RimWorld

RimWorld

SeedsPlease: Lite
721 Comments
Arthur GC 25 May @ 11:37pm 
I created a small mod that goes well alongside SeedsPlease: Random Vegetables at Game Start .
Cantaloupe The Clown 5 Oct, 2024 @ 12:59pm 
use this mod instead for 1.5. stop asking for an update. stop reporting bugs. owlchemist is taking a break, you will get nowhere with this mod
dannyhou13 2 Aug, 2024 @ 7:00am 
doesn't work. i can still farm without seeds no matter what the mod settings are.
Immortal 20 Jul, 2024 @ 9:21pm 
Any update by any chance?
THE__HUNGRY__BURRITO 19 Jul, 2024 @ 3:09pm 
Hey guys, after downloading this mod, my growers tend to go to a spot in the grow area, cut a plant in one square where they are going to grow, then proceed to just sit there and do nothing. In the action it says “sowing area”. They do this until they have a mental break but sometimes they walk away. I have a feeling it has to do with this mod. Has anyone dealt with this before ?
[PBS] Kafka Rambo 21 May, 2024 @ 5:09pm 
Doesn't work with 1.5. Pawns just get stuck on top of seed stacks and won't move to the fields. Please update, this is one of my "must have" mods.
2962342497 20 May, 2024 @ 11:32pm 
1.5?
lol 26 Apr, 2024 @ 1:23pm 
@malaras, yep I did. simple economics, pay for what you like and there'll be more of it and in better quality
Malaras 18 Apr, 2024 @ 6:35am 
Lol, how to correctly ask for 1.5, thats hilarious. Typically a thank you is good enough. Well, Unless people get greedy. Creating mods should be a hobby and fun. If you have extra money and would like to donate to them. Go for it!
Monkey Magic 7 Apr, 2024 @ 6:40am 
This mod is mostly working fine in 1.5, and only really needs an update to the About to stop it screaming about being out of date. That said:

@Bosh, you should be fine using the current version without issues. Well, I say that...but there is one small red error when first placing a seed processing spot that pops up, but it is a one-rtime deal, and everything works fine regardless.

But unti lthe mod author updates, it is bearable enough
Bosh 4 Apr, 2024 @ 5:59pm 
Any chance of 1.5?
Evyatar 12 Feb, 2024 @ 4:21pm 
I created a fork of this mod with some changes and fixes
SeedsPlease Lite Redux: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159269638
Vulkandrache 29 Jan, 2024 @ 8:43am 
Right now i am doing a generations play in an Oasis desert.
At the start the search for seeds is really fun and not being able to imediately
plant an entire field of one type is interesting.
However now in late midgame the handling of seeds is getting somewhat tiring.

Is it possible to add a research (late medieval or early industrial)
which then allows "sacrificing" ~500 of one type of seed to permanently unlock that plant
thus removing the ability to get and the need for seeds?
[RTB] Sarianos 25 Jan, 2024 @ 8:23pm 
@Owlchemist Does this mod potentially allow for otherwise un-farmable plants like ambrosia, wild berries ect to be farmed by configuring the settings to allow extracting seeds from them?
Or am I misunderstanding the functionality?
wolly 17 Jan, 2024 @ 9:13pm 
Hello,

I'm getting a couple errors with VPE - More plants when I don't have Ideology DLC. These errors don't impact play but are shown red/yellow in the log. I only load Harmony, Core, VE Framework, VPE, VPE - More plants, and Seeds Please: Lite. errors occur despite load order of Seeds Please: Lite.

1) six red log errors with the plants Cave Moss, Tinctshroom, and Healshroom. These are plants that only load from VPE More plants when Ideo DLC is installed, but I think Ideo DLC is not required to play VPE More plants.

2) Seeds Please: Lite wants to autogenerate seeds for the grass implemented by VPE More plants. bit silly, i just remove grass seeds with cherry picker, but it says to report.

here's the log: https://gist.github.com/HugsLibRecordKeeper/95d091e3b2c01a8994683a0915d968dc
thanks for the mod btw, seeds please is one that i always load!
Melee 16 Jan, 2024 @ 10:08am 
Seeds can't be forbidden. This created an issue where my characters keep trying to grab seeds that a character dropped when he was downed in the middle of an insect hive.
thegelbox 21 Dec, 2023 @ 6:10pm 
Will trees still grow on their own with this mod enabled?
klvlt 15 Dec, 2023 @ 9:16am 
@Slikkelas This mod lets you place the seed processing spot wherever you want: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3021716983
Slikkelas 15 Dec, 2023 @ 6:51am 
Hey @Owlchemist
Would it be possible for the seed extracting spot to be placed on any surface or ground?
I have workers extracting seeds in the field before the produce gets hauled to freezer.
A cheesy workaround is to build a fireplace, build seed spot on top of it, then deconstruct fireplace and build a table on top of the seed spot.

But that is just a pain and i can't really see where in the .xml file it is stated that it can only be build on top of stoves and fires.

Hope you can help, i really love this mod and it is a stable for my plays.
Zairya 14 Dec, 2023 @ 10:19am 
Hi Owlchemist,

I like your version of seeds please but I have serious problem with the Recipe consolidation - "raw fungus" is a harvest product of many plants now (nutrifungus, MO mushrooms, Biomes! Caves mushrooms, Zipangu and ReGrowth and probably a few more mod plants). Is there a way to work around that? I made some seeds from faw fingus, hoping to get cibarus seeds but got the nutrifungus seeds instead. The point here is the difference in harvest yield and light requirements.

Thank you for your time :)
Reverie 7 Dec, 2023 @ 11:36am 
Hey, reporting stuff log said to report (new seeds added by Biomes: Caves, Regrowth: Boiling Forest and maybe something else) https://gist.github.com/HugsLibRecordKeeper/6b9c435745808b9f1ddf6bb909c1951f
UyTheo 5 Dec, 2023 @ 2:22pm 
Does this go before or after plant mods like VGP and VPE?
Iko Budwarek 3 Dec, 2023 @ 4:42am 
I have problem with lot of plants.. i will deactivate this mode..
jgilligan 2 Dec, 2023 @ 11:10am 
Has anyone else had trouble planting pincushion cactus?
Frostiken 25 Nov, 2023 @ 9:41pm 
Medieval Overhaul is busted. You get DankPyon seeds which can't be planted from crops and from the random wild vegetables.
[PBS] Kafka Rambo 23 Nov, 2023 @ 2:50am 
Loving the mod, but haygrass doesn't work properly... in mod options I've checked haygrass to work like other crops. The seeds are titled as "_haygrass seeds" everywhere in the UI, also you can't check/uncheck them with the allow tool, and they can't be found in storage menus of vanilla shelves.
Darkaxt 17 Nov, 2023 @ 8:44am 
@klvit thanks, I have seen them, I might try to see if can do it without botching them...

In regards, to the xml, I have basically copied the messages following the mod folder logic (including the LoadFolder.xml) and updated the label to fix the weird autogenerated names. This should be enough for most uses cases and in my case have removed all but one of the notifications.

I would also recommend to anyone with multiple plant mods and for QOL to use resource dictionary to resolve the conflicts between mods that might have the same plants like Aloe Vera which is used in Apothecary (continued) as well as VPE - More Plants & VPE - Succulents.
onebunchmugen 17 Nov, 2023 @ 3:52am 
There is no seeds from REgrowth: core, berries drop nothing besides berries. :meepfail:
klvlt 16 Nov, 2023 @ 3:48pm 
@Darkaxt There is an unlabeled seed bag .png in the template folder inside the "Mods" folder, which makes creating seed graphics a little easier.
Darkaxt 16 Nov, 2023 @ 1:51pm 
@MagnusGames there are two options. In the mod menu you can make seeds not edible. Or you could use one of those food restriction mods for animals and remove the seeds.
Darkaxt 16 Nov, 2023 @ 1:47pm 
Well, since the mod author has moved into other games, as per its published game reviews and github activity, it makes sense that no additional patches are gonna be published in the near future.

Making the xml patches should be very easy (since we should just need to clone the xml in the output and change the name) but the fact that you also need to create the png files for the seeds.... that's a bigger problem...
Frostiken 12 Nov, 2023 @ 10:02am 
So the mod debug literally says to report and share info on autogenerated seeds but I'm pretty sure not one single report of an autogen seed has received an official update for Seeds Please and they're all still autogenerated with messed up names and limited support.
Skullywag 12 Nov, 2023 @ 12:52am 
Something thats bugged me forever about this mod, the seed spot cannot be moved and the normal "copy bills" from one workbench to the other doesnt work properly either (doesnt copy the do until, you have re-set every one.) Makes moving your kitchen a pain.
MagnusGames 5 Nov, 2023 @ 9:52pm 
Is there a way to get animals to stop consuming seeds?
Svela 3 Nov, 2023 @ 1:21am 
Atm, there are a a few different mushrooms that produce "raw fungus" instead of a harvest that is unique to their given mushroom. However, with the current seed bench it's only possible to get one seed type from raw fungus, namely Nutrifungus seeds. The previous version of this mod, the non-lite version, made it so each seed was it's own recipe. I understand the desire to reduce bloat by making all sees one recipe, but it's impossible to get the seeds for some fungus with the bench as a result because some of the mushrooms in question don't drop their own seeds upon harvest.

Would it be possible to make a unique set of individual fungus seed recipes for each different mushroom that produces raw fungus? That way we could specify which "seed" we want the output to be when we input "raw fungus" into the seed bench by using a specific recipe for that mushroom.
mesi 31 Oct, 2023 @ 4:00pm 
This has some problems with Regrowth. It still works but pops up errors on start:
Could not resolve cross-reference to Verse.ThingDef named RG-D_Plant_DesertPalmTree (wanter=sources)
Could not resolve cross-reference: No Verse.ThingDef named RG-D_Plant_DesertPalmTree found to give to Verse.DefHyperlink Verse.DefHyperlink
[Seeds Please: Lite] The seed Seed_RG__SychiCap wants to be extracted from RawFungus but this produce already contains seeds for Seed_RG__NeoAmanita. This will need to be resolved manually, please report.
[Seeds Please: Lite] The seed Seed_RG_Taztakus wants to be extracted from RawFungus but this produce already contains seeds for Seed_RG__NeoAmanita. This will need to be resolved manually, please report.
Snowcraft 30 Oct, 2023 @ 8:01pm 
SeedsPlease: Lite is currently conflicting with Vanilla Psycasts Expanded, and causes the Crop Burst psycast to not function correctly, only removing existing plants in an area, while being unable to plant new ones..
TheAuditor 29 Oct, 2023 @ 10:57pm 
Runnin out of memory durin start i dunno any mods that dont suitable runnin with this
Algebraist 21 Oct, 2023 @ 12:38am 
Agreed with what others have said below on Biomes! Caverns being a bit funky.

Mushrooms IRL are grown in specific mediums with a lot of them growing on logs.

Biomes! Caverns tries to replicate this by not allowing some mushrooms to grow on a growing zone but instead in a re-skinned, powerless hydroponics 'log'. Seeds will auto generate but you'll be unable to plant.
Algebraist 21 Oct, 2023 @ 12:35am 
For anyone struggling with pawns doing 1 seed at a time; make sure you have While You're Up / PUAH+ installed. If you're still having problems having Smart Farming installed and checking 'no petty jobs' on your fields will fix it.
BBBBilly 16 Oct, 2023 @ 3:15am 
This is wild potato! Solve your early hunger problem (only take effect with vanilla biome)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901566482
Svela 3 Oct, 2023 @ 1:10am 
For some reason I'm able to sow Agarilux without seeds, but they will require seeds in order to grow regular mushrooms from VGP Vegetable Garden. Despite having seeds in my storage, my pawns won't go get them and will instead just sow it without them. I've double checked the mod settings and Agarilux is set so it needs seeds to be sowed. Anyone have an idea why it's not working? There's really no point in having this mod enabled otherwise if I can just sow some plants without seeds.
Osetrokarasek 24 Sep, 2023 @ 2:03am 
any chance of making compat patch with linen from this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2095650910
AcetheSuperVillain 14 Sep, 2023 @ 12:52pm 
@Tourman Traders don't sell cotton seeds, but bulk traders and cities usually sell raw cotton, which you can turn into seeds at the processing spot. Trees still need to be in the correct biome to grow, and need the Tree Sowing research project (or whatever relevant research project if they are modded in)
AcetheSuperVillain 14 Sep, 2023 @ 12:52pm 
I'm really enjoying it. Thank you for working at this, it really balances out crop planting and makes it feel more organic.

Would love to see some integration with Smokeleaf Industry Reborn https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018570327 . Biomes! series has a lot of auto-generated seeds, Biomes! Caverns has some weird ones that can't be planted, but nothing game breaking.

There is an annoying behavior where if there is grass or other plants in the growing zone, they will cut one plant at a time, travel to the seed stockpile, plant a single seed, take their stack of seeds back to the stockpile, go back to cut the next offending plant, and repeat. Can be "fixed" by commanding colonists to cut plants in the growing zone first, but it's annoying and micromanagey.
Tourman 9 Sep, 2023 @ 10:38am 
Good idea but this mod is broken. I can't plant trees even though I have seeds, and no traders ever have cotton seeds. I also can't seem to plant anything in hydroponics even though I have plenty of seeds.
John McAfee 5 Sep, 2023 @ 2:52pm 
I am also having an issue where pawns collect seeds, plant 1 seed, then go back and collect more seeds, and repeat.
sunshine.noxfer 30 Aug, 2023 @ 4:22pm 
VPE works correctly, but VPE more plants - have problems. You need just 1 seed water or sand type to cover all your map)
On my 1.3 version have no seedless exceptions in mod settings.
Siberus 29 Aug, 2023 @ 1:28am 
I love the concept of this mod, but I had to remove it due to bugs preventing me from planting even basic crops. It was probably due to some combination of ReGrowth, VPE, and Smart Farming, but I like all those mods more, so this one had to go. I hope to be able to add it back one day.
Kroumel 22 Aug, 2023 @ 1:36pm 
are you going to make compatibility with Medieval Overhawl?