RimWorld

RimWorld

Gardens
117 Comments
UltraEmailMan 1 Aug @ 10:55am 
Thanks!
-=JkJkLoL=- tk421storm  [author] 1 Aug @ 10:33am 
@UltraEmailMan - update should include hide/show zone functinality, good catch!
-=JkJkLoL=- tk421storm  [author] 28 Jul @ 7:38am 
Hey @Nigel - can you turn on debug logging on this mod (in mod options) and then post the result (with the hugs log submitter tool) after that behavior? my guess is it's a mod conflict i'd like to squash
Nigel 27 Jul @ 2:53am 
Hey i have a bug that i cant force my colonists to sow a seed. And also when they sow seeds in the garden zone the become stuck always sawing one plant, removing it, sawing it removing it.... and so on. Anyone else has these problems.
UltraEmailMan 26 Jul @ 10:37am 
Thanks! Even if it's just on my end, it'll be good to know so I can start tracking down the conflict.
-=JkJkLoL=- tk421storm  [author] 26 Jul @ 6:27am 
@UltraEmailMan - I'll check today, it inherits from GrowingZone so it should have everything that has, but maybe it's been overwritten somehow
UltraEmailMan 24 Jul @ 4:41pm 
There doesn't seem to be an option to hide the zone overlay. Is that how it's meant to be, or is that just on my end?
LordBeef21 16 Jul @ 6:24am 
Huh, I could've sworn it didn't have the 1.6 tag before. Thanks!
-=JkJkLoL=- tk421storm  [author] 12 Jul @ 10:03am 
it already is!
LordBeef21 10 Jul @ 10:11pm 
Hi! Will this be updated to 1.6?
-=JkJkLoL=- tk421storm  [author] 25 Apr @ 11:32am 
ugh i hate that error - but i think that makes sense - it means the cell is being added to the overall list of "cells with growing jobs" - but then when the pawn looks at the cell, it cannot find an active job - i'll do some tests
Mors Aedificator 24 Apr @ 1:02pm 
Nope not even close to it. Shortened the error to this: "RimWorld.WorkGiver_GrowerSow provided target (77, 0, 21), Map_0 but yielded no actual job for pawn Hakuja. The CanGiveJob and JobOnX methods may not be synchronized." Forget what the cause was exactly but it was almost like gardens was overriding the base hydroponics function.
-=JkJkLoL=- tk421storm  [author] 24 Apr @ 6:27am 
interesting! were the outdoor hydroponics basins on top of the designated garden zone? i'll take a look at the code and see if there could be conflicts with outdoor basins
Mors Aedificator 22 Apr @ 6:08pm 
So odd bug happened and not sure exactly on the conflicts but it seems this mod is the issue. Earlier I had made a small garden plot to add more beauty value to a location and forgot about it. So just now tested a indoor and outdoor hydroponics basin. The indoor caused an error but the outdoor one had my pawns plant trees in them. So my immediate thought was "Huh that was weird, I don't have the research to plant trees and no option for basins exist for them to my knowledge. What does?". Well this mod does, I then proceeded to delete the zone and disable it. Pawns now plant in the basins like normal. Either way just wanted to point it out and i'll keep my eye on it but right now something seems broken with the mod set up I have.
BigBrother 15 Apr @ 10:00am 
Hi thank you for your mod, I would love there to be an option preventing my pawns from harvesting my garden trees as well. Toggle harvest mod does that but obviously incompatible with this mod.
Angelpichu 26 Feb @ 1:37am 
Could we get an option to allow planting a random allowed plants on every time it sows rather than remembering what plant goes where, making it more random for some things like crops, please?
-=JkJkLoL=- tk421storm  [author] 8 Jan @ 7:35am 
@zairya i love that idea - i hate that they run around harvesting my decorative plants lol. I'll look into that other mod and see how they do it!
Zairya 7 Jan @ 5:47am 
@Klldarkness
Instead of the gizmo at the bottom, like usual growing zones have them, you have a tab on the left like the workbenches. There you find basically every plant, tree, stump and flower that's loaded in your game.
I guess you were looking for this?

@ -=JkJkLoL=- tk421storm
Would it be possible to add a "no harvest" gizmo? smart farming does this to the vanilla growing zone but that zone doesn't cover all plants like yours. Thx
Klldarkness 30 Dec, 2024 @ 11:10pm 
I don't often build outdoor colonies, but this time around I'm giving a try. Just thought if this mod existed, and a quick search brought it up. Quick question though! Is it possible to add maybe a list, kinda like the stockpile list, to limit what can/can't be grown? The random hodgepodge will be interesting, obviously; but I'd love if I could select fruit trees, and then plants/trees/grasses native to the biome. That way it's more of a nature extension, but with the addition of fruit tree.
-=JkJkLoL=- tk421storm  [author] 24 Dec, 2024 @ 11:24am 
that's great news! so changing loading order fixed it for you?
Halfelfaedyn 23 Dec, 2024 @ 10:59pm 
He's sowing! It's beautiful. My village is going to be gorgeous, thank you so much!
Halfelfaedyn 23 Dec, 2024 @ 9:08am 
Oh okay thank you I'll try it and report back.

Sorry for the trouble and thank you for trying. It's such a cool mod that should be vanilla imo. If they worked it like the list would grow with flower discovery, that would be so fun.
-=JkJkLoL=- tk421storm  [author] 22 Dec, 2024 @ 5:33pm 
thanks for that list - i've got regrowth & graze up so it's probably not them. I had to re-write the sow work giver functions pretty much from scratch for this unfortunately - i would try load order first, put this after those other mods and see if that helps any, and i'll do some tests on my end
Halfelfaedyn 21 Dec, 2024 @ 11:13am 
I have Plant Growth Sync, Replantable Special Trees, Separate Tree Chopping Priority, ReGrowth mods... Work Tab, De-generalize Work, Graze up. That's all I can think of as far as anything affecting it.
Halfelfaedyn 21 Dec, 2024 @ 11:05am 
Sowing is enabled. There's no float menu on it when I right-click, and normally that would be a red error. I have a ton of mods, none of my other sowing zones are affected. I'll have to do a deep look through.
-=JkJkLoL=- tk421storm  [author] 21 Dec, 2024 @ 9:26am 
@Halfelffa... - sounds like a mod conflict to me. Is "sowing" enabled on the garden zone? Do you have any other mods that affect the sow/harvest jobs?
-=JkJkLoL=- tk421storm  [author] 21 Dec, 2024 @ 9:26am 
@Gorlath - i've struggled with limiting the list to non-breaking plants (ie anima trees et al) but haven't found a good way to filter like that (without ending up with the same list of "plantable" plants available in a grow zone - so i've erred on the side of more freedom - you'll just have to resist the urge to create a field of anima trees lol.
Halfelfaedyn 20 Dec, 2024 @ 9:37pm 
I can't get my growers to plant the garden? I don't know why. It sat there empty while all the other fields got planted.
Halfelfaedyn 14 Dec, 2024 @ 12:55am 
What a wonderful idea!
Gorlath 26 Nov, 2024 @ 1:16am 
Would it be possible to have the mod options allow me to ban specific plants from the list? Yuran cherry trees are supposed to have special planting requirements, yet I can plant them using this mod free of cost.
Either that, or have them added to the list of immersion-breaking plants? The defname is YR_Plant_BigTree if that helps.
JasonGriffin 12 Jul, 2024 @ 3:56pm 
Hi, would it be possible to make a button so you can filter for only plants that add beauty?
Zylleon 28 Apr, 2024 @ 5:41pm 
This is a great mod, thank you!
-=JkJkLoL=- tk421storm  [author] 19 Apr, 2024 @ 3:37pm 
@GrislyGaming - the default is set by a function in the code - specifically i tries to pick plants correctly for the current biome (though I notice it's not a great function). Make sure you make use of the copy-paste function; it's annoying to set I agree (especially with lots and lots of plants) but the copy-paste makes it manageable
GrislyGaming93 19 Apr, 2024 @ 11:59am 
is there a way to make a default range of plants for the zone? all my zones auto start with only the trees in my biome and takes a min to change to what i want to grow.
Persomnus 16 Apr, 2024 @ 10:45pm 
this mod is so adorable, love making a meditation spot in a garden
allbad 2 Apr, 2024 @ 7:13am 
Awesome! I read in comments you filter out harvestable plants and assumed it was for both options. Thanks for the clarification
-=JkJkLoL=- tk421storm  [author] 1 Apr, 2024 @ 11:56am 
@allbad - in the mod options you should check "allow all plants" or something, which *should* allow any game plant to be sown (make your field of anima trees dream a reality)
allbad 29 Mar, 2024 @ 7:46am 
Can you add an option to sow harvestable crops? I was hoping to use this mod for a sort of "permaculture" concept
lobosan 27 Mar, 2024 @ 8:13pm 
very nice mod - always preferred the more organic "english gardens" over the symmetrical "french gardens"
-=JkJkLoL=- tk421storm  [author] 27 Mar, 2024 @ 10:32am 
1.5 update today, with better logic around trees and adjacent zones (growing and garden). Please report any issues you see!
-=JkJkLoL=- tk421storm  [author] 27 Mar, 2024 @ 10:32am 
@JACK thanks for the nice post! It made my day. Agreed on the stumps bit, I should probably manually keep those back from the list.
JACK 26 Mar, 2024 @ 5:22pm 
to date maybe the most underrated mod I've seen. posted about you on the subreddit! fyi: my colonists kept planting stumps and then immediately tearing them down, which was giving me infinite wood and a really annoying sound. easy to untick stumps in the planting list, but maybe something to disable?
ʏɘ|ɿɒH 7 Feb, 2024 @ 4:33am 
Woot! Thank you!
-=JkJkLoL=- tk421storm  [author] 6 Feb, 2024 @ 11:35am 
@ʏɘ|ɿɒH good catch! I forgot to expose those fields on save, that should be fixed in the latest update (today!)
ʏɘ|ɿɒH 21 Oct, 2023 @ 7:22am 
Is there any way to make the toggle off for "Allow Cutting" to be permanent? I plant things and don't want them cut down but if I don't turn that off at every load then they cut it all down anyway.
kzs583 13 Oct, 2023 @ 8:57pm 
t's a really cool mode. One thing I'm curious about is that when you designate a zone, people plant and pull out plants repeatedly.
ProfileName 11 Aug, 2023 @ 5:14am 
I have no idea what this mod could be interacting with; how does this mod work? Does the zone take from Farming?
-=JkJkLoL=- tk421storm  [author] 2 Aug, 2023 @ 9:05am 
@ProfileName - probably has to do with load order & compatibility with other mods. If you can help pinpoint I might be able to make a compatibility patch!
DreamFree 2 Aug, 2023 @ 7:41am 
It gave the thunderbolt error. Probably cause it didn't play nice with Rimworld of Magic or Achtung!

I'll post the error log in the Discussions section of the mod, maybe it may be useful to you or someone else. I'm not trying to get help, I already disable it.
ProfileName 30 May, 2023 @ 9:53am 
Buggy mod. Whenever any of these areas are placed (even deleted), it proceeds to make ALL GROWING ZONES act as GARDENING ZONES, even hydroponics.

Effectively ruins your gardening plans.