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RimWorld => Releases => Mods => Outdated => Topic started by: dismar on October 05, 2015, 11:44:16 PM

Title: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: dismar on October 05, 2015, 11:44:16 PM
EnviroSeed SK

EnviroSeeds is a continuation of the seed requirements from Vendan's "Seeds Please (https://ludeon.com/forums/index.php?topic=12674.0)" mod. A joint effort between Skyarkhangel and dismar. Please see the History and Credits for everyone who has worked on this project up to us.

EnviroSeeds require you to use Seeds to grow you crops. They can be Bought from the bulk merchant and occasionally drop when you harvest from wild plants.


It this version only the core plants harvest seeds.
(http://i.imgur.com/CgIyInf.jpg)

Special Note for People using the "Prepare Careful" mod. You will have to go into my mod's def folder and delete the Folder called "MapGeneratorDefs" for Prepare Carefully to work. Then make sure to start with seeds or you wont have any. I'm no longer running two versions since you can just delete a folder to make seeds compatible.

Download A13 v1.1d (https://www.dropbox.com/s/bqax1ae283h6cms/EnviroSeeds_SK%20v1.1d.zip?dl=0)



T-crops WITH seeds!
Do not use the version above if using the version below.
Load up T-crops (https://ludeon.com/forums/index.php?topic=4373.0) THEN load the Seeds mod below :

EnviroSeeds 1.1d T-crops edition (https://www.dropbox.com/s/70vnctomsk2lkho/EnviroSeeds_SK%20v1.1d%20T%20crops.zip?dl=0)



Change log :

V1.1d Recipes bug found
V1.1c Tables added
V1.1b Hotfixes
V1.1 Alpha 13 release
V1.0 Seeds created. Wild plants now drop seeds.


Credit and History
Alpha 9 Better Than Sentry Guns (https://ludeon.com/forums/index.php?topic=11253.msg112210#msg112210) by FlowerChild introduced Seeds for plants.
Alpha 10 SeedsPlease (https://ludeon.com/forums/index.php?topic=12674.0) was released from Vendan
Alpha 11 Aragas updated and changed some of the coding. Leucetius cleaned up a lot of issues in the coding and released a fully working version.
Alpha 12 Skyarkhangel updated to the new version 12. dismar rewrote and updated the xml code.

skyarkhangel wrote a new version of the coding to the seeds project into the Enviro mod. And then sent that to me to write a new mod using the "wild seeds" and that is were this mod picks up.

Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 05, 2015, 11:44:33 PM
mine no touchy!
Title: Re: [A12] EnviroSeed SK v1.0
Post by: pktongrimworld on October 06, 2015, 12:06:28 AM
*touches*
Title: Re: [A12] EnviroSeed SK v1.0
Post by: StorymasterQ on October 06, 2015, 01:08:55 AM
BAD TOUCH!
Title: Re: [A12] EnviroSeed SK v1.0
Post by: Ouan on October 07, 2015, 04:53:13 AM
I have been looking for a mod like this! Is it save game compatable? Also, do added crops, such as those implemented in T's mods just not work if it is enabled? I understand only Vanilla crops currently have seeds, but the question begs.
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 07, 2015, 08:24:09 AM
Quote from: Ouan on October 07, 2015, 04:53:13 AM
I have been looking for a mod like this! Is it save game compatable? Also, do added crops, such as those implemented in T's mods just not work if it is enabled? I understand only Vanilla crops currently have seeds, but the question begs.

Should be OK to use in a saved game. But anything you grew before won't spawn a seed. And the plants have to be wrote into the seeds mod to work. Currently only vanilla crop, veg garden, and pleasure_sk have been "seeded". Since those are the only mods I have permission to alter and re-post. The latter two mod can be found on my other page (https://ludeon.com/forums/index.php?topic=12934.0).
Title: Re: [A12] EnviroSeed SK v1.0
Post by: LustrousWolf on October 10, 2015, 01:31:09 PM
My colonist pick up some apple seeds, then stands from where he picked them up and somehow plants them from like 30 blocks from where the growing area is?
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 10, 2015, 01:38:52 PM
every time or just some times? Those pawns do get pretty lazy.
Title: Re: [A12] EnviroSeed SK v1.0
Post by: LustrousWolf on October 10, 2015, 02:06:48 PM
Quote from: dismar on October 10, 2015, 01:38:52 PM
every time or just some times? Those pawns do get pretty lazy.

I have only noticed it once. Was pretty strange, I will report if I see it again, it is nothing game breaking but it is kinda strange. :o
Title: Re: [A12] EnviroSeed SK v1.0
Post by: onearchitype on October 14, 2015, 10:25:42 AM
I have been playing with this mod for about 9 months in RimWorld time and I noticed that crops grow extremely slow. So I did a test and there is definitely a difference. Vanilla Rimworld potato crops grow approx. 10-12% each day while EnviroSeeds potato crops grow only between 1-2% each day. I started growing potatoes on Mar 1 and by day Sept 1 I am still waiting for these first crops to complete. I did some peeking into the def files but can't find the reason for this. Any ideas?
Thanks!
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 14, 2015, 11:04:18 AM
Quote from: onearchitype on October 14, 2015, 10:25:42 AM
I have been playing with this mod for about 9 months in RimWorld time and I noticed that crops grow extremely slow. So I did a test and there is definitely a difference. Vanilla Rimworld potato crops grow approx. 10-12% each day while EnviroSeeds potato crops grow only between 1-2% each day. I started growing potatoes on Mar 1 and by day Sept 1 I am still waiting for these first crops to complete. I did some peeking into the def files but can't find the reason for this. Any ideas?
Thanks!
If anything the plants should be growing faster then vanilla. Gnomes has a multiplier build into it and happens most often of all Gnomes... I've looked though out the defs and didn't see any reason for an issue. Can ya send me a list of ya mods so i can investigate further?
Title: Re: [A12] EnviroSeed SK v1.0
Post by: onearchitype on October 14, 2015, 12:29:55 PM
Quote
If anything the plants should be growing faster then vanilla. Gnomes has a multiplier build into it and happens most often of all Gnomes... I've looked though out the defs and didn't see any reason for an issue. Can ya send me a list of ya mods so i can investigate further?

I started a new "test" colony to figure out which mod it was and it was this one. The current test colony only has three mods... Eb Interface, Pawns Icons and EnviroSeed.
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 14, 2015, 04:02:30 PM
yea i had some time to look into it and it is taking a lot longer to grow in perfect situations. I'll have to msg sky to look into the Dll file to see if it a problem there.
Title: Re: [A12] EnviroSeed SK v1.0
Post by: onearchitype on October 14, 2015, 07:29:20 PM
Quote from: dismar on October 14, 2015, 04:02:30 PM
yea i had some time to look into it and it is taking a lot longer to grow in perfect situations. I'll have to msg sky to look into the Dll file to see if it a problem there.

Thanks!
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 25, 2015, 10:55:19 PM
Download link updated with fix to growth ticks. :P
Title: Re: [A12] EnviroSeed SK v1.0
Post by: Sheyka on October 26, 2015, 01:32:12 PM
just a question... i love to play in ice bioms ... there are no wild plants to grow... so... i can just buy it from merchant? or give me some startseeds from prepare carefully?
Title: Re: [A12] EnviroSeed SK v1.0
Post by: dismar on October 26, 2015, 02:35:13 PM
Quote from: Sheyka on October 26, 2015, 01:32:12 PM
just a question... i love to play in ice bioms ... there are no wild plants to grow... so... i can just buy it from merchant? or give me some startseeds from prepare carefully?
Hi! You start off with some potato seeds. You can start with more thru prepare carefully. And the bulk merchant sells seeds if no other mod that loads after it changes it.
Title: Re: [A12] EnviroSeed SK v1.0
Post by: nils on October 29, 2015, 02:46:17 AM
Great idea for a mod. I see you fixed the growth speed, will test that. I have another issue, and that is that it seems like my colonists do not plant additional seeds they get. I haven't done thorough testing - the whole colonists priority stuff seems a bit weird in A12 anyway - but it got me thinking it would really help to be able to right-click on seeds to "prioritize planting". Would that be a possible addition?

Thanks :)
Title: Re: [A12] EnviroSeed SK v1.0
Post by: nils on October 29, 2015, 05:07:51 AM
Quote from: nils on October 29, 2015, 02:46:17 AM
it seems like my colonists do not plant additional seeds they get.

Nevermind - there is a distinction between potatoes and wild potatoes - they have different seeds. Any reason for that, though? it seems counterintuitive.
Title: Re: [A13] EnviroSeed SK v1.1
Post by: dismar on April 11, 2016, 09:25:48 AM
Updated to alpha 13.
Title: Re: [A13] EnviroSeed SK v1.1
Post by: NastyBear on April 11, 2016, 09:16:40 PM
Love the mod....adds some realism to the game.  Found a bug I think.  Setup A13 game...purchased raspberry seeds from first trader, but could not setup a rasperberry field.  No such option on the growing zone dropdown.
Title: Re: [A13] EnviroSeed SK v1.1
Post by: dismar on April 11, 2016, 09:28:03 PM
Quote from: NastyBear on April 11, 2016, 09:16:40 PM
Love the mod....adds some realism to the game.  Found a bug I think.  Setup A13 game...purchased raspberry seeds from first trader, but could not setup a rasperberry field.  No such option on the growing zone dropdown.

Yeah that's my fault I was removing that plant and forgot the seeds. Its the same thing as strawberries just a different name.
Title: Re: [A13] EnviroSeed SK v1.1
Post by: NastyBear on April 11, 2016, 09:57:31 PM
Died quickly on that one....started in a desert and also could not plant agave.

On a side note....tree farms do not require seeds, any reason why that was not also altered?
Title: Re: [A13] EnviroSeed SK v1.1
Post by: dismar on April 11, 2016, 10:13:48 PM
Fixed all those small errors should be ok now.

Seeds have been around for a long time and no one has ever asked about the trees lol maybe I'll get around to coding them some day.
Title: Re: [A13] EnviroSeed SK v1.1
Post by: Porter on April 12, 2016, 10:28:07 PM
Just started a new game for this mod.  Purchased agave seeds but noticed no option to designate such a grow area.  Also, Healroot was listed twice in the selection.  Thanks for the great mod!  Loving it so far.   :)

Edit: Gah!  My bad.  Updated to 1.1 and I can now plant agave. :)  Though, there are still two healroots listed.  One does plant healroot but the other does nothing.

Edit: I noticed healroot seeds for sale on a merchant but I had already planted a full field of healroot with no seeds.  Error?
Title: Re: [A13] EnviroSeed SK v1.1
Post by: dismar on April 12, 2016, 11:19:31 PM
Quote from: Porter on April 12, 2016, 10:28:07 PM
Just started a new game for this mod.  Purchased agave seeds but noticed no option to designate such a grow area.  Also, Healroot was listed twice in the selection.  Thanks for the great mod!  Loving it so far.   :)

Edit: Gah!  My bad.  Updated to 1.1 and I can now plant agave. :)  Though, there are still two healroots listed.  One does plant healroot but the other does nothing.


Fixed! only one healroot now
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: Vee on April 14, 2016, 05:27:36 AM
Does this A13 version work with Vegetable Garden v3.5b? The link over there refers to the A12 version for the working combination...
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: carpediembr on April 17, 2016, 09:49:11 PM
Is there any chance there could be a new workstation or feature to harvest seeds from the crops?

With the new machinery breakdown, breaking down batteries, sun lamps, hydroponic is pretty hard to mantain your crops over time.
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on April 17, 2016, 09:55:23 PM
Quote from: Vee on April 14, 2016, 05:27:36 AM
Does this A13 version work with Vegetable Garden v3.5b? The link over there refers to the A12 version for the working combination...
I am working on a new version of garden with seeds. I've just had a lot of fixes in the original garden setting me back.

Quote from: carpediembr on April 17, 2016, 09:49:11 PM
Is there any chance there could be a new workstation or feature to harvest seeds from the crops?

With the new machinery breakdown, breaking down batteries, sun lamps, hydroponic is pretty hard to mantain your crops over time.
I do have a work table to harvest seeds from crops I can add. I'll just need a little time to get it together! :)
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: carpediembr on April 17, 2016, 10:54:27 PM
Quote from: dismar on April 17, 2016, 09:55:23 PM
Quote from: Vee on April 14, 2016, 05:27:36 AM
Does this A13 version work with Vegetable Garden v3.5b? The link over there refers to the A12 version for the working combination...
I am working on a new version of garden with seeds. I've just had a lot of fixes in the original garden setting me back.

Quote from: carpediembr on April 17, 2016, 09:49:11 PM
Is there any chance there could be a new workstation or feature to harvest seeds from the crops?

With the new machinery breakdown, breaking down batteries, sun lamps, hydroponic is pretty hard to mantain your crops over time.
I do have a work table to harvest seeds from crops I can add. I'll just need a little time to get it together! :)

Cool man... Ty for the info, will sure keep an eye out for it.
Title: Re: [A13] EnviroSeed SK v1.1b
Post by: dismar on April 17, 2016, 11:40:46 PM

Seeds ver 1.1b :
So I've added a seeds workbench. No research.


-You can make Potato seeds from any plant you have in your game.
-You can craft from those seeds (or any other seeds you have) into different seeds.

It's a fast dirty fix for you. I hope to have something more complete later on.
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: Mythos on April 24, 2016, 08:01:16 AM
Hello,

is there a chance to make this mod work with EdB's Prepare Carefully?
Every time I create a new game, the selected stuff like weapons, animals, etc. gets overwritten and I start out with the knife, pistol, potatoes, and a pack of seeds.

Regards,
Mythos
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on April 24, 2016, 08:15:46 AM
Quote from: Mythos on April 24, 2016, 08:01:16 AM
Hello,

is there a chance to make this mod work with EdB's Prepare Carefully?
Every time I create a new game, the selected stuff like weapons, animals, etc. gets overwritten and I start out with the knife, pistol, potatoes, and a pack of seeds.

Regards,
Mythos

EdB must have changed something in the way PC pulls the map generator def. So if your using Prepare Carefully please go into the Defs folder of seeds and delete the "MapGeneratorDefs" folder from the mod. Then make sure to get some seeds in PC or you will not start with any!
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: bluestrike15 on April 27, 2016, 01:19:59 AM
Hey I was wondering if there could be a addition to include a separate download that has T's extended crops?
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on April 28, 2016, 12:12:14 AM
Quote from: bluestrike15 on April 27, 2016, 01:19:59 AM
Hey I was wondering if there could be a addition to include a separate download that has T's extended crops?
yes, i'll have it ready this weekend :)
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: LetheNyx on April 29, 2016, 09:55:53 PM
My colonists aren't using the seed genetics tables even when I have them doing literally nothing else.

I should add that I'm using Vegetable Garden and the Prepare Carefully edition but since it was directly related to the seeds I figured I'd post here.
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on April 30, 2016, 01:33:41 AM
Quote from: LetheNyx on April 29, 2016, 09:55:53 PM
My colonists aren't using the seed genetics tables even when I have them doing literally nothing else.

I should add that I'm using Vegetable Garden and the Prepare Carefully edition but since it was directly related to the seeds I figured I'd post here.

Either place is fine with the seeds.
I found the issue and will post an update on saturday.
Thanks!
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on April 30, 2016, 08:22:25 AM
I've updated all the seeds mods now with a working plants table.
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: RagingLoony on May 05, 2016, 06:38:42 PM
whenever i use this and your veg garden mod i get the incompatibility error. using prepare carefully and the PC versions of the mods, and the patch to make them work. have tried every possible combination in the load order yet get the error every time. attaching the ouput log file to this.

[attachment deleted by admin - too old]
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: dismar on May 05, 2016, 06:46:00 PM
Quote from: RagingLoony on May 05, 2016, 06:38:42 PM
whenever i use this and your veg garden mod i get the incompatibility error. using prepare carefully and the PC versions of the mods, and the patch to make them work. have tried every possible combination in the load order yet get the error every time. attaching the ouput log file to this.

Well your not supposed to use this mod with any version of the garden. If you want seeds in the garden load the garden then the Seeds add on.
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: RagingLoony on May 05, 2016, 07:31:22 PM
I apologize, I feel very stupid. I thought the addon only enabled seeds for the garden stuff, and that you'd still need enviroseeds for all the vanilla crops and such.
Title: Re: [A13] EnviroSeed SK v1.1a
Post by: dismar on May 05, 2016, 10:33:00 PM
Quote from: dismar on April 28, 2016, 12:12:14 AM
Quote from: bluestrike15 on April 27, 2016, 01:19:59 AM
Hey I was wondering if there could be a addition to include a separate download that has T's extended crops?
yes, i'll have it ready this weekend :)
Well this weekend :) Code is almost done.

Quote from: RagingLoony on May 05, 2016, 07:31:22 PM
I apologize, I feel very stupid. I thought the addon only enabled seeds for the garden stuff, and that you'd still need enviroseeds for all the vanilla crops and such.
Its all good!
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: wassname on May 06, 2016, 10:58:55 PM
Nice work dismar! This adds a new challenge, I like it so much that I registered to post some constructive feedback.

At the moment you can have whatever seeds you have as long as you have plants of some kind. You can't make potato seed from potatoes any better than you can make it from berries. So the challenge is to build up your stock of each seed, but not to acquire it. I suggest making them a challenge to aquire, and less of a challenge to set up. That way you can have plenty of apples but be struggling to get a cotton seed.

An alternative way to to do it is to make it a challenge to get each new seed. If you have potatoes you can easily convert them into potato seeds and be drowning in potato - if you don't eat your seed crops. Or if you have no potatoes then you can go the expensive route where you make one seed from 50 other plant materials or wait for a trader. IF you've played banished, this may seem familiar.

So what I'm suggesting is:
- add recipes where

And make the plants=>seed recipies much more challenging via one of these
[li][/li][/list]

Anyway, this is a great mod, thanks for making it. And I only offer suggestion because I like it so much, if they don't fit with your idea of the mod then feel free to ignore. Cheers
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: Famous Shoes on May 07, 2016, 12:39:38 PM
wassname's idea is a good one. The current approach is tough for a player to get their head around not so much because it feels unrealistic (hey it's a game) but because it seems to move Rimworld further from the rules of the world we understand--where, for example, the way to grow potatoes is to take other potatoes, cut them into a few pieces, and plant those. The impact on actual play is to make the player continuously dependent on trading as a prerequisite to planting, which doesn't feel to me like something I want to "mod into" the game.

So, I'd take wassname's idea a bit further and say, for example, 1 potato is always convertable to 2-5 potato "seeds" but random seed drops are off, corn seeds come several hundred to an ear *but* only from seed corn plants that take twice as long to become harvestable, etc.
Title: Re: [A13] EnviroSeed SK v1.1c [4/30/2016]
Post by: dismar on May 07, 2016, 09:16:44 PM
Soooo i've been thinking all day about the last two posts. And I think I might come up with a harder version of the seeds mod. With some of the ideas that have been put forth.
- Plants would no longer pop out a seed when you harvest.
- You would have to craft or buy the seeds to plant.
- Maybe tiered crafting like :
Tier 1 : Seeds from same type of plant ( like say you get 8 per harvest, takes 4 to make a new seed)
Tier 2 : Research Being able to make seeds from other type of seeds.
Tier 3 : Research Being able to make seeds from other type of plants.

Research would be costly. And it would take a bit of resources to craft.

The above things I can code. After that it's kinda out of my league.
Thoughts?
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016] T-crops addon!
Post by: RagingLoony on May 24, 2016, 12:37:07 PM
I'd just like to note I think the seed prices on traders are way too high. 65 per potatoe seed? geez! lol
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016] T-crops addon!
Post by: RagingLoony on May 24, 2016, 04:35:28 PM
Also what do we do if we use veg garden and the veg seeds addon? will then using t-crops and the t-addon mess things up?
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016] T-crops addon!
Post by: dismar on May 24, 2016, 04:45:42 PM
Quote from: RagingLoony on May 24, 2016, 04:35:28 PM
Also what do we do if we use veg garden and the veg seeds addon? will then using t-crops and the t-addon mess things up?

I think you will be fine if you load them in this order...
Veg Garden
T crops
Veg Garden seeds addon
T- crops seeds addon
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on July 23, 2016, 11:56:48 PM
I need this really bad and I'm willing to update it.

Do you know if Sky is working on it?
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: dismar on July 23, 2016, 11:58:29 PM
Quote from: notfood on July 23, 2016, 11:56:48 PM
I need this really bad and I'm willing to update it.

Do you know if Sky is working on it?

dunno haven't talked to them :)
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Malaras on July 24, 2016, 10:17:24 AM
Quote from: dismar on July 23, 2016, 11:58:29 PM
Quote from: notfood on July 23, 2016, 11:56:48 PM
I need this really bad and I'm willing to update it.

Do you know if Sky is working on it?

dunno haven't talked to them :)

I hope so waiting ;) Need some seeds in my game.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on July 24, 2016, 11:05:41 PM
Please test this:

Beta EnviroSeeds_0.14.0.1 (http://www.mediafire.com/download/3w6r9znttqe3ax7/Enviroseeds_0.14.0.1.zip)

NEEDS CCL (https://ludeon.com/forums/index.php?topic=16599.0)

It's updated as it is from the A13 version. I updated all the xml files and the dll.

This version is a pristine update, no gameplay changes were made. I really dislike those tables, they make the mod moot. I'd like to rework them in the future. I may be leaning for something like HardcoreSK "extract seeds" tablething.

Is genomes even working? They are there but I'm not sure what they do and if they affect anything.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: dismar on July 24, 2016, 11:52:05 PM
You know hardcore team is working on the update. Be out very soon from me.

And it never needed CCL in the past.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on July 25, 2016, 12:19:34 AM
It's because replacing all the traders is a really bad practice.

I could have left the CCL dependency out but I see no reason not to include CCL. Most mods that do complex stuff need it, this mod does complex stuff.

CCL is useful for mod compatibility.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Adalah217 on July 25, 2016, 12:15:20 PM
Quote from: notfood on July 24, 2016, 11:05:41 PM
Please test this:

Beta EnviroSeeds_0.14.0.1 (http://www.mediafire.com/download/3w6r9znttqe3ax7/Enviroseeds_0.14.0.1.zip)

NEEDS CCL (https://ludeon.com/forums/index.php?topic=16599.0)

It's updated as it is from the A13 version. I updated all the xml files and the dll.

This version is a pristine update, no gameplay changes were made. I really dislike those tables, they make the mod moot. I'd like to rework them in the future. I may be leaning for something like HardcoreSK "extract seeds" tablething.

Is genomes even working? They are there but I'm not sure what they do and if they affect anything.

Seems to be working fine! Requires a new game if you run it alongside Hospitality, which is unfortunate considering I have a 2 year old colony already :( time to start anew!
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on July 25, 2016, 12:19:08 PM
huh? Does it? It overrides workorders for sowing and harvesting, I'm pretty sure it shouldn't conflict with old saves.

What are you seeing? do you mean the traders? I think you can reset them manually with the dev tools so they bring seeds.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Adalah217 on July 25, 2016, 02:54:29 PM
Quote from: notfood on July 25, 2016, 12:19:08 PM
huh? Does it? It overrides workorders for sowing and harvesting, I'm pretty sure it shouldn't conflict with old saves.

What are you seeing? do you mean the traders? I think you can reset them manually with the dev tools so they bring seeds.

To clarify, I had a pretty long modlist for A14, and played a colony for awhile. When I tried adding Enviroseeds to the list, new colonies were fine, but loading the other game caused the work tab to bug out a little displaying only one colonist and a few other minor UI annoyances (I blamed Hospitality at first but it seems to be the Work tab mod). I was able to get it to work regardless by disabling the work tab mod, saving the game, and then loading it back up again with the full list.

It's fully compatible with all my mods as far as I can tell. I don't have vegetable garden right now, but if there's any sort of patch for it (which includes balancing it around a bit more), I would definitely like to try it. Same goes for RimPharma.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Malaras on July 29, 2016, 02:53:28 PM
Any word yet getting close to a week ;)

Thanks much !
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on July 29, 2016, 03:01:45 PM
IDK Dismar hasn't replied my PM.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: dismar on July 29, 2016, 03:29:27 PM
80% complete
Title: Re: [A14] EnviroSeed SK
Post by: dismar on July 30, 2016, 10:25:35 PM
I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: fidelfc on August 01, 2016, 02:13:36 AM
Just dropped to give my support to the ones that are taking the mod development, the way that the colonists just plant ANYTHING without the need of seed is just too much immersion breaking for me.
Title: Re: [A14] EnviroSeed SK
Post by: Adalah217 on August 02, 2016, 03:43:20 AM
Quote from: dismar on July 30, 2016, 10:25:35 PM
I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.

Just a heads up: the python script also turns regular grass into a crop. I believe the easiest fix is to simple go to thingdefs_plants, and the two xml files you want are new_seeds and cultivated_plants. Control-F for "grass", and delete the few lines there.
Title: Re: [A14] EnviroSeed SK
Post by: Warforyou on August 02, 2016, 06:30:40 AM
Quote from: Adalah217 on August 02, 2016, 03:43:20 AM
Quote from: dismar on July 30, 2016, 10:25:35 PM
I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.

Just a heads up: the python script also turns regular grass into a crop. I believe the easiest fix is to simple go to thingdefs_plants, and the two xml files you want are new_seeds and cultivated_plants. Control-F for "grass", and delete the few lines there.

LOL not doing that just made all the grass on my map extinct
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on August 02, 2016, 11:38:28 AM
All the plants that have seedspread set to true shouldn't use Enviroseed or you get that crash.
Title: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: notfood on August 03, 2016, 07:22:10 AM
I need some beta testing before I make new thread/upload in steam.

I made a lot of internal changes. Feature wise, it's the same thing. It's much easier to add seeds now, the plants defs are untouched now and should make it compatible with any mods that modifies them. Butchered the genome feature to put a lite version that touches less base files, so A14 features now work for seed sowing.

Warning: Doesn't work as a straight update, don't load with the old version. That's why I'm renaming it.

(http://i.imgur.com/CgIyInf.jpg)

:: Seeds Please! Again! ::

Description
Adds seeds for your immersion pleasure. Easy to modify. Comes with the plant processing bench to extract seeds from your favorite fruits.

Writing your own
  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, the defaults make a vanilla experience. I've included all the core plants that yield a harvest. Mod seeds will come later. There is also a python script to auto generate recipeDefs and seedDefs.

Download
Beta Test 4 (https://ludeon.com/forums/index.php?action=dlattach;topic=16446.0;attach=14665)

Powered by
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)

CCL is optional, if you want traders to send you seeds; you can easily buy the fruit and extract the seeds from it, while it doesn't apply to trees, you can designate a harvesting area under a tree that happens to be in your map and you will get seeds when its harvested. Alternatively... replace all the defs for traders, forcefully.

Ignore the error that appears in the log if you don't use CCL. If you want the error gone, delete Defs/ModHelperDefs.
Title: Re: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: Adalah217 on August 03, 2016, 07:46:39 AM
Quote from: notfood on August 03, 2016, 07:22:10 AM
I need some beta testing before I make new thread/upload in steam.


You're great! I'll try testing it out in the next day or so and let you know how it works. Seriously, the plant update sounds like it made everything so much easier. Getting cupropanda's mods will be doable again!

My two favorite mods work again: seeds and combat realism. Bring on the pain!

Edit: Is there anyway to display the seeds_core data on the information tab of the seeds? I understand you can no longer display the "genetic" information on the plants, as that was (rightfully) removed, but it's hard to judge how many might drop from a plant. It's usually not a problem of course and it's just a quality of life thing. Also the trees feel like they drop too many seeds (2 to 3 seems like too many imo).
Title: Re: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: notfood on August 03, 2016, 08:04:16 AM
Quote from: Adalah217 on August 03, 2016, 07:46:39 AM
Edit: Is there anyway to display the seeds_core data on the information tab of the seeds? I understand you can no longer display the "genetic" information on the plants, as that was (rightfully) removed, but it's hard to judge how many might drop from a plant. It's usually not a problem of course and it's just a quality of life thing.

I can do it.

QuoteAlso the trees feel like they drop too many seeds (2 to 3 seems like too many imo).

I was playing with the numbers there, some yield a lot because half the trees don't drop seeds? I was unsure about it. What do you suggest?
Title: Re: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: Adalah217 on August 03, 2016, 08:26:49 AM
Quote from: notfood on August 03, 2016, 08:04:16 AM
I was playing with the numbers there, some yield a lot because half the trees don't drop seeds? I was unsure about it. What do you suggest?

Ah I see that now. Tested out again just to make sure. The range is quite a bit between none and 3. Cutting down 25 oak trees yielded 53 seeds, which is more than fair. It does seem odd that it either drops 0, 2, or 3 though (maybe not tested enough? maybe I missed the 1 seed drops?). I think it's fine now :) more than fair.

If anyone plans on patching mods that add cotton fibers or changes what drops from plants, they should change the plant processing table recipes fyi.

Everything seems to be working! Just waiting to test out a travelling trader.

Edit: also, dumb question, but the python script uses the lxml module. It seems super difficult to install that module (unfamiliar with python, and the official guide seems dense). Any advice? Stackexchange maybe?
Title: Re: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: notfood on August 03, 2016, 09:29:52 AM
Quote from: Adalah217 on August 03, 2016, 08:26:49 AM
Edit: also, dumb question, but the python script uses the lxml module. It seems super difficult to install that module (unfamiliar with python, and the official guide seems dense). Any advice? Stackexchange maybe?

You can replace the "from lxml import etree" with "import xml.etree.ElementTree as etree"

but you need to replace the last two lines with... something like this (http://stackoverflow.com/questions/17402323/use-xml-etree-elementtree-to-write-out-nicely-formatted-xml-files)

New version:

Download
Beta Test 2

Changes
Pretty print for stats in the information tab.

--

I think I'll add cotton/devilstrand post processing. Seems immersion breaking to extract seeds from cloth.
Title: Re: [A14] SeedsPlease v0.14.1.1 (2016-08-03)
Post by: Adalah217 on August 03, 2016, 10:11:23 AM
Quote from: notfood on August 03, 2016, 09:29:52 AM

You can replace the "from lxml import etree" with "import xml.etree.ElementTree as etree"

but you need to replace the last two lines with... something like this (http://stackoverflow.com/questions/17402323/use-xml-etree-elementtree-to-write-out-nicely-formatted-xml-files)


awesome I'll give that a shot later thanks






Quote from: notfood on August 03, 2016, 09:29:52 AM

Pretty print for stats in the information tab.
--
I think I'll add cotton/devilstrand post processing. Seems immersion breaking to extract seeds from cloth.

I agree. I wasn't too worried about it because other mods fix it, but as a standalone, this mod would benefit from it.

One more little thing I noticed: rose and daylilies no longer use seeds. Was it intentional?
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on August 03, 2016, 10:22:20 AM
Well... you can't harvest them, which makes it so they just perish without yielding seeds. You'd have to buy seeds every time. They do spread if you allow them to be free, so uh... It's the kind of thing some people would like and some people wouldn't, so I'll make it optional patch/mod.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Adalah217 on August 03, 2016, 12:26:21 PM
Quote from: notfood on August 03, 2016, 10:22:20 AM
Well... you can't harvest them, which makes it so they just perish without yielding seeds. You'd have to buy seeds every time. They do spread if you allow them to be free, so uh... It's the kind of thing some people would like and some people wouldn't, so I'll make it optional patch/mod.

Oh you're right. I remembered having rose seeds in Enviroseeds but it turns out they did exactly what you're describing. You're right; it's pretty irrelevant.
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on August 04, 2016, 03:00:39 PM
Last beta before release.

Download
Beta Test 3

Changes
Adds Raw Cotton and Raw Devilstrand for your sanity.



[attachment deleted by admin - too old]
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: dismar on August 04, 2016, 04:13:16 PM
i like where your heads at. You should start a new post that you can maintain tho ^.^b
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: notfood on August 04, 2016, 05:42:04 PM
Download
Beta Test 4 (https://ludeon.com/forums/index.php?action=dlattach;topic=16446.0;attach=14665)

Changes
Added the <harvest> tag that allows to change the harvest to any plant. What for? Makes it so I don't have to override PlantCotton or PlantDevilstrand and opens a lot of posibilities to make the plant processing table even more useful.

[attachment deleted by admin - too old]
Title: Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
Post by: Adalah217 on August 04, 2016, 08:34:18 PM
Quote from: notfood on August 04, 2016, 05:42:04 PM
Added the <harvest> tag that allows to change the harvest to any plant. What for? Makes it so I don't have to override PlantCotton or PlantDevilstrand and opens a lot of posibilities to make the plant processing table even more useful.

You're a god among mortals. I have no idea how this works, but I'm so happy it does.