RimWorld

RimWorld

VV - New Harvest
279 Comments
VVenchov  [author] 12 Jul @ 12:23am 
VV - New Harvest 4.4
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.
VVenchov  [author] 11 Jul @ 10:14pm 
@moo - I'm so sorry about that, I thought there wouldn't be any mistakes! I'll fix it as soon as I can!
moo 11 Jul @ 5:33pm 
For those without the DLC, these show:
- 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
VVenchov  [author] 11 Jul @ 5:30pm 
@moo - What red errors? The mod doesn't make errors with the new DLS!
moo 11 Jul @ 2:55pm 
Hi again. I figured it was easier to drop big and small.

Separately, would you be able to make the odyssey patches conditional so they stop red erroring?
VVenchov  [author] 11 Jul @ 12:17pm 
🌾 VV – New Harvest 4.3
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.
VVenchov  [author] 10 Jul @ 11:55pm 
@moo - Hey! Thanks for digging into this and sharing the info.
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!
moo 10 Jul @ 5:22pm 
Hold on, a third mod - the Obsidian material from El's Archeology.

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
moo 10 Jul @ 5:19pm 
To make matters more interesting, it also happened with the copper from Expanded Materials - Metals
moo 10 Jul @ 5:14pm 
Here's a screencap of the Fire Jotun xenotype:
https://pasteboard.co/DbnIzRM9sFx3.png
moo 10 Jul @ 5:13pm 
Hi @VVenchov,

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
VVenchov  [author] 5 Jul @ 11:28am 
@ParagonRenegade - I hope everything works as it should! :steamdance:
ParagonRenegade 5 Jul @ 11:26am 
Hey I commented here before, giving some suggestions. Thank you so much for implementing my feedback, it means a lot :)
GHOST 5 Jul @ 10:03am 
I would definitely like to see more building materials especially!
VVenchov  [author] 5 Jul @ 8:30am 
@GHOST - Thank you so much! Hearing that this mod includes things you’ve been wanting really makes me happy — that’s exactly what I hoped to achieve! I’ll keep doing my best to add more useful and interesting content in the future. Your support means a lot! 😊🌿
GHOST 5 Jul @ 7:55am 
This has quickly became one of my favorite mods. You've added a ton of stuff I had found myself wanting in the past
VVenchov  [author] 3 Jul @ 6:06am 
@MatrixFC1969 - Sorry, but I don't plan to add more plants to the mod! 50 plants are enough!
MatrixFC1969 3 Jul @ 6:02am 
Zucchine ??? add Zucchine
VVenchov  [author] 2 Jul @ 10:04pm 
@Nuclear Gandhi - As someone who grew up under such trees, there was just no way I could leave them out of this mod! They hold a special place in my heart, so I’m really happy to hear you like them too. Thanks for the kind words and support — it truly means a lot! 🌳😊
Nuclear Gandhi 2 Jul @ 4:46pm 
Mullberry Tree, My Beloved! The first jam I made was from a local Mullberry Tree, Glad to see them represented.
Andreas 2 Jul @ 10:58am 
Sounds great, thank you! I love VGP, but it's always been a little heavy handed. I love how clean this mod is!
VVenchov  [author] 1 Jul @ 10:51am 
@Andreas - Thanks, I'm really glad you’re enjoying the mulberry tree and silk combo! 😊

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!
Andreas 1 Jul @ 10:14am 
Are any of the trees plantable indoors? Are there any configuration options in-game? I love the mulberry tree + silk!
VVenchov  [author] 29 Jun @ 7:40am 
VV – New Harvest v4.1 is out! 🥦

This is a small update with:

– Bug fixes
– New textures for Leek Plant and Broccoli Plant

Thanks for playing and growing with the mod!
VVenchov  [author] 22 Jun @ 6:15am 
@selene7575 - Hello! Thank you so much for taking the time to create a Polish translation of VV – New Harvest! I'm truly grateful that more players will now be able to enjoy the mod in their own language.

Keep up the great work and thank you once again for your support!
selene7575 22 Jun @ 5:55am 
Hello! I've created a Polish translation of your mod.
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!
VVenchov  [author] 22 Jun @ 2:43am 
VV – New Harvest 4.0 is here! 🌱

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!
VVenchov  [author] 19 Jun @ 6:00am 
@DarkMatter - Hi, I've added your patch for compatibility with Replimat! It will be available in the next mod update. Thanks for the patch!
DarkMatter 18 Jun @ 3:25pm 
@VVenchov - got a version together that seems to be working. The replimat is currently converting my broccoli florets and limes to feedstock.

Too long to post here, so threw it up on pastebin.

https://pastebin.com/5F6F3TZL
VVenchov  [author] 16 Jun @ 10:27pm 
@DarkMatter - I'll see what I can do but I can't promise.
DarkMatter 16 Jun @ 8:01pm 
Any chance at making this compatible with Replimat? Currently, the hopper won't convert any of the new foods from here into feedstock. From the documentation, it looks like it just needs a patch to allow the new foods from here to be used.

https://github.com/sumghai/Replimat/wiki/For-modders:-Making-your-mod-compatible-with-Replimat#allowing-hoppers-to-accept-other-items
SanDimas 15 Jun @ 3:16pm 
nice i love new plants and stuff, another one for the expanded collection
VVenchov  [author] 3 Jun @ 6:48am 
@RoseTose - I'm not entirely sure, to be honest — I don't use the SeedsPlease mod myself. However, I’ve been told that it works with Progression: Agriculture.

I haven’t created any compatibility patches for them personally, so I can’t guarantee full support. Sorry about that!
RoseTose 3 Jun @ 6:41am 
Is this mod compatible with "Seeds please"?
Iirly 27 May @ 11:02am 
@VVenchov abso! No worries. I'll just stick my alfalfa in a barrel or something in my barns in the mean time. Loving the mod so far.
VVenchov  [author] 27 May @ 9:20am 
@Iirly - Thank you for taking the time to share this! It’s very helpful to hear about these kinds of issues. From what you've described, it sounds like the problem may be related to compatibility and could potentially be resolved with a patch. I’ll definitely investigate further when I have the chance. If it turns out that a patch is needed, I’ll do my best to include it in the next update.

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!
Iirly 27 May @ 9:07am 
I ran into a little hitch. not a bug but maybe just in need of a patch (probably from the mods themselves) I have mods that add hay bales/stacks for holding pen animal food (medieval/neolithic play through) and I cannot put any of the new feed crops in them. Should I reach out to those mod makers for this issue or is that something you can do on your end. My main issues are with Neolithic storage mods and Medieval overhaul/VFE Medieval 2
VVenchov  [author] 25 May @ 9:33am 
@Cageligh - I'll look into it! Good idea!
Cagelight 25 May @ 9:01am 
I do have one more suggestion for something I'd like to see - if the new wood types could be allowed for the "logging work site" world tile quests.
VVenchov  [author] 24 May @ 12:12pm 
@Cagelight - Thank you very much for the kind words and thoughtful feedback! You're absolutely right to point out how rattan might feel a bit overpowered, especially when it comes to beauty vs. accessibility. My original idea was to give players a beautiful but fragile material as a unique option — something easy to grow and aesthetically pleasing, but not ideal for durability or defense.

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!
Cagelight 24 May @ 12:07pm 
This is a really nice mod. The only thing I'd say is that it really feels like rattan is pretty overpowered. For applications of beauty it's extremely easy to cultivate and is more beautiful than ebony or mahogany? I get that it's really weak, but for interior furniture and art durability doesn't really matter at all, so you just get this extremely easy to cultivate material that's even more beautiful than jade. Most of this mod is really amazing but rattan in particular really seems like the odd material out.
VVenchov  [author] 22 May @ 1:39pm 
@Horny Cat - That's a very good question! When I was creating compatibility patches for other mods, I actually considered making one for Alpha Biomes as well. However, since the biomes in that mod are entirely fictional, I felt that adding my real-world plants wouldn't quite fit them. Alpha Biomes already have their own unique flora, and including my plants might disrupt the overall visual identity of the maps — at least in my opinion.

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! :owwood:
Horny Cat 22 May @ 1:17pm 
Hello, are planning on adding Alpha Biomes to the list of custom biomes the new plants can spawn on?
Iirly 21 May @ 6:37pm 
You are AWESOME @VVenchov. I just noticed my rattan floors in game. Thank you so much!
VVenchov  [author] 20 May @ 7:41am 
🛠 VV - New Harvest 3.1 is here!
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! 🌱
David 20 May @ 7:28am 
Cool mod! I would also really enjoy the soft compatibility with VPE, but it’s not necessary. Good work! <3
VVenchov  [author] 19 May @ 1:23pm 
@Iirly - Thank you for the kind words and for enjoying the mod! I assume you're referring to the scale of the flooring textures for the Rattan and Reed floors. I'll try to reduce their size to make them look more realistic. I'll take care of it as soon as possible! If you have any other suggestions, feel free to share — I'd be happy to hear them! :steamdance:
Iirly 19 May @ 10:02am 
hihi, no complaints and i'm enjoying the mod. Especially the new floors for my tribal to space play through but I do have a suggestion. When it's minified sitting on a storage the rattan looks fine, but when you make a floor out of it, the texture is very HUGE and looks odd. almost like a giants floor. My suggestion is to make the texture on the floor more like the texture of the object. Same for some of the other grasslike flooring. otherwise, it's lovely and makes my little huts look so nice. <3
_♣Caligula♣_ 14 May @ 8:10am 
:3
ttyet 13 May @ 3:52am 
HI! After talking to Bradson in the comment section of Adaptive Storage Framework, I think the problem lies at Seedsplease, you dont have to look for that problem anymore! Thanks for the caring reply even thou the problem is not on your side!