Seeds Please!
Description:Seeds Please! adds some gameplay surrounding planting and growing crops. For most of the basic crops, you now need seeds, and seeds now have a genome, which affects the resulting plant.
Much of Seeds Please!'s code was taken from "Better Than Sentry Guns", which FlowerChild put into the public domain.
GeneticsCurrent genetics allow for variable growth rates, harvest yields, seed yields, the ability to grow at night(as long as they have enough light!), and the ability to survive frost conditions.
Future Plans
- Genetic Manipulation
- Seed Value based on Genetics
- More crops, and crops where you use the seeds(wheat and such)
Author/Mod TeamVendan
Original code and assets from FlowerChild
(http://tmpt.vendaria.net/screenshot1.png)
(http://tmpt.vendaria.net/screenshot2.png)
ChangeLog
- V1.2
- changed: Seeds no longer have a genome.
- changed: Plant's genome is generated during sowing.
- removed: genome check when storing seeds.
- V1.1
- V1.0
DownloadA11b: SeedsPlease (https://www.dropbox.com/s/8qq0ht9ugkjbo5t/SeedsPlease_1.2.zip?dl=0)
A10: SeedsPlease (http://tmpt.vendaria.net/SeedsPleaseV1.1.zip)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
OMG your poor people.... in those holes.....
Nice mod btw. looks neat i know some farm mods might want to ask you how you did this :D
Oh yeah.. almost forgot... FIRST!
Gona get it and bug test it :D.
Quote from: Kolljak on April 27, 2015, 07:35:14 PM
OMG your poor people.... in those holes.....
Nice mod btw. looks neat i know some farm mods might want to ask you how you did this :D
Oh yeah.. almost forgot... FIRST!
That's the testing colony design, don't care about the colonists, just get the job done :)
If anyone wants to add plants or make submods or whatever, I'd be perfectly willing to add features and whatnot as needed. In addition, the full source code is included in the mod. I forgot to add a license, I'll do that next time I'm at my main computer, but consider it licensed under the MIT license. Note though, a lot of this was pulled out of FlowerChild's mod and fixed up for alpha 10, and there are a few hacky bits here and there that I need to clean up.
Those genes change with generation? Or same genes results in same genes?
Also does those seeds with different genes stack?
Awesome! I'll try it
Need genetic manipulation! Yeeeeh
Quote from: Latta on April 27, 2015, 07:42:28 PM
Those genes change with generation? Or same genes results in same genes?
Also does those seeds with different genes stack?
Genes currently stay the same with each generation, I'm still working out how the genetics and such will work out. There may be "poor mans genetic manipulation" by planting different genomes side be side and getting some cross pollinating going. Still need to work out picking a genome to plant and such for that though.
Seeds should only stack with the same genome.
So my first problem opon playing it is i cant seem to find a way to get seeds w/o communications and silver. could you not make it where you get seeds from farming? or clearing bushes? like scavaging for wild seeds. but they are low quality.
Quote from: Kolljak on April 27, 2015, 08:30:28 PM
So my first problem opon playing it is i cant seem to find a way to get seeds w/o communications and silver. could you not make it where you get seeds from farming? or clearing bushes? like scavaging for wild seeds. but they are low quality.
I may add that, but you should get 8 decent quality seeds on spawn, though it's a customization to the start, so if you use a mod that messes with that, you'll be in trouble. I'll look into harvesting native plants and getting low quality seeds out of that. May be something that's not edible, but can be used as raw ingredient to the nutrient paste machine, which would be a neat way to make it actually useful.
Well i planted them and they didnt generate seeds that or my save is bugged i will get in coms with a trade... then agian im using other mods ill wait for a trade caravan to passby.
OK so what happened is i had made the farm w/o seeds before installing the mod then after installing the mods no seeds where givin it was my end not the mod itself. the old farm was old farm and not converted to new farm mod type. works now.
Quote from: Kolljak on April 27, 2015, 08:56:14 PM
OK so what happened is i had made the farm w/o seeds before installing the mod then after installing the mods no seeds where givin it was my end not the mod itself. the old farm was old farm and not converted to new farm mod type. works now.
Yeah, existing crops don't get upgraded to "Seeded" crops, so it's a little rough starting out with on a preexisting colony that doesn't have lots of food and a comm system set up
well if winter comes i got 2 prisoners i can go all Donner party on if i half to >:D
Seed hauling is bugged. Someone will try to pick up all the seeds, they will fail to merge, and they will only put what ever they picked up first into a stockpile, destroying the rest.
I also came across this. had 20 seeds picked up 8 ... only got 8.
Nice, this is something I always felt was missing from vanilla.
Quote from: Kolljak on April 28, 2015, 01:34:46 PM
I also came across this. had 20 seeds picked up 8 ... only got 8.
Quote from: PastaCrusade on April 27, 2015, 10:24:52 PM
Seed hauling is bugged. Someone will try to pick up all the seeds, they will fail to merge, and they will only put what ever they picked up first into a stockpile, destroying the rest.
Bug is fixed, though not perfectly. You will most likely end up with multiple stacks stored on a single cell, this is an issue with the base game not checking Thing.CanStackWith(Thing2).(so is what I just fixed, it's just a difference in how easily I can fix it) Still, no lost seeds now.
Seeds are not droping from the plants on harvest other then = to the amount planted do i just have to do with this limited amount until coms? or is this not right?
Quote from: Kolljak on April 28, 2015, 04:01:46 PM
Seeds are not droping from the plants on harvest other then = to the amount planted do i just have to do with this limited amount until coms? or is this not right?
If you look at the genome for the seed or the crop, there's 2 chances there, one for base seed chance, one for additional seed chance. Base chance should be 100%, means you always get one seed. Additional seed chance is variable, and that's the chance to get 2 seeds. I'm actually reworking how the seed stuff works, so there will be a botanist's table that you can use to process a unit of the harvest yield into multiple seeds, which will make the seeds stuff a little easier to work with.
Guess i gota stock up winter came and destroyed my crops and i lost all my seeds :D
Quote from: Kolljak on April 28, 2015, 07:07:34 PM
Guess i gota stock up winter came and destroyed my crops and i lost all my seeds :D
Yeah, unfortunately, nothing makes them smarter about planting, so gotta be a little careful. I probably need to work over the growing area a little, so I'll take a look at adding a "Fallow" option that tells it to just harvest and not plant, that way you can switch them to fallow in late fall.
Ive gone and removed your seeds mod for now after testing other then that 1 pick up bug. its pretty stable.
The i recommend you find a way for players to get seeds w/o needing communication so it is friendly with other mods
My recommendation is make it so bushes drop random seeds when cut down
[berry bushes dropping strawberryseeds at least] [Agave from agave plants] [and wheat from grass in some biomes.]
in order to level out the gameplay i found myself using a radio beacon from Clutter to drive the animals on the planet mad so i could kill them all for food :D.
wasnt there another mod that added some seed types just a few to the game as a extention or something. if can find it that had where u get so many seeds when u land.
wouldnt the xml code be simlar for wild plants as for normal plants but for name change?
another question why would u need a map generator file when its not even adding any seeds or modfiying anything related to seeds/plants?
Why not make genetic drift? When a seed is planted, 33% for a small change up in a stat, 33% down, and 34% unchanged.
With some luck/elbow grease, you could get .5 day grow Potatoes with 0 flammability and light requirements!
Quote from: sidfu on April 29, 2015, 04:55:55 PM
wasnt there another mod that added some seed types just a few to the game as a extention or something. if can find it that had where u get so many seeds when u land.
wouldnt the xml code be simlar for wild plants as for normal plants but for name change?
another question why would u need a map generator file when its not even adding any seeds or modfiying anything related to seeds/plants?
The map generator is only so that the seeds come down in a droppod, that was copied from FlowerChild's mod. I'm working on making it so you can use native plants until you get a trader. XML is similar for native vs cultivated plants, but native plants cannot be cultivated. If a plant is "native" to the biome and is planted in a growing zone, it won't get a harvest job made, so I have to duplicate the entry AND make the existing plant drop seeds/whatever.
Quote from: hector212121 on April 29, 2015, 09:09:46 PM
Why not make genetic drift? When a seed is planted, 33% for a small change up in a stat, 33% down, and 34% unchanged.
With some luck/elbow grease, you could get .5 day grow Potatoes with 0 flammability and light requirements!
Issue when you start making so many "genome"s is how do you pick what genome to plant in a field? That's one reason I'm working on a revamp to the genetics system, and trying to get into the guts of growing zones so you can specify a genome to plant in them. The other part of it is I'm trying to reduce the variety of genomes, by basically making a list of genes. Each gene will have a specific effect, and the genome will either have the gene or not have the gene, so there'll be a limited(though still quite high) number of genomes. Hopefully, if the current plans work out, plants will be able to specify what "groups" of genes they can have. I would love to add a lot more crops, but I can't do art. If anyone wants to contribute art/plant defs, I would gladly accept, and I would also love to support any modder that wants to make "submods" off of mine.
Oh my god, this is so amazing! I really like this mod, it really adds some depth to the growing system. I'm really looking forward to further updates, the idea of this mod is just too cool!
Keep up the awesome work!
This mod has a lot of potential loving what im seeing, hope everything will be properly balanced so that crops dont grow too fast if they are modified with genomes since that is what hydroponics are for, however being able to have them grow at night so long as they are brightly lit is a great idea.
There is the option of using the Sculpture placing thing for seeds.
Maybe make it so you can 'harvest for seed' and 1 plant of seeds is a 3x3 area? Then you place the 'seed bag' there and it's planted?
And then there are generic seeds..
probaly on seed drops its best to have where say when u harvest for food u have a chance based on there planting/cutting skill to get 1-3 seeds or more.
Quote from: sidfu on April 30, 2015, 05:25:10 PM
probaly on seed drops its best to have where say when u harvest for food u have a chance based on there planting/cutting skill to get 1-3 seeds or more.
I hope this isn't the case - I like the balance as is. If plants are giving 3 seeds each then they soon become pointless.
what about automatically marking seeds forbidden in the days before the switch to winter?
Oh, I loved this feature from BTSG.
The seeds seem pretty expensive though.
Would be cool to have cheep seeds with bad stats, like a seed with a really low yield, or one with a extremely low chance to give any seeds when harvested, etc.
Quote from: AllenWL on May 01, 2015, 09:01:46 PM
Oh, I loved this feature from BTSG.
The seeds seem pretty expensive though.
Would be cool to have cheep seeds with bad stats, like a seed with a really low yield, or one with a extremely low chance to give any seeds when harvested, etc.
That's something I'm working on with the genetics change, basically each gene will have a market value tweak that adjusts the price of the seed accordingly. Still working on it, I'm having to redo a lot of the stuff copied from BTSG to do it right.
Oh, forgot to ask, but can I install this on a already started colony?
QuoteOh, forgot to ask, but can I install this on a already started colony?
My understanding is it will be a pretty large challenge, since you won't receive a initial batch from the crash sequence and won't know when the next trader with good seeds will come by.
Quote from: akiceabear on May 03, 2015, 09:46:17 AM
QuoteOh, forgot to ask, but can I install this on a already started colony?
My understanding is it will be a pretty large challenge, since you won't receive a initial batch from the crash sequence and won't know when the next trader with good seeds will come by.
Yes, though it does help to have a large stock of produce/meals in the freezer. This may change with the new genetics and seed system(seeds will be extracted from the produce, and genomeless produce will probably be treated as the "default" genome). And yes, still working on it, just have to squeeze it in between job and family. :)
Ok then, I'll wait for spring before I install this. It seems that animals are more abundant in warmer months, and I should be able to get enough animals to keep the colony going till a trader comes by. Won't be the first time I had to deal with starvation!(When I was playing BTW, I decided to just hunt for everything after planting the initial seeds, then when winter came and animals became scarce...)
Speaking of which, it would be nice if all crops had a different 'genetic limit' of sorts.
For example, corn can, with proper care, yield huge amounts of food, but it would never be able to grow as fast as say, rice.
Quote from: AllenWL on May 03, 2015, 09:35:43 PM
Ok then, I'll wait for spring before I install this. It seems that animals are more abundant in warmer months, and I should be able to get enough animals to keep the colony going till a trader comes by. Won't be the first time I had to deal with starvation!(When I was playing BTW, I decided to just hunt for everything after planting the initial seeds, then when winter came and animals became scarce...)
Speaking of which, it would be nice if all crops had a different 'genetic limit' of sorts.
For example, corn can, with proper care, yield huge amounts of food, but it would never be able to grow as fast as say, rice.
That's part of what I'm working on with the new genetics system. There's discrete genes that can offer specific advantages and disadvantages, and there's a system for a gene to be dominant over other genes, as well as a way to tag genes and plants, so a plant can only express genes that have a tag in common with a plant. If it all works out right, I/other modders will be able to add custom plants and genes in pure xml.
Are the genetics of seeds the trader has random? I'm kinda annoyed because they're tying to sell me seeds with <50%(usually around 10~30) base seed chance for the full price. So far, have yet to see seeds with a base seed chance anywhere near 100.
Quote from: AllenWL on May 14, 2015, 06:18:31 AM
Are the genetics of seeds the trader has random? I'm kinda annoyed because they're tying to sell me seeds with <50%(usually around 10~30) base seed chance for the full price. So far, have yet to see seeds with a base seed chance anywhere near 100.
I'm now playing the mod and this exactly makes the mod unplayable. Especially with the prices of seeds set that high. Paying 200$ for one plant with 20% chance of dropping a seed doesn't work and as a result I only farm the starting potatoes... Anyway, I love the mod and apart from this annoyance it works fine.
Quote from: Kubouch on May 17, 2015, 05:28:00 AM
Quote from: AllenWL on May 14, 2015, 06:18:31 AM
Are the genetics of seeds the trader has random? I'm kinda annoyed because they're tying to sell me seeds with <50%(usually around 10~30) base seed chance for the full price. So far, have yet to see seeds with a base seed chance anywhere near 100.
I'm now playing the mod and this exactly makes the mod unplayable. Especially with the prices of seeds set that high. Paying 200$ for one plant with 20% chance of dropping a seed doesn't work and as a result I only farm the starting potatoes... Anyway, I love the mod and apart from this annoyance it works fine.
I seem to have fixed it. Inside SeedsPlease/Defs/ThingDefs/
Plants_Cultivated.xml under <category>Plant</category> there is a <baseSeedChance> where you can set min/max probability of dropping a seed. I set the min. probability to 0.75 (75%).
Your source files are missing the jobs haul to cell. if you could please include this that would be great i just want to be able to increase starting seed amount from 8 to something closer to 30, they are seeds after all a small pack of them should contain lots. :)
Quote from: Kubouch on May 17, 2015, 05:50:04 AM
Quote from: Kubouch on May 17, 2015, 05:28:00 AM
Quote from: AllenWL on May 14, 2015, 06:18:31 AM
Are the genetics of seeds the trader has random? I'm kinda annoyed because they're tying to sell me seeds with <50%(usually around 10~30) base seed chance for the full price. So far, have yet to see seeds with a base seed chance anywhere near 100.
I'm now playing the mod and this exactly makes the mod unplayable. Especially with the prices of seeds set that high. Paying 200$ for one plant with 20% chance of dropping a seed doesn't work and as a result I only farm the starting potatoes... Anyway, I love the mod and apart from this annoyance it works fine.
I seem to have fixed it. Inside SeedsPlease/Defs/ThingDefs/Plants_Cultivated.xml under <category>Plant</category> there is a <baseSeedChance> where you can set min/max probability of dropping a seed. I set the min. probability to 0.75 (75%).
Playing with ninefingers overhaul, I find the same issue to make this otherwise awesome mod, incredibly annoying. 1000 silver for a a seed of xerigerum, that will likely only yield one or two herbs? No thanks. I'd be better off taunting my hostile factions so I can kill them for their medicine. (Though that feature isn't available).
The idea is good, but the mod is broken and unplayable right now. Seeds are too rare and expensive, merchants do not stock them and when they stock them the price is absurd, way higher than a full stock of grown crops. Seriously, how in hell a stock of 20 potato seeds could be 10 times more expensive than 20 potatoes? That should be the contrary, otherwise we would not have developed agriculture... The chance of getting seeds is very low: this is realistic, but it should be counterbalanced by making seeds cheap and very available.
The intention is likely to make the start harder (knowing Flowerchilds mods like I do, and this was based on one.) IMO its a little too much that way though, compared to vanilla; I wouldnt care if the "rare" seeds were expensive (like xerigium) but the price of potato seeds is a little exorbitant :)
Honestly, I wouldnt want to see it go down toooo much, and especially not to see this resolved with a higher drop rate of seeds (which would just mean you paid x silver, whatever it was, and then were set.)
Actually, in BTSG, you started off with 50 'terminator' seeds, and seeds where divided into two groups cheap 'terminator' seeds that gave no seeds on harvest, but where very cheap about the same cost as the produce, and expensive 'viable' seeds which gave seeds every harvest with a small chance for extra seeds, but very expensive goods, averaging 100+ silver and only sold by slavers('black market traders').
There was no worrying about growth speed or yield amount, or how likely you where to get a seed and whether it was worth buying.
You either bought viable seeds, terminator seeds, or the raw goods.
While I do love the need for seeds when planting, I feel the various 'genetic values', at least until they are better implanted, only clutter up the mod and make it very much broken.
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.
I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.
What is the state of the mod currently, Vendan, can I ask?
Quote from: Kubouch on May 19, 2015, 07:23:36 AM
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.
I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.
What is the state of the mod currently, Vendan, can I ask?
Rather than doing something about the blight might I suggest a unique and exotically rare strain of seed that has % resistance to blight. for example. A seed that has a 50% chance of surviving a blight (50% might be too much surely but I'm using it as an example. ) so in the case of planting this seed that has the genome to resist blights by 25% at least you won't lose all your crops and hard work and manage to keep at least 1/4 of the crops despite losing 3/4. Now the question is how difficult it would be implement such a coding and as I personally have little to no experience in coding i'm not sure how this would work out. However, the idea still stands and if possible I feel it would be a balance to blights rather than losing 100% of your crops as well as maintaining the balance by allowing the genome to be a maximum of 25% chance rather than 50% or 100% where you could potentially monopolize this seed and never worry about blights again (and that's no fun now is it)
Quote from: deadlydullahan on May 19, 2015, 07:39:44 AM
Quote from: Kubouch on May 19, 2015, 07:23:36 AM
With the corrected base seed drop chance it's actually well-playable. So much fun taking care of your farm slowly multiplying the crops. I managed to get a decent corn field but had many other crops destroyed by solar flare or a lazy grower. You really need to keep an eye on your farm. One issue might be mysterious blight and thinking about it I might as well disable the event completely since it would be pretty annoying to lose all the crops (meaning thousands of $ and hours) in one whip.
I personally wouldn't lower the price of the seeds but instead increase the seed drop chance and do something about the mysterious blight event.
What is the state of the mod currently, Vendan, can I ask?
Rather than doing something about the blight might I suggest a unique and exotically rare strain of seed that has % resistance to blight. for example. A seed that has a 50% chance of surviving a blight (50% might be too much surely but I'm using it as an example. ) so in the case of planting this seed that has the genome to resist blights by 25% at least you won't lose all your crops and hard work and manage to keep at least 1/4 of the crops despite losing 3/4. Now the question is how difficult it would be implement such a coding and as I personally have little to no experience in coding i'm not sure how this would work out. However, the idea still stands and if possible I feel it would be a balance to blights rather than losing 100% of your crops as well as maintaining the balance by allowing the genome to be a maximum of 25% chance rather than 50% or 100% where you could potentially monopolize this seed and never worry about blights again (and that's no fun now is it)
Actually yes, this is a better idea. Make a blight resistance as a part of a genome.
What I'm thinking about as well is more differentiation (price, stats and cost) between different genomes. Right now all seeds cost more or less the same and are evenly distributed. There should be bunch of low-quality crops with like 30% effectivity available always and really cheap (like 20$). On the other hand getting a hand on a higer quality seed might be dificult and there should be only a limited amount available in a trade ship. I wouldn't go much higher with the costs, though.
I have added translation support to Seeds Please. See Russian translation as example.
The sources were outdated, so I decompiled it. Would be good to see the actual sources ;D.
Decompiled sources included.
And I added myself to the authors, if you don't mind ::)
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.1.1.zip (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.1.1.zip)
Screen: https://dl.dropboxusercontent.com/u/58476180/SeedsPlz.png (https://dl.dropboxusercontent.com/u/58476180/SeedsPlz.png)
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar)
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar)
New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar)
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.
Do you have any plans of allowing seeds on paste dispensers or as an ingredient in salads? My colony ends up with more seeds than it has use for, it would be nice to do something productive with excess seeds. :)
If I got it correct, this can be easily done via recipes in xlm stuff
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar)
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar)
New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar)
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.
when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.
[attachment deleted due to age]
I spent a bit of time converting everything over to make a version of my veg. garden that uses the seeds. I worked out all the issues that I found with the updated version of seeds. ONLY issue that i'm having now is the Pawns wont take the seeds to where they need to plant them. They just plant them from where ever the seeds are no matter how far away they are. That's outside my coding ability :) Here's a release copy if anyone can fix that pawn code.
Alpha 11 Veg Garden with seeds :
https://www.dropbox.com/s/pz3gfrcft9ju02e/Vegetable%20Garden%20w%20seeds%20v3.zip?dl=0
Quote from: dismar on June 13, 2015, 07:49:01 PM
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar)
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar)
New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar)
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.
when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.
Ops. That's normal. Some files were from overhaul mod. I'll correct it.
The Alpha 11 version should be on the first post, I've enjoyed it. Also, it would be cool if there was a version where the objects from Pleasure_SK v1.3.
Quote from: Aragas on June 14, 2015, 05:30:23 AM
Quote from: dismar on June 13, 2015, 07:49:01 PM
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar)
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar)
New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar (https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar)
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.
when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.
Ops. That's normal. Some files were from overhaul mod. I'll correct it.
Did you have the time to fix this? If so is the download available anywhere? Thanks!
Quote from: Aragas on June 14, 2015, 05:30:23 AM
can anyone help fix a bug with seedplease in A11.
Animation planting does not work correctly.
(http://cs621718.vk.me/v621718226/27919/TweTVeMwKrs.jpg)
This mod just seem to introduce one bug after another somehow. Really hopes it gets updated though!
Had a cargo pod drop of 8 stacks Pumpkin seeds and after sending one of my toons all across the map i found he could not stack them because the stacks where deteriorated differently. So even if i send our my hole group to collect them i will end up with a bloated stockpile zone of 6 stacks seeds of Pumpkin. The idea of seeds deteriorating on a dailyy base seems unreal to me and i guess therefor you added a timer of 100. Additionally over time, when i grow and get fresh seeds, these will never stack on the ones already in my stockpile and i guess i have to micromanage on top to make shure my Gardeners pick the older ones.
I do like the concept of seeds but with the current mechanics it is getting to "Brobdingnagian" to be handable (See Sheldon and Raj quarrel).
Sadly the author of this mod has not been online in a long time. Most of the bugs are from the ppl who have worked on it or were always there. Sadly this is a pretty cool mod. I hope that someone with coding know how will fix her up right :)
I have the mod installed. I have strawberry seeds and carrot but all my colonists ever do is put them in the stockpile and never touch them again. And when I go to the growing area's "bills" all it ever says is grow the potato plant and never the other ones. Am I doing something wrong? Please help
Edited the Source - replaced method calls changed since the release of SeedsPlease 1.1 and little other stuff - like editing the Def.xml for the new graphics stuff (<graphicData></graphicData>).
Disclaimer: I'M NOT A PROFESSIONAL PROGRAMMER. Nor am I 100% firm with the RimWorld source. But the thing works at my end (only mod)...the pawns even go to the field for sowing now.
PLEASE report bugs and me or someone with more knowledge tries to fix them.
Dropbox Link (https://www.dropbox.com/s/05ezfwpzm05ly8x/SeedsPlease.A11b.zip?dl=0)
edit: changed Saveable to IExposable - eliminating the "Cannot use LookDeep" error. Thanks Latta!
Quote from: Leucetius on July 06, 2015, 05:45:40 PM
Edited the Source - replaced method calls changed since the release of SeedsPlease 1.1 and little other stuff - like editing the Def.xml for the new graphics stuff (<graphicData></graphicData>).
Disclaimer: I'M NOT A PROFESSIONAL PROGRAMMER. Nor am I 100% firm with the RimWorld source. But the thing works at my end (only mod)...the pawns even go to the field for sowing now.
PLEASE report bugs and me or someone with more knowledge tries to fix them.
Dropbox Link (https://www.dropbox.com/s/05ezfwpzm05ly8x/SeedsPlease.A11b.zip?dl=0)
Thanks!
been messing around with his update and so far its all good. all the bugs that ppl have had are gone! yay! i'll be adding my vegetables to this tonight! Thank you very much Leucetius for your hard work!
Quote from: dismar on July 06, 2015, 06:53:05 PM
been messing around with his update and so far its all good. all the bugs that ppl have had are gone! yay! i'll be adding my vegetables to this tonight! Thank you very much Leucetius for your hard work!
There is one bug "Cannot use LookDeep to save non-IExposable non-null genome of type SeedsPlease.PlantGenome" but it appears to be harmless something might not be working but the plants grow.
Quote from: Leucetius on July 06, 2015, 05:45:40 PM
Edited the Source - replaced method calls changed since the release of SeedsPlease 1.1 and little other stuff - like editing the Def.xml for the new graphics stuff (<graphicData></graphicData>).
Disclaimer: I'M NOT A PROFESSIONAL PROGRAMMER. Nor am I 100% firm with the RimWorld source. But the thing works at my end (only mod)...the pawns even go to the field for sowing now.
PLEASE report bugs and me or someone with more knowledge tries to fix them.
Dropbox Link (https://www.dropbox.com/s/05ezfwpzm05ly8x/SeedsPlease.A11b.zip?dl=0)
Great work. All works fine ;)
updated a version of my mod that uses the seeds please mod! Can find it on my page. Thanks again for updating this!
Quote from: dismar on July 06, 2015, 11:50:25 PM
updated a version of my mod that uses the seeds please mod! Can find it on my page. Thanks again for updating this!
Neat! going to dl that ASAP ^^
Quote from: Ninefinger on July 06, 2015, 06:54:21 PM
There is one bug "Cannot use LookDeep to save non-IExposable non-null genome of type SeedsPlease.PlantGenome" but it appears to be harmless something might not be working but the plants grow.
Thank you! I know the location of this call and will look into it when I'm home. As far as I can remember this is the method which saves the genome / adds it to each individual seed or plant. So as long as this isn't fixed, your plants/seeds might have different genomes when a game is loaded than when it was saved or the genome even jumps around midplay. But shouldn't be gamebreaking - in fact you shouldn't even notice that when playing without developer mode (which by the way gives me all the researches now O.o)
Quote from: Ninefinger on July 06, 2015, 06:54:21 PM
There is one bug "Cannot use LookDeep to save non-IExposable non-null genome of type SeedsPlease.PlantGenome" ---
Actually It's caused as interface Saveable's name has changed to IExposable, so you just change this in source and done.
Very simple solution: PlantGenome : Saveable => PlantGenome : IExposable
I made a quick patch. Genome won't change every time as file loads, if Look_Deep works.
https://www.dropbox.com/s/1sad4d9kowf674g/SeedsPlease.A11.SaveFixed.rar?dl=0 (https://www.dropbox.com/s/1sad4d9kowf674g/SeedsPlease.A11.SaveFixed.rar?dl=0)
Quote from: Latta on July 07, 2015, 02:11:01 AM
Quote from: Ninefinger on July 06, 2015, 06:54:21 PM
There is one bug "Cannot use LookDeep to save non-IExposable non-null genome of type SeedsPlease.PlantGenome" ---
Actually It's caused by interface Saveable's name has changed to IExposable, so you just change this in source and done.
Very simple solution: PlantGenome : Saveable => PlantGenome : IExposable
I made a quick patch. Genome won't change every time as file loads, if Look_Deep works.
https://www.dropbox.com/s/1sad4d9kowf674g/SeedsPlease.A11.SaveFixed.rar?dl=0 (https://www.dropbox.com/s/1sad4d9kowf674g/SeedsPlease.A11.SaveFixed.rar?dl=0)
Thank you!
Just got a Cargo pod drop of "bush seed" I'm guessing that that's from the Seeds Please mod. They lack a description and I'm NOT sure that they're of any value. Is there a reason to grow bushes?
SeedsPlease 1.2 - A11b (https://www.dropbox.com/s/8qq0ht9ugkjbo5t/SeedsPlease_1.2.zip?dl=0)
== Version 1.2 - RimWorld Alpha 11b - 10. July 2015 ==
changed: Seeds no longer have a genome.
changed: Plant's genome is generated during sowing.
removed: genome check when storing seeds.
What I intend to do over the weekend:
readd: seeds have genome. But only together with...
add: a seed container. It will only hold seeds of one plant species, but numerous different genomes. Preferably sortable with respect to genome properties
change: the plant growing handler. Nightcheck? GrowingSeasonCheck? Nope. Realworld plants don't know if there's night or the time of the year. If there's light an warmth they grow...
add: a prerequisite check to the sowing WorkHandler
P.S.: I played a month long game with nothing but this mod. No bugs. Plants were sowed, they growed like I expected them to they were harvested and - not always - spawned one or two new seeds. These got hauled to a stockpile and stacked correctly. No "15 cells stockpile with a handful of seeds of the same species in each cell". Also every stock plant worked fine.
edit:
Quote from: Havan_IronOak on July 09, 2015, 11:41:36 AM
Just got a Cargo pod drop of "bush seed" I'm guessing that that's from the Seeds Please mod. They lack a description and I'm NOT sure that they're of any value. Is there a reason to grow bushes?
I'll look into this. One thing until then: I believe the cargodrops are purely random. But there shouldn't be any bushseeds...There is no def for them...
Thx a lot for your hard work man
Quick question : Do you have changed things only in the .dll file or in .xml files too ?
Only in the *.dll
There was no need to shuffle things in the xml around as the genome was already defined in the Plants_Cultivated.xml from the beginning. The Items_Custom_Seeds.xml only defines which plant grows out of which seed and the market value of each seedpack.
BUT (as I think this is were your question is heading): i don't guarantee savegame compatibility. It might work as it simply isn't relevant if seeds have a genome or not but I don't know what happens if the game tries to stack seeds with different genomes. To be safe: debug-delete all your seeds and debug-add new ones.
Thx for quick reply
And yes you got me right. I was trying to understand if i can just update the .dll in an Hardcore SK Global modpack play. I promise not to complain if doesn't work :p But it worked well when i just overwrited the biodiversity dll provide in modpack by the one with aggressive behavior fixed by Haplo.
And thx again for the workaround/tip with debug commands (i haven't figured out this one by myself ^^ )
Quote from: Leucetius on July 10, 2015, 10:58:03 AM
SeedsPlease 1.2 - A11b (https://www.dropbox.com/s/8qq0ht9ugkjbo5t/SeedsPlease_1.2.zip?dl=0)
P.S.: I played a month long game with nothing but this mod. No bugs. Plants were sowed, they growed like I expected them to they were harvested and - not always - spawned one or two new seeds. These got hauled to a stockpile and stacked correctly. No "15 cells stockpile with a handful of seeds of the same species in each cell". Also every stock plant worked fine.
Sounds great! :)
Should start a new post with a link back to this one.
Quote from: theislander489 on June 30, 2015, 12:15:33 PM
I have the mod installed. I have strawberry seeds and carrot but all my colonists ever do is put them in the stockpile and never touch them again. And when I go to the growing area's "bills" all it ever says is grow the potato plant and never the other ones. Am I doing something wrong? Please help
Do you have other mods installed? Some mods change the research needed for each plant type to be grown. Ninefinger's Ultimate Overhaul is one modpack that changes this. Hope this helps!
Updated to A12
vanilla version.
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/z5dKKaAbicKiv)
Quote from: skyarkhangel on August 23, 2015, 11:36:50 AM
Updated to A12
vanilla version.
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/z5dKKaAbicKiv)
Thanks been trying this out today.
thanks skyarkhangel!
Also updated my addon pack for this mod!
Veg Garden 3.1 using SEEEDS! download. (https://www.dropbox.com/s/8zdwriwuc34y1ng/Vegetable%20Garden%203.1%20Seeds%20addon.zip?dl=0)
I hope without bugs, bcs no time for good test :)
seems ok so far, started a new game with a few types of seeds and they planted them properly. :P
Quote from: dismar on August 23, 2015, 03:46:04 PM
seems ok so far, started a new game with a few types of seeds and they planted them properly. :P
Actually I'm having a problem with my game in that the Xerigium plant is unplantable.
Not sure if this is an overwrite with your Vegetable Garden mod or just something that is a bug in the Seeds mod. However, on growing zones, I have no option of growing Xerigium at all. Only other mods I have are MAI, industrialization, and the SC semi-A12 version.
Quote from: phoenixmastm on September 19, 2015, 03:17:58 PM
Actually I'm having a problem with my game in that the Xerigium plant is unplantable.
I had this problem too, and it turned out to be CCL - it's tweaked xerigium to require medical beds to be researched before it's available to plant. I've squeaked about it in the CCL thread, maybe you should too. ;)
there is a problem that if you have a lot of things to grow on your list that it cuts off the bottom of the menu. Try changing your resolution to see if that changes the problem...
Quote from: Tekuromoto on September 19, 2015, 04:20:58 PM
Quote from: phoenixmastm on September 19, 2015, 03:17:58 PM
Actually I'm having a problem with my game in that the Xerigium plant is unplantable.
I had this problem too, and it turned out to be CCL - it's tweaked xerigium to require medical beds to be researched before it's available to plant. I've squeaked about it in the CCL thread, maybe you should too. ;)
No, cause I have everything researched, and I still can't see it.
Quote from: dismar on September 19, 2015, 04:53:13 PM
there is a problem that if you have a lot of things to grow on your list that it cuts off the bottom of the menu. Try changing your resolution to see if that changes the problem...
I'm running on 1440x900 max resolution, I think it may be something in the mods I have, but I'm not sure which one.
Quote from: phoenixmastm on September 21, 2015, 11:35:31 PM
Quote from: Tekuromoto on September 19, 2015, 04:20:58 PM
Quote from: phoenixmastm on September 19, 2015, 03:17:58 PM
Actually I'm having a problem with my game in that the Xerigium plant is unplantable.
I had this problem too, and it turned out to be CCL - it's tweaked xerigium to require medical beds to be researched before it's available to plant. I've squeaked about it in the CCL thread, maybe you should too. ;)
No, cause I have everything researched, and I still can't see it.
Quote from: dismar on September 19, 2015, 04:53:13 PM
there is a problem that if you have a lot of things to grow on your list that it cuts off the bottom of the menu. Try changing your resolution to see if that changes the problem...
I'm running on 1440x900 max resolution, I think it may be something in the mods I have, but I'm not sure which one.
I was running at max res too and was missing things. go down to a small res to see if the item magically appears.
To better understand what i men check out my bug report here:
https://ludeon.com/forums/index.php?topic=15931.0
Updated Sky's version to include Hay grass now! also fixed a grow bug. I tested this version grew every crop from seed to crop and reseed.
This is core only plants.
Download alpha 12 updated. (https://www.dropbox.com/s/runyic92yl4x45b/SeedsPlease_SK.zip?dl=0)
Here's a simple version of the Pleasure_sk (https://ludeon.com/forums/index.php?topic=13268.0) mod that uses the seeds! Also uses Neuffs Textures (https://ludeon.com/forums/index.php?topic=14806.0).
Download Pleasure w/seeds alpha12 (https://www.dropbox.com/s/jx5cigfq9bm40rz/Pleasure_Seeds.zip?dl=0)