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I have fixed a critical issue causing errors for players without the latest DLC that introduces the Grasslands and LavaField biomes.
This update implements conditional patches to prevent errors when those biomes are not present.
If you continue to experience errors or encounter any other issues, please report them in the designated discussion thread or in the comments below.
Thank you for your patience and support.
- Verse.PatchOperationAdd(xpath="/Defs/BiomeDef[defName="Grasslands"]/wildPlants"): Failed to find a node with the given xpath
- Verse.PatchOperationAdd(xpath="/Defs/BiomeDef[defName="LavaField"]/wildPlants"): Failed to find a node with the given xpath
Separately, would you be able to make the odyssey patches conditional so they stop red erroring?
What’s new in 4.3?
Millet Plant has been fine-tuned for survival. It now thrives better on poor soils, making it a reliable crop in harsher environments.
Wild plants now naturally spawn in some of the new biomes introduced by the Odyssey DLC – bringing life (and a bit of flavor) to the unknown.
It looks like the issue stems from interactions with other mods like Big and Small - Races and Expanded Materials, not directly from VV - New Harvest.
I’m keeping an eye on it but for now, there’s nothing to fix on my side. Hopefully the other mod authors will sort it out soon!
Something's going on. It might not be your mod after all!
Keep these comments here please - I'm going to reach out to the B&S-R mod author to come here and look
https://pasteboard.co/DbnIzRM9sFx3.png
I've discovered a weird interaction with your mod but ONLY on pawns with the Fire Jotun xenotype from Big and Small - Races mod. Apparel made from any VV-NH material (silk, rubber, etc) fires this error on the pawn on repeat every few ticks:
Exception setting up dynamic nodes for Lips: System.InvalidCastException: Specified cast is not valid.
[Ref F2C2022E]
at Verse.DynamicPawnRenderNodeSetup_Apparel+<ProcessApparel>d__5.MoveNext () [0x000bd] in <a57c190620374f8eab631c51cf4b6536>:0
at Verse.DynamicPawnRenderNodeSetup_Apparel+<GetDynamicNodes>d__3.MoveNext () [0x001a4] in <a57c190620374f8eab631c51cf4b6536>:0
at Verse.PawnRenderTree.SetupDynamicNodes () [0x00061] in <a57c190620374f8eab631c51cf4b6536>:0
at Verse.PawnRenderTree.TrySetupGraphIfNeeded () [0x0007a] in <a57c190620374f8eab631c51cf4b6536>:0
Currently, none of the trees in VV – New Harvest are plantable indoors, as I wanted to keep things balanced and close to the way RimWorld normally handles tree growing. However, I’ve seen a few players ask about it, so I might consider adding an optional patch in the future for special setups or greenhouse builds.
There are no in-game configuration options at the moment — the mod is designed to be simple and lightweight, without needing settings or extra menus. But if enough people show interest in more flexibility, I’m open to ideas!
Thanks for the kind words and for playing the mod!
This is a small update with:
– Bug fixes
– New textures for Leek Plant and Broccoli Plant
Thanks for playing and growing with the mod!
Keep up the great work and thank you once again for your support!
Full credit has been given to you in the description, including a link to the original mod.
If you'd prefer I remove it for any reason, just let me know and I'll take it down without hesitation.
Link to the translation mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505966478
Thank you for your great work!
This update brings full compatibility with RimWorld 1.6!
🚫 Support for version 1.4 has been dropped — VV – New Harvest now works only with RimWorld 1.5 and 1.6.
🛠 Minor stat tweaks to several plants for better balance.
🔧 Improved overall compatibility and performance.
🌟 The biggest highlight of version 4.0 is the long-awaited compatibility patches!
They touch many aspects of gameplay — we’ll let you discover the details yourself. 😉
New compatibility patches added for:
[SYR] Processor Framework
Medieval Overhaul
Vanilla Plants Expanded
Vanilla Outposts Expanded
VGP Vegetable Garden
SeedsPlease: Lite Redux
Replimat
Enjoy the harvest — and as always, feedback is welcome!
Too long to post here, so threw it up on pastebin.
https://pastebin.com/5F6F3TZL
https://github.com/sumghai/Replimat/wiki/For-modders:-Making-your-mod-compatible-with-Replimat#allowing-hoppers-to-accept-other-items
I haven’t created any compatibility patches for them personally, so I can’t guarantee full support. Sorry about that!
However, I should mention that I’ll be quite busy over the next two weeks, so I can’t give an exact timeline for the next release. I really appreciate your patience and support in the meantime. And of course, if you run into any other bugs, imbalances, or simply have more ideas you'd like to share, don’t hesitate to post them. Every bit of feedback helps make the mod better!
However, I definitely see your point. For furniture and sculptures, beauty often matters more than strength, and that does give rattan an edge it probably shouldn't have. I'm currently reviewing balance for future updates, and this kind of feedback is exactly what helps me fine-tune things. Thanks again for taking the time to share it!
That said, if you believe that some of my wild plants would be a good match for certain Alpha Biomes, I'd be happy to create a patch for that!
A small but meaningful update focused on improving the visual quality of some flooring types:
🔧 Texture improvements:
Rattan Floor, Reed Floor, and Mahogany Floor now have better texture scaling to make them look more natural and realistic in-game.
Cedar Floor has received an entirely new texture — while the old one was beautiful, it didn’t blend well in small rooms due to visible tile borders that broke the flow of the pattern.
🎨 These changes aim to enhance visual consistency and create a smoother, more immersive interior design experience.
As always — thank you for playing VV - New Harvest! 🌱