RimWorld

RimWorld

Growing Plots
65 Comments
lunnernight 23 Feb @ 4:58pm 
Honestly was searching for this kinda thing for medieval overhaul
湊-阿库娅Official 15 Mar, 2020 @ 7:19am 
Thanks very much .Please update to 1.1 if possible
bruce3287 2 Mar, 2020 @ 4:21am 
thank you!!
Proximity_Microwave  [author] 1 Mar, 2020 @ 9:47am 
I don't think I'm going to bother updating it. There are better alternatives at this point. I'd recommend Vanilla Furniture Expanded - Farming.
bruce3287 29 Feb, 2020 @ 5:35pm 
will up to 1.1?
Qillin 14 Feb, 2020 @ 2:31pm 
Suck my incompatibility, you fucking error of society.
PremierVader 4 Oct, 2019 @ 10:27pm 
Natalo77 you are so annoying going around IN EVERY SINGLE mod saying the SAME THING again and again "Any hard incompatibilities?"
Natalo77 8 Feb, 2019 @ 1:52pm 
Any hard incompatabilites?
groovybluedog 6 Nov, 2018 @ 5:14pm 
Thanks very much, I'd appriciate that :D
Proximity_Microwave  [author] 6 Nov, 2018 @ 4:58pm 
I will look into this again, originally I had them acting like ground, but they behaved buggy, and I had to choose between making them act buggy and like ground, or work correctly and act like hydroponics. If I recall correctly, and this is why I need to look again, the definitions for what can be grown are set by the plants Defs which means I would have had to break compatability with other mods in order to set my own list of plants that can grow, and make the whole thing work correctly, but it was several patches ago that I looked into it so I may be remembering incorrectly or something may have changed, so I'll look into it again when I get the chance.
groovybluedog 6 Nov, 2018 @ 3:21pm 
Should be everything as the plots act like ground, not hydroponics. Seems the wrong way around.
Immortalits 6 Nov, 2018 @ 12:41am 
is it possible to at least make corn growable in the plots?
groovybluedog 4 Nov, 2018 @ 2:52pm 
I had assumed that these plots would have allowed all items to have been grown, as it's different from hydroponics and acts like regular ground, but it only shows the items from hydroponics as growable :c
Proximity_Microwave  [author] 2 Nov, 2018 @ 11:40am 
Rich soil gets a 140% growth rate, different plants benefit different amounts from soil fertility.
Myst 2 Nov, 2018 @ 8:10am 
Rich soil growing plot only increases plants to 109% growth rate???? Seems rather underpowered for the cost that goes into it.
groovybluedog 24 Oct, 2018 @ 4:24am 
I wish there was an option to use something else other than Neutroamine :P
Black Jesus 23 Oct, 2018 @ 7:09pm 
Enabling now. How do I go about getting Neutroamine? Is it something I have to trade for, found on map, or somehow make?
Toast 17 Oct, 2018 @ 6:59pm 
wonderful news thanks heaps
Proximity_Microwave  [author] 17 Oct, 2018 @ 4:11pm 
Seems to work just fine. I updated the version number.
Toast 17 Oct, 2018 @ 2:21pm 
1.0 update? :D
Toast 8 Sep, 2018 @ 10:53pm 
amazing news, thank you.
Proximity_Microwave  [author] 8 Sep, 2018 @ 6:01am 
Sorry I haven't been playing RimWorld lately and forgot. Now updated.
Toast 7 Sep, 2018 @ 10:01pm 
will this be available for B19 ?
Hexatron 7 Sep, 2018 @ 2:46pm 
Will you update this for B19 at some point?
VodkaBoi 20 Aug, 2018 @ 3:03pm 
save compatible?
organslurpi 8 Apr, 2018 @ 1:47am 
lel plants need nitrogen
groovybluedog 5 Feb, 2018 @ 3:36am 
I just don't see the correlation between rich soil and neutroamine...
MangoCobra 4 Feb, 2018 @ 8:33pm 
@groovybluedog there is a mod that adds Neutroleaf, lets you grow it.
groovybluedog 27 Jan, 2018 @ 3:48pm 
Rich soil version needs Neutroamine? Yikes,,,
ambi 30 Dec, 2017 @ 4:37am 
Have you thought of making 2x2 and 1x1 plots? Otherwise great mod!
Proximity_Microwave  [author] 23 Nov, 2017 @ 3:41am 
I've tried fixing this issue, but I think it's a bug with the base game that my mod exposes. Normally the string that contains if a growing plot or hydroponics basic is in it's growing season has additional information above it. In the case of the Growing Zone it lists the growing season, and in the case of the Hydroponics basin it lists the power usage, so the game thinks there should be information above that line on the Growing Plots. I'm debating if I should leave it or use a work around like setting it to 0 power usage, which would have it's own annoyance.
Timmy's 2 Toes, LLC. 20 Nov, 2017 @ 11:18am 
@Proximity_Microwave keep getting the "contains empty lines"

https://gist.github.com/HugsLibRecordKeeper/0d5330da87308013a10acd8701a569d3
maddin 18 Nov, 2017 @ 3:47pm 
Can you please also upload an alpha 17 version, cause I have a ruined save now :(
Proximity_Microwave  [author] 18 Nov, 2017 @ 2:26pm 
Updated for A18.
Immortalits 24 Jul, 2017 @ 3:00am 
is it possible to allow the growth of corn in the growing pots?
trees might be op, but corn does not have that deep roots, I can understand why they can't be grown in hydroponics, but this mod would be great to make it possible to grow indoor corn without any machination with terrains.

thanks!
"The" SeanMacLeod 10 Jun, 2017 @ 6:36pm 
@Procrasturbator
That sounds an awful lot like hydroponics.
Procrasturbator 10 Jun, 2017 @ 8:06am 
What if you made a "hightech" varient that used some silver to "electically stimulate growth" to make a very highspeed, however smaller (2x2), varient to this so you can use it to grow lots of plants fairly fast for early gamers who prioritize food growth along with small ammounts of energy production. You could even make larger varients of this one by making it consume low ammounts of energy for the first one, and then much larger ammounts as the size goes up.
Daniel_USA 2 Jun, 2017 @ 2:28pm 
Inspect string for RichGrowingPlot1418512 contains empty lines.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B2(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Daniel_USA 1 Jun, 2017 @ 11:45pm 
how hard would it be to replace the dirt with the water texture and make it so plants grow twice as fast?

nutrient grow plot

if you feel it is op you could make it use up luciferium (nanobots instead of nutrients) or require uranium and nuetroamine.

Proximity_Microwave  [author] 24 May, 2017 @ 12:03pm 
Just updated to 0.17, I didn't make any changes, just updated the version number. It seems to work fine, if you find any issues, let me know.
Proximity_Microwave  [author] 21 Feb, 2017 @ 10:18pm 
I've updated the mod, the growing plots are now Stuffified! You can build them with any Wood, Metal, or Stone instead of just Steel. You'll find a little odd behavior with already constructed Growing Plots. They will have a white outline and not return any materials when deconstructed (sorry), but will not break saves and should continue to function under the new planting rules.
Proximity_Microwave  [author] 21 Feb, 2017 @ 10:15pm 
@Trisexual apples - I'm sorry about that, this appears to be a bug with how the game plant trees on structures, including Hydroponic Basins, but planting trees on Hydroponic Basins isn't an option in the base game so you don't encounter it. As a workaround I've changed the Growing Plots to only allow the same plants as are available in Hydroponic Basins. Sorry to get your hopes up with tree planting, I should have tested more thoroughly.
Proximity_Microwave  [author] 21 Feb, 2017 @ 10:12pm 
@Natiris - Sorry for taking so long to respond. This appears to be a general bug with the game, I found the same thing happens with Hydroponic Basins. It may be intentional however to prevent colonists from planting crops on ground tiles that are about to be replaced.
Enju Saion-ji 20 Feb, 2017 @ 10:04am 
my colony is on a desert and there is little to no soil to plant so i use growing plots, but there is a weird bug with trees when a colonist finishes planting a tree he imidietly choppes it down getting no wood. please fix it if possible
Natirs 3 Feb, 2017 @ 6:59pm 
Found a weird bug with these. I only tried regular carpeting - so no modded floors. When I have the carpeting blueprint on the plots, the colonist will not replant. They will harvest, but never replant them. When I removed the blueprint, the planted whatever was in there. It didn't seem to matter what was being planted either. I had crops, drugs, healroot, cloth, etc.

TLDR: Colonists would not replant crops if a flooring blueprint was placed over the plot. Only the affected square would be the issue.
Proximity_Microwave  [author] 7 Jan, 2017 @ 11:35pm 
@Heavy Edge I don't know, you may have a mod conflict somewhere, you might try changing Growing Plots possition in the mods list.
Proximity_Microwave  [author] 7 Jan, 2017 @ 11:34pm 
@rrichard2 most plants have to be above 50°F to grow at 100%.
Heavy Edge 7 Jan, 2017 @ 9:20pm 
I been sometimes getting a constant "Construction failed" when I try to build any of the plots. Do you have any ideas as to why this may be happening?
space is cool 7 Jan, 2017 @ 8:12pm 
What temperature does this have to be at? I have a heater going but it still says It's still cold.