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@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
SeedsPlease Lite Redux: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159269638
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?
Or am I misunderstanding the functionality?
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!
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.
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 :)
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.
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...
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.
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.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901566482
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.
On my 1.3 version have no seedless exceptions in mod settings.