RimWorld

RimWorld

Choose Wild Plant Spawns
66 Comments
Mlie  [author] 25 Jun @ 7:38am 
@Redrum You can look at the Discord server for the update progress and general priorities
Redrum 25 Jun @ 7:34am 
I know you are a busy individual, cranking out updates every day, and I appreciate you. Can you bump this mod up on the list of mods to get updated please? With this mod I can get disable the Bamboo trees that are breaking the TropiKapp Rainforst mod. Again, thank you for everything you do for us.
Mlie  [author] 8 Jun @ 3:00pm 
@cant aim That setting should now be added
cant aim 29 Apr @ 12:47am 
Would you consider adding a reverse settings option like choose wild animal spawns has?
Deklatis 2 Apr @ 1:37pm 
This mod is so amazing.
Mlie  [author] 26 Jan @ 4:16am 
@zyzyhasl No need for a restart
zyzyhasl 26 Jan @ 3:21am 
need reload game,or?
Mlie  [author] 27 Oct, 2024 @ 11:20pm 
@loklan There is a link to the better sliders mod in the description. That should solve your issue
loklan 27 Oct, 2024 @ 6:40pm 
I love these mods so much, both this and the animal one, opens up so many possibilities. But I do wish it had typeable boxes as well as sliders in the settings.
jupiterLILY 20 Apr, 2024 @ 11:00am 
the issue with duplications seems to be because several mod authors are doing PatchOperationAdd instead of checking if a plant is already on the list with PatchOperationConditional.

If the author of the plant/animal mod and the author of the biome mod patch in the same way then this mod doesn't work.

If you want to fix this you need to fix the logic of the patches yourself, although that'll only last until the mod gets updated, for a longer term fix you'll have to let mod authors know.
JACK 6 Apr, 2024 @ 6:45pm 
of note: deduplicating a plant (I had it going for several of the regrowth brambles) with resource dictionary also seems to cause the freezing behavior that jefener noticed with their medieval mods. or, at least, it wasn't regrowth, it definitely wasn't vanilla brambles, but getting rid of that resource dictionary order fixed my problem :)
BigDorbo 28 Dec, 2023 @ 6:01am 
Gotcha. I let them know about a possible issue.
Mlie  [author] 27 Dec, 2023 @ 1:18pm 
@PaulaDeen I assume they have additional code for regulating spawning
BigDorbo 27 Dec, 2023 @ 12:23pm 
Not sure what is going on, I am gonna assume its an issue for VE, but the new Mushroom mod, none of them spawn even when corrected to 200% commonality with this mod. I noted a similar issue without this mod as well, but I figured I would post it to both pages.
SkylineOdeum 29 May, 2023 @ 9:19am 
@Mlie Awesome possums!
Mlie  [author] 28 May, 2023 @ 10:19pm 
@SkylineOdeum Its on the todolist, made such a feature on the animal-version of the mod
SkylineOdeum 28 May, 2023 @ 3:14pm 
Any chance there could be an option to have the plants organized in the left menu area and have their distribution in different biomes appear in the right? I would be nice if adding a modded plant see if and where it pops up quickly over looking that individual plant up in each biome. Many thanks!
jefener 4 Feb, 2023 @ 1:41pm 
You were right, I accidentally had a redundant mod loaded that seems to have caused the error. Just in case anyone else has this problem, the bad combination was "Choose Wild Plant Spawns" with BOTH "Perfect Medieval Playthrough" and "Medieval Overhaul Apothecary Plants Patch". Thanks so much for checking it out.
Mlie  [author] 1 Feb, 2023 @ 1:42pm 
@soaringpen88 Tested this now and there were no freezing of the options. Perhaps you have another mod interracting as well? Try the steps under Reporting Issues and see if you can find the cause in your game.
jefener 1 Feb, 2023 @ 12:33pm 
I don't have a log, unfortunately - the game completely freezes and has to be force quit, and I'm not sure how to access the log in that case. I'm very sure it's due to that mod, though, I did quite a bit of testing. The other mod patches modded plants across modded biomes, so my guess is that there's an incompatibility in how that was performed.

Here is the mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920976506&searchtext=perfect+medieval+playthrough
Mlie  [author] 1 Feb, 2023 @ 11:04am 
@soaringpen88 Do you have a log of this issue? Also, can you link to that mod?
jefener 1 Feb, 2023 @ 11:03am 
I love this mod, thanks!

Wanted to report that there is an incompatibility between this and "Perfect Medieval Playthrough" - having them both installed will cause the game to freeze if you try to open the Choose Wild Plants Spawn options.
Mlie  [author] 31 Jan, 2023 @ 8:32am 
@jupiterLILY Update the config only when the game is not running
jupiterLILY 31 Jan, 2023 @ 7:04am 
Thanks for this, so the defName doesn't need to be in a specific order?

I think then I'm getting confused as to when the game checks for an updated config file then. Sometimes I can update it whilst the game is running but sometimes it just resets to the previously saved config. I'd assumed it was because things were in the wrong order but it seems that it's a timing issue to do with when I'm saving the new config file.
Mlie  [author] 29 Jan, 2023 @ 10:14pm 
@jupiterLILY The order should be the same in both arrays. Its the defName saved and their corresponding spawn-value. The min and max value are defined by the game itself. The animal spawn mod as well as any other mod that uses dictionaries will use the same structure as that is how the game saves dictionaries
jupiterLILY 29 Jan, 2023 @ 8:33pm 
So, I'm making a spreadsheet that lets me set rules for how plants should be distributed and give me the strings and lists that I need for the config files.

There seem to be some rules for the ordering of things in the config file. Do you know if the plant lists are supposed to be ordered by defname or label?

Also there seems to be a maximum and minimum value before it freaks out and it would be great to know what the limits are.

Oh and confirmation that the rules are the same for the animals would be great too!
Mlie  [author] 22 Dec, 2022 @ 6:44am 
@yamgo Please see ”Reporting Issues” above
yamgo 22 Dec, 2022 @ 6:02am 
Doesn't work for me. The mod menu just keeps throwing the following exception:

System.TypeInitializationException: The type initializer for 'ChooseWildPlantSpawns.Main' threw an exception. ---> System.ArgumentException: An item with the same key has already been added. Key: Plant_PincushionCactus
Unknwn! 14 Dec, 2022 @ 2:57pm 
Hello!

I was wondering if there was any possible way to set plants to only spawn on specific floor types.

Specifically, I want to make it so plant A can only spawn on sand, and plant B can only spawn on Soil.

Thank you :3
Mlie  [author] 5 Nov, 2022 @ 11:47pm 
@saavedra I would say its due to some mod conflict, if you can find what it triggers of I can take a look
saavedra 5 Nov, 2022 @ 4:46pm 
Somehow this mod doesn't keep settings correctly, probably due to either changing loaded mods or incompatibilities - suddenly I had a huge amount of tinctoria in alpha biome feralisk jungle and fields of healroot in gallatross graveyard, despite definitely not having set them like that manually. It's like the settings magically changed themselves, or were shifted due to mod changes.
Mlie  [author] 1 Nov, 2022 @ 11:12pm 
@Tzyder That does not happen in my test. Try the steps under ”Reporting Issues” above
Tzyder 1 Nov, 2022 @ 8:22pm 
'm having the same problem as Killer Tamashi - I set the value to what I want and the bars go back their previous values when I start a new colony. Am I suppose to be reloading the whole game inbeween?
Hamacelos 5 Aug, 2022 @ 2:32pm 
they have some c# wizardly that makes them able to spawn on water and sand, if you try to spawn them right now you get algae on land and such, but i know thats no for you to do something cuz you dont use the mods, just thought it might be neat( love your mod regardelss a staple on any play)
Mlie  [author] 5 Aug, 2022 @ 2:10pm 
@Hamacelos Never used the VE mods, but unless they are planter only or have some custom spawn-code they should be possible to change using this mod.
Hamacelos 5 Aug, 2022 @ 1:33pm 
weird request , is there any way the VE more plants , aquatic and sandy plants spawn in the wild? would make the maps way more alive
Killer Tamashi 10 Jun, 2022 @ 1:50pm 
The mod doesn't work, values reset after closing the tab, or changing to another.
TurtleShroom 26 Apr, 2022 @ 1:27pm 
I am experience Ferret's same problem.
FeralFerret 26 Apr, 2022 @ 9:15am 
Possibly a bad mod conflict, but this mod makes it so no wild plants and trees spawn at all.

It used to work for me (though crashes if you clicked something the wrong way) but now it's entirely broken for me. I have a lot of mods enabled so I'm not looking for support as who the heck knows what the conflict was, but thought I'd let you know. :stress:
TurtleShroom 24 Apr, 2022 @ 7:56pm 
https://www.steamcommunity.com/workshop/filedetails/discussion/2564446762/3040481180145778316/#c3274689286965801111

This isn't an actual problem with your Mod itself, but I am experiencing the same problem as Fae. I posted it here (no Hugs Library Log because it straight-up crashes) in hopes that you could give me an idea as to what I should be looking for when debugging.
Fae 22 Dec, 2021 @ 10:37am 
Hello! Thought I'd let folks know if they were having an issue where they try to assess the mod in the Mod settings and it throws up errors and you basically have to hard crash it to get out then I figured out what was causing the issues for me. Smokeleaf Lite seems to bug out the mod when used together.
uberjammer 13 Dec, 2021 @ 2:25am 
I thought I'd post here that I'm getting a blank box on Wild *Animal* Spawns as well
Title: "CWAS.aawarning"
and on the button,
"CWAS.ok button"
I doubt they're related, but who knows. Perhaps my pawns are going to be killed by flying maddened MegaloCWASes.
uberjammer 13 Dec, 2021 @ 2:22am 
Continued:
When this mod's menu throws up an exception, it says that a version of Key: Plant_TallGrass has already been added. The mod menu works again if you remove both those mods.

Pressing escape makes it goes between two similar error messages about Plant_TallGrass that still won't let you exit. It was probably some dumb thing like one of the ReGrowth extensions that was added by mistake, but I'm giving up for tonight.

This is for the full size modlist with the error message and menu locking combined.
https://gist.github.com/HugsLibRecordKeeper/eba04626c8e11511cd7567a415473b53
uberjammer 13 Dec, 2021 @ 2:22am 
@Mlie
Regrowth & Fertile Planet seem to work badly together (not officially a conflict yet, but there are many comments about other issues and workarounds.) If you use both of those mods AND this one, it breaks this one's menu AND its "close" button, trapping you in the menu.

That's the first thing I found out for certain. It might possibly address half of Ghojo's problem below. Or maybe there's another bug that causes the menu problem and also the popup error message, which is also a problem I have when I enable my full modlist (and I've spent ages trying to debug it.)
Mlie  [author] 1 Oct, 2021 @ 8:53pm 
@tradja There is a link in the the description to the Better sliders mod that would let you do that.
The left side should have a slider, do you have 1x ui scale set?
Trajda 1 Oct, 2021 @ 2:16pm 
@Mlie

Also, looks like a spawn rate of 0.018 is still too much for some plants. I´d like to decrease it to 0.001 but that would require me to dig through your code and set those numbers manually. How difficult it might be if I have no experience with reading the code?
Trajda 1 Oct, 2021 @ 1:39pm 
@Mlie

Could you please add a scroll bar to the left side as well? I do not see all my biomes.

Thank you.

https://imgur.com/nuvP0C2
Mlie  [author] 1 Oct, 2021 @ 1:29am 
@Ghojo Works in my tests so its probably a mod-conflict. Try following the steps under "Reporting Issues" above
Ghojo 1 Oct, 2021 @ 12:43am 
It's broken, as soon as I click on the mod settings button, it opens the window but displays a lot of errors and I'm unable to close the settings window of the mod - and have to close the game through the task manager.