RimWorld

RimWorld

Vanilla Plants Expanded - More Plants
639 Comments
DesertOfAngmar 2 hours ago 
could you make that this mod works with smart farming from owlchemist? i mean the other zones like sandy zone and flower zone etc... would be so nice :D
Sarg Bjornson  [author] 8 Jul @ 11:27pm 
v4.01:

- Fixed growing zones popping up an error on sow
mayonnaise 8 Jul @ 8:00pm 
colonists dont seem to be planting in sandy growing zones by themselves; only doing it when i prioritize it. seems to be one error about it in console about growing seasons. link here --> h ttps :// pastebin.com / 72crSiU9
Sarg Bjornson  [author] 4 Jul @ 9:53am 
Probably
Zippy 4 Jul @ 9:31am 
sweet potato doesn't seem to be aware that it's growing in gravel, could that be a mod conflict? Only thing effecting terrain is regrowth
Sarg Bjornson  [author] 1 Jul @ 10:03am 
Not yet
Twitchy 1 Jul @ 8:42am 
this work in 1.6?
Sarg Bjornson  [author] 20 Jun @ 11:16pm 
It's a case by case issue, and if the player wants to do it, more power to them!
VitaKaninen 20 Jun @ 11:14pm 
Well, then best not to do that, then. I assumed they were similar.
Sarg Bjornson  [author] 20 Jun @ 11:10pm 
"if they both take the same amount of land, work, and time to grow"

They don't
VitaKaninen 20 Jun @ 11:01pm 
I assume the resources are similar in value and require similar work to create. I don't know anything about the particular items he is referencing.

If 2 different mods add flour to the game from 2 different wheat plants, but only the correct type of flour can be used in certain recipes, why not make them so that they can be used interchangeably?

if they both take the same amount of land, work, and time to grow, that is. Does that really change the game balance? It just means you don't have to micromanage exactly how many of each type of plant you grow.
Sarg Bjornson  [author] 20 Jun @ 10:24pm 
Yeah, and nuke any sense of balance
VitaKaninen 20 Jun @ 4:04pm 
@WeirdGuyManus you can use Resource Dictionary to fix this, so that products from other mods can be used interchangeably.
WeirdGuyManus 20 Jun @ 2:28am 
thank you
Sarg Bjornson  [author] 20 Jun @ 1:40am 
Flour from Vanilla Cooking Expanded is used to make desserts. You have another mod that adds bread, and likely its own flour.
WeirdGuyManus 20 Jun @ 1:10am 
yeah but what do you cook with the spelt flour cause it wont let me make bread
Sarg Bjornson  [author] 20 Jun @ 12:24am 
What do you mean? You plant it on sand growing zones, you harvest it, you get flour
WeirdGuyManus 19 Jun @ 11:03pm 
How do you use rye
Sarg Bjornson  [author] 18 Jun @ 9:01am 
They have the exact same grow days, 6.25
Aurous 18 Jun @ 8:45am 
Is it intended behavior that secondary peanut plants (the ones automatically sown) grow faster that the ones sown by a colonist?
VitaKaninen 7 Jun @ 8:21pm 
I noticed there is a mistake in the info on this page about the greenbeans. It says 18 is the harvest, but the Def file says 8. Not sure if there are other mistakes, but I noticed that one.
Sarg Bjornson  [author] 28 May @ 12:31pm 
Dub's Mint Menus
[TFJA] DJL66 28 May @ 12:28pm 
anyone know of a menu mod that makes it easier to see all the extra plants added by this on a 4k screen its real tiny?
(^-^) 6 Apr @ 5:11am 
I found a conflict between your mods. This conflict is because of this add-on. XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilityMin>0.05</fertilityMin><fertilitySensitivity>0</fertilitySensitivity><growDays>2.5</growDays><maxMeshCount>25</maxMeshCount><visualSizeRange>0.3~0.4</visualSizeRange><topWindExposure>0.3</topWindExposure><wildClusterRadius>4</wildClusterRadius><wildClusterWeight>4</wildClusterWeight><wildOrder>1</wildOrder><sowTags><li>VCE_FlowerGarden</li></sowTags><harvestYield>3</harvestYield><harvestedThingDef>VFEM2_AstragalusFlowers</harvestedThingDef><harvestWork>300</harvestWork><harvestTag>Standard</harvestTag><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><sowResearchPrerequisites Inherit="False"><li>VFEM2_Alchemy</li></sowResearchPrerequisites></plant>
Sarg Bjornson  [author] 31 Mar @ 11:09pm 
Yeah
Dramatic Korok 31 Mar @ 2:41pm 
Does the effect of the blueberries still work with medieval 2 apiaries?
Kirboh 28 Mar @ 5:46pm 
@UnDeadPuff
I'm having the same issue, but with Watercress and Lotus.
Deep 28 Mar @ 11:27am 
Reported via official bug reports.

Plant_Astragalus def is getting duplicate <sowtags> red error on loadscreen when I have VFEMedieval2 and this mod.

VFEMedieval2 adds ground and hydroponics sowtags. This mod adds VCE_flowergarden sowtag separately. Hence, the duplicate xml node error.

when I delete the patchoperation on astragalus in decorativeflowerspatch.xml of this mod, my game gets stuck in infinite blackscreen and fails to load.

I have no loaded this mod for now (and getting no errors) but would love to use this mod.

The red error that appeared: https://pastebin.com/AbpYLK9J
Amnaa 22 Mar @ 6:24am 
Since Medieval 2, the flowers in the Flower garden zone are getting harvested even if cutting is forbidden.
Luneyl 16 Mar @ 4:03pm 
it is. Thanks!
Sarg Bjornson  [author] 16 Mar @ 2:43pm 
Should work now!
Sarg Bjornson  [author] 16 Mar @ 2:34pm 
Ohhh, I see what you mean
Sarg Bjornson  [author] 16 Mar @ 2:33pm 
What bonuses? They just count as flowers
Luneyl 16 Mar @ 2:21pm 
Blueberry plants are enabled if Vanilla Factions Expanded - Medieval 2 installed, but they don't get bonuses from that mod Apiary.
UnDeadPuff 11 Mar @ 5:51am 
Hello. Looks like sunflower graphics render bellow those of walls.
Ashiel 14 Feb @ 10:27pm 
The description for radishes is they are planted by novice gardeners (and their low yield and fast growth supports the idea that they would be ideal for 'practicing' gardening), but they have a requirement of 6 plants to sow. I dunno if this is actually a bug, but if it isn't, it probably should be.
Der Failer 19 Jan @ 12:38pm 
I'm supriesed that the cave moss is not available in the planter box ron VE - Farming, i was hoping to grow some in my mountian base. Oh well Nutrifungus it is then
Sarg Bjornson  [author] 15 Jan @ 11:04am 
Brussel sprouts are not replanted at all, they are destroyed when harvested like most plants
Plyker 15 Jan @ 10:59am 
I believe brussel sprouts may be bugged. When harvested plants are reduced to 90% growth. I presume they should be instead reduced to 10% growth? In my setup they feel OP.
Sarg Bjornson  [author] 3 Jan @ 10:55pm 
Some are only loaded if you have VE Cooking
SkyLarkBlue 3 Jan @ 5:33pm 
I can't seem to find some plant in my planting menu. I was looking for barley specifically, but I think a few others are missing to. I feel like I'm missing something obvious, but I can't figure it out. Anyone have any insight about why plants are missing? I guess it could be biomes, are there biome restrictions on plants (not just trees)?
Sarg Bjornson  [author] 20 Nov, 2024 @ 11:37am 
@R4-T: I don't know what your problem is, but I have little patience for the likes of you
GlockZz 3 Nov, 2024 @ 6:50am 
Hey there! Would you consider adding microgreens? It fit Rimworld well imo and they could be a quick and simple way to grow crops indoor. Like rice but a little more nutritious and indoor growing :D Thank you for considering and if you don't thank you for reading anyway :)
CharmingCat 27 Oct, 2024 @ 12:32pm 
I found a mod called Gardens that does what I wanted. Highly recommend. It doesn't add its own plants, just lets you select any number from the plants in your game. Works great with this one if you want a more wild-looking flower field, or a less uniform crop garden.
Pesto Posta 22 Oct, 2024 @ 12:41pm 
Not enough beans ;)
Sarg Bjornson  [author] 19 Oct, 2024 @ 11:04pm 
Grow zones don't support random plants. These zones basically add 11 new flowers that I didn't want to add to normal grow zones, as the menus get super cluttered
CharmingCat 19 Oct, 2024 @ 8:19pm 
Ah. I misunderstood the use of the flower garden. Since you can grow flowers in a normal grow zone, I thought the flower garden zone would grow decorative flowers at random, so you could have a random selection of flowers in an area with a single grow zone. Is it possible to still make that a thing?
Sarg Bjornson  [author] 18 Oct, 2024 @ 11:13pm 
This mod doesn't touch devilstrand, that is base game
RoughXvr 18 Oct, 2024 @ 4:51pm 
cant seem to grow the red mushrooms, the ones that give red thread.
Sarg Bjornson  [author] 18 Oct, 2024 @ 3:49am 
v3.1:

- Added: flower garden growing zones.Flower garden zones allow you to grow a selection decorative flowers. Decorative flowers are mostly grown for beauty. The zone will give access to 11 varied flowers, from Hyacinth to tulips, plus the three plantable base game flowers: roses, dandelions and daylillies
- Tweak: reduced size of full grown lettuce and increased maxMeshCount to 9 instead of 4