RimWorld

RimWorld

AnyPlant
 This topic has been pinned, so it's probably important
alleZSoyez  [developer] 31 Aug, 2020 @ 10:21am
Should the AnyPlant pot not require a component to build? / How to balance?
Real talk, should I remove the component requirement to build the pot?

My concept when I first made this mod was a futuristic growing space for any plant in the game, no matter what, even the wild plants that you can't normally grow yourself. I thought the component requirement + research prerequisites would be enough to prevent game balance issues. This was NEVER intended to be used as a way to cheat the system and grow all your crops inside, safe from the randomness of the rim and not needing full sunlight. Not to mention the ability to eventually grow your own ambrosia, which is rather game-breaking in and of itself. Figured making the pot at least a little expensive to build would help mitigate this.

I would like to be better about maintaining this. Just looking for suggestions.
Last edited by alleZSoyez; 31 Aug, 2020 @ 10:45am
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Showing 1-7 of 7 comments
galaedria 3 Sep, 2020 @ 11:49pm 
The component cost makes me think twice about using AnyPlant pots but there are times when it is definitely worth it. I love the hydrangeas and the bonsai trees and the drug addicts like having their own personal supply of smokeleaf or psychoid growing in their bedroom. If anything, I would like to see the research streamlined a little bit, so after crop miniaturization then you could choose whichever biome-specific plants (i.e. temperate or tropical or swamp) instead of temperate then tropical then swamp. Great mod though - I love the extra options it provides.
Origin_Alpha_43 27 Oct, 2020 @ 7:25pm 
ive seen other mod use neutroamine for artificial fertile soil (think its Save Our Ship 2)
just a suggestion ig
Last edited by Origin_Alpha_43; 27 Oct, 2020 @ 7:26pm
Captain Kalenekov 5 May, 2021 @ 12:32pm 
It's not super difficult to make components. I'm cool with it as-is.
JoeOwnage 17 Feb @ 10:16am 
I do not enjoy the idea of components for a plant pot.
Ashiel 19 Feb @ 9:26pm 
Honestly, the components make me feel like the research time spent to unlock these (it's quite a lot) makes it not even worth it. The components are too valuable early game and by the time I have access to enough components to actually try to make a garden, I could just be running a far superior hydroponics setup.

Honestly, I'd rather just have potted plants that I have to research. At least an option would be nice.
Ashiel 22 Feb @ 8:06pm 
Yeah, I got this mod because it was almost entirely what I was looking for (something that would be a low-tech but not as good as hydroponics way of growing things indoors), but to be honest I just haven't used it at all. Seems like the moment I actually have enough components to feel like I can use them on pots without being a waste, it's better for me to just make hydroponics instead.

Takes a ton of research as well. More research than getting geothermal power up and running with batteries. I've done about 3-5 colonies and I've yet to actually use them. It's actually kinda sad, 'cause I want to, but the components just kill it. No mod options I saw to disable the component cost either. I really just wanted to be able to grow plants in pots.

I'm not sure if my experience has been colored by the fact I use other mods as well, so I'll explain more or less where I'm coming from in terms of gameplay in case my situation is just a fringe thing due to the specific loadout I've got and let you decide.

I usually play with vanilla plants expanded and its submods. I also play with growable grubs. I also play with frozen snowfox's tweaks, so things like being able to plant berries or ambrosia are already options if I want them. Ambrosia's pretty neat, but I don't really let my colonists eat it since it can be addictive, and there are other ways of making money.

I generally do a tribal start and tech up from nothing. I was excited because anyplant seemed like a great low-tech thing (I mean my grandma used to grow potted plants in her house all the time, and lots of people grow things like tomatoes and other things in their house).

Them producing less than the standard crops seemed like a fine trade off, since it seemed like they could make playing on abnormal maps (like doing a random-tile run and getting something like extreme desert or a frozen wasteland) a little more viable without being a cannibal, but in practice it doesn't really work for that.

Components early game are at a premium since you need them for most workspaces that matter, for power production, for making firearms, etc. Even making a small planter room (say a 3 x 3 planter space) costs way too much to justify. I don't even understand what the components are for, because it's a pot. With dirt...and a specially bred plant in it (that's what the research is for, yeah?).

Probably my fault since it says on the front page that it's only intended for a mid to late game play, but all the research is early age. By the time you can, you just...don't have any reason to. I guess just for decoration, but that's a lot of work and resources expended for decoration when the space could be used for something that helps the colony.

I just...can't find a reason or a place to use them without expressly doing so just for the sake of doing so, and then that feels kinda bad. It actually makes me a little sad, because I want to love this mod. You even did an amazing job making the plants look lovely in the pot. It just...doesn't work right now.
Ashiel 22 Feb @ 8:35pm 
Before removing it entirely, I decided to go into the mod folder and cut out the components from the requirements, so I'm going to give it another go like that before I totally give up on it. I really, really want to like this mod. ♥
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