RimWorld

RimWorld

Metaflora
56 Comments
SepphorisVT  [author] 19 Jul @ 9:04pm 
Updated to 1.6, with plants being space-friendly... and some tweaks to the (previously) insane research costs.
SepphorisVT  [author] 19 Jul @ 5:51pm 
@Mythophile sure thing, and I'll make sure these plants are space-friendly too, as this is the perfect mod for plants that colonies may want to decorate their ship decks with.
Mythophile 19 Jul @ 11:26am 
Nice, hoping for 1.6 update!
MrClem97 12 Oct, 2024 @ 4:03pm 
Thank you!
SepphorisVT  [author] 11 Oct, 2024 @ 6:16am 
Updated to 1.5. Unfortunately the PackageID had to change, so current saves probably won't have anything built from the mod. You'll have to rebuild them.

(I couldn't do anything about this; Steam wouldn't let me update it without the change).
SepphorisVT  [author] 11 Oct, 2024 @ 6:04am 
Once I'm done updating Terrasecurity (which is hopefully soon, as the only things left are tiny tweaks), I'll look into adding a few more things for this mod.
SepphorisVT  [author] 11 Oct, 2024 @ 5:47am 
Oh, those tags. I thought you meant plant xml tags or something along those lines.
I will update it momentarily.
Mr. J Soda 11 Oct, 2024 @ 5:26am 
On the workshop page it needs the 1.5 tag so it'll show up on 1.5 searches. For the mod itself, it needs the about.xml to have this
<supportedVersions>
<li>1.3</li>
<li>1.4</li>
<li>1.5</li>
</supportedVersions>
SepphorisVT  [author] 10 Oct, 2024 @ 6:49pm 
@Mr. J Soda what tags, by chance? I'm unable to check atm.
Mr. J Soda 10 Oct, 2024 @ 11:21am 
From my testing it seems like it works in 1.5, mostly just getting errors about the tags.
SepphorisVT  [author] 26 Sep, 2024 @ 3:15pm 
@Andreas purely cosmetic. Upon deconstruction, I believe they'll return the core you use if you want to create a different plant.

Whenever I have time to expand this mod, I may look into further functionality.
Andreas 26 Sep, 2024 @ 7:15am 
Are these harvestable for wood or fruit or cores or anything? Or are they purely for beauty and cosmetic appeal?
Roque the Rogue 12 Aug, 2024 @ 3:00pm 
Mod seems to be working fine.
Rhi 28 Apr, 2024 @ 7:14pm 
Best of luck luck with your move and I hope things are going well. I like this mod!
SepphorisVT  [author] 10 Apr, 2024 @ 9:41pm 
A delay has happened due to moving, and I will not be able to update this mod for 1.5 in the time frame I wanted (tomorrow). So this, and my other mods, will be updated as soon as possible. In the meantime you can try to see if this mod works in 1.5, but I cannot guarantee it will.

Metaflora will not be immediately getting any new content in 1.5.
SepphorisVT  [author] 10 Jan, 2024 @ 12:08pm 
@marshmellowtree28 Good point. Considering the higher tech and investment, it only makes sense their beauty should be a bit higher.

I'll make changes and upload them soon.
marshmellowtree28 9 Jan, 2024 @ 11:38pm 
All flora in the mod only give off 5 beauty for each plant for example a rose gives off at least 10.
still cool designs.
MrClem97 25 Oct, 2022 @ 3:33pm 
yay!
SepphorisVT  [author] 25 Oct, 2022 @ 3:10pm 
Updated for 1.4
SepphorisVT  [author] 29 Jun, 2022 @ 2:00am 
Update on the way, with multi-colored plants.There will be two ways to get these: build them using a new tab, or use a machining bench to choose the color of the plant the metacore will create.

Due to funding restrictions, these are the only two ways to get this done. Hopefully they are temporary for a small amount of time, and a gizmo coloring system can be added in.
MrClem97 24 Jun, 2022 @ 2:10am 
Now I can't wait for the next udate <3
KhalunQalli 23 Jun, 2022 @ 11:26pm 
My pleasure! I came across it and remembered that you were looking for help with that and hoped it would be what you were needing. ^_^
SepphorisVT  [author] 23 Jun, 2022 @ 9:03pm 
@KhalunQalli that's amazing! And exactly what I need! THANK YOU SO MUCH for point this out!!!
KhalunQalli 23 Jun, 2022 @ 12:04pm 
The following mod opens plant stats up to XML modding: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1514042242

You could set this as a required item and utilize it to adjust the growing temperatures.
Hillaru 20 Jun, 2022 @ 7:56pm 
Hmm, you may try taking a look to "Winter Taiga Biome" mod. I think the guy somehow fixed plants temperature problems here. Also good luck with your further development, your mod is beautifull!
SepphorisVT  [author] 20 Jun, 2022 @ 7:31pm 
@Hillaru nope. All plants have their min/max temperatures locked, unlike pawns. I've had no luck trying to work around it.
Hillaru 20 Jun, 2022 @ 10:54am 
I see, so there are no easy way to, like, set min and max growing temperature for them to -200C and +200C respectively?
SepphorisVT  [author] 20 Jun, 2022 @ 9:52am 
@Hillaru You convert the metacores at a workbench. A specialized bench that converts the metacores will be added in soon.

As for the "suitable temperature" issue... I've been wanting to fix that, but it is a hardcoded feature for all plants. It's very tough to get by. The only way to fix that would be to make the plants technically a building, but then... well, they aren't exactly plants.

I may add the ability to construct the plants out of cores, if that is wanted. So that way you can get around the plant restrictions, at the cost of it no longer being considered a plant.
Hillaru 20 Jun, 2022 @ 6:13am 
How do I plant holotrees? I can put a small plants in metacore pot, but I have no idea how to use metacores for palms or other trees. I wanted to make an outside steel garden, but not sure if its possible. Also it's kinda weird that metaplants require "suitable temperature" to grow. Would be cool if we could plant them outside even in extreme climate locations to create an illusion of rich flora.
Mage 28 May, 2022 @ 10:07am 
That's great then~ Thx
SepphorisVT  [author] 27 May, 2022 @ 10:10pm 
@法师Mage If you mean is it safe for existing save, then yes, it is!
Mage 27 May, 2022 @ 9:18pm 
Safe to existing archive?May not?
SepphorisVT  [author] 16 May, 2022 @ 10:33pm 
For anyone following, need some input. I've been thoroughly looking into various color options, and the ideal method isn't possible for plants, even with C# (the function requires a shaders, which is made in Unity itself). So, would like to ask what a preferred solution may be:

1: Plants have colors, but technically each plant is independent of one another. The blue and red ones have different def names, for example. This gets around the color issue and keeps them as plants, but may crowd the planting menu.

2: The plants are no longer plants, but instead constructions. This allows the plants to have various colors, but they must now be built, and are no longer considered plants by the game (which defeats the plans of matching biomes).

Any thoughts?
SepphorisVT  [author] 27 Apr, 2022 @ 1:25am 
@Tomstah once there's an actual focus and a group of content, yes. Currently the mod only have a few plants sprinkled around with no cohesion between the theme. The header picture shows this.
Tom 26 Apr, 2022 @ 11:02pm 
the description reminds me a lot of Botania, my favorite Minecraft mod.
Do you think you'd be willing to add something more specific though? Like an example of what you add?
SepphorisVT  [author] 23 Apr, 2022 @ 9:04am 
@Jared because those are furniture, which are entirely different object types/defs. These are plants, which do not support the feature the other objects use (masking). Plants are extremely picky about what they support, and that coloring mechanic is one of them.

Unfortunately until this issue is resolved, plants will not be able to have changing colors. A new shader type will need to be made, or they'll have to become normal objects instead of plants.

I'll make a discussion thread here sometime and ask on servers if it's more desired that these become objects rather than plants. However, that would mean that all current plants in the mod would be removed.
Peerl1ss 23 Apr, 2022 @ 8:52am 
Why not look at other mods that change hologram colors, like nightlights and perhaps VFE hologram colors? Check out how they did it and try on yours.
SepphorisVT  [author] 12 Apr, 2022 @ 12:36pm 
As requested, we're looking into making holoplants that allow selectable/custom colors for the holographic parts... however, the solutions are pretty limited.

Using the masking feature - what changes ore colors, and what allows items to change their color based on what they are made of - doesn't seem to work with plants. Rather than changing color, the leaves are simple removed. I have no idea why; all I know is that plants are very picky about what they support.

An alternate solution is making the plants being read as buildings... but that conflicts with the aesthetic, and future plans, of the mod.

Another solution is make it so each plant has preset textures of various colors, but this increases mod size, is limited in selection, and may make UI navigation a pain.

Will continue working on this. If a viable solution is found, it will come in a future 1.X update.
SepphorisVT  [author] 7 Apr, 2022 @ 12:48pm 
Pushed update that resolved unneeded research project, cleaned up XML, and added one more holoplant. Now, onto the trees!
SepphorisVT  [author] 3 Apr, 2022 @ 11:13pm 
Updated to fix planting bug with Mongolia tree, and trees now allow their core to be returned.
rayman3120 2 Apr, 2022 @ 10:38am 
are these holographic plants? or mechanical plants?
cause i think looking at the textures it would make more sense to have them be physical, steel plants rather then holograms.

like building your own mechanical forest. idk

i like the idea tho
SepphorisVT  [author] 28 Mar, 2022 @ 9:50am 
They should be plantable indoors, as cores fabricate the plant with no worry of the environment. "Cave plant" is leftover code in my attempts to make it so it can be planted anywhere except on water, as it seemed to allow mushrooms to be planted on stone. It did not work though. That code will be removed.

As for anything relating to Ideology, that's not a priority right now, but noted down.
cryolemon 26 Mar, 2022 @ 8:10am 
@Sepphoris cool. And thinking about it more, these are supposed to be hi-tech, right. So I'd go for something like 15 steel 5 plasteel 10 silver for the recipe. Maybe double that for the trees.
Latex Santa 26 Mar, 2022 @ 7:43am 
@Sepphoris Thank you, kind modder. Please continue to do your best.
SepphorisVT  [author] 26 Mar, 2022 @ 5:55am 
@Thundercraft and @cryolemon: since it seems like this is a enjoyed mod, recipes, functions, utili, and more plantsty will be added in. Right now the mod is mostly what it was when it was personal, but it'll be expanded to have more.
Captain Roman S'Jet 25 Mar, 2022 @ 8:11pm 
Not made by furry. Thumbs up'd and subscribed.
cryolemon 25 Mar, 2022 @ 10:04am 
Cool idea. Maybe have something like a few steel and a couple of silver for the recipes?
Latex Santa 25 Mar, 2022 @ 12:41am 
Looks good, like the idea. Subbed. Would love to see it expanded.
Thundercraft 25 Mar, 2022 @ 12:08am 
"Currently none of the plants require any resources to make."
"However if this is enjoyed, I'll expand on it with more logical recipes, trees, house plants, bushes, etc."

Please do. I would definitely prefer if they all had logical recipes. Even if these are only decorative, they do add to a room's beauty. By being very cheap or costing no resources basically makes this mod a cheat, especially since they "live" forever (no maintenance) and do not even require electricity.
Thundercraft 25 Mar, 2022 @ 12:06am 
Interesting, I may try this for my next playthrough.

"However they don't do anything besides look pretty."

Just an FYI: I wish the description would explain that these plants all have a positive beauty, thus they improve a room's beauty and/or improve the mood of nearby pawns.

From looking at the files, it looks like all the decorative plants have a beauty of 8. However, the "holotree: mangolia" has a beauty of 6, while the "holotree: palm tree" has a beauty of 8.

As I said, I just wish the description mentioned this.