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You might want to try Progression: Agriculture (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3418017359)
or HBs No Seeds Please (not 1.6 yet) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3360443229)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3523459853
I will look a making a PR sometimes over the weekend.
I will remove it when this gets updated.
https://github.com/SirMashedPotato/Mashed_Ashlands/wiki/Extended-FAQ
https://github.com/SirMashedPotato/Mashed_Ashlands/tree/main/LoadFolders/SeedsPleaseLiteTextures/Textures/Things/Item/Resource/Seed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3446879170&searchtext=seeds
Я ЗНАЛ ЧТО У ВАС ******* ЭЛЬФОВ НЕТ УВАЖЕНИЯ, НЕТ ЧЕСТИ, НЕТ ПИВА.
The barley in Vanilla Plants Expanded - More Plants cannot extract seeds. I guess this is because barley has two products at the same time. Hay, as an additional product, affected the program.
Barley seeds exist normally in the game, but barley grain (the modified barley product of Comigo's Adequate Cooking) is not on the list of raw materials in the 'Extract Seeds' list.
1. these crops will successfully generate their seeds. 2. their seeds cannot be seen on stockpile zone's lists, therefore the seeds cannot be stored into stockpile zones.
A example mod: VV - New Harvest
Mods: [JPT] Human Resources + Seeds Please (Lite) + Medieval Overhaul (1.5).
To replicate: dev quicktest, research and study (HR feature) basic agriculture, spawn onion seeds, try to sow onion seeds in the growing zone.
https://gist.github.com/HugsLibRecordKeeper/e13ccbaac363afd1497630bd0d94780a
The plant product item gets the correct hyperlinks to the seeds and the Extract Seeds recipe, but the recipe in the seed extraction spot doesn't show the plant product as an option.
Not totally sure if I'm doing something wrong or if this is a bug.
I just wanted to report a small issue to you and make you aware: Agave seeds are not extractable at the table. I'm doing a primitive run rn in this and agave seeds are absolutely a necessity as I am in the desert, however the ability to harvest seeds from the agave in the seed processing bench is missing. I'm sure either I am being silly here, or you have just missed this and I wanted to bring this to your attention just incase of the latter.
Great work on this mod though, love it. :)
Hope adding support for Biome Cavern & Polluted lands.
You must be re-plant a different crops. It's quite reasonable that pawn behave like this. In vanilla version ,pawn just cut previous plant, then plant new. But it's two different task. A pawn just wont carry seed when plantcut, because he just dont know what he's going to do after this.
Solution: Setting `Plant-cut` priority highter than `Grow`, then give cut order explicitly.
shits abyssmal
I disable some plant from requring seed
seed dissapears. Shoudl
but doesn't
So caravan spawns seeds with Nan$ value.
Colony boom. (quest generation and so on) This case. Need to use Cherry Picker properly.
But right now. What is happening.
I didn't disable plants from needing seeds. So I need seed to plant, for instance, devilstrand.
Without any modification, it shouldn't make Nan$ value.
But some freaking reason, this devilstrand becomes Nan$ value. (and even needing seeds)
Until now, I thought I have mistaken that I [apprently forgot to use cherry picker to remove the seed after removing it from needing seed(to plant)] Because I use ton of plants mod.
But Devilstrand I didn't. Now I realize. I done well. but just this mod constantly messing
plant's seed requirement slash market value stuff.
frustrated.
Could you please make a feature what turns off Traders from selling seeds
but Seed Traders?
Vanilla Plants Expanded - More Plants: oats.
Grains and Brewing: Jerusalem artichoke, barley, triticale.
I recall seeing this bug before and suspect a few obsolete plants/seeds formats from early versions of SeedsPlease are copied over to new versions.