RimWorld

RimWorld

2,651 ratings
Vanilla Plants Expanded - More Plants
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.910 MB
10 Feb, 2022 @ 2:16am
8 Jul @ 11:27pm
16 Change Notes ( view )

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Vanilla Plants Expanded - More Plants

Description
[www.patreon.com]



Vanilla Plants Expanded - More Plants is an add-on module for Vanilla Plants Expanded from the Vanilla Expanded team. This mod adds a variety of fruit plants and crops to spice up your fields even further, with each plant adding something different and unique, allowing you to use the power of farming differently based on your situation and needs.

Three new unique types of growing zone have been added: flower garden, sandy and aquatic growing zones. These add new crops each, that can only be grown on them. Sandy and aquatic plants ignore fertility, but their crops will take a long time to sow and harvest, basically exchanging colonist work for growing plants in a normally unused space. Flower garden zones allow you to grow decorative flowers with a beauty bonus.

Finally, by researching vegetable milk production, you can turn rice, coconuts, almonds, oats (with VE Cooking) and Soybeans (with VE Sushi) into milk. This is inefficient, and useful if a recipe NEEDS base game milk. It is not a way to work around Fine meals needing meat or animal products.



Vanilla Plants Expanded - More Plants content and mechanics can be seen described below:


















































Hard incompatibility with aquatic and sand plants with Grow Anywhere

[forms.gle]



Q: Does it work alongside VGP/RimCuisine2?
A: Yes it does, no crashes were reported. Some plants and produce may be duplicated.

Q: How do I plant new fruit trees?
A: You need the Tree Sowing research unlocked.

Q: I can't reinstall fruit trees!
A: This is intended, as reinstalling trees would allow the player to replant them right next to each other, thus negating blockAdjacentSow entirely!

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Don't remove mods from a save, ever.

Q: This is so unbalanced and X plant is SO OP!
A: No, no it isn't. I did my homework: https://docs.google.com/spreadsheets/d/1f08PFe4UH09HPfNqqQB_VyhjV0blNdtdjWv41XDyq8Y/edit?usp=sharing
(but if something is awry, please tell me in a reasoned way)

Q: This mod is so BLOAT
A: You are boring and you bore me, you boring person.

Q: CE compatible?
A: Without a patch, sunflowers are LETHAL. LETHAL!



Everything created by Sarg Bjornson[www.patreon.com].

Oskar provided moral support while my sanity slowly eroded.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!





638 Comments
Sarg Bjornson  [author] 8 Jul @ 11:27pm 
v4.01:

- Fixed growing zones popping up an error on sow
mayonnaise 8 Jul @ 8:00pm 
colonists dont seem to be planting in sandy growing zones by themselves; only doing it when i prioritize it. seems to be one error about it in console about growing seasons. link here --> h ttps :// pastebin.com / 72crSiU9
Sarg Bjornson  [author] 4 Jul @ 9:53am 
Probably
Zippy 4 Jul @ 9:31am 
sweet potato doesn't seem to be aware that it's growing in gravel, could that be a mod conflict? Only thing effecting terrain is regrowth
Sarg Bjornson  [author] 1 Jul @ 10:03am 
Not yet
Twitchy 1 Jul @ 8:42am 
this work in 1.6?
Sarg Bjornson  [author] 20 Jun @ 11:16pm 
It's a case by case issue, and if the player wants to do it, more power to them!
VitaKaninen 20 Jun @ 11:14pm 
Well, then best not to do that, then. I assumed they were similar.
Sarg Bjornson  [author] 20 Jun @ 11:10pm 
"if they both take the same amount of land, work, and time to grow"

They don't
VitaKaninen 20 Jun @ 11:01pm 
I assume the resources are similar in value and require similar work to create. I don't know anything about the particular items he is referencing.

If 2 different mods add flour to the game from 2 different wheat plants, but only the correct type of flour can be used in certain recipes, why not make them so that they can be used interchangeably?

if they both take the same amount of land, work, and time to grow, that is. Does that really change the game balance? It just means you don't have to micromanage exactly how many of each type of plant you grow.