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Here's a dropbox link to the new version. Report any bugs here or in PM.
https://www.dropbox.com/s/1jc85s01ddx3b7u/Gromponents%20B19.zip
Sorry. ;)
is this being updated for beta 18?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1172938161
I never grew it in hydroponic basins though. it was unnecessary.
Sorry, google translate XD
I mean this is just knit picking at this point because you still can't grow it on anything other than rich soil, but of course it isn't the correct value.
I have some grow spots with the plants right now just waiting for the temperature to get right.
I will report back with what I find.
In the first chapter, the protagonist has a meeting in the office of a prospective employer. As he's looking around the room, he notices a potted tree whose pot seems to have a thick layer of various metal fragments on top of the soil, and which has a small spaceship ornament near its top. On closer examination, however, the 'ornament" actually appears to be growing from the tree. Fast-forward to the last chapter, wherein the protagonist finally reaches his destination and finds a similar tree, but the spaceship growing from this one is full-sized. I've forgotten the title, but those two images have never left me.
I ask because I have a mod that adds 2000% fertility and makes plants grow in one day. The soil is super expensive and end tier BUT I have a series of other soils I can use until then.
For example: Vanilla rich soil is 120% fertility
I have a modded soil "Fertile Fields" that adds 140% fertility soil.
I think it would be balanced to allow the gromponent plants to grow on the 140% soil since I have to do a ton of things to be able to even make 1 tile of it.
----
So the reason I asked was because I don't mod so I don't know if you have to tell the xml to look for rich soil or tell the xml to look for 140% fertility.
because if you can tell the xml to look for a fertility rate then could you make it growable on soil that is higher in fertility than 120% (rich soil).
XML error: <harvestDestroys>true</harvestDestroys> doesn't correspond to any field in type PlantProperties.
if it is why not just remove harvest destroys from the xml?
For it to be fair the test tubes states would probably by default have the "Test Tube Soldier" "Test Tube Subject" and the other test tube stats as their default stats, as well as having low other similar stats.
~CDC
I'm not sure what we would required to add in a research requirement. If anyone has an idea and/or makes a modification to my mod and sends it to me, I'll upload it with co-credit