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(I couldn't do anything about this; Steam wouldn't let me update it without the change).
I will update it momentarily.
<supportedVersions>
<li>1.3</li>
<li>1.4</li>
<li>1.5</li>
</supportedVersions>
Whenever I have time to expand this mod, I may look into further functionality.
Metaflora will not be immediately getting any new content in 1.5.
I'll make changes and upload them soon.
still cool designs.
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.
You could set this as a required item and utilize it to adjust the growing temperatures.
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.
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?
Do you think you'd be willing to add something more specific though? Like an example of what you add?
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.
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.
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
As for anything relating to Ideology, that's not a priority right now, but noted down.
"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.
"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.