边缘世界 RimWorld

边缘世界 RimWorld

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RimFortress: Dwarven Plants
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
6.649 MB
2020 年 3 月 31 日 下午 5:33
12 月 2 日 下午 9:09
26 项改动说明 ( 查看 )

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RimFortress: Dwarven Plants

在 dismarzero 的 2 个合集中
Vegetable Garden Project 1.1
25 件物品
Revived Mods by dismar
6 件物品
描述
I love the thought of having a bunch of cave plants with a production line like in dwarf fortress.
This mod fell by the way side about a year ago. And looks like it wouldn't get an update.

I was asked to adopt it! It's now part of the vegetable garden!

1.4 Changes
Removed Universal Fermenter coding.
-Competed PF coding conversion
-If you load Processor Framework coding you get an alcohol crafting.
Please refer to it's page for instructions:
Processor Framework

I've made small changes to it and try to balance out all the resources you get. Still work to be done on that part.

I have simplified a few recipes and made some to make 1.1 cores.

As always! If the original author wants this project back please just let me know!
Original Author Credit:
1.0 by Vozhban
RimFortress: Dwarven Plants 1.0
This mod is here to add some stuff from Dwarf Fortress to your Rimworld, so that you could play Dwarf Fortress while playing Rimworld.

All these are cave plants. They grow in darkness and don't tolerate light.

Trees and Flower Added:
- Black cap. Black logs. Beautiful and decent for blunt weapons.
- Bloodthorn. Red logs. Nice and decent for weapons, but heavy.
- Fungiwood. Yellow logs. Cheap and fast to build with, but worse than wood. Good for doors.
- Tower-cap. Almost white logs. Basically the same as wood, but sturdier and less beautiful.
- Tunnel tube.Vibrant purple logs. Gorgeous and fast to build with, but scarce and fragile. Good for doors.
- Dimple cup. Purely decorative flower. Emits a bit of light. Available after Dwarven Plants research.


At the Crafting Spot you can convert Dwarven Logs to normal wood.

Crops added:

- Plump helmets. Eat them raw or brew dwarven wine.
- Sweet pods. Process to tasty syrup or extract sugar for cooking.
- Pig tails. Brew dwarven ale or weave cloth from fibre.
- Cave wheat. Brew dwarven beer or cooked with.
- Quarry bushes. Cook leaves, cook nuts, grind nuts to paste, press paste to nutritious cook-able oil and press cakes.
-Rock nut oil fuels Fueled workstations and can be made into Chemfuel.

Seeds Please Patched

RF Dwarven Plants
-Universal Fermenter support added. If loaded all the recipes switch to using that coding.
-Garden Drinks Large Fermenter patch added.
-Balance to cave plants.


-Universal Fermenter support added. If loaded all the recipes switch to using that coding.
-Garden Drinks Large Fermenter patch.


Old versions of my mod:

I do keep the last stable version of each version of the game on my Nexus mods page. And 1.0 and older mod downloads can be found on my Dropbox / Forum / Nexus accounts.

Forum:
Forum Download Link[ludeon.com]
Dropbox 1.0 version
DropBox Download Link[www.dropbox.com]
Nexus mods:
Nexus Mods Download Link[www.nexusmods.com]
Steam News and Credits For my mods:
Vegetable Garden 1.0 / 1.1 Collection On Steam

Wanna support the mod? Buy me a Coffee! [ko-fi.com]
142 条留言
dismarzero  [作者] 12 月 2 日 下午 9:10 
DF:
Pig Tail Carpet added. (Sorry for the delays!)
Kitzi 10 月 7 日 下午 3:09 
Hello, using this plus medieval mod. The rocknut oil cant be used for fuel...
Dee [de|en] 9 月 8 日 上午 12:35 
Igore my previous bug reports to your mod.

The issue also occurs with Rimworld beer. Must be another mod causing this.
Dee [de|en] 9 月 8 日 上午 12:25 
You can test the bug by starting a new game:
- only have dwarven ale as food on the map
- assign the starting colonits to taiming only
- also add a animal

Should immediately cause the issue.
Dee [de|en] 9 月 8 日 上午 12:20 
Took the liberty to peak into the Rimworld code.

Rimworld uses two separate methods to establish whether food can be used to train animals.
First, it selects the food to pick up through WorkGiver_Tame.JobOnThing() that boils down to FoodUtility.BestFoodSourceOnMap(pawn, pawn2, false, out thingDef, FoodPreferability.RawTasty, [...]);

Then once training food has been picked up, it will use WorkGiver_InteractAnimals.HasFoodToInteractAnimal() as a gate before heading to the animal. I guess that fails as it checks the food differently.
HasFoodToInteractAnimal() boils down to the check:
tamee.WillEat(thing, pawn, true, false) && thing.def.ingestible.preferability <= FoodPreferability.RawTasty && !thing.def.IsDrug

I did not check further down, but I guess you have a strange combination of nutritional value, being a drug and item category. You might want to check Rimworld standard beer and compare differences.
Dee [de|en] 9 月 7 日 下午 11:50 
Quick bug report through this channel as you named no other contact.

I noticed my pawns taking some of your alcoholics into the inventory and then bugging out. After some playtesting, I established the following:

Pawns assigned to training will sometimes choose your dwarven alcoholics (dwarven wine, dwarven ale, dwarven beer) as food for animal training. They will take a small stack (in my case 7 items) into the inventory and then menacingly stand with the status "standing..." and do nothing with a infinite pickup-drop-sound loop until night time.

Fobidding the mentioned items or removing Training task from the assigned jobs fixes it.

I assume it starts and fails a training attempt using your beverages, then repeats.
Maltesefalcon 8 月 6 日 下午 6:00 
@dismarzero

Legend mate, thank you for accepting my request
dismarzero  [作者] 8 月 5 日 下午 7:39 
Sure I can make that happen. Please allow a bit of time to code it. Busy week at work!
Maltesefalcon 8 月 4 日 下午 5:41 
Hey mate, been using this mod for years, though is there any way of having pig tail cloth to be usable to make carpet?
NekoKaiju 7 月 22 日 下午 5:12 
love this mod ty