainbeau: VGP does have additional options. You can grow all vanilla plants-

Brambles, Blueberry (harvests as blueberry), Strawberry (harvests as berry), agave, pincushion cactus, cactus, ambrosia, etc. Actually let me boot it up and I'll give you a tech list.

Agriculture I: Snow Beets (they have it misspelled), Red Lentils, Olives
Agriculture II: Grapes, Agave, Strawberries, Blueberries, Watermelons
Agriculture III: Apple, Banana, Orange, Peach
Wild Biome: Cherry, Coconut, Fig, Date, Pineapple, Cloudberry, Gooseberry
Ambrosia: Ambrosia

B1.0's "Tree Sowing" includes of course Cactus and Ironwood but only if it's in your city's biome anyway.