RimWorld

RimWorld

Realistic Plant Cycles 2.0
176 Comments
Umriq 28 Dec, 2024 @ 5:14pm 
May i ask for the seedsplease patches is it for the old "SeedsPlease: Lite" by Owlchemist or latest and current one "SeedsPlease: Lite Redux" by HTxL?
Autumn 14 May, 2024 @ 4:07pm 
@Hound I haven't really toyed with that much, thanks for the advice.
Hound 13 May, 2024 @ 8:26am 
@Toast Probably really belated, but I've been playing with the Harvest Yield setting on the custom storyteller settings? I've definitely had to increase my plot sizes with it set lower. A bit inconvenient for some plants (and for wood), which don't survive the winter frosts.

I'm still tweaking though; 25% still feels a bit high for the target plot size I'm looking for, but that may just be a consequence of the number of harvests I get per year per plant, which is why this mod interests me. I'm not sure it would interact well with the yield scaling given the multiharvests but we'll see.

I haven't been playing with the butcher yield though because my computer can't afford that many animals on map.

Also, I agree with Muad'dib about the adjustment to all crops. I don't know how difficult it is to make a dependent mod vs making an option, but either way that would be nice.
velcroboy333  [author] 4 May, 2024 @ 3:01pm 
Yeah, I do actually like that idea and was just thinking about doing an option recently. When I get the time I'll probably make that happen.
Muad'dib 4 May, 2024 @ 7:29am 
@Toast in my experience, it does not increase the # of plots really needed. I've looked through the xml and was talking with the dev a while back and many of the changes made are done in a way to be what you could call 'balanced with vanilla' so if it took longer to grow it often also produces more. That being said you do need to plan more so sometimes you'll get larger plots to make sure you can store long enough till the next harvest comes in since they don't cycle as fast. I never needed to due to also having animals.

@velcroboy333 if you do start working on this again may I suggest you get it to where you adjust all crops? I remember talking to you and you purposely left a lot of plants alone like rice and potatoes because you didn't want to make the start harder but my 2 cents is people could slightly adjust that when starting the game by tweaking the scenario to just give a extra food such as packaged meals if crashing or some extra rice as tribal if that is a concern.
velcroboy333  [author] 30 Apr, 2024 @ 10:58pm 
It might not increases the need for more plants. However, imo, it increases the need for more diversity of plants to cover a range of seasons and timing of harvests.
Autumn 30 Apr, 2024 @ 7:17pm 
In practice, does this increase the needed number of plants for a colony? I've been looking for a mod that does that, it always feels so easy to just wall in all your fields in vanilla because colonists can live off a tiny garden.
velcroboy333  [author] 27 Apr, 2024 @ 6:56pm 
It's possible I didn't get to all the modded plants yet. It's been a while since I updated this mod and I forgot where I left off. I will check on it when I have some time. But due to IRL it will be 2-3 weeks.
Scarlet Ice 27 Apr, 2024 @ 6:02pm 
Some of the plants are not showing the new change on the description, like hay grass, regrowth berry and all vgp plants.
velcroboy333  [author] 20 Apr, 2024 @ 10:47am 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.
Vulkandrache 16 Feb, 2024 @ 9:22am 
If Star Anise is supposed to take 6 years, which sounds more reasonable,
you might have a zero to many in the file. Mine says 2180 days.

Im currently playing on an Oasis with max axial tilt planet.
From -30° to 65° and 10 days growing.
There is maybe 4 plants i can grow over the whole collection of
Apothecary and VPE that make it to maturity before dying from cold or age.
That is kinda what i was looking for. Except so many of these plants seem to only be harvestable over 95%. For multiharvestees that make sense, not so much for single-year plants.

Not a fan of the whole greenhouse hydroponics thing.
I would assume the whole point of this mod to be more challenging logistics.
If im playing on a 50 or 60 day growing tile or if i rush Hydros then this mod
becomes pointless since only the logistic busywork remains, not the challenge.

Additionaly, outside of combat, im playing as handoff as possible.
Having to turn multiple growing zones on and off every year is to much.
velcroboy333  [author] 16 Feb, 2024 @ 6:40am 
Star anise takes 6 years to reach maturity and then you can harvest once a year after that for like 100+ years. I know everyone plays the game different but the way I play, I easily have 10+ years in my colonies. So, it's very feasible for me to plant anise and get many harvests. But that just proves my point, that you have to plan ahead more than you would with vanilla.

Also, I use the mod that adds skylights. So, after I have the researched glass making, I will make greenhouses. And of course Hydroponics...If I'm playing primitive it's a lot more tricky but....imo, that's realistic and I won't plant certain plants later than late spring/mid summer.
velcroboy333  [author] 16 Feb, 2024 @ 6:39am 
As for the lifespans and such with the kale you mentioned, there's just limitations with the code and sometimes you'll get stuff like that 🤷‍♂️. All in all though, this mod brings things closer to irl, which is the main goal. Whether or not that fits your playstyle, is entirely up to you.

I will make a note to add cold tolerance in the description next time I update.
Vulkandrache 15 Feb, 2024 @ 9:19pm 
While i do like the concept of this mod i cannot entirely disgree with the guy below.
After researching the first few tech in Apothecary i took a look at both mods
and i just dont understand some of these numbers.
The StarAnise especialy takes 40 YEARS to grow to first harvest.
Even if that was realistic it makes it unuseable ingame
no matter how much fertilizer i hoist onto it.
And several of the plants just die from lifespan before being harvestable if you arent in
a year-round biom.
It was a mix of funny and frustrating to see the kale at 90% surviving -30° winter
only to then die hours before being harvestable.

I would also much appreciate if the description of the plants could include wether they die from cold or not.
velcroboy333  [author] 6 Feb, 2024 @ 8:40am 
Since some plants take years to start producing, it means you have to really consider how soon you can/want to start planting them and how you will protect them over that time.

It certainly makes the early-mid game more challenging/rewarding, imo.

If more inputs are what you want, there are several mods that add irrigation, fertilizing, tilling, etc. Put that is beyond the scope of this mod.

If additional threats and crop management are something you are looking for, I would check out these mods

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018130534
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2258612562
velcroboy333  [author] 6 Feb, 2024 @ 8:40am 
As an avid gardener myself, I disagree with your assessment.

First of all, this mod doesn't "simply make all crops take longer to grow." In fact many plants have shorter growing periods. And the ones that are longer are more susceptible to danger before producing a harvest.

What this mod does, in comparison to vanilla, is change the entire strategy of how you(the player) manage your planting. Plants that used to give a bulk harvest of 20-30 after 5-7 days, now might take months, seasons, or even years to start producing and yielding 2-10 per harvest.

At this point, plants will start producing harvests more frequently than vanilla. So, initially, your pawns might have more time, but once the harvests start rolling in, they will be constantly attending the plants. It simply shifts the work load more towards the end vs the middle.
Ionfrigate12345 6 Feb, 2024 @ 8:19am 
As a gardening fans in real world, I actually feel this mod more unrealistic than vanilla instead. Not the fault of author, but the mechanism of RW doesnt include water management nor weed control (like Sims).

In vanilla you are just like real world farmers or gardeners who have to check and maintain the crops very often. There is no weed control or watering but instead it separate one large harvest into multiple smaller ones by forcing you to work on the crops as similar frequency of real world farming.

But with this mod it simply make all crops take longer to grow, without watering or weed controls it will make farming too easy, Unless disasters happen, usually you just need to plant and forget (especially for hydroponic indoor plants), then your pawns have a lot more time to focus on other works. This is actually more unrealistic than vanilla and break totally game balance.
velcroboy333  [author] 10 Aug, 2023 @ 1:21pm 
CTH2004 29 Mar, 2023 @ 8:40am 
@velcroboy333

great!
and, as for the comment (asperagus one), I couldn't quite get it to work, and once it was, when looking I saw that it looked like this mod didin't add plants (:

can't wait for if/ when you do that new mod!

Edit: just thought of, when you make it, it could include Releastic Ranching

Just a thought!
velcroboy333  [author] 29 Mar, 2023 @ 7:21am 
OK, just getting back to RL. I have a number of comments on a number of mods to sift through but I will get to all these soon.

@상자 is this something I need to look in to? Or are you just commenting about the difference?

@CTH2004, I might if I have time. The bigger issues is keeping up and having to change them every time a mod goes to "continued" or "forked" or whatever.

Also, I saw your asparagus comment before you deleted it? I have picked wild asparagus in past years. It's been a while but yeah, If/when I move to another spot, I'd like to start growing it. As for the changes to frequencies of harvest and whatnot, I'm just working with the system in place. I would love to do a new mod someday that really overhauls plant growth systems. Such as seasonal harvests and a number of other ideas I have. We'll see though.
CTH2004 27 Mar, 2023 @ 11:42am 
quick question: would you be willing to replace all those compatible mod names with links using the [url="insert link here"]"Insert name of mod here"[/url]

how that would work is, for your mod:

Realistic Plant Cycles 2.0

In that case, "insert link here" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2406978493
and "insert name of mod here" is Realistic Plant Cycles 2.0
상자 2 Mar, 2023 @ 5:15am 
While using this mod, vanilla plant expanded 'Red' bell peppers can be harvested multiple times, but 'Yellow' bell peppers can only be harvested once.
thx to good mod. have a nice day.
Glitter Bat 22 Dec, 2022 @ 3:55pm 
Thank you for the update! I appreciate mod authors greatly for taking the time to entertain the masses.
velcroboy333  [author] 21 Dec, 2022 @ 9:26pm 
Thanks again for the report. Just sent a fix.
Glitter Bat 21 Dec, 2022 @ 8:22pm 
Hello there. Found a issue with this mod and [1.0, 1.1] RimCuisine 2 Core/RimCuisine 2 Core- since RimCuisine is in 1.4 it seems like this mod can't patch it.

[Realistic Plant Cycles 2.0] Patch operation Verse.PatchOperationFindMod([1.0, 1.1] RimCuisine 2 Core, RimCuisine 2 Core, RimCuisine 2 Core (Continued)) failed
pota 17 Dec, 2022 @ 12:07pm 
thanks for the quick fix! and ty for the great mod as well. been using this mod for a long time now and it automatically goes on every new modlist i make ^^
velcroboy333  [author] 17 Dec, 2022 @ 9:54am 
Thanks for the report. Should be fixed now.
pota 16 Dec, 2022 @ 1:58pm 
ive gotten a few startup errors for "medieval overhaul" and "vanilla brewing expanded - coffee and tea" from this mod. came here to check it out and saw you asking for bug reports on those so here :D

https://gist.github.com/d24fc8cdf657f3f11fc70e2aca7710a3
velcroboy333  [author] 3 Dec, 2022 @ 1:19pm 
Minor tweak to the patches that might trigger some startup errors. (This is sort of a good thing) But please report any you find.
velcroboy333  [author] 24 Nov, 2022 @ 7:52am 
I wouldn't be that offended but swing by the Discord linked above :steamthis: It's easier to communicate there.
Muad'dib 24 Nov, 2022 @ 7:47am 
Would you be offended with someone making a fork off from your work thus far and making it publicly available? If you're prefer to talk outside of a public location feel free to message me directly.
Muad'dib 13 Nov, 2022 @ 6:18am 
Thanks for the info. I appreciate your work a lot.
velcroboy333  [author] 12 Nov, 2022 @ 8:59am 
The lifespan isn't rally going to have an effect because as soon as it dies it's going to check and see if it should spawn a new plant or trigger a pawn to plant a new one.

The only way to stop plants form adding checks of any kind is to build over them, I've actually seen people pave their entire tile just so no plants would not grow. That's a bit extreme, imo, but the only way to reduce their impact is to reduce the amount of land available to them.
Muad'dib 12 Nov, 2022 @ 6:35am 
Question about the possible grass change.
Do you think it will cause lag issues if people are planting grass that never dies? How exactly does turning off limited life span work?

So I'm curious if making plants not have limited lifespan means the no longer check age or if they continue to check age forever and just never get removed from map.

Basically if I end up growing a large field but it's not making checks that seems fine. But if I plant the field and it's constantly doing checks and just can't die that seems like a potential issue. May increase the potential issue when moving a pen from 1 area to another because when you move the zone the grass still remains and now it's immortal grass basically.

If it is a possible performance issue you may want immortal VE Farming grass as a toggle
Muad'dib 11 Nov, 2022 @ 1:43pm 
That makes a lot of sense and now that you say it I feel like I read that somewhere and forgot.
velcroboy333  [author] 11 Nov, 2022 @ 12:45pm 
I'll try to get back to this next week.

As for the numbers, In the case where a plant would only give a single harvest, I did the math to figure out the potential yield if you were to replant right away and harvest again....So in the 45.2 days you could potentially harvest 47 (45.2/20.86)*22 corn through Vanilla methods.

Does that makes sense? So I weighted the new harvest yields based on those potential yields.
Muad'dib 8 Nov, 2022 @ 1:52pm 
Also, can you help me understand the charts?
I 100% understand real grow days, also assume LifeSpan is how long a plant can live for
Using Vanilla Corn as an example of my confusion:
I understand # of total harvest was 1 and single harvest was 22, but how does that give an adjusted lifetime yield of 47? It's gone after the harvest, you can't harvest again.
The New value makes more sense where # of total harvest 5, single harvest =10 so adjusted lifetime yield is 50 since 5x10=50.

Cotton is similar with original saying 1 harvest, 10 single but 32 adjusted. but new is 7 harvests, 6 per harvest so total 42.
Muad'dib 8 Nov, 2022 @ 1:41pm 
Know you're working on a lot of stuff and battling bugs. Just curious if you ever got around to trying to make grass from Vanilla Plants Expanded have unlimited lifespans. If you did then I have a load order issue since I'm seeing my grass from that mod saying "limited life span" and that it'll only live for 12 days. If you have not gotten a chance it's not big deal, not trying to bug you on it. May just grow hay in my fields instead if they have unlimited life. I just like the grass cause I have the mod "graze up" which makes animals eat from the grass but only drop it down to like 15% from 100% instead of destroying the grass.

I very much appreciate your mod and all your work.
velcroboy333  [author] 25 Oct, 2022 @ 12:45pm 
OK, well, I just pushed the update again. Hopefully it works this time. When I test with just CW and this mod on my end it is good.
RealLifeHobgoblin 25 Oct, 2022 @ 12:17pm 
https://gist.github.com/12fb099977cbb9822268e5496ccd85b5
Looks like it's the same conflict. No error without CW.
velcroboy333  [author] 25 Oct, 2022 @ 9:55am 
Before you do that though, try to unsub/resub again. Make sure it completed the process both times. I'm like 95% sure it's the same conflict with CW.
velcroboy333  [author] 25 Oct, 2022 @ 9:52am 
Could you remove Creeping Weeds from your list and see if you still get the error? That way, I'll know if it's a different mod also conflicting.
RealLifeHobgoblin 25 Oct, 2022 @ 9:33am 
still getting the error. tried deleting the folder and redownloading. Maybe a mod upload issue. https://gist.github.com/d74b902f25384c3cbef124e8dfd480c2
velcroboy333  [author] 25 Oct, 2022 @ 7:16am 
Tiny conflict with Creeping Weeds. Should be fixed now.
Vitvox 21 Oct, 2022 @ 10:49am 
Thank you!
velcroboy333  [author] 20 Oct, 2022 @ 6:16pm 
Updated for 1.4

I didn't get around to fully implementing the colorful descriptions info yet. Maybe in the next couple weeks, depending on how updating my other mods goes.
Vitvox 18 Oct, 2022 @ 10:46am 
Thanks friend!
velcroboy333  [author] 18 Oct, 2022 @ 10:24am 
Both this mod and the Realistic Ranching mod should work fine on 1.4 as-is.

I am working on a proper update though and will get it out as soon as I'm able.
Vitvox 18 Oct, 2022 @ 10:16am 
Never tried this mod but I really like going for a realistic approach to coonies, making them more difficult. If you could update this before Biotech it would bbe excelent! Thanks