RimWorld

RimWorld

[1.1] Witch's Garden
62 Comments
Nettlesprout 17 May, 2021 @ 5:02pm 
Would love to add this to my 1.2 games, hope it is one day updated to 1.2
BlueTressym 26 Jan, 2021 @ 8:22pm 
@Gray SandDragon, doesn't Seeds Please itself have instructions for how to do that?
Genaeve 11 Dec, 2020 @ 2:06pm 
Hi. Does this work in 1.2? Thank you in advance.
Gray Sanddragon 23 Oct, 2020 @ 12:08pm 
I really want to use this mod to make tribal start harder, however I will NEVER use this mod unless it becomes Seeds Please compatible! Nice art though can't wait to try this mod some day
Do0m[y] 1 Oct, 2020 @ 12:55pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
AoQC: Little Newfie Gal 24 Sep, 2020 @ 7:35am 
I love the variety this mod adds to a bunch of stuff, but I really hate that it removes vanilla plantable healroot and requires a bunch of herbs to be combined just to make herbal medicine. It adds an extra step to the Herbal Medicine process without anything to counterbalance this.

I am wondering if you'd be willing to make a version of this that does not remove vanilla healroot planting. The removal of healroot from farmable plants wasn't something I expected on installation and caused a lot of confusion for me.
iAmSqueakz 20 Sep, 2020 @ 7:44pm 
Does this work in 1.2?
Santa! 14 Sep, 2020 @ 11:00pm 
For those that still want healroot to be growable, simply delete the "Patches" folder in the mod files. Enjoy! :lunar2019coolpig:
BlueTressym 14 Sep, 2020 @ 9:20am 
Hiya. Will you be updating this for 1.2? I really like what it does.
Hydromancerx 24 Aug, 2020 @ 12:10pm 
Can you have more of the herbs spawn in the wild? Specifically Hellebores and Comfrey?
Luisomar_85 19 Aug, 2020 @ 8:02am 
does some of the plants spawns in the wild? or you can only plant em?
MasterOfBacon 17 Aug, 2020 @ 11:18am 
1.2?
rjwaters 28 Jul, 2020 @ 12:20pm 
would it be possible to add (or at least point me at the file i need to change to do it myself) a recipe for the herb teas that is more than 1 at a time? because i dont know about you, but if i grab a bigger container, and more tea *i can make more than one glass at a time*
Uncertainty 2 Jun, 2020 @ 2:23pm 
So is the composter supposed to be UF_IdealSafeProductionTemperature: 34F~210F and what does the bar mean after I put the compost starter in
Prester 1 Jun, 2020 @ 12:04pm 
so i researched healing herbs, now ... where do i craft the medicine? since there is no new workbench for the mod, it was put somewhere in an existing, but i cant find which one. please help ^^
mage. 25 May, 2020 @ 7:34pm 
does this have any conflict with apothecary for medieval stuff?
Chaplain Sol 15 May, 2020 @ 12:18pm 
Does this work in multiplayer?
FantasyFan  [author] 15 May, 2020 @ 1:59am 
@Kiwi Only bulk medicine recipes. I will fix the herbal meal after the crystal bodyparts update.
Kiwi 14 May, 2020 @ 8:07pm 
Also, it takes two fine meals and herbs to make one herbed meal. Is that right? =\
Kiwi 14 May, 2020 @ 8:06pm 
Update 22/10/19:
-Bulk Recipes

Does this apply for meals? I can't seem to produce any bulk items.
jgsinfw 9 May, 2020 @ 6:10pm 
As of May 7, 2020, having this mod installed makes it impossible for my pawns to interact with any object on the map, be it clothing, animals, other pawns, weapons, the herbs from this mod, or any other plant.
LEGITAMATE-DUST 24 Apr, 2020 @ 3:24pm 
I can't make a fine meal with herbs because it says that it is missing an ingredient, this really bothers me, any help would be nice.
Eoftar 16 Apr, 2020 @ 6:39am 
Is it compatible with Seeds Please?
DarkArtistryNKP 14 Apr, 2020 @ 6:15am 
I thought that might be it.
Would it be possible to code it so that it spreads gradually, say maybe a tile out(if said tile is is within grow zone parameters.) in each direction annually, and stays after a harvest like a berry bush.
FantasyFan  [author] 14 Apr, 2020 @ 12:57am 
"Some mint species are more invasive than others. Even with the less invasive mints, care should be taken when mixing any mint with any other plants, lest the mint take over. To control mints in an open environment, they should be planted in deep, bottomless containers sunk in the ground, or planted above ground in tubs and barrels."
Wikipedia: https://en.m.wikipedia.org/wiki/Mentha
DarkArtistryNKP 13 Apr, 2020 @ 5:54pm 
I'm confusing about the reasoning behind Spearmint & Peppermint only being able to grow in Pots or hydroponics.
2Dfruity 13 Apr, 2020 @ 4:35pm 
I love this mod, but it bugs me that I can't grow plain healroot anymore. It's easier to grow healroot that automatically becomes herbal medicine instead of having to craft it from calendula. Is there any way we can get healroot back?
Blakwater 17 Mar, 2020 @ 8:15pm 
@FantasyFan Thank you! It is really appreciated.
Hydromancerx 16 Mar, 2020 @ 8:31pm 
@FantasyFan - I was wondering if we could have your permission to do a crossover mod between this mod and the Three Sisters mod. I have permission from dismarzero to add such. Basiclly there is a thing called an "Orchards Guild" crop that grows more than one type of crop in one spot. Right now we have ones like Peach + Beans + Strawberry. But we would like to add herbs too since that's what works in real life. Thus the mod would depend on your mod too to work. Here is an example of an Orchard Guild ...

https://www.southernexposure.com/blog/wp-content/uploads/2018/01/Peach-Tree-Guild-e1516199478222.jpg
Vamp 16 Mar, 2020 @ 10:59am 
Also have to take into account various risks of drinking it if there are any (such as how likely and bad addictions are) as I do not know all the details
Vamp 16 Mar, 2020 @ 10:58am 
After looking at vanilla items I believe maybe x75% pain should be the most pain reduction a tea has actually (especially if it only affects pain tolerance) and other teas should have other effects. I personally think if possible Chamomile should affect rest effectiveness instead of causing x50% tiredness. I like the idea of the ones that effect breathing and such, maybe more unique effects like that would be best. I just don't see tea as a combat heavy item but it's your mod so you do what you want with it of course. I will have to test the difficulty of making the various teas to know for sure how strong effects would feel balanced without being too weak.
Vamp 16 Mar, 2020 @ 8:37am 
I could perform the testing later today and get back to here if that would help with balance.
Vamp 16 Mar, 2020 @ 8:36am 
I would have to do some detailed testing, do you know exactly how long the effect lasts? Then I would have to test the difficulty of growing them but I would put pain reduction to 85% at most unless I'm overlooking difficulty of growing them. Thanks so much for responding! Feels like a lot of care went into this and I really enjoy the new crops, I just found the teas would make colonists superhuman in combat with ignoring pain instead of the relaxation and general buffs.
FantasyFan  [author] 16 Mar, 2020 @ 2:54am 
@Blackwater I will fix the composter today.

@Sushi Dragon How much would you suggest?
Vamp 15 Mar, 2020 @ 10:26pm 
The teas are actually insane, considering peppermint tea lowers pain to 30%. Luciferium itself only lowers pain to 80%. That's a major balance concern for me considering how long it lasts.
Blakwater 6 Mar, 2020 @ 10:31pm 
The issue with the composter box is worse than I originally thought. Because the pawns can't remove the finished compost from the box, they queue up hundreds of jobs that can't be fulfilled causing them to stand around for hours and fill the debug log with errors. Makes the game almost unplayable when all pawns set to haul just stop because of the composter box.
TREN 6 Mar, 2020 @ 7:53pm 
Love this mod.
Deep 3 Mar, 2020 @ 9:42am 
Thanks for the update! Love the mod, makes the map more beautiful.
Blakwater 1 Mar, 2020 @ 1:02pm 
Can't get the compost out of the composter box. I can right click to tell a pawn to take the product out, but it immediately cancels the job. There's also a lot of code in the info box when I click on the box itself. GetInspectString exception.
Tynian 24 Feb, 2020 @ 5:31am 
Just passing again to say that i saw most of my rants from month ago be fixed.
I now really love the mod, fits perfectly for an apothecary work in medieval or fantasy theme runs.

Thanks for all the work put in the mod, it's a good one.
Wiseman05 14 Jan, 2020 @ 4:27pm 
I really really like this mod actually. I feel it has a great place alongside VGP, and some others that add plant life to the game. Makes the world feel a lot more vibrant, a lot more lively, and a lot more lived in. Plus, the plants that are added in fit in with that Vanilla feel.

My only major concerns are the same ones echoed with Tynian below. I think this mod, with a bit more work, can be great. It's just cutting down on micromanagement, and adding in descriptions on what the plants do themselves so I know whats what.

Keep it up!
Krausladen 25 Dec, 2019 @ 7:40pm 
This needs work, differentiated descriptions about whats what is needed in game for one. I shouldn't have to leave the game to figure out whats healroot. Instead of adding new plants, this mod desperately needs some background work done to make it 5 star worthy.
Redeye 7 Dec, 2019 @ 6:57am 
can you tone down the greens?
Tynian 27 Oct, 2019 @ 9:59am 
Nice mod, but just a few bugs/lacks :

nettle tea has no effect

All plant teas arent considered drugs, nor joy item; so pawns wont consume them on their own and you cant program a daily consumption (except lemon balm), so you have to micromanage to make pawns drink them... Not very practical.

Lemon balm triggers addiction far too easily when you compare the ratio benefit/risk

And finally there are no descriptions for the teas/plants, so you have to remember the effects of each, again, not practical.

After all these rantings, i should add that i really liked the mod it adds a nice touch of realism , and would use it again if those problems were to be fixed, otherwise it's a bit too much micromanagement.

Thank you for your good work, keep it up. ^^
VOLK'oFF 25 Oct, 2019 @ 10:52pm 
compost starter are not available to craft, says that no materials
FantasyFan  [author] 24 Oct, 2019 @ 8:52am 
You can not turn nettle into herbal medicine.
"Replaces Healroot" means it replaces the plant "heal root". You can gather calendula as a heal item, but it is worse than herbal medicine.
2Dfruity 23 Oct, 2019 @ 4:33pm 
How do I turn nettles into herbal medicine? My colonists aren't using nettles to heal.
Der Schmoint 22 Oct, 2019 @ 12:36pm 
thx
FantasyFan  [author] 21 Oct, 2019 @ 1:35pm 
It should be compatible.
Gisa 21 Oct, 2019 @ 6:58am 
Is VGP compatible?