边缘世界 RimWorld

边缘世界 RimWorld

Progression: Agriculture
716 条留言
Dealer Mangan 10 月 19 日 下午 11:23 
If it's not too much trouble, could you add a gizmo to seed bundles that acts as "open" designator, so that a pawn assigned to basic work type will approach on their own and open it instead of having to order them manually?
Like what this mod does for example (Open Designators) https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3322575544

The thing is it's just a bit tedius when you have to open a whole bunch of seed bundles at once.
Germz 10 月 16 日 上午 10:00 
Adding to that, MOP is still entirely usable for its other features but it's best to go into the mod options for it and disable "Remove plant duplicates" and "Wild MO Plants" (then restarting the game), letting those features be handled by this mod and Wildspawn instead. This mod's a bit too good to pass up on :>
Germz 10 月 16 日 上午 9:12 
Disregard previous comment, reading comprehension issue on my part. Incompatibility with Medieval Overhaul Patches was the issue, absolutely no problems between this mod and Regrowth 2
Germz 10 月 16 日 上午 8:33 
Can't confirm whether Regrowth 2 is the issue but can confirm I'm running into the same problem, some incompatibility with this mod installed that causes at the very least temperate forests to be completely barren of trees and plants.
Crow 10 月 15 日 下午 2:25 
Apologies if it was already reported, but when using this mod with Regrowth 2 it makes it so Temperate Forests have no vegetation at all. Also, I love your work Ferny <3
ferny  [作者] 10 月 12 日 下午 5:29 
@Saph I use it with multifloors completely fine, map has zero part in the calculation of anything. Your issue is being caused by something else.
Saph 10 月 12 日 下午 1:24 
Doesn't seem compatible with Multifloors. Had a good range of unlocked seeds on ground floor, built hydroponics in the basement, can't plant anything but a few random crops in there.
Sotetsu 10 月 12 日 上午 9:19 
Would you please consider adding other things besides seeds to the agricultural traders? Like crops, hay, wood, or other appropriate things? I get a LOT of agricultural traders, and when I summon a random caravan because my people are starving or freezing and one of them shows up, it breaks my heart.
Flynt 10 月 12 日 上午 1:45 
Is there a way to see all the seeds you already have?

Due to biome restrictions, I can't see if I already have a plant or not if it's not something I can plant at home when buying random veggies just for seed packing purposes.
PyroRaider47 #ILikeIt0001 10 月 11 日 下午 9:13 
Penis
-ferny  [author]
ferny  [作者] 10 月 11 日 下午 8:13 
v47 - fixed capitialization on buildings
ferny  [作者] 10 月 9 日 下午 1:02 
Penis
SucháVoda 10 月 9 日 上午 7:59 
"traid"

nice typo
Hedgehog 10 月 7 日 上午 10:28 
- Incompatible with mods that let you grow multiple crops in the same zone. IE: Crop Rotation, Gardens

why exactly? used both mods at the same tiem for quite a wile and i noticed no bugs actually.
Aromis 10 月 6 日 上午 3:19 
I see, you removed it and put everything in other categories i see ^^
Thx!
Aromis 10 月 6 日 上午 2:55 
For me the farming tabb is still missing even after your fix? on 1.5
-=GoW=-Dennis 10 月 3 日 下午 3:22 
With this mod and TD Enhancement Pack installed, Growing Zones will have an error in their bottom left description when selected and spit the same error when making a new zone:

GetInspectString exception on Growing zone 1:
System.NullReferenceException: Object reference not set to an instance of an object
at TD_Enhancement_Pack.ZoneGrowingSizeCount.AppendFertileCount (System.String baseString, RimWorld.Zone_Growing zone) [0x0003a] in <d7ca852ede2f451eacebb024d03d6faf>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.Zone_Growing.GetInspectString_Patch2(RimWorld.Zone_Growing)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0

Also reported to TD Enhancement Pack, given I have no idea on what side (if any) the incompatibility lies.
Kirari~n 10 月 3 日 上午 9:24 
I like your take on seeds, but I feel it could be improved by leaving wood-yielding trees out of it, for several reasons:
1. Balance. In vanilla, tree sowing costs you 1000 research points. With this mod, it only costs you 10-20 wood. It trivializes a progression milestone.
2. It doesn't add anything. As long as you have access to wood, you can decide to unlock whatever trees you want, so there's no reason you wouldn't do things exactly the same as in vanilla. And if you don't have access to wood, you just wait for a trader who sells wood.
3. It clutters traders, quests, and bills with seeds that you'll never use because they can't be planted in your biome.

1 and 2 could alternatively be solved by removing the bundling recipes for trees, so that the seeds can only be obtained from traders and quests. But that could get very frustrating because of the biome restriction. Ultimately, I think seeds just don't work that well for plants that are already constrained by biome.
ferny  [作者] 10 月 3 日 上午 8:33 
v46
- fixed 1.5 version
Thanks Mielo
ferny  [作者] 10 月 3 日 上午 8:11 
@mielo Thanks
ferny  [作者] 10 月 3 日 上午 8:11 
@Lindsiria Yeah, we individually patch those to ensure authorial intention remains intact. Very easy to patch yourself if you want to send them in as pull requests
mielo 10 月 3 日 上午 7:26 
Yep - the 1.5 designationCategory values were orphaned after the category was deleted altogether in the last update. Modified them in the XML and now they're showing up. Will fork and send PR.
mielo 10 月 3 日 上午 7:03 
The farming tab doesn't seem to be showing up (1.5). Saw in Github that it was scrubbed for the 1.6 defs.
purpleglade 10 月 2 日 下午 11:51 
I fixed the following errors: The Cocoa, Devilstrand and TreeSowing ResearchProjectDef errors with <xpath>Defs/*/researchPrerequisites/li[.="TreeSowing"]</xpath> under f*** these research projects. Mannyyy mods require some of these (Zen Garden, Various VGP mods, Standalone Hot Spring Retexture, Gloomy Furniture, Decorative Trees...)

I'm still getting a RG_MushroomCultivation error (Could not resolve cross-reference to Verse.ResearchProjectDef named RG_MushroomCultivation) , which looks to be a ReGrowth2.
mielo 10 月 2 日 下午 1:00 
Neither seed creating workbench seems to be showing up...
Kinish 10 月 1 日 下午 10:30 
All tree seed bundle pls
Fel 10 月 1 日 下午 4:19 
A random thing, and certainly not urgent. Images on most your mods are no longer viewable in the UK. Which makes reading about them...a tad hard as you can imagine. Do you have text-only versions you could link/add? I tried checking your Patron too, but I didn't spot any.
Otherwise, this is one of my top mods and so glad I subscribed when I could read the full details. Thank you for your amazing work, and looking towards your future projects.
ferny  [作者] 10 月 1 日 下午 2:32 
v45 - moved the ve furniture patch to my "Consistent Text" mod
Porknelius 9 月 29 日 下午 5:13 
Seems like a lot and they are totally harmless for sure. I can live without an extensive patch, mod is still in every playthrough i do!
Porknelius 9 月 29 日 下午 5:11 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
ferny  [作者] 9 月 27 日 下午 10:31 
@Porknelius Tell me which mods are referenced. The errors are 100% harmless, but we manually patch mods that require those still to ensure well authored compatibility
Porknelius 9 月 27 日 下午 5:53 
This is still giving me red errors related to Devilstrand, Mushroom Cultivation and Cocoa. It makes sense that you would have to research plants that were difficult to grow, even if you have the seeds.
Ando 9 月 22 日 下午 7:16 
I'm having an issue whereby I've bought enough crops from merchants to create seed packs for multiple plants, opened them to unlock for growth, but none of them are showing up. I thought it could possibly be biome restrictions as you mentioned in a prev comment, but I've flown some of my pawns to multiple other biomes across the map and still none of the unlocked crops are available. No errors seem to be flagging either when opening a seed bag.

https://gist.github.com/HugsLibRecordKeeper/3990bf86ecf2daaaf89db6eed00f2224
Hedgehog 9 月 22 日 下午 1:34 
another bug: not able to produce ''bellpepper seeds'' from ''yellow bell pepper''
Loki 9 月 20 日 下午 3:27 
Just found ambrosia growing on my map, Made a seed bundle and opened it. I cant find the proper growing zone to grow it. any help?
Kultturelli 9 月 17 日 上午 8:49 
You should add an auto-sort rule to make this load after Regrowth 2 if you can :steamthumbsup:
ferny  [作者] 9 月 16 日 上午 10:54 
@BigBrother Not from me anytime soon, but there's a programmer who's been working on quality of life updates for this mod that might cover something like that eventually.
BigBrother 9 月 16 日 上午 9:57 
thank you for such great mods, huge fan of your work. Do you think mod like Garden will ever be compatible? or similar features being used here?
CaspianLowenherz 9 月 16 日 上午 4:37 
Then you can only acquire decorative plants seeds from traders then? @Paventine & Fel? like you've mentioned almost all decorative plants like flowers can't drop resources from it is thus no easy acquire of seeds from it.

for you @Pavlentine of course it is decorative stuff not big deal to you but some it is

After all @Pavlentine every playthrough is different with different societal style to each colonies of choice to every user using the story generator either luxuriant, simple, something dark, or other styles out there and I've have still yet to discover about to this rimworld modding community.
Pavlentine 9 月 16 日 上午 2:56 
I really like this mod though there's two moments I find a little bit frustrating: if you have mod adding new slightly different trees you need to create bazillion unnecesary bundles for them to prevent them appearing in trader's inventories, as rewards etc; and also there's no way to get flowers and such deco stuff by yourself unless rewards/trade since they won't drop any resources - buuut it's not that big deal honestly
Fel 9 月 15 日 下午 1:44 
This mod is amazing and exactly what I needed to spice up how I play. Thank you :D

@CaspianLowenherz, this too me a while to realise too, flower seeds are often sold by traders, found as loot or given as quest rewards. So far, every plant has been available, even those from mods.
CaspianLowenherz 9 月 14 日 上午 9:17 
Can you even plant and grow non-crop ones for decoration purposes like example succulents and flowers in pots? and just to increase beauty in a certain room on early game.

Because I've notice to my playthrough of mine some of the flowers like for example roses can't be planted either on soil or pots because no actual seeds to some other plant matter.
RandomDude2022 9 月 14 日 上午 8:42 
Is there a way to disable the seed part of this mod while still keeping the rest?
Naturtok 9 月 14 日 上午 3:00 
Users forget that errors *mean* something and are used specifically for development and aren't just generic "there is a problem" and should be avoided at all costs.
ferny  [作者] 9 月 13 日 下午 9:13 
@Poindexter1985
What you describe is exactly the point of the removal. To point out where that research is currently needed, so it can be individually patched later. The brute force is to wave red flags wherever an authorial touch would be needed. Removing the research projects is absolutely essential to the mod's foundation, and the errors it can throw are a tool we can use as contributors to author solid cohesion with mods.
Poindexter1985 9 月 13 日 下午 8:18 
... you DID blanket remove the research, though? The section the patches are in is even labeled in comments as F*** THESE RESEARCH PROJECTS.

<Operation Class="PatchOperationRemove">
<success>Always</success>
<xpath>Defs/ResearchProjectDef[defName="TreeSowing"]</xpath>
</Operation>

That's the most destructive and least individualized approach that could be used - those research defs are gone. They can't be used in any way by any other mod.

The removal of sowing pre-reqs isn't taking an individual approach, either. You blanket remove all sowing pre-reqs, for all researches (including modded ones you don't touch), from all plants (modded or otherwise) except for plants requiring SOS2 ArchotechPlants research.

So why take the brute force approach of nuking all sowing pre-reqs, but then not take a relatively more targeted approach on other types of pre-reqs that targets only things and recipes that have already been broken by the removal of the research defs?
Jarl750 9 月 13 日 下午 7:35 
I found the missing farming tab in the new architect menu nvm my comment.
ferny  [作者] 9 月 13 日 下午 7:21 
The reason we don't blanket remove the research is so we can handle these on an individual basis, to preserve proper cohesion. Someone would need to send in a patch on github for the related mods to solve the error for whatever mod you are using.