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RimWorld => Releases => Mods => Outdated => Topic started by: dismar on May 07, 2015, 10:52:34 AM

Title: [A17] Vegetable Garden [8/22/17]
Post by: dismar on May 07, 2015, 10:52:34 AM
dismar Mods
I set out to add a bunch of variety to this game I love and Play almost every day. I hope you enjoy the mod! Please leave any feedback and I will get back to ya!

The vegetable garden adds new tiers of plants to research and grow. New meals, ways to cook them, some for health, and some for joy. New drugs. Food preservation. Cloth and leather production. New medicines production. Resources that can be renewed. And Tools used to enhance the way you grow and produce plants in the game.

All of my mod is center around the theme of growing! 




Like my mod and wanna support?
Buy Me a Coffee! (https://ko-fi.com/A4051PBT)
Vegetable Garden Build 13!
Download Build 13! (https://www.dropbox.com/s/gcm91l8l3ageuez/Vegetable%20Garden%205.4b13.zip?dl=1)

Steam Page! (http://steamcommunity.com/sharedfiles/filedetails/?id=932240696)

Hey Nexus Mods finally updated! (http://www.nexusmods.com/rimworld/mods/90/?)

Like my Mod? You might like my mod using Seeds! Check out Notfood's SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0) Adds seeds to all the plants in the game!

The vegetable garden adds :

I have added a lot of Patching to my mod here is a list of mods that if loaded change the way vegetable garden loads:

F A Q :

Big note on resource plants.

Resource Plant require A LOT of work to make. They are an END game solution to running out of resources. As of now it takes :

Research the plants 1500
Grow times on plants are 16+ days
Sow skill is high to plant them
Research time on the Smelter to melt them 1700
Crafting skill of 12+ to then smelt them




I would like to thank some of the following people :

duduluu and Team for their tranlation into Chinese. And for the translation tools!
Spoonshortage for her work on remaking ALL the artwork for my mod. It all looks amazing!!
cuproPanda for the coding of Barrels and Place-workers! And tons of support over the years!
Igabond for giving me his old mod Xtra Plants to continue on his great works!
diana-winters for expanding the garden resources!
Notfood For Seeds version of this mod. And help with C# Coding!
Telkir for his Expandedcrops mod that inspired me to add even more.
Fluff_Thorrent's for Can I Brew It? ( base crop alcohols)
DeaconBlues for Finer Things ( coffee, tobacco, and many types of alcohol)
E and the CCL team for the coding stolen for the Heated Sun lamps!
And more expanded in the credits below!

Thank you for all the feedback from the forums and steam. You make this mod better everyday!
My Steam Workshop. (http://steamcommunity.com/profiles/76561197994428916/myworkshopfiles/?appid=294100)

As always the change log in in the About folder. And if you do find bugs or errors please let me know! (Steam Release later in the week)


(http://i.imgur.com/RfmsxvC.png)
(http://i.imgur.com/nnvrZWA.png)
(http://i.imgur.com/VSNv0vO.png)
(http://i.imgur.com/XO5dWMC.png)
(http://i.imgur.com/1WA4wAE.png)
(http://i.imgur.com/92NLXXZ.png)

Steam and Older releases :
Steam Release. (http://steamcommunity.com/sharedfiles/filedetails/?id=706426033)
Download v5.15.1284 (https://www.dropbox.com/s/0qzxp251pfztft5/Vegetable%20Garden%205.0.15.1284.zip?dl=0)

Alpha 14 :
Dropbox: Vegetable Garden v4.0c ~0.14.1249 Download!! (https://www.dropbox.com/s/gxgs4mkiy8vgmhy/Vegetable%20Garden%20v4.0c.zip?dl=0)
Steam Version a14. (http://steamcommunity.com/sharedfiles/filedetails/?id=753953284)



Other Mods :





Garden Resources!
Garden Resources is just the Resource plants from the garden. You don't need the garden to run this or this mod if you are using the garden!
Download A16! (https://www.dropbox.com/s/iadiuu63h4yxni4/Garden%20Resources%20a16.zip?dl=0)

Garden Tools!
Garden Tools are just the tools  from the garden. The sun lamps, heated sun lamps, garden soils, hydroponics, and all the things that go with them!
You don't need the garden to run this or this mod if you are using the garden!
Download A16! (https://www.dropbox.com/s/geou03873us68qt/Garden%20Tools%20Alpha%2016.zip?dl=0)



Older Downloads :

Vegetable Garden 5.2 Alpha 15!
Lots of change made in the last month or so!
This is NOT save game safe with any older version of my mod. Tons of def changes and removals.
Download 5.2  a15.1284 (https://www.dropbox.com/s/o0kjbon5821bwru/Vegetable%20Garden%205.2.zip?dl=0)



Moved to Nexus mod (http://www.nexusmods.com/rimworld/mods/90/?). PM if you need something not there ^.^b
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/90/?)


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Credits
Igabond for giving my his old mod Xtra Plants (https://ludeon.com/forums/index.php?topic=7328.0) to continue on his great works!
duduluu For the Chinese Simplified (https://github.com/duduluu/RW-ChineseSimplified-dismar) translation of a15.
diana-winters for expanding the garden resources!
Telkir for his Expandedcrops  (http://ludeon.com/forums/index.php?topic=4373.0) mod that inspired me to add even more.
Finer things (https://ludeon.com/forums/index.php?topic=10865.0)  for the alcohol.
Adamiks for forum coding :)
WHiZ for all his testing and great feed back! Why stop at making raisins? Lets dry all the fruits!
Jawar for sending new plant art works!
neuffs for his texture pack (https://ludeon.com/forums/index.php?topic=14806.0)!
Fangtang for misc art work!
Jabbamonkey's  Graphic Overhaul texture pack. (https://ludeon.com/forums/index.php?topic=10895.0)
Abrexus's Superior Crafting (https://ludeon.com/forums/index.php?topic=11741.0)
Fluff_Thorrent's Can I Brew It? (https://ludeon.com/forums/index.php?topic=11363.msg113512)


Change log : Moved to About folder in MOD.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1 (5.7.2015)
Post by: obrien979 on May 07, 2015, 11:37:44 AM
Great additions to the food supply.  Will diffinately be trying this out tonight!! Thank You
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1 (5.7.2015)
Post by: DDog on May 07, 2015, 12:33:12 PM
I assume there are no conflicts with Expanded Crops...
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: dismar on May 18, 2015, 09:46:15 PM
Moo.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: Ihatetheinternet on May 19, 2015, 12:00:35 AM
Tofu master race
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: Adamiks on May 19, 2015, 01:43:25 PM
Great mod. Old McDonald had a farm (http://www.youtube.com/watch?v=t5yvIKMCIPs) E-I-E-I-O.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: jerome736 on May 19, 2015, 01:53:27 PM
Will this work with the Bulk Meals mod?
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: dismar on May 19, 2015, 05:28:16 PM
I just loaded into a new game with Bulk meals and didn't have any issues :) Seen all the vegs in the 8 cook stove.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: Adamiks on May 19, 2015, 05:35:04 PM
Hey i see that you're doing something like this:
"I'd like to send a special thanks out to Telkir, for his Expandedcrops mod that inspired me to add even more. His mods can be found at : http://ludeon.com/forums/index.php?topic=4373.0"



To make it more "clean" you can do something like this
Special thanks to [.url=PAGEURL]Telkir[/url.]
Without "."

Result=
I'd like to send a special thanks out to Telkir (http://i1330.photobucket.com/albums/w562/WolfWaffle1/Pics/1361405384345_zps468d3968.gif), for his Expandedcrops mod that inspired me to add even more.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: cuproPanda on May 20, 2015, 10:37:42 AM
I will be using this soon! Do you plan on branching into soymilk/cheese? A richer cooking system could be used to add joy and higher trade prices to the goods.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: dismar on May 20, 2015, 11:49:58 AM
I hope to add all sorts of recipes that use the plants that i've added!

Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: WHiZ on May 22, 2015, 09:13:05 PM
the balance seems off with the tofu.. i have to have 3 stations just to try to make enough tofu for people to then make meals with it. it is a losing battle with both the time required and the output. you only get 4 tofu for each 10 beans.. so even if you dedicate half your crops to beans just to make tofu you are only getting less than 1/4 tofu meat before you runout.. please consider a rebalance..
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: Adamiks on May 23, 2015, 05:49:21 AM
Thanks for credit, but that was a simple help, so i don't deserve this.

Oh... And i'm waiting for the bananas!
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: dismar on May 23, 2015, 06:23:00 PM
Quote from: WHiZ on May 22, 2015, 09:13:05 PM
the balance seems off with the tofu.. i have to have 3 stations just to try to make enough tofu for people to then make meals with it. it is a losing battle with both the time required and the output. you only get 4 tofu for each 10 beans.. so even if you dedicate half your crops to beans just to make tofu you are only getting less than 1/4 tofu meat before you runout.. please consider a rebalance..
Thanks for the feed back! I've been living on an Ice Sheet for a while now everything is unblanced lol. But i will look into it tonight!

edit:
i see that the yield on beans was a lot lower than expected. i meant to raise it up when i added recipes. So the grow time is a bit longer (half a day) but you'll get a nicer yield now! Also i upped the Tofu to 7. I still want a slight loss in the process.

Please let me know if it was too much tweaking! :p And you can just overwrite the "b" onto 1.5 since only 2 files changed.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: WHiZ on May 24, 2015, 10:50:57 AM
Quote from: dismar on May 23, 2015, 06:23:00 PM
Quote from: WHiZ on May 22, 2015, 09:13:05 PM
the balance seems off with the tofu.. i have to have 3 stations just to try to make enough tofu for people to then make meals with it. it is a losing battle with both the time required and the output. you only get 4 tofu for each 10 beans.. so even if you dedicate half your crops to beans just to make tofu you are only getting less than 1/4 tofu meat before you runout.. please consider a rebalance..
Thanks for the feed back! I've been living on an Ice Sheet for a while now everything is unblanced lol. But i will look into it tonight!

edit:
i see that the yield on beans was a lot lower than expected. i meant to raise it up when i added recipes. So the grow time is a bit longer (half a day) but you'll get a nicer yield now! Also i upped the Tofu to 7. I still want a slight loss in the process.

Please let me know if it was too much tweaking! :p And you can just overwrite the "b" onto 1.5 since only 2 files changed.

thanks for the update, i9 just finished trying it out the past couple hours and it really has helped out a lot.. it seems a lot more balanced/realistic now.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: jerome736 on May 26, 2015, 05:09:36 PM
So I feel like this is a stupid question, but how do we turn the wheat into flour for the bread >_>
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: dismar on May 26, 2015, 05:19:17 PM
Hmmm are you using a current version? I once had it so you had to mill the wheat but i figured that was a bit much. When you harvest wheat you should be getting the flour.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: jerome736 on May 26, 2015, 05:45:53 PM
Hmm... I wonder if its because I got wheat from a cargo pod drop?

Edit: I also saw wheat on the bulk goods trader (I ended up selling the wheat I got from the cargo drop there). I am getting flour directly from sown wheat though.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.5 power of the soybean!
Post by: dismar on May 28, 2015, 12:57:09 PM
Quote from: jerome736 on May 26, 2015, 05:45:53 PM
Hmm... I wonder if its because I got wheat from a cargo pod drop?

Edit: I also saw wheat on the bulk goods trader (I ended up selling the wheat I got from the cargo drop there). I am getting flour directly from sown wheat though.

Yea i found that I had not removed Wheat from the defs when i changed versions. But I have reworked all the code so in the new version this is all fixed now. And wheat is milled again.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: LustrousWolf on May 29, 2015, 12:28:19 PM
Is it possible you can make the colonists eat watermelons and other edible raw foods first rather than them eating my raw meat and complaining about food poisoning?
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: dismar on May 29, 2015, 07:13:46 PM
hmm i'll have to look into to this. Without turning them into a meal source, I don't know atm :) but i'll see what i can do!
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: WHiZ on May 31, 2015, 11:13:32 AM
I've run across 3 issues. People eat tofu over simple meals. tofu should have the same desire to eat raw as any other non-prepared veg/meat. The canning station when zoomed out gets its graphics mixed up. Also the max stack size on the tofu drastically needs increased. Other food items are 75 per stack but i have a freezer full of nothing but tofu with nothing else fitting as it is only 10 per stack, aka it takes up a ton of space. Other than that the new version is running quite well for me. i still have yet to make some of those yummy pies.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: dismar on May 31, 2015, 12:07:31 PM
Thanks for the feed back! I'll look into all that when I get home later today.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: WHiZ on May 31, 2015, 01:57:41 PM
I noticed when zoomed all the way out the tofu gets a weird gray box graphic too.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: dismar on May 31, 2015, 05:01:33 PM
i found the issues with the art work and will post a fix later tonight, they are just the wrong size :) And i'll have a tweak for the tofu along with it :) thanks again for finding these!
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: WHiZ on May 31, 2015, 07:47:14 PM
No prob, thanks for all your work on this great mod.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: WHiZ on June 01, 2015, 04:21:58 PM
Slight problem with the new version. It might have been related to the stacking and food pref issues. You have tofu listed as a meal rather than as a meat, meaning it defeats a major purpose of tofu. I can no longer grow it as a veg alternative to meat and use it to make part of a fine meal or luxury meal etc, as it isn't a meat anymore.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: dismar on June 01, 2015, 04:53:40 PM
Yea I found that last night when i was working on it. In the next version (2.1) I have fixed the categories of all the food. And tofu is back as a meal OR a meat. I learned a lot about categories xml last night.  Its all listed correctly. Fruits will be ate after meals but before raw food in this update and the fruit garden is merged into this mod. So it will be all nice :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: WHiZ on June 01, 2015, 05:06:48 PM
Rock on! Thanks again for the mod!
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.0 the version update is here!
Post by: dismar on June 08, 2015, 07:44:41 PM
Quote from: WHiZ on June 01, 2015, 05:06:48 PM
Rock on! Thanks again for the mod!

Hopefully 2.2 worked out all those nasty bugs :P
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.2 Hurray for new stuff!
Post by: Fangtang on June 10, 2015, 06:31:07 PM
自制了一个简体语言包和物品图标

在中国打不开dropbox可以上传到其他的空间么?
I can't connect to the dropbox in china,can you make upload other drive?
比如nexusmods、onedrive这些都是可以用的
Like nexusmods onedrive,these site is safe
我能转载这个MOD到其他网站么?
Can i repost this mod on the other site?
感谢作者
Thanks for your job.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.2.2 Hurray for new stuff!
Post by: dismar on June 11, 2015, 11:24:11 AM
Quote from: Fangtang on June 10, 2015, 06:31:07 PM
自制了一个简体语言包和物品图标

在中国打不开dropbox可以上传到其他的空间么?
I can't connect to the dropbox in china,can you make upload other drive?
比如nexusmods、onedrive这些都是可以用的
Like nexusmods onedrive,these site is safe
我能转载这个MOD到其他网站么?
Can i repost this mod on the other site?
感谢作者
Thanks for your job.

Thank you for the translation.
Yes you can repost. Please link to this page for credit.
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: Fangtang on June 13, 2015, 03:52:38 AM
Can you add this mod?
http://ludeon.com/forums/index.php?topic=12674.0 (http://ludeon.com/forums/index.php?topic=12674.0)
I think it is an interesting idea.
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: dismar on June 13, 2015, 07:54:22 PM
Quote from: Fangtang on June 13, 2015, 03:52:38 AM
Can you add this mod?
http://ludeon.com/forums/index.php?topic=12674.0 (http://ludeon.com/forums/index.php?topic=12674.0)
I think it is an interesting idea.

I have a version of veg garden ready to go that uses seeds. Ive just waiting for the bugs to be worked out of the Seeds mod.
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: Loki88 on June 17, 2015, 11:15:15 AM
For some reason my little Derps are preferring to eat the raw veggies from this mod instead of the nice fine meals I've been making for them out of tofu and beans... What is causing this? I don't think its nutrition value any more because the raw beans are 60% and the fine meals are 89% I think... This instance is the beans they're eating instead of meals, but I've noticed they do it with the apples as well. Haven't gone through all the veggies yet but I will in the near future.
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: Dave-In-Texas on June 17, 2015, 11:34:52 AM
Quote from: Loki88 on June 17, 2015, 11:15:15 AM
For some reason my little Derps are preferring to eat the raw veggies from this mod instead of the nice fine meals I've been making for them out of tofu and beans... What is causing this? I don't think its nutrition value any more because the raw beans are 60% and the fine meals are 89% I think... This instance is the beans they're eating instead of meals, but I've noticed they do it with the apples as well. Haven't gone through all the veggies yet but I will in the near future.

In my opinion the RawFoodBase has a typo..  I changed
      <nutrition>.6</nutrition>
to
      <nutrition>.06</nutrition>
to more closely match raw corn from the vanilla game :)  at least thats what i did and it fixed the problem (they aren't preferring blue berries over cooked meals any more)
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: Loki88 on June 17, 2015, 11:51:29 AM
Quote from: Dave-In-Texas on June 17, 2015, 11:34:52 AM
Quote from: Loki88 on June 17, 2015, 11:15:15 AM
For some reason my little Derps are preferring to eat the raw veggies from this mod instead of the nice fine meals I've been making for them out of tofu and beans... What is causing this? I don't think its nutrition value any more because the raw beans are 60% and the fine meals are 89% I think... This instance is the beans they're eating instead of meals, but I've noticed they do it with the apples as well. Haven't gone through all the veggies yet but I will in the near future.

In my opinion the RawFoodBase has a typo..  I changed
      <nutrition>.6</nutrition>
to
      <nutrition>.06</nutrition>
to more closely match raw corn from the vanilla game :)  at least thats what i did and it fixed the problem (they aren't preferring blue berries over cooked meals any more)

Thanks for the fix Dave!!!
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
Post by: dismar on June 17, 2015, 12:40:01 PM
Here ya guys go. I tweak up the settings of all the food. And watched pawns eat for for an hour :P They are eating things in the correct order again.
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3b Stop hiding apples in your Inventory!
Post by: Loki88 on June 18, 2015, 09:28:53 AM
It may sound strange but would you consider adding a tweaked camp fire to this to be made of woody stuff instead of just wood logs to take advantage of the bamboo in this mod? ( If I'm freezing my arse off and I've got no wood to burn, the bamboo is going in the fire... ) I've changed my own to use stuff but didn't want to step on toes posting it in here which is so far really the only mod it would be useful with...
Title: Re: [MOD] (Alpha 11) Vegetable Garden v3b Stop hiding apples in your Inventory!
Post by: dismar on June 18, 2015, 06:43:54 PM
Ive added a a new def for campfire to the next version of my mod :P Till i post a new version anyone that wants a Bamboo Campfire can just add this file to the ThingDefs folder of my mod...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: Loki88 on June 21, 2015, 09:02:30 PM
Quote from: dismar on May 20, 2015, 11:49:58 AM
I hope to add all sorts of recipes that use the plants that i've added!
Here's some of your suggestions!
(http://soy%20cheese.png)
(http://chocomilk.png)
(http://soymilk.png)

Is it weird that this makes me wish domesticated animals mod would come back so muffalo milk and muffalo cheese could get modded in...

Edit: I was hoping that quote would bring the images from the soy milk / cheese over but it seems to have failed...
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1.4 the rise of Tofu!
Post by: dismar on June 21, 2015, 11:39:48 PM
Quote from: Loki88 on June 21, 2015, 09:02:30 PM
Quote from: dismar on May 20, 2015, 11:49:58 AM
I hope to add all sorts of recipes that use the plants that i've added!
Here's some of your suggestions!
(http://soy%20cheese.png)
(http://chocomilk.png)
(http://soymilk.png)

Is it weird that this makes me wish domesticated animals mod would come back so muffalo milk and muffalo cheese could get modded in...

Edit: I was hoping that quote would bring the images from the soy milk / cheese over but it seems to have failed...

It did and  i do have a small add on of recipes that has milk and cheese in it I plan on putting up later in the week. They were in the earlier versions of my mod but I took them out for a11 and turning them into an add-on mods ^^

So look for an update and some smaller adds-on coming very!
Title: Re: [A11] Vegetable Garden v3b Stop hiding apples in your Inventory!
Post by: omatkoicorko on June 25, 2015, 09:24:28 AM
my settlers are eating raw vegetables even when i have cooked a meal... of course they get debuff because they eat raw food... is that something that you can change ?
Title: Re: [A11] Vegetable Garden v3b Stop hiding apples in your Inventory!
Post by: dismar on June 25, 2015, 10:44:07 AM
Are you running the newest version? That was a fixed issue in b. To make sure download b and delete the one your using now and replace.
Title: Re: [A11] Vegetable Garden new textures
Post by: Jawar on June 26, 2015, 12:41:23 PM
Hi. Take this textures, they more realistic, it may come in handy  :) thanks for inspiration good mod

[attachment deleted due to age]
Title: Re: [A11] Vegetable Garden v3c Bulk Tofu,bamboo campfire stories and New recipes!
Post by: Jawar on June 26, 2015, 12:49:39 PM
how attach zip file?

[attachment deleted due to age]
Title: Re: [A11] Vegetable Garden new textures
Post by: dismar on June 26, 2015, 01:56:57 PM
Quote from: Jawar on June 26, 2015, 12:41:23 PM
Hi. Take this textures, they more realistic, it may come in handy  :) thanks for inspiration good mod

thank you, they are very nice textures!
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: dismar on July 05, 2015, 02:36:42 PM
I cheated on the Kobayashi Maru!
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: kaptain_kavern on July 06, 2015, 04:46:51 PM
Man i love your mods. Just so you know ;)
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: Abrexus on July 06, 2015, 08:53:13 PM
(http://i.imgur.com/5sK3A1A.jpg)

My husky Saber approves of this mod!
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: kaptain_kavern on July 07, 2015, 11:25:46 PM
I seems to have a problem using GourmetGarden.
(http://i.imgur.com/t5orOqQ.png?1)
Have that for pizza and bread. are they supposed to be made of rice (or whatever, i've seen a few : corn, etc)
And it stay unfinished. The colonist will eventually get it, try to work on it and put it down right after.
Any clue plz?
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: dismar on July 07, 2015, 11:50:53 PM
oh i thought i removed all that coding for the unfinished stuff. you get weird errors when you use it with food. Here is a quick update removing that issue. Let me know if ya find anything else! thanks.

[attachment deleted due to age]
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: kaptain_kavern on July 08, 2015, 06:32:33 AM
Thx  ;) Will try ASAP
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: mrofa on July 08, 2015, 09:42:21 AM
Wow even for resource compression !
Thats impressive thanks alot :D
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: sidfu on July 13, 2015, 07:51:29 PM
the seeds mod has had the genome part removed. in the https://ludeon.com/forums/index.php?topic=14229.0
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: dismar on July 13, 2015, 08:40:58 PM
Quote from: sidfu on July 13, 2015, 07:51:29 PM
the seeds mod has had the genome part removed. in the https://ludeon.com/forums/index.php?topic=14229.0

I'm not sure if this is a question or not lol But any issues you have with nine's mod pack should be addressed on his posts. He has permission to use my stuff but he heavily modifies most things to work together.

My seeds addon mod uses the seeds please mod. Any changes made to it effects my mod. 

I like that the genomes have been pulled for the time being :) they were kinda broken at the time.
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: Othobrithol on July 14, 2015, 12:47:55 AM
I'm really enjoying using your mod so far. Highly enjoyable. Just a few observations where I think it can improve a bit:


For Reference, I modifiied my files such that Bambbo burns and is half the strength of wood. Also missing were modifiers to melee weapons made from it. Canned meals doubled their ingredients, tofu almost doubled (19 ea of 4 for 75). I also removed your herbal medicine and instead added a patch to make the Sup Crafting Medicine recipe require aloe as well as xerigium and cloth (5 of ea to be exact, I'm a bit of a masochist in these games.)
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: sidfu on July 14, 2015, 08:29:42 AM
Quote from: dismar on July 13, 2015, 08:40:58 PM
Quote from: sidfu on July 13, 2015, 07:51:29 PM
the seeds mod has had the genome part removed. in the https://ludeon.com/forums/index.php?topic=14229.0

I'm not sure if this is a question or not lol But any issues you have with nine's mod pack should be addressed on his posts. He has permission to use my stuff but he heavily modifies most things to work together.

My seeds addon mod uses the seeds please mod. Any changes made to it effects my mod. 

I like that the genomes have been pulled for the time being :) they were kinda broken at the time.

didnt post to say it was a problem but so u know about it is all. that way since seeds please hasnt been updated for alpha 11b yet u know about a updated version
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: dismar on July 14, 2015, 04:26:44 PM
Quote from: sidfu on July 14, 2015, 08:29:42 AM
Quote from: dismar on July 13, 2015, 08:40:58 PM
Quote from: sidfu on July 13, 2015, 07:51:29 PM
the seeds mod has had the genome part removed. in the https://ludeon.com/forums/index.php?topic=14229.0
thank you! i get an email when ever a change happens to any post that i have a mod add-on for tho. a bit ocd like that :)

I'm not sure if this is a question or not lol But any issues you have with nine's mod pack should be addressed on his posts. He has permission to use my stuff but he heavily modifies most things to work together.

My seeds addon mod uses the seeds please mod. Any changes made to it effects my mod. 

I like that the genomes have been pulled for the time being :) they were kinda broken at the time.

didnt post to say it was a problem but so u know about it is all. that way since seeds please hasnt been updated for alpha 11b yet u know about a updated version
Title: Re: [A11] Vegetable Garden v3d - Superior Crafting invasion!
Post by: dismar on July 14, 2015, 04:30:55 PM
Quote from: Othobrithol on July 14, 2015, 12:47:55 AM
I'm really enjoying using your mod so far. Highly enjoyable. Just a few observations where I think it can improve a bit:


  • Bamboo's stats are a bit er..... It's twice as strong as stone and makes fireproof walls.
  • It seems to me that canned food and tofu are a bit too lucrative as a trade item. I've made thousands selling my excess, far more than the normally lucrative human meat/skin market.
  • Beans seem to produce too quickly/easily for the potency they have. As both vegetable and potential meat replacement I was able, using just 20 or so tiles on rich soil/sunlamp, provide for the meat needs of a fort and sell of a ton as above.
  • Using Hediffs, like Finer Things, should make for a more rewarding experience with both tea and alcohol. Since I converted over from Finer things to your mod (mostly because you included an SCA compatability patch, good call) I rather miss seeing a pawn have a cup of java and then ZOOOOOM or watch a pawn binge on hard booze and end up passing out after puking all over the base.
  • In line with the above, it might be funny if all the sweets in this mod carry a chance to inflict a longterm debuff that impairs kidney function (blood filtration).

For Reference, I modifiied my files such that Bambbo burns and is half the strength of wood. Also missing were modifiers to melee weapons made from it. Canned meals doubled their ingredients, tofu almost doubled (19 ea of 4 for 75). I also removed your herbal medicine and instead added a patch to make the Sup Crafting Medicine recipe require aloe as well as xerigium and cloth (5 of ea to be exact, I'm a bit of a masochist in these games.)

the great thing about this game is you can change so much even in others mods! I guess i musta used the def for concrete for bamboo instead of wood LOL It is very funny to see sappers trying to blow up my bamboo tho!.

Anyway Thank you for your feed back. I've made the changes to bamboo. Am looking at the balance of beans. And I love the ideas for tea and alcohol and will look into that for the next update!
Title: Re: [A11] Vegetable Garden v3e!
Post by: dismar on July 14, 2015, 07:45:43 PM
Version 3e Here!

- Bamboo stats are fixed now. And you can beat pawns with it again.
- Beans growth time fixed.
- Tweaked the Tofu price down a bit.
- Canning now uses 1 steel ore.
- Hediffs! You now get caffeine buzzed from tea. And drunk from the cider and rum. (Damn pawn punked everywhere and passed out in the test on rum!).

Be messing around with the Hediffs thought more later on. Just testing for now.

Haven't had a lot of time to test this release! Just know it loads with no errors. Please let me know! :P
Title: Re: [A11] Vegetable Garden v3e!
Post by: kaptain_kavern on July 14, 2015, 07:57:39 PM
Yeah update again baby.

Thx for your work mate
Title: Re: [A11] Vegetable Garden v3e!
Post by: Othobrithol on July 15, 2015, 10:31:23 AM
Very nice!
Title: Re: [A12] Vegetable Garden v3.1
Post by: dismar on August 22, 2015, 12:56:19 AM
Updated to alpha 12.
I've only had about an hour to test things.
Meal values may still be a little off due to changes in food. And some of the HiDeffs are acting weird :) Still get ya drunk tho!

Oh! I forgot new art work thanks to Neuffs!! I'll update the main page with it tomorrow :) and add a download for the old stuff in case your fond.
Neuffs Texture Pack (https://ludeon.com/forums/index.php?topic=14806.0)
Title: Re: [A12] Vegetable Garden v3.1
Post by: WHiZ on August 22, 2015, 12:29:24 PM
Thanks for always keeping the mod updated.. Don't know what i'd do without my garden!
Title: Re: [A12] Vegetable Garden v3.1
Post by: WHiZ on September 03, 2015, 02:15:44 AM
Love the new graphics!

quick feature request tho.. with the death of the superior crafting mod we are in a lurch regarding being able to make bulk meals... i was hoping you could adopt this function into your mod as i miss my bulk meal cooking, and it seems to go more logically with your mod anyways.
Title: Re: [A12] Vegetable Garden v3.1
Post by: dismar on September 03, 2015, 07:48:13 AM
Quote from: WHiZ on September 03, 2015, 02:15:44 AM
Love the new graphics!

quick feature request tho.. with the death of the superior crafting mod we are in a lurch regarding being able to make bulk meals... i was hoping you could adopt this function into your mod as i miss my bulk meal cooking, and it seems to go more logically with your mod anyways.

I've already adopted the recipe file for 4 meals into my mod, lol. I've attatched it to this message for the 4x meals. If ya need or want more there is a great mod called Bulk meals that allows up to 8 on a special stove.

Just drop this file into you RecipesDef folder and you cook stove should have the new recipes.

[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.1
Post by: WHiZ on September 03, 2015, 09:23:08 AM
Always a step ahead! Thank you so much!
Title: Re: [A12] Vegetable Garden v3.1
Post by: darkrage000 on September 03, 2015, 01:55:27 PM
seeds version doesnt give the option for planting xygerium.
Title: Re: [A12] Vegetable Garden v3.1
Post by: dismar on September 03, 2015, 04:26:59 PM
Quote from: darkrage000 on September 03, 2015, 01:55:27 PM
seeds version doesnt give the option for planting xygerium.

Hi! what version of the game are you using? I just loaded a game using 12c and 12d with my seeds mod and i was able to plant using seeds on both.
Title: Re: [A12] Vegetable Garden v3.1
Post by: WHiZ on September 05, 2015, 10:03:28 AM
does your GourmetGarden use the in-game milk/dromadairy milk or does it use it's own milk?
Title: Re: [A12] Vegetable Garden v3.1
Post by: Defection on September 05, 2015, 10:44:18 AM
can you add hay for growing on growing zones and hydroponic?
Title: Re: [A12] Vegetable Garden v3.1
Post by: dismar on September 05, 2015, 01:40:59 PM
Quote from: WHiZ on September 05, 2015, 10:03:28 AM
does your GourmetGarden use the in-game milk/dromadairy milk or does it use it's own milk?

Still uses it old recipe. Hasn't been updated to 12 yet. Tho it should still work.

I've alway been working on the tofu rebalanced since the food changes of 12. Should be about ready to update soon.
Title: Re: [A12] Vegetable Garden v3.1
Post by: dismar on September 05, 2015, 09:32:11 PM
Quote from: Defection on September 05, 2015, 10:44:18 AM
can you add hay for growing on growing zones and hydroponic?

Done! check the new version!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 05, 2015, 09:37:41 PM
So after learning how the new meal system uses the nutrition value of the food, I have reworked my Tofu meals as following :

10 Beans make 4 Tofu.
2 Tofu can be used to make 1 Simple Meal. Profit!
1 Tofu and 5 Veg make Fine Meals.
2 Tofu and 10 Veg make Lavish Meals.

x4 for all Bulk Meals.

And the Bulk Meals (x4) Now should use all the new Ingredients.
I added the rest of the grown food to Hydroponics per a few requests. And some time you just want agave in the frozen north.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 06, 2015, 08:06:32 AM
Re-uploaded 3.1a small fix to bulk fine and lavish meals can now use eggs :)
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: WHiZ on September 06, 2015, 01:25:52 PM
Thank you!

Btw any idea what i can edit to allow me to sell excess unfertilized chicken eggs? seems there is a bug (non mod related) not allowing them to be sold.

Also another idea.. while not strictly a veggie.. i'd love to be able to plant grass in my animal pastures rather than hay.. any idea if that is something that could be added?
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 06, 2015, 03:16:17 PM
Quote from: WHiZ on September 06, 2015, 01:25:52 PM
Thank you!

Btw any idea what i can edit to allow me to sell excess unfertilized chicken eggs? seems there is a bug (non mod related) not allowing them to be sold.

Also another idea.. while not strictly a veggie.. i'd love to be able to plant grass in my animal pastures rather than hay.. any idea if that is something that could be added?

Not to be nit-picky, but hay is a type of grass. On a side note, so is bamboo, rice, wheat, and maize (corn)!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: WHiZ on September 06, 2015, 04:07:44 PM
Quote from: Loki88 on September 06, 2015, 03:16:17 PM
Quote from: WHiZ on September 06, 2015, 01:25:52 PM
Thank you!

Btw any idea what i can edit to allow me to sell excess unfertilized chicken eggs? seems there is a bug (non mod related) not allowing them to be sold.

Also another idea.. while not strictly a veggie.. i'd love to be able to plant grass in my animal pastures rather than hay.. any idea if that is something that could be added?

Not to be nit-picky, but hay is a type of grass. On a side note, so is bamboo, rice, wheat, and maize (corn)!

yes yes... i just mean once a poison ship, toxic fallout, fire, or over grazing happens you lose your grass and cant get it back for the animals to feed naturally in areas..
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 06, 2015, 04:26:24 PM
yea its really simple to add grass

Drop this into the ThingDefS dir. And remember you cant select grass :)

[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 06, 2015, 06:54:48 PM
I'm not sure if I'm missing something somewhere, but when I use Vegetable Garden by itself I can plant xerigium.
When I use Seeds Please and the VG patch, I can't.   ???

edit: looking more closely, I notice a number of differences: xerigium and oats plant is missing from the seeds version, and peach tree is in the seeds version but not the vanilla version. Also, as an aside, I much prefer the menu order of the vanilla version; maybe the trees should be at the very end, but the sorting on the seeds version is all over the map.


[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: WHiZ on September 06, 2015, 07:05:29 PM
Quote from: dismar on September 06, 2015, 04:26:24 PM
yea its really simple to add grass

Drop this into the ThingDefS dir. And remember you cant select grass :)

You are the best... Next colony maybe i'll make individual houses with lawns... lol... or not.. but at least i could now if i want to! either way, my animals thank you for the grazing grass... =)
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 06, 2015, 07:22:39 PM
Quote from: Tekuromoto on September 06, 2015, 06:54:48 PM
I'm not sure if I'm missing something somewhere, but when I use Vegetable Garden by itself I can plant xerigium.
When I use Seeds Please and the VG patch, I can't.   ???

there was a bug fix that fixed the "floating menu" if your not version 12c or better then the menu cuts off. that just one thought on it.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 06, 2015, 07:33:37 PM
Quote from: dismar on September 06, 2015, 07:22:39 PM
there was a bug fix that fixed the "floating menu" if your not version 12c or better then the menu cuts off. that just one thought on it.
I'm using the latest RW, A12d.

Also, see my edit above (which I was posting as you were posting...  ;D)
Quote
edit: looking more closely, I notice a number of differences: xerigium and oats plant is missing from the seeds version, and peach tree is in the seeds version but not the vanilla version. Also, as an aside, I much prefer the menu order of the vanilla version; maybe the trees should be at the very end, but the sorting on the seeds version is all over the map.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 06, 2015, 07:52:56 PM
Quote from: Tekuromoto on September 06, 2015, 07:33:37 PM
Quote from: dismar on September 06, 2015, 07:22:39 PM
there was a bug fix that fixed the "floating menu" if your not version 12c or better then the menu cuts off. that just one thought on it.
I'm using the latest RW, A12d.


There still seems to be a bug with the floating window system. If i change the resolution of my game different plants are cut off on the bottom of the lists. I'll have to report the error. Sorry about this :P

Also, see my edit above (which I was posting as you were posting...  ;D)
Quote
edit: looking more closely, I notice a number of differences: xerigium and oats plant is missing from the seeds version, and peach tree is in the seeds version but not the vanilla version. Also, as an aside, I much prefer the menu order of the vanilla version; maybe the trees should be at the very end, but the sorting on the seeds version is all over the map.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 06, 2015, 11:52:13 PM
Quote from: dismar on September 06, 2015, 07:52:56 PM
There still seems to be a bug with the floating window system. If i change the resolution of my game different plants are cut off on the bottom of the lists. I'll have to report the error. Sorry about this :P
Ah! Its a bug in RimWorld - I misunderstood that part. Well, knowing that switching resolution for a moment to plant whatever is messed up in the menu is a workaround I can deal with for the time being. Thanks!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Lightbulb500 on September 07, 2015, 02:54:14 PM
Just as a heads up, colonists can use a medical drink to preform an operation.
I have a feeling its to do with its definition as a medicine, I changed its definition to that of a meal (like the core game's beer) and that removed the issue without affecting the health effects of the drink itself.

Love all the additions!  ;D
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 08, 2015, 06:17:17 PM
Whoops! My bad, as least partly :-[ : it seems zerigium wasn't in the planting list at all sometimes because the CCL vanilla tweaks (Community Core Library - Vanilla Tweaks\Defs\AdvancedResearchDefs\AdvancedResearch_Plants.xml) ties access to xerigium to having to research medical beds. What the what? Herbal medicine should be accessible long before high tech sterile surgery rooms. Sheesh.

Thank goodness for comment marks. :P

(but the vanilla bug with floating menus still applies - I need to fiddle with the game resolution/fullscreen-ness to prevent some things from being cut off at the bottom of the screen)
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 09, 2015, 08:15:47 AM
Quote from: Lightbulb500 on September 07, 2015, 02:54:14 PM
Just as a heads up, colonists can use a medical drink to preform an operation.
I have a feeling its to do with its definition as a medicine, I changed its definition to that of a meal (like the core game's beer) and that removed the issue without affecting the health effects of the drink itself.

Love all the additions!  ;D

Thank you, I thought i fixed this before release of it, I'll have to look into it for later versions.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 11, 2015, 12:04:31 PM
So I've got this up and running and it's working well with seeds. A couple of questions though:

- Should I be getting seeds when I harvest a plant? Cuz I'm not, but I'm not often letting the plant get to 100% grown
- Is it be possible to make wheat usable straight up in simple meal recipes? In real life it can be cooked into a porridge just like other grains, after all.
- Do you have any plans for more recipes? An obvious example is breads from flour; otherwise wheat/flour is kinda useless until you get sugar to make pastries. Or at least let flour be used to make simple meals - simple breads have existed in all cultures for centuries after all.
- If you expand flour, you might want to make it possible to mill other grains into flour as well, such as corn and rice.

Thanks again for the mod!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 11, 2015, 05:42:07 PM
Quote from: Tekuromoto on September 11, 2015, 12:04:31 PM
So I've got this up and running and it's working well with seeds. A couple of questions though:

- Should I be getting seeds when I harvest a plant? Cuz I'm not, but I'm not often letting the plant get to 100% grown
- Is it be possible to make wheat usable straight up in simple meal recipes? In real life it can be cooked into a porridge just like other grains, after all.
- Do you have any plans for more recipes? An obvious example is breads from flour; otherwise wheat/flour is kinda useless until you get sugar to make pastries. Or at least let flour be used to make simple meals - simple breads have existed in all cultures for centuries after all.
- If you expand flour, you might want to make it possible to mill other grains into flour as well, such as corn and rice.

Thanks again for the mod!



That's probably your issue with seeds is not waiting, not sure tho it's not my mod :P

And as for other recipes I do have a work in progress on my first page that's called Gourmet Garden. Which adds a bunch of recipes using my main mod. It is and a11 release but should work in 12. I plan on updating it sometime soon, but I recently broke one of my fingers and typing isn't much fun lol
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 11, 2015, 09:31:34 PM
Quote from: dismar on September 11, 2015, 05:42:07 PM
That's probably your issue with seeds is not waiting, not sure tho it's not my mod :P
Okay, I'll check in the seeds thread and make sure I'm doing things right.

QuoteAnd as for other recipes I do have a work in progress on my first page that's called Gourmet Garden. Which adds a bunch of recipes using my main mod. It is and a11 release but should work in 12. I plan on updating it sometime soon, but I recently broke one of my fingers and typing isn't much fun lol
Zoinks! Hand injuries are the worst.

I didn't notice the Gourmet Garden link, I'll go check it out now. Thanks!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 12, 2015, 04:18:23 PM
I'm getting an error message from GourmetGarden:

XML error: <duration>20000</duration> doesn't correspond to any field in type ThoughtDef.

It's in Defs\ThoughtDefs\Thoughts_Bakery.xml, and changing <duration>20000</duration> to <durationDays>1</durationDays> fixes the problem.

Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 12, 2015, 10:50:56 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

Thank you! I forgot that rimbakery had sugar beets.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 13, 2015, 12:42:51 AM
Early unofficial release of Gourmet Garden for a12...
So far i've added :
Grounding all grain plants into flour. (future all gardens do this also)
Porridge! finally you can eat your cooked grains.
Soy milk will cont. to be a thing ( in case you just cant get those milk producing animals or are vegan..)
Milk has been added to recipes. (along side soy milk)

Thinking of adding Dough. This would put an extra step in making recipes tho. But would replace flour in all recipes. And changing the pie recipes from VG to use all fruits to allow for flexibility.

[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 13, 2015, 11:49:49 AM
I only just noticed this now but when using beans to cook 4 lavish meals it only uses 4 beans instead of the 40 it uses for other ingredients. Any idea what's causing this? I'm using version 3.1a on a new world.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 13, 2015, 12:00:57 PM
Beans or tofu?
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 13, 2015, 01:42:46 PM
Quote from: dismar on September 13, 2015, 12:00:57 PM
Beans or tofu?

Beans as the veggie portion. If I use tofu as the meat and beans for the veg it uses 2 tofu and 4 beans... now I can make fuel from beans also... beans ftw!!! I have a boat load of mods active so if you can't reproduce it, i'll try and see if it's conflicting somehow with another mod.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: FMJ Penguin on September 13, 2015, 01:53:02 PM
tx for the update!

small suggestion:
<staticSunShadowHeight>0.3</staticSunShadowHeight>
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 13, 2015, 04:37:02 PM
Quote from: FMJ Penguin on September 13, 2015, 01:53:02 PM
tx for the update!

small suggestion:
<staticSunShadowHeight>0.3</staticSunShadowHeight>

where at ? :P lots of codes !
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 13, 2015, 04:39:45 PM
Quote from: Loki88 on September 13, 2015, 01:42:46 PM
Quote from: dismar on September 13, 2015, 12:00:57 PM
Beans or tofu?

Beans as the veggie portion. If I use tofu as the meat and beans for the veg it uses 2 tofu and 4 beans... now I can make fuel from beans also... beans ftw!!! I have a boat load of mods active so if you can't reproduce it, i'll try and see if it's conflicting somehow with another mod.

Found it !
Biogenerator has beans in it so it can be stand alone.
In the Resource_Crops in ThingDefs there is a value error using the old food system
<nutrition>.6</nutrition>

needs to be
<nutrition>.05</nutrition>
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 13, 2015, 07:58:03 PM
Quote from: dismar on September 13, 2015, 04:39:45 PM
Quote from: Loki88 on September 13, 2015, 01:42:46 PM
Quote from: dismar on September 13, 2015, 12:00:57 PM
Beans or tofu?

Beans as the veggie portion. If I use tofu as the meat and beans for the veg it uses 2 tofu and 4 beans... now I can make fuel from beans also... beans ftw!!! I have a boat load of mods active so if you can't reproduce it, i'll try and see if it's conflicting somehow with another mod.

Found it !
Biogenerator has beans in it so it can be stand alone.
In the Resource_Crops in ThingDefs there is a value error using the old food system
<nutrition>.6</nutrition>

needs to be
<nutrition>.05</nutrition>

Thanks! will fix it in my copy :)
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 13, 2015, 09:09:35 PM
Having a problem, using Vegetable Garden for Seeds v3.1 (as opposed to plain VG v3.1a) alongside the latest GourmetGarden.

Upon load RW throws a bunch of errors about Rawoats being undefined. And upon checking, both oats and rawoats are indeed undefined in VGforSeeds. See my earlier posts about not being able to plant stuff - oats is on the list of things in VS but not VGforSeeds. Commenting out the oats lines in GG works on my end for now, but I thought you should know.

I know, I'm a pain in the butt. :P
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 13, 2015, 09:32:23 PM
I think that oats were added in the 3.1a ver of VG but VGwseeds hasn't been updated to 3.1a yet.. work me to death! lol
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 13, 2015, 09:42:42 PM
Quote from: dismar on September 13, 2015, 09:32:23 PM
I think that oats were added in the 3.1a ver of VG but VGwseeds hasn't been updated to 3.1a yet.. work me to death! lol
*sound of a whip cracking in the background* And there's no hay seeds either!  ;)

I think for simplicity's sake I'm going to skip seeds this time around, at least until both it and VGwSeeds are both fully updated.

Thanks for your efforts!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: FMJ Penguin on September 13, 2015, 11:17:43 PM
Quote from: dismar on September 13, 2015, 04:37:02 PM
Quote from: FMJ Penguin on September 13, 2015, 01:53:02 PM
tx for the update!

small suggestion:
<staticSunShadowHeight>0.3</staticSunShadowHeight>

where at ? :P lots of codes !

Oh sorry....
Ermmm....
Uhhhh.....
Ummm...

Anywhere in your building defs xml's on each building somewhere.

Think something like this should work.
Example:

  <ThingDef ParentName="BuildingBase">
   <DefName>Oven</DefName>
   <label>oven</label>
   <ThingClass>Building_WorkTable_HeatPush</ThingClass>
   <Description>An oven</Description>
   <graphicData>
      <texPath>Things/Building/Tableoven</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(3,1)</drawSize>
    </graphicData>

   <constructEffect>ConstructMetal</constructEffect>
     <CostList>
           <Steel>60</Steel>
        </CostList>
   <AltitudeLayer>Waist</AltitudeLayer>
   <fillPercent>0.5</fillPercent>
   <useHitPoints>True</useHitPoints>
   <statBases>
     <WorkToMake>2000</WorkToMake>
     <MaxHitPoints>180</MaxHitPoints>
     <Flammability>1.0</Flammability>
   </statBases>
   <Size>(3,1)</Size>
   <DesignationCategory>Production</DesignationCategory>
   <Passability>PassThroughOnly</Passability>
   <pathCost>70</pathCost>
   <hasInteractionCell>True</hasInteractionCell>
   <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   <surfaceType>Item</surfaceType>
   <recipes>

         <li>CraftFlour</li>
         
      </recipes>

   <inspectorTabs>
      <li>ITab_Bills</li>
   </inspectorTabs>
   <building>
     <isMealSource>true</isMealSource>
     <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
   </building>
   <staticSunShadowHeight>0.3</staticSunShadowHeight>
  </ThingDef>
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 13, 2015, 11:41:34 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 14, 2015, 12:31:45 AM
Quote from: Loki88 on September 13, 2015, 11:41:34 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(

Thats weird my biodiesel recipe can use either beans or corn...see in the crappy screenshot two things listed? :P

<RecipeDef>
<defName>MakeBioDiesel</defName>
<label>make biodiesel</label>
<description>Make fuel from raw beans.</description>
<jobString>Making fuel.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<workAmount>600</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>

</filter>
<count>15</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BioDiesel>5</BioDiesel>
</products>
<workSkill>Cooking</workSkill>
</RecipeDef>


[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 14, 2015, 01:25:23 AM
Quote from: dismar on September 14, 2015, 12:31:45 AM
Quote from: Loki88 on September 13, 2015, 11:41:34 PM
Quote from: dismar on September 12, 2015, 10:17:01 PM
Quote from: Loki88 on September 12, 2015, 02:32:03 AM
What are the chances of the biogenerator getting an A12 update? It could vadd the opportunity for a new crop (dunno if you're aiming to add more or if you're happy with the current number) sugar beets. They could be made in to bio fuel (biobutanol) or used as critter food, or used to make sugar (who'd a thunk it!)

Either way I already use this mod & gourmet garden religiously   :P

Updated the Biogenerator! lol can use corn now too to make the fuel. And the reason i've not added sugar beets is because Rimbakery has already add those to the game :P  i've just not asked to use i here.

nothing in the recipe def for using corn to make the fuel :(

Thats weird my biodiesel recipe can use either beans or corn...see in the crappy screenshot two things listed? :P

<RecipeDef>
<defName>MakeBioDiesel</defName>
<label>make biodiesel</label>
<description>Make fuel from raw beans.</description>
<jobString>Making fuel.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<workAmount>600</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>

</filter>
<count>15</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Rawbean</li>
<li>RawCorn</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BioDiesel>5</BioDiesel>
</products>
<workSkill>Cooking</workSkill>
</RecipeDef>


Just redownloaded from the orginal post and it's not in the recipe def :( Is that the only 2 places in the recipe I have to add it to get it to work?
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 14, 2015, 01:31:03 AM
Hmm was a weird thing with dropbox. I uploaded the new file, changed it on the main page, and download it myself. All the changes/fixes are in it now.

And yea that's how the recipe should look
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Loki88 on September 14, 2015, 02:04:22 AM
Quote from: dismar on September 14, 2015, 01:31:03 AM
Hmm was a weird thing with dropbox. I uploaded the new file, changed it on the main page, and download it myself. All the changes/fixes are in it now.

And yea that's how the recipe should look

Thank you for all your hard work! And sorry for being such a pain in the butt :(
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Sinitell on September 14, 2015, 08:26:12 AM
I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 14, 2015, 09:45:04 PM
Quote from: Sinitell on September 14, 2015, 08:26:12 AM
I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?

link added to front page!
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 16, 2015, 11:24:41 AM
Hi dismar, me again. :P

I'm having a problem with the definition of some of the items in VG (and maybe GG?). So far I've found that wheat, sugar cane, and flour are being treated as meals; that is, they get stored in the zone I have set for "meals only" and not in the zone set for "raw foods".

In the drop down storage zone list where you can customize the items stored, I can't find wheat, sugar cane, or flour in any category.

If you can point me in the right direction in regards to editing the xml (assuming it's that simple) I'd be happy to do the legwork and send you the updated file, but I'm still pretty new to parsing xml.  :o
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 16, 2015, 12:43:46 PM
Yea I'll move it after work today just simply a tag change
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Tekuromoto on September 16, 2015, 01:04:09 PM
Quote from: dismar on September 16, 2015, 12:43:46 PM
Yea I'll move it after work today just simply a tag change
I've poked around a bit and I think I've got a handle on it: while most of the stuff from plants is "RawFoodBase", some things (wheat, flour, sugarcane, sugar, cocoa, tea, mushrooms, maybe others?) are all PlantProductBase.

It also seems a lot of the item defs are scattered amongst multiple files; wouldn't it be easier to have them all in one file, or is there a convention that needs to be followed? Like I said I'm a total novice with xml so I may be totally off the mark, but it seems like you should be able to have one or at most two files in each defs subdirectory: one for the plants to plant, one for the resources from the plants, one for the recipes on the new crafting stations (or maybe one per station?)
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: dismar on September 16, 2015, 02:48:44 PM
Nah they just are pretty messy at the moment lol
And all you need to do is go In to the catagory Def files and change cooking things root Def up one to like rawfood base or something like that.
Title: Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
Post by: Sinitell on September 17, 2015, 02:45:09 PM
Quote from: dismar on September 14, 2015, 09:45:04 PM
Quote from: Sinitell on September 14, 2015, 08:26:12 AM
I'm sorry if this has been asked already and I missed it (I'm very tired) but is the gourmet garden updated to alpha 12 as well?

link added to front page!

Thank you very much. =D
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 22, 2015, 04:57:20 PM
New minor mod packs add to front page!
Garden tools mod pack!
Heated Sun Lamps!

3.2 coming soon!!
Food Categories Cleaned up!
Coding all cleaned up!
New Cooking Facilities! Added to improve cooking tables!
Tweeks and recipes hotfixes!
More Neuffs artwork!
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: harpo99999 on September 22, 2015, 08:18:31 PM
dismar, the link for the heated sunlamps on the op is error 404ing me
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 22, 2015, 08:25:13 PM
there ya go should be fixed
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: harpo99999 on September 22, 2015, 08:34:27 PM
thank you
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: WHiZ on September 25, 2015, 08:47:52 PM
Love the new garden tools.. they were sadly missed with the old mod ending.. one suggestion not for the mod but for your page, would be to add a quick jumplist to the top of the first post so that more people know about your other mods further down. =) keep up the great work!
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 26, 2015, 12:53:51 AM
Pre-Release mods!
Been working all week on the new versions. Want feed back over the week end! Please delete older versions before upgrading.
3.2 Veg Garden
Download! (https://www.dropbox.com/s/64r7j0207hh9q7u/Vegetable%20Garden%20v3.2.rar?dl=0)
Gourmet Garden
Download! (https://www.dropbox.com/s/uq3i3qqg6afot93/GourmetGarden.rar?dl=0)

New fruit plants, Natural fruit trees growing in different biomes, New artworks, new recipes, new work table, NEW NEW NEW!

Thank you
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: WHiZ on September 26, 2015, 09:35:50 AM
Does the ice cream change any status effects such as when they are feeling hot etc? So far i'm loving it, your new graphics are great, i like how the gourmet garden recipes encourage you to diversify your crops, your integration with the new milk is flawless, and i made my first pizza! =P 

a suggestion to maybe change the blueberry pie to a more generic berry pie so it could include regular berries and/or blueberries.

If i were to have my pet peeve, i still wish you would move the cooking stuff category to its own header or under the main food one rather than under meals. when you use the category view i like to keep meals minimized to just know i have enough meals or not. as im not concerned with the makeup. but with this under there it is boosting the number by 1000 cause of all of my cooking items.

great job on the additions!
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 26, 2015, 09:55:10 AM
Hey whiz!

For now the new meals are just slapping them in the game. But I like the idea of additional  effects.

And before I posted the prerelease I moved all the cooking stuff into the meals category so that they could be traded and sold. Where I want to put them is under food but not raw or meals. I'll have to rewrite the traders tho to get that. But it's pretty when it's done. And I'll try  and get it done in 3.2

And the blueberry pie is  being changed to a generic fruit pie. Mainly to make it easy to  make pie. And allow a wider use of fruits.

Thanks for the input!
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: WHiZ on September 26, 2015, 12:12:39 PM
Sounds great! Thanks for all your work on this.. I know many of us appreciate it greatly.
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: redgoatee on September 27, 2015, 11:47:21 AM
can someone help me?
I really like the idea of seeds and planting, but when I load them, I keep getting an xml error about something like seed drop from plants not defined or something. so, can someone tell me exactly what mods are needed for this to work in A12d and what order do they need to be loaded?

Thank you in advance :)
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 27, 2015, 12:05:44 PM
You just need the Seeds please mod loaded before any of the add on seed mods
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: redgoatee on September 27, 2015, 12:16:26 PM
so, like this?

Seeds Please
veg garden with seeds
veg garden
??
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 27, 2015, 12:21:49 PM
Seeds Please
veg garden with seeds

no need for the other garden
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: redgoatee on September 27, 2015, 12:37:13 PM
ok, I did that, tried various places to load it, and this is a screen shot of the error(s) I get
http://imgur.com/8V04imH (http://imgur.com/8V04imH)

so, not sure what's going on :(
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: dismar on September 27, 2015, 12:45:41 PM
That error is from using the alpha 11 version. Download the version on the last page here :

https://ludeon.com/forums/index.php?topic=12674.90
Title: Re: [A12] Vegetable Garden v3.1a Now with tools!
Post by: redgoatee on September 27, 2015, 01:14:02 PM
THANK YOU so much.. got it working..  I really like the seeds concept and gardening and what not.. again.. thank you !!!!!!!!!! :)
Title: Re: [A12] Vegetable Garden v3.2 Updates!!
Post by: dismar on September 29, 2015, 05:48:07 PM
Veg Garden 3.2 update!
4 new Fruits added. Desert fruits (figs and dates) Cold climate fruits (gooseberries and cloudberries)
Biomes now grow select fruits. More diversity in natural plants.
Coding cleaned up.
Random code hot fixes.
Categories cleaned up.
Cook Facilities added. Improves the cook time of all cook tables.
Updated artworks. Neuffs art pack!

Gourmet Garden updated!

Ice Cream, Yogurt, Porridge, and Smoothies!
New Dispenser to make cold treats!
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on September 30, 2015, 01:50:13 AM
Trying to play with your veg garden and the seeds please, and when I try to harvest natural plants, like agave, or raspberries, I get an error about no seed defined, and the colonist just alternate between standing, and trying to harvest.

here is what the output logs says.

We harvest a PlantWithSeeds

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Lucky, job=Harvest A=PlantAgave25332): System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.PlantWithSeeds.YieldNow () [0x00000] in <filename unknown>:0

  at SeedsPlease.JobDriver_PlantHarvestWithSeeds+<>c__DisplayClass2.<MakeNewToils>b__0 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

Started a new game with fewer mods, and here is the same error with fewer mods.

Initializing new game with mods Core, EdBModOrder, SeedsPlease_SK, Vegetable Garden v3.2 Seeds, GourmetGarden, and EdBInterface

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Users\Scott\Documents\My Games\Farming RimWorld\RimWorld914Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Replaced standard gameplay interface with EdB Interface

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

GetInspectString exception on PlantAgave11390:
System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.PlantWithSeeds.GetInspectString () [0x00000] in <filename unknown>:0

  at EdB.Interface.InspectPaneFiller.DrawInspectStringFor (ISelectable t, System.Single& y) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

We harvest a PlantWithSeeds

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Gaines, job=Harvest A=PlantAgave11390): System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.PlantWithSeeds.YieldNow () [0x00000] in <filename unknown>:0

  at SeedsPlease.JobDriver_PlantHarvestWithSeeds+<>c__DisplayClass2.<MakeNewToils>b__0 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: rsof69 on September 30, 2015, 02:18:07 AM
Quote from: TLHeart on September 30, 2015, 01:50:13 AM
Trying to play with your veg garden and the seeds please, and when I try to harvest natural plants, like agave, or raspberries, I get an error about no seed defined, and the colonist just alternate between standing, and trying to harvest.

here is what the output logs says.



use paste bin pls
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on September 30, 2015, 05:09:06 AM
I found that the issue is anything that is "natural plant" on the map doesn't like the seed generator lol. so i had to remove the seeds from agave and raspberry bushes. so you can still grow them in hydroponics they just don't use seeds.

The link on the front page has the new version on it.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on September 30, 2015, 07:31:02 AM
That is what I figured was happening, thanks for the quick change.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: WHiZ on September 30, 2015, 10:04:43 AM
Love the new tool workstations and the wild trees etc and pretty much everything about it.

In playing however i found a balance issue... ive had to disable most of my gourmet foods, minus like stirfry and icecream etc, because they are too time intensive. i have like 10 cooks and they werent getting regular things made because they were getting stuck on making single serve pizzas etc..

at a certain point the resources arent just what we grow but also the time it takes to prepare. I'd suggest all recipes should either make multiple items or be converted into bulk recipes, as time wise it is just too intensive to make single food items.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Tekuromoto on September 30, 2015, 01:28:03 PM
I was using the Tilled Soil mod before adopting Vegetable Garden, and I've replaced the VG tilled soil texture with this one (https://ludeon.com/forums/index.php?topic=11009.msg111031#msg111031) because it's much more garden like. Maybe you could adopt it officially? :)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: WHiZ on September 30, 2015, 04:57:25 PM
Also changing sugar grinding to bulk quantities is a must too. I've had to disable the table when things get tight because of how much time is spent just trying to grind a lil sugar. I haven't paid attn to the flour but it might benefit from it as well.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 01, 2015, 01:41:19 AM
Quote from: Tekuromoto on September 30, 2015, 01:28:03 PM
I was using the Tilled Soil mod before adopting Vegetable Garden, and I've replaced the VG tilled soil texture with this one (https://ludeon.com/forums/index.php?topic=11009.msg111031#msg111031) because it's much more garden like. Maybe you could adopt it officially? :)
Can't Officially add it since it's someone else's mod :P But its an easy change for anyone who likes that !

Quote from: WHiZ on September 30, 2015, 10:04:43 AM
Love the new tool workstations and the wild trees etc and pretty much everything about it.

In playing however i found a balance issue... ive had to disable most of my gourmet foods, minus like stirfry and icecream etc, because they are too time intensive. i have like 10 cooks and they werent getting regular things made because they were getting stuck on making single serve pizzas etc..

at a certain point the resources arent just what we grow but also the time it takes to prepare. I'd suggest all recipes should either make multiple items or be converted into bulk recipes, as time wise it is just too intensive to make single food items.

I'll up some of the recipes a bit.
And i'm working on like a grinding station for bulk "ingredient" maker which so save lots of time.
I'm going to release all that over the weekend :0
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Tekuromoto on October 01, 2015, 08:34:04 PM
Quote from: dismar on October 01, 2015, 01:41:19 AM
Quote from: Tekuromoto on September 30, 2015, 01:28:03 PM
I was using the Tilled Soil mod before adopting Vegetable Garden, and I've replaced the VG tilled soil texture with this one (https://ludeon.com/forums/index.php?topic=11009.msg111031#msg111031) because it's much more garden like. Maybe you could adopt it officially? :)
Can't Officially add it since it's someone else's mod :P But its an easy change for anyone who likes that !

Ah, I thought it would be okay since Igabod (the texture maker) said "Feel free to use it or not use it. No need to credit me for it or anything."

Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on October 02, 2015, 03:53:37 PM
small bug with your grilled meat sandwich, you have it requiring flour instead of bread.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Demonlord091 on October 02, 2015, 08:51:46 PM
Any chance of adding tacos to the cooking recipes? It's so hard to find a good hard-shell taco in the North.

Keep up the good work.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 02, 2015, 09:09:26 PM
Quote from: TLHeart on October 02, 2015, 03:53:37 PM
small bug with your grilled meat sandwich, you have it requiring flour instead of bread.

thanks :P

Quote from: Demonlord091 on October 02, 2015, 08:51:46 PM
Any chance of adding tacos to the cooking recipes? It's so hard to find a good hard-shell taco in the North.

Keep up the good work.
I'll look into it lol
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 03, 2015, 07:56:24 PM
GourmetGarden update :
-Milling stone for milling large amount of ingredients faster and more productively. (50 to 25)
- Cornmeal added.
- Tacos added. Skipped the shell making lol
-Upped recipes output.


Let me know on any bugs will fix be back tomorrow! :P
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on October 04, 2015, 05:37:40 PM
A quality of life for the player, please make human meat a forbidden ingredient by default. Not all the recipes do.

You also have Baking recipes set to ScupltingSpeed instead of CookSpeed. Is there a reason, or just an oversight?

Thanks for the grinding mill, it helps.

Now that we have corn meal, we need corn bread, to go with the stew :)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 04, 2015, 05:46:37 PM

A quality of life for the player, please make human meat a forbidden ingredient by default. Not all the recipes do.

Try and remember this :P

You also have Baking recipes set to ScupltingSpeed instead of CookSpeed. Is there a reason, or just an oversight?

There is a reason!

Thanks for the grinding mill, it helps.

Your welcome :P

Now that we have corn meal, we need corn bread, to go with the stew :)
Yea future foods :P
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: WHiZ on October 05, 2015, 05:17:09 PM
The soymilk pressing and soy cheese really need balancing... and or bulk updates... as when you count how long it takes to make 2 milk each till you hit 10 when you can then make some cheese to then make a pizza or sandwich or taco etc... the milk and cheese could use some tweaking to balance the excessive time requirements...  great job on the bulk grinder btw.. it helped out a lot.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: WHiZ on October 05, 2015, 06:56:05 PM
The recipe for the fruit pie only lists your fruits as ingredients and doesnt list the built in raspberries/strawberries as options
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Demonlord091 on October 05, 2015, 09:03:13 PM
Is the Bio Generator compatible with the Zombie Apocalypse Mod?

Figured I'd ask.

Keep up the good work.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 05, 2015, 09:22:44 PM
Quote from: Demonlord091 on October 05, 2015, 09:03:13 PM
Is the Bio Generator compatible with the Zombie Apocalypse Mod?

Figured I'd ask.

Keep up the good work.
Yes
Zombie corpse are not selected by default tho.

Quote from: WHiZ on October 05, 2015, 06:56:05 PM
The recipe for the fruit pie only lists your fruits as ingredients and doesnt list the built in raspberries/strawberries as options

Stupid core crops!

Updates soon.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 06, 2015, 12:06:39 AM
New version of GourmetGarden with recipe tweaks!
EnviroSeed Packs replaces Seedsplease!
Veg Garden 3.2 re-uploaded with minor tweaks.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: WHiZ on October 06, 2015, 03:50:40 PM
Loving it!

I have a more complicated feature request for the tools if you are up for it.

Lets say you have a large base with a outpost up north, one to the east, and one to the south. It raises some kitchen/food management issues.

By default you will have people running all over the place picking up food from here going half way across the map to cook it over there etc. There is a fix for that with the ingredient radius option which i just finished implementing(pain in the butt) for all my recipes.

But there is still an even greater issue with a large base like this.. Let's say i want to keep 10 meals ready to eat at each outpost so people don't need to cross the map just to get food.

Well your only option is to make ALOT of meals and hope that some will be made and/or distributed to each outpost. If a meal is made at an outpost it will stay there, but the trigger to make a meal is based on global quantities. Aka, make until you have 50 meals. Well what happens when you have all or most of those meals all made at one spot? The rest can't feed people.

So the feature i'd like to see is piggy backing on the ingredient radius and other radius implementations. I'd like to see an option for meal count circle radius/square width, and change each stations count for each recipe as a distance implementation, defaulting to 999/whole map as it is now. This would change things from you have 50 meals of this globally, to where you could instead set it to know you have 0 of these in your radius so it needs to make some.

Let me know your thoughts please. =)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 07, 2015, 08:28:23 AM
Probably be easier to have some sort of stockpile setting to limit the number of stacks of food for that pile. Say like taking the refrigerator from containers for stuff and changing it to only hold one stack of food...

But if you went that way you want you'd have to set up some kind of permissions for the food system, of course way out of my understandings on modding :P
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: redink on October 07, 2015, 08:37:19 AM
love this mod, thank you for all the effort! for some reason I don't have orange trees in my plant list, but there's plenty without oranges to eat :)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 07, 2015, 08:53:26 AM
Quote from: redink on October 07, 2015, 08:37:19 AM
love this mod, thank you for all the effort! for some reason I don't have orange trees in my plant list, but there's plenty without oranges to eat :)
It's an issue with the menu. A cheap fix is to change your resolution down or up then plant then change it back...
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Beathrus on October 07, 2015, 11:05:37 AM
+1
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Tekuromoto on October 07, 2015, 12:41:50 PM
Quote from: dismar on October 07, 2015, 08:53:26 AM
Quote from: redink on October 07, 2015, 08:37:19 AM
love this mod, thank you for all the effort! for some reason I don't have orange trees in my plant list, but there's plenty without oranges to eat :)
It's an issue with the menu. A cheap fix is to change your resolution down or up then plant then change it back...

EdB UI (https://ludeon.com/forums/index.php?topic=5258.0) has a new grow window that scrolls instead of trying to fit all the options onscreen at once. Works very well, though the caveat is that it's a little harder to click through all of your growing zones and see at a glance what's set up in each.

Quote from: dismar on October 06, 2015, 12:06:39 AM
New version of GourmetGarden with recipe tweaks!
EnviroSeed Packs replaces Seedsplease!
Veg Garden 3.2 re-uploaded with minor tweaks.

So I'm a little confused on this one. I really like the idea of seeds but last time I tried (admittedly, before VG and GG were recently overhauled/updated) it seemed to have a bunch of problems.

- Do I need to use both EnviroSeed_SK and VG 3.2 ESeeds?
- Is this new one fully integrated with VG 3.2? More importantly, will they both be maintained in lockstep?

Thanks for your hard work - I love all the gardening options!

Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 07, 2015, 05:35:00 PM
OMG im so downloading the new EdB UI!! lol i missed the scrolling menus!

Anyway simple wlkthru for EnviroSeeds.

If you just want Core seeds load EnviroSeeds last on our mods.

If you want Seeds with the garden load : EnviroSeeds then VegGarden using Seeds. But not normal veg garden!

And if you want you can throw the PleasureSeeds anywhere after EnviroSeeds.

So EnviroSeeds is a Core mod
Veg Garden using Seeds and Pleasure w/Seeds are Add-ons to that Core file.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 08, 2015, 09:42:29 PM
YAY its a Spooky time of year! Are you colonies ready for the fun?
This is a small add-on mode to put you in the Halloween spirit!
(http://i.imgur.com/6QOKF12.png)

Halloween Stuff
Adds a glowing pumpkin.
New sculpting table recipe to paint wood orange and black. And to make spooky tombstone artwork for around your base!
Also what would it be without some new treats! Candy corn and caramel apples at the candy table!
Downloda a12! (https://www.dropbox.com/s/x9vj5or7u8qnlcx/HalloweenStuff.zip?dl=0)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 09, 2015, 12:50:06 AM
If you were to have bamboo flooring in this mod, what do you imagine it to look like? I wanted to ask if you could add it, but it doesn't really fit with the theme of the mod ( or maybe it does and I'm a Derp ) I was going to try and make my own but wanted to stay true to the imagination of the mod author since I love this mod :P

Ps: I will even share it if it doesn't suck!
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 09, 2015, 01:06:48 AM
maybe this :

(http://i.imgur.com/bhRjEoD.png)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 10, 2015, 11:40:12 AM
Bamboo floor update!... I got mad at it and rage quit :( textures are really not my forte regardless of how hard I try.

Side note: Is BioMatter and BioDiesel supposed to be sellable? I've yet to see a trader carry it, or accept it for sale. Just wondering in case it's a mod conflict on my end.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 10, 2015, 12:24:02 PM
Quote from: Loki88 on October 10, 2015, 11:40:12 AM
Bamboo floor update!... I got mad at it and rage quit :( textures are really not my forte regardless of how hard I try.

Side note: Is BioMatter and BioDiesel supposed to be sellable? I've yet to see a trader carry it, or accept it for sale. Just wondering in case it's a mod conflict on my end.

should be in bulk but ill have to look see and make sure i added it.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 10, 2015, 11:00:14 PM
Colonists: "But why is the rum gone?!?!"

Me: "  ??? seriously?... LOOK AT THE FREEZER YOU FOOLS! That's just unsanitary!!! You're only ever gonna get tea for the rest of your lives now!!!"



(http://i.imgur.com/O7p9af0.jpg)

What kind of rum is that man?!
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 10, 2015, 11:19:28 PM
bunch'a light weight drunks.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 10, 2015, 11:25:02 PM
Quote from: dismar on October 10, 2015, 11:19:28 PM
bunch'a light weight drunks.

:P pretty much. I wish it was this simple to make my own rum though  ;)
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on October 10, 2015, 11:57:33 PM
Yea, I stopped brewing rum, since they always get sick, and make such a mess.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 11, 2015, 12:23:46 AM
Quote from: TLHeart on October 10, 2015, 11:57:33 PM
Yea, I stopped brewing rum, since they always get sick, and make such a mess.

Have you found the hard cider and the wine to do the same thing? Or is it just the rum they get trashed on? Got put off after the rum incident so I haven't tried the others yet.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 11, 2015, 12:38:48 AM
how would one make the bio generator accept another type of fuel? is it as simple as allowing the hopper to hold it, or does it require .dll work?
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on October 11, 2015, 12:46:14 AM
Quote from: Loki88 on October 11, 2015, 12:23:46 AM
Quote from: TLHeart on October 10, 2015, 11:57:33 PM
Yea, I stopped brewing rum, since they always get sick, and make such a mess.

Have you found the hard cider and the wine to do the same thing? Or is it just the rum they get trashed on? Got put off after the rum incident so I haven't tried the others yet.
hard cider does the same thing, so I also quit brewing it. have not tried wine.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: harch on October 11, 2015, 10:47:26 AM
Hi, i've found that last version of mod don't give dried foods any category.
That means that you can't select storage for it or sell.

So i had to add

      <thingCategories>
         <li>SweetMeals</li>
      </thingCategories>

into driedfruit def in Mods/Vegetable Garden v3.2/Defs/ThingDefs/Items_meals.xml

Will you fix it in the next build?
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 11, 2015, 11:33:28 AM
Quote from: harch on October 11, 2015, 10:47:26 AM
Hi, i've found that last version of mod don't give dried foods any category.
That means that you can't select storage for it or sell.

So i had to add

      <thingCategories>
         <li>SweetMeals</li>
      </thingCategories>

into driedfruit def in Mods/Vegetable Garden v3.2/Defs/ThingDefs/Items_meals.xml

Will you fix it in the next build?
Its supposted to be a meal :) but iv'e already fixed it for the next up date.
Quote from: TLHeart on October 11, 2015, 12:46:14 AM
Quote from: Loki88 on October 11, 2015, 12:23:46 AM
Quote from: TLHeart on October 10, 2015, 11:57:33 PM
Yea, I stopped brewing rum, since they always get sick, and make such a mess.

Have you found the hard cider and the wine to do the same thing? Or is it just the rum they get trashed on? Got put off after the rum incident so I haven't tried the others yet.
hard cider does the same thing, so I also quit brewing it. have not tried wine.

I've lowered the Severity of the affects down about one step so they don't get to sickness as fast.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 11, 2015, 12:12:25 PM
Yes! The rum won't be gone any more! Thank you  ;D
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 12, 2015, 07:35:29 PM
Minor updates Version 3.2a :
Hediffs tweaks for stronger alcohols,
Dried fruit moved back to meals.
misc other.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Loki88 on October 14, 2015, 11:09:55 AM
Thank you for the update!  ;D
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Tekuromoto on October 14, 2015, 12:36:01 PM
Thanks for your continued work on this. One thing I noticed last night (though I'm not 100% up to date, don't want to update mid-game and have it get borked) is that the cooking tools doesn't seem to link to/boost the large 4-spot professional cooking stove.

edit: oh wait, the large stove is from Bulk Meals (https://ludeon.com/forums/index.php?topic=11155.msg172050#msg172050). Hmm... Any chance of integrating the two?
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: TLHeart on October 14, 2015, 04:19:11 PM
Thanks for the changes to the hard alcohols, now they can drink it without the constant vomit mess.

Candies needing to be refrigerated does not make any sense to me. Hard candies and taffy last for years so long as they don't get wet.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 14, 2015, 07:27:48 PM
Quote from: TLHeart on October 14, 2015, 04:19:11 PM
Thanks for the changes to the hard alcohols, now they can drink it without the constant vomit mess.

Candies needing to be refrigerated does not make any sense to me. Hard candies and taffy last for years so long as they don't get wet.
Probably was just mis-flagged into rottables when i was moving stuff around.

Quote from: Tekuromoto on October 14, 2015, 12:36:01 PM
Thanks for your continued work on this. One thing I noticed last night (though I'm not 100% up to date, don't want to update mid-game and have it get borked) is that the cooking tools doesn't seem to link to/boost the large 4-spot professional cooking stove.

edit: oh wait, the large stove is from Bulk Meals (https://ludeon.com/forums/index.php?topic=11155.msg172050#msg172050). Hmm... Any chance of integrating the two?
Not really but if you add this snip of code to your Bulk meals building def in the <comp></comp> area or any "other" cooking device it will work :

      <li>
           <compClass>CompAffectedByFacilities</compClass>
        <linkableFacilities>
          <li>CookingTools</li>
        </linkableFacilities>
      </li>

Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: Tekuromoto on October 17, 2015, 01:25:27 AM
Quote from: dismar on October 14, 2015, 07:27:48 PM
Not really but if you add this snip of code to your Bulk meals building def in the <comp></comp> area or any "other" cooking device it will work :

Sweet, I'll try that, thanks!
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 25, 2015, 09:59:29 PM
Quote from: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Fruit drink doesn't have an Overdose level. The health drink does tho. And it's basically medicine so you can't have too much.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: doujinftw on October 27, 2015, 10:02:08 AM
Quote from: dismar on October 25, 2015, 09:59:29 PM
Quote from: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Fruit drink doesn't have an Overdose level. The health drink does tho. And it's basically medicine so you can't have too much.
Yeh the health drink i didnt even know my tamer were feed pets soda lol by the time i check the pet area there were vomit everywhere and i look at the thrumbos showing that it overdose on immunity it die a day later.
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 27, 2015, 05:42:24 PM
Quote from: doujinftw on October 27, 2015, 10:02:08 AM
Quote from: dismar on October 25, 2015, 09:59:29 PM
Quote from: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Fruit drink doesn't have an Overdose level. The health drink does tho. And it's basically medicine so you can't have too much.
Yeh the health drink i didnt even know my tamer were feed pets soda lol by the time i check the pet area there were vomit everywhere and i look at the thrumbos showing that it overdose on immunity it die a day later.
I've been testing a fix for this problem and think i've found a solution to this problem. I've removed nutrition from it and re-classed it as a medicine with no value. so hopefully in the next update that well help :P
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: phoenixmastm on October 27, 2015, 10:38:48 PM
I have an issue with Cotton not appearing, even though I have seeds. See attached screenie.

Everything else appears (I can finally grow Xerigium!) but no Cotton, which is near 90% of my industry basis for starting worlds. :(

Is there an easy way to get into the files to verify that it's something I did and not the mod?

[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.2 Updates and Tools!
Post by: dismar on October 27, 2015, 10:52:39 PM
Quote from: phoenixmastm on October 27, 2015, 10:38:48 PM
I have an issue with Cotton not appearing, even though I have seeds. See attached screenie.

Everything else appears (I can finally grow Xerigium!) but no Cotton, which is near 90% of my industry basis for starting worlds. :(

Is there an easy way to get into the files to verify that it's something I did and not the mod?

Its a known issue with the floating menu's  (https://ludeon.com/forums/index.php?topic=15931.0). You can change up or down your resolution to temp fix the issue. OR I would highly recommend using EdB's user interface mod (https://ludeon.com/forums/index.php?topic=5258.0). It gives ya a nice scrolling growing menu to use.

The item is not lost. You just can't see it :)
Title: Re: [A12] Vegetable Garden v3.3 Rise of the bulk brewing.
Post by: dismar on November 02, 2015, 09:15:52 PM
ITS HERE! 3.3!!!

-Coffee has arrived! Due to the loss of many "coffee" mods it now has a compatible, stable home here in the garden!
-Bamboo flooring was requested hope its not too ugly.
-Bulk Coffee, Tea, and Canning! (quality of life you might say)
-Minor Bugfixes. (hopefully health drinks stops killing tamed animals) hehehe

Btw... Seeds garden isn't updated to 3.3 for a while so bugs in VG can be removed. Also thoughts on moving Gourmet Garden into the garden itself? Make it easier on me. And its only a bunch of recipes :P There is a new version of it around the corner.


Please help out if you find any bugs report here so I can hotfix them for next weekend! K ty!
Title: Re: [A12] Vegetable Garden v3.3 Rise of the bulk brewing.
Post by: cuproPanda on November 02, 2015, 11:23:42 PM
For the bamboo floor texture, how does this look?
(http://i.imgur.com/rtaYVx8.png)

Feel free to use it if you want, it didn't take me long and I was looking for something to do anyways. I attached a folder with 2 sizes of that floor, plus an .xcf you can tweak however you want.

[attachment deleted due to age]
Title: Re: [A12] Vegetable Garden v3.3 Rise of the bulk brewing.
Post by: dismar on November 02, 2015, 11:37:38 PM
Hehe I'll look into it tomorrow thanks cupro!
Title: Re: [A12] Vegetable Garden v3.3 Rise of the bulk brewing.
Post by: Tekuromoto on November 03, 2015, 12:03:59 AM
Quote from: dismar on November 02, 2015, 09:15:52 PM
ITS HERE! 3.3!!!
Also thoughts on moving Gourmet Garden into the garden itself? Make it easier on me. And its only a bunch of recipes :P There is a new version of it around the corner.
Sweet, thanks for continuing to work on this. One of my favourites.

As far as combining VG and GG, I say go for it. Why use VG without GG anyhow?

Title: Re: [A12] Vegetable Garden v3.3 Rise of the bulk brewing.
Post by: TLHeart on November 03, 2015, 02:57:43 AM
I also say just combine the two, I always use both. Just because a recipe is included in the bills does not mean I have to use it.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on December 25, 2015, 02:29:04 AM
There's a large Garden update  for xmas!
(http://i.imgur.com/OQv5Udy.jpg)

(http://i.imgur.com/UxKGJuT.jpg)
Not old save safe.
Gourmet Garden is now part of the core!
New food meals now improve your colonists health for a short time.
Recipes have had a major update and now have lots more info in the description.
A loom has been added to process raw cotton, flax and devilstrand into different cloths.
Resource plants have been added. Steelleaf and Plasteelleaf can now be grown and smelted into ores.
Optional bamboo floors in the art directory. Change name to "bamboofloor" to pick a different

I've tested the crap out of this. AND still there probably is bugs here and there. Please let me know and i'll be be back after the weekend to fix. Happy Holidays.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Krutchen on January 03, 2016, 05:08:15 AM
Does the new update work with Enviro seeds yet?
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 03, 2016, 11:49:20 AM
Quote from: Krutchen on January 03, 2016, 05:08:15 AM
Does the new update work with Enviro seeds yet?

Seeds version now updated! Replacement mod for the garden and seeds mods.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Thelostmerc on January 07, 2016, 05:13:16 PM
i keep having issues well it will work for one game and then anytime i load after that the mod dosent work. if i already planted stuff from it they still grow but i cant plant more and if i start a new colony the growables dont show as a option. so i have to remove it and reput it back in for it to function again everytime. Could it be the mods im useing? because when i go to my mods list its still in the active and no other mods are wrong and nothing pops up saying the mod stopped working or anything.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 08, 2016, 06:35:19 PM
Quote from: Thelostmerc on January 07, 2016, 05:13:16 PM
i keep having issues well it will work for one game and then anytime i load after that the mod dosent work. if i already planted stuff from it they still grow but i cant plant more and if i start a new colony the growables dont show as a option. so i have to remove it and reput it back in for it to function again everytime. Could it be the mods im using? because when i go to my mods list its still in the active and no other mods are wrong and nothing pops up saying the mod stopped working or anything.

Hi! what version of garden are you having issues with? What other mods are you using and what order are you loading them?
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Thelostmerc on January 09, 2016, 05:01:25 PM
I was running sdk hardcore pack n apparently its a part of sdk pack under seeds pls. So once i turned it off i had no issues just need seeds. Which i hate but o well
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 10, 2016, 10:49:12 PM
Quote from: Thelostmerc on January 09, 2016, 05:01:25 PM
I was running sdk hardcore pack n apparently its a part of sdk pack under seeds pls. So once i turned it off i had no issues just need seeds. Which i hate but o well

OH! any issues you have with a mod pack needs to be addressed with that author. Many of the mod packs change my core files and are not up to date with my current mods, Just allow the use of my mod ideas. Thanks tho!
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 20, 2016, 05:31:58 PM
Heya I'm trying to work with your mod and I think I found a simple mistake. In Defs\ThingDefs\CultivatedPlants.xml you have cotton giving cloth:
  <ThingDef ParentName="PlantBase">
    <defName>PlantCotton</defName>
    <label>cotton plant</label>
    <description>Yields cotton, a fine plant fiber used to make cloth.</description>
    <statBases>
      <MaxHitPoints>85</MaxHitPoints>
      <Beauty>1</Beauty>
    </statBases>
    <graphicData>
      <texPath>Things/Plant/CottonPlant</texPath>
      <graphicClass>Graphic_Random</graphicClass>
    </graphicData>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
    <ingestible>
      <preferability>Plant</preferability>
      <nutrition>0.20</nutrition>
    </ingestible>
    <plant>
      <dieIfLeafless>true</dieIfLeafless>
      <shootsSeeds>false</shootsSeeds>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>Cloth</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYield>5</harvestYield>
      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>
      <topWindExposure>0.1</topWindExposure>
      <growDays>5.41</growDays>
      <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.05</max>
      </visualSizeRange>
    </plant>
  </ThingDef>


Even though in Defs\ThingDefs\Items_cloth.xml you have the following code:
<ThingDef ParentName="ResourceBase">
<defName>RawCotton</defName>
<label>raw cotton</label>
<description>Raw cotton. It can be spun into cloth or sold to a trader.</description>
<graphicData>
<texPath>Things/Item/RawCotton</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Food_Drop</soundInteract>
<soundDrop>Food_Drop</soundDrop>
<statBases>
<MarketValue>1.5</MarketValue>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
</ThingDef>


I went and changed the Cloth in the first instance to RawCotton which I had to do with another mod as well but as you have the secondary option to weave the cloth figured you might like a heads-up.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 20, 2016, 11:37:18 PM
Hey thanks for that. Cotton and Devil stand both needed updated to the new raw materials. :) I'll put out a little hot fix soon for them!
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 21, 2016, 03:20:19 PM
Nice to know I can help out though I really don't know how to code myself. 

Another suggestion I have, is that if possible put a timer on the food buffs.  Right now my colonists had been eating stir-fry, but my cook learned how to make the stew, sold off all my stir-fry for the stew, yet they still have the buffs.  It does seem there would be a way to make a timer on the buffs, by just following the treatment for injuries or illness code, have them expire after 24 hours unless they eat it again etc.  Also like to point out you have the buff as well feed rather than well fed. Feed being current tense fed being past tense (I think at least). Looked it up on dictionary.com etc. and just got confused by the definition,  though I do remember in other games I played the buff was well fed.

One last thing. In the T-mods ExpandedCloth his cloth fabricator can also take apart old clothing to make cloth.  I noticed that your loom does not do that.  As you credited him for the idea you may want to incorporate that into your machine.  I used his mods to start with cause as i was learning the game didn't like all the extra machines yours added, but I am starting to get used to them now.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 21, 2016, 03:41:10 PM
Aww thank you so much. I miss little things like these when coding! Think the food buff is just set too high. ☺
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 21, 2016, 10:25:12 PM
Well it gets to be too high if they keep gaining the buffs from everything they eat without losing it.  If it dropped after a day i don't think it would be too buffed.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 22, 2016, 12:02:26 PM
Oh yeah, Vas had a hydroponics system that conflicts with your mod but he put a way to fix it for your mod if you want to read over it.

https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 22, 2016, 02:23:40 PM
I am getting an error when I add back in T - ExpandedCloth (https://ludeon.com/forums/index.php?topic=4373.0) mainly cause the garden mod  doesn't have the feature to be able to break down clothing as it does. I'm going to post this both here and in Telkir's mod.

(http://ft.trillian.im/9e30117d1fbaa37c24a95366dd5dc026abc1af3e/6EJvSh0tnoYR3QurgNHItpeSuw0tn.jpg)
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: dismar on January 22, 2016, 07:45:16 PM
Well I've hotfixed all the issues you've found! And will update my mod sometime tomorrow :)

As for vas's conflict. At this time i'm not the plans to make a patch for this. As the next version of my mod will have Soil Reclamation. Allowing soil to be place over different terrain types with tons of work time. You  can have grow-able soil just about anywhere at the cost of high research and time.  You are free to make the change on your copy of my mod tho. :) If enough ppl were interested I may make a patch.

And as for you conflict : It's actually CCL that is in conflict when you have both our mods on... The feature of making research help. I think.
You could go into either mod and delete the research requirement for the tables and then into the research defs and delete the research. That would prove my point.
But I am not using CCL currently. And am using VG and T-cloth and have no issue other then : Which ever mod loads last thats the raw cotton type that comes from the plants. And that is an easy fix of changing the def-names to match.
Title: Re: [A12] Vegetable Garden v3.4 Angry X-mas Edition!
Post by: Faythe on January 23, 2016, 12:20:29 PM
I have an odd question for you... Why do you have mushrooms qualified as a meat?  I know in RL I have to go to the produce section of the market to buy them, not the meat department.

  <ThingDef ParentName="PlantProductBase">
    <defName>Rawmushroom</defName>
    <label>mushroom</label>
    <description>Raw protein-rich mushrooms. Nice to eat, even when raw.</description>
    <graphicData>
      <texPath>Things/Veg/mushroom</texPath>
    </graphicData>
    <thingCategories>
      <li>MeatRaw</li>
    </thingCategories>
    <statBases>
      <MarketValue>5</MarketValue>
    </statBases>
    <comps>
      <li Class="CompProperties_Rottable">
        <daysToRotStart>14</daysToRotStart>
      </li>
    </comps>
<ingestible>
      <preferability>Raw</preferability>
      <nutrition>0.05</nutrition>
      <eatEffect>EatVegetarian</eatEffect>
      <soundEat>RawVegetable_Eat</soundEat>
      <isMeat>true</isMeat>
    </ingestible>


I just found it odd that I have over 400 mushrooms yet my chefs won't cook stews until I found out it was qualified as a meat.
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: dismar on January 24, 2016, 02:16:57 AM
-Version Update 3.4a!
Hotfixes!
-cotton and devilstread fixed to raw fibers.
-food effects last for about a day now.
-mushrooms are fixed (both a meat and veg). Yay vegans!
-compatible with T-ExpandedCloth now.
-misc text fixes and other minor fixes.

Soil Reclamation!
Research advance methods in soil treatments. Allowing replacing non-farmable soil types with simple soil. And placing soil onto smoothed stone. This is balanced with higher research and work amount to make.

Loading into an OLD save will SOMETIMES cause some soil tiles to turn into sand. If this doesn't bother you. The changed tiles can be replaced using the new researched soils.
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: King Creamy on February 22, 2016, 05:55:13 PM
I can't seem to grow sugarcane i make the growing zone and its just not there..also what are gooseberries and cloud berries?
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: dismar on February 22, 2016, 06:14:16 PM
Cold climate fruits are what gooseberries and cloud berries are.  They kinda look like large grapes.

If your not using a UI mod like EdB Interface. The base games floating window cuts off the long list of my crops. I have put in a bug report about it. Hopefully will be fixed in the next version.

As for now its best to use "EdB's Interface" (https://ludeon.com/forums/index.php?topic=5258.0) to make a scrolling list instead the core games floating window.
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: King Creamy on February 22, 2016, 10:42:57 PM
Thank you that's a lifesaver
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: SNKcell on February 23, 2016, 02:22:54 PM
This looks like a great mod but my only problem with this and every mod out there is that they take the graphics too far from the vanilla look, thanks for the mod
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: King Creamy on February 24, 2016, 01:32:29 AM
I know this has nothing to do with your mod but is there a way to change my difficulty without starting a new game?
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: Morgloz on March 06, 2016, 07:21:15 AM
I am using the version with seed requirements but my colonists seem to be able to sow vanilla plants without using seeds. Have I done something wrong?
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: dismar on March 06, 2016, 09:17:03 AM
Quote from: King Creamy on February 24, 2016, 01:32:29 AM
I know this has nothing to do with your mod but is there a way to change my difficulty without starting a new game?
yes under the options menu change you story teller.

Quote from: MegaMasterZ on March 06, 2016, 07:21:15 AM
I am using the version with seed requirements but my colonists seem to be able to sow vanilla plants without using seeds. Have I done something wrong?

are you loading any mods after mine that would over write the defs for plants?
Title: Re: [A12] Vegetable Garden v3.4a Hot fixes and Soil Reclamation!
Post by: Morgloz on March 06, 2016, 09:43:08 AM
I think i don't but I will load this one the last then.

EDIT: That fixed it, yet I still don't know what mod was conficting.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 07, 2016, 10:39:13 PM
Yay! I finally got my copy of alpha 13, a new version of garden will be out by this weekend NOW!

This is an early release of 3.5 garden. This weekend i'll be working on balances and research and incorporating all the new stuff that has been added to the game. I have not seen any errors loading the mod.

There is new things in this version as well!
-Medicine table : to blend medicines into stronger ones.
-A Grill table : with new recipes for early game such as grill meats and vegs.
-Vanilla art work inspired plants!
-Campfires and my grill can be fueled by wood or bamboo!

Going to be adding Bio-fuel and bamboo to most of the fuel driven stuff. Bio-fuel is from another earlier mods of mine and can be refined from corn or beans.

Please let me know any bugs you might find to help me along cleaning up this version.


Thanks for all the support.
dismar
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: tara4131945 on April 08, 2016, 02:54:30 PM
i found a bug where i can't find the option to grow cotton and flax i look for 10 min before giving up on it but i dont even have the vanilla one ether and i know i had it before i put the mod in

i only have mad skill and your mod on so i don't think that the issue i will try to switch the order see if it helps
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 08, 2016, 03:29:23 PM
Research weaving.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: aalikane on April 09, 2016, 08:19:21 AM
I can't generate new maps with VG installed.... at first I had two other mods installed and I thought they were the problem.. mainly because they interrupted gameplay.... but after some testing I found the Reroll mod and the enhanced tabs mod both generated maps separately and together... but when VG was the only one installed... I would go to create a new map, hit generate... the screen was flash, but not do anything... has anyone else come across this problem?
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 09, 2016, 10:59:15 AM
Hmm I've. not used reroll  yet. But I have test with enhanced tabs with no issues. And I've never had an issue on map gen... interesting
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: WHiZ on April 09, 2016, 12:28:07 PM
Hate to say this.. About to play for the first time but judging based on the screen cap on the front page, i liked your old art for the plants better than the more vanilla a13 stuff. When you have as many plants as you do, vanilla art just makes them all look the same, the older art gave some much needed variety and even if slightly more detailed than vanilla fit nicely into the game i felt. A side from that, tnx for getting it published so quickly; game wouldn't be the same without the veg garden!
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 09, 2016, 12:41:04 PM
Oh it's easy to choose what art you use for the garden, whiz. Some people just like the finger paints better. I  added a link to the old stuff if ya want to use it instead.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: Tilen on April 09, 2016, 02:44:11 PM
Hi, I was looking for A13 compatible mods, found your Vegetable Garden, and really wanted to use it (I couldn't imagine playing without it, now that I know it exists :) , but I don't want to be able to grow and produce steel and plasteel that way. Isn't that a little bit over the line, considering game balance and realism?  Not that I absolutely don't like the option of growing metals, I would consider experimenting with that too, but I feel it should be a separate mod. I will try to exclude steel/plasteel planting/production from your mod and keep everything else (to keep that "vanilla" taste:) for my own use. I have almost no experience with modding so I could be unsuccessful.
My suggestion is you make it 2 mods instead - but anyway, there should be an expensive tech to discover before even planting steel/plasteel leafs
somekind of genetically modified plants backstory in tech and plant description would be welcome too. That said with all respect to your mod and invested work.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 09, 2016, 02:51:22 PM
Quote from: Tilen on April 09, 2016, 02:44:11 PM
Hi, I was looking for A13 compatible mods, found your Vegetable Garden, and really wanted to use it (I couldn't imagine playing without it, now that I know it exists :) , but I don't want to be able to grow and produce steel and plasteel that way. Isn't that a little bit over the line, considering game balance and realism?  Not that I absolutely don't like the option of growing metals, I would consider experimenting with that too, but I feel it should be a separate mod. I will try to exclude steel/plasteel planting/production from your mod and keep everything else (to keep that "vanilla" taste:) for my own use. I have almost no experience with modding so I could be unsuccessful.
My suggestion is you make it 2 mods instead - but anyway, there should be an expensive tech to discover before even planting steel/plasteel leafs
somekind of genetically modified plants backstory in tech and plant description would be welcome too. That said with all respect to your mod and invested work.

In the next update most plants will be locked behind some kind research.

The production plants will have research, grow time, crafting time, and yield to keep them balanced.

And no one forces you to grow everything :)
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: Tilen on April 09, 2016, 03:27:44 PM
I wouldn't put naturally occurring plants behind a research just to plant them, it wouldn't be RL like. Please consider that.
Title: Re: [A13] Vegetable Garden v3.5a
Post by: dismar on April 09, 2016, 08:46:03 PM
Well lets see how bad this is going to be! lol

Veg Garden 3.5a notes :
-Cleaner update to a13!

-Cooking is tiered thru research:
-You start with a simple grill that makes new simple recipes.
-Next a get fueled stove and oven.
-Then finally up to Electric appliances.

-You can research a medical crafting table to make bandages and medical kits.

-You research Cloth Weaving and Tailoring, to unlock a loom and tailoring tables. Devilstrand and flax plants.

-Tiered Agriculture! Let me explain this one more:
--You start with a bunch of basic crops.
--Your research agriculture I and you get more crops that have better nutritional values.
--The next tier you unlock Fruits that have a very high nutrition.
--And finally fruit trees. Long grow times with a high yield of fruits with a high nutrition.

-A simple wood lamp that uses fuel.

Changes to vanilla :
-Bamboo can be used as fuel sources in many tables.
-BioFuel was added to the brewing table.
(Note that the pawns seem to use whatever fuel is closest to them when reloading.)

I hope that ppl enjoy the changes to the garden with this up-date. I've spent a bunch of time updating this and enjoy your feed back. Most of the research was added to  balance and allow more a diverse garden.

If your using 3.5 please delete the folder and replace with fresh copy. Should be save game safe.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: NephilimNexus on April 10, 2016, 01:39:18 AM
I had my colonists build "A simple woof fired grill" and then sent their dog to bark at it all day, but so far it's not working.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 10, 2016, 02:25:15 AM
Quote from: NephilimNexus on April 10, 2016, 01:39:18 AM
I had my colonists build "A simple woof fired grill" and then sent their dog to bark at it all day, but so far it's not working.

Working as intended :P
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: aalikane on April 10, 2016, 08:47:34 AM
Not sure what you did, but 3.5 now lets me generate maps... so whatever you did thank you!
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: carpediembr on April 12, 2016, 10:47:39 AM
I cannot find where to craft cheese! At all..
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: WHiZ on April 12, 2016, 10:51:40 AM
Can you make it where i can sell my extra flour, cocco, sugar etc to the bulk traders?
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 12, 2016, 07:33:49 PM
Quote from: carpediembr on April 12, 2016, 10:47:39 AM
I cannot find where to craft cheese! At all..
Canningstove is where i put that :)

Quote from: WHiZ on April 12, 2016, 10:51:40 AM
Can you make it where i can sell my extra flour, cocco, sugar etc to the bulk traders?

OMG i did forget to change the new traders :) I'll get this fixed soon :)
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: RoboticManiac on April 13, 2016, 12:31:51 AM
Might I suggest adding ice floors to the soil reclamation mod? Ice sheet maps are quite lacking in non-hydroponic growing; especially if it's a non mountainous map, since you can't even make use of gravel that borders the mountains.
Title: Re: [A13] Vegetable Garden v3.5 Quick and dirty update :)
Post by: dismar on April 13, 2016, 12:35:34 AM
Quote from: WHiZ on April 12, 2016, 10:51:40 AM
Can you make it where i can sell my extra flour, cocco, sugar etc to the bulk traders?
OMG! this is fixed :)

Quote from: RoboticManiac on April 13, 2016, 12:31:51 AM
Might I suggest adding ice floors to the soil reclamation mod? Ice sheet maps are quite lacking in non-hydroponic growing; especially if it's a non mountainous map, since you can't even make use of gravel that borders the mountains.
I will look into something for this...
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: Severik on April 13, 2016, 01:17:22 PM
what do i have to research for Iron-/PLAsteel Leaf? or did u remove them completely?
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 13, 2016, 01:24:29 PM
Quote from: Severik on April 13, 2016, 01:17:22 PM
what do i have to research for Iron-/PLAsteel Leaf? or did u remove them completely?
They are with the electric smelter research now.

But i I'm not sure if they are going to stay there. I might give them a lesser research earier.

Thoughts? ☺
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 13, 2016, 02:36:33 PM
warning... don't update to 3.5b...

I lost 3 hrs of gameplay in autosaves saves that didn't save after upgrading... i just downgraded back to 3.5 and the saving works again..

not sure what in the mod could make the saves look like they are working but not actually work, but there seems to be a glitch...


Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 13, 2016, 02:49:23 PM
Quote from: WHiZ on April 13, 2016, 02:36:33 PM
warning... don't update to 3.5b...

I lost 3 hrs of gameplay in autosaves saves that didn't save after upgrading... i just downgraded back to 3.5 and the saving works again..

not sure what in the mod could make the saves look like they are working but not actually work, but there seems to be a glitch...

Hmm thats odd the only change to 3.5a to b was traders were updated

So the game not saving correctly?
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 13, 2016, 03:41:58 PM
i dont understand it either i woudnt imagine anything you could do should effect the saves.. but at least for me they did... the timestamps and data in them never updated.. even doin a manual save... no errors or such... rebooted... same problem.. downgraded the mod... worked again..
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 13, 2016, 04:16:51 PM
Hmmmm are you upgrading from a to b?
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 13, 2016, 04:21:34 PM
Quote from: dismar on April 13, 2016, 04:16:51 PM
Hmmmm are you upgrading from a to b?

i had gone from 3.5 to 3.5b on alpha 13 which is when the problem started.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 13, 2016, 04:30:16 PM
Quote from: WHiZ on April 13, 2016, 04:21:34 PM
Quote from: dismar on April 13, 2016, 04:16:51 PM
Hmmmm are you upgrading from a to b?

i had gone from 3.5 to 3.5b on alpha 13 which is when the problem started.

Well 3.5a changed a lot of things might have been enough  to break the game I'll test later tonight!
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 13, 2016, 04:37:20 PM
Quote from: dismar on April 13, 2016, 04:30:16 PM
Quote from: WHiZ on April 13, 2016, 04:21:34 PM
Quote from: dismar on April 13, 2016, 04:16:51 PM
Hmmmm are you upgrading from a to b?

i had gone from 3.5 to 3.5b on alpha 13 which is when the problem started.

Well 3.5a changed a lot of things might have been enough  to break the game I'll test later tonight!

As always, thank you for your dedication and work on it. Yeah the problem could be from 3.5a since i skipped that one. Hopefully you can reproduce the issue, if not let me know what you'd like me to try.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: mo0504 on April 13, 2016, 06:25:50 PM
Hey dismar,
can you add the option in the medicine table for crafting glitterworld medicine? That would be fantastic...
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 13, 2016, 06:46:35 PM
Quote from: mo0504 on April 13, 2016, 06:25:50 PM
Hey dismar,
can you add the option in the medicine table for crafting glitterworld medicine? That would be fantastic...
The only reason Glitterworld  meds isn't on the table yet, is I haven't thought of a good balanced recipe for it.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 14, 2016, 12:08:16 AM
Quote from: WHiZ on April 13, 2016, 04:37:20 PM
Quote from: dismar on April 13, 2016, 04:30:16 PM
Quote from: WHiZ on April 13, 2016, 04:21:34 PM
Quote from: dismar on April 13, 2016, 04:16:51 PM
Hmmmm are you upgrading from a to b?

i had gone from 3.5 to 3.5b on alpha 13 which is when the problem started.

Well 3.5a changed a lot of things might have been enough  to break the game I'll test later tonight!

As always, thank you for your dedication and work on it. Yeah the problem could be from 3.5a since i skipped that one. Hopefully you can reproduce the issue, if not let me know what you'd like me to try.

Well i started a new game with 3.5 and played for 2 hours in a pre-made base. Then saved and exited. Deleted the veg garden 3.5 folder and installed 3.5b. Loaded my game back up to the few errors one gets from doing that. And played for another 2ish hours, Game saved fine and auto saves worked as well :(
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 14, 2016, 12:32:17 AM
Quote
Well i started a new game with 3.5 and played for 2 hours in a pre-made base. Then saved and exited. Deleted the veg garden 3.5 folder and installed 3.5b. Loaded my game back up to the few errors one gets from doing that. And played for another 2ish hours, Game saved fine and auto saves worked as well :(

=/.. i'll try it again in dev mode so i can watch for errors and report back..
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 14, 2016, 12:45:19 AM
same problem.. won't save

upon load in 3.5b gave errors about weaving..

upon trying to save... i transcribed this:

exception while saving map: system.nullreferenceexception: object reference not set to an instance of and object at rimworld.taledata  def.exposedata() [0x000001 in <filename unknown>:0

Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 14, 2016, 12:50:57 AM
Quote from: WHiZ on April 14, 2016, 12:45:19 AM
same problem.. won't save

upon load in 3.5b gave errors about weaving..

upon trying to save... i transcribed this:

exception while saving map: system.nullreferenceexception: object reference not set to an instance of and object at rimworld.taledata  def.exposedata() [0x000001 in <filename unknown>:0

well thats likely from something being on the map that isn't in the defs anymore. lol It could be anything that I changed! and it's invisible so that should help you find it.

SO I'm going to say the 3.5b is not save game friendly. Or at least use at your own risk.

But I will give you the new traderdefs file so you can trade Cooking stuff.
All you have to do is delete the traderkinddefs fold in my mod's thingdef and replace it with this one.

[attachment deleted by admin - too old]
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: Vee on April 14, 2016, 05:34:08 AM
The original post only shows A12 versions (3.4) of the seeds variant. Is the A13 version still in the making, or do the mods now "just work" together (doubt it, they both change farming...)?
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: harpo99999 on April 14, 2016, 05:59:40 AM
Quote from: Vee on April 14, 2016, 05:34:08 AM
The original post only shows A12 versions (3.4) of the seeds variant. Is the A13 version still in the making, or do the mods now "just work" together (doubt it, they both change farming...)?
in the op, just look for a line with only 'download' on it, then the 13 downloads are the THREE lines just under the 'download', I suggest getting the first line under the 'download'
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 14, 2016, 07:56:35 AM
Quote from: Vee on April 14, 2016, 05:34:08 AM
The original post only shows A12 versions (3.4) of the seeds variant. Is the A13 version still in the making, or do the mods now "just work" together (doubt it, they both change farming...)?

UsingSeeds! is only alpha 12 right now. I try and get all the bug out of the Garden mod and seeds mod before bringing them together after a alpha version release :) Hopefully I'll have time over the weekend to get it done.

And I've cleaned up the OP  a bit!
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dawixx on April 15, 2016, 11:49:07 AM
Why does fruit pie give so little nutrition?(0.05). For the amount of resources invested it seems that drying fruits is few times better.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 15, 2016, 11:58:00 AM
Quote from: dawixx on April 15, 2016, 11:49:07 AM
Why does fruit pie give so little nutrition?(0.05). For the amount of resources invested it seems that drying fruits is few times better.

Alpha 12 changed how meals nutrition worked and the sillier coder probably missed some of the items. I'm sure he sees the errors of his way and will fix it next update.

In the next update "c" Pies have been reworked balanced! Becuase of the req. number of items now, it has 60% nutrition and high joy. YAY!
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: Fungus on April 16, 2016, 07:06:29 PM
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: WHiZ on April 16, 2016, 07:13:11 PM
Quote from: Fungus on April 16, 2016, 07:06:29 PM
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.

lol... don't forget to make some cookies too...
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: Syntria on April 16, 2016, 11:24:09 PM
Absolutely love this mod! Keep up the great work. It works perfectly on the newest version. I've not found any issues. :)
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: Fungus on April 17, 2016, 06:07:05 AM
Quote from: WHiZ on April 16, 2016, 07:13:11 PM
Quote from: Fungus on April 16, 2016, 07:06:29 PM
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.

lol... don't forget to make some cookies too...
Yeah, they're on those as well now, but I forbid them. Traders will pay serious cash for cookies.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: jayman123 on April 17, 2016, 12:23:19 PM
when i used this mod with expanded crops and so other minor mod i could not cook or haul any of them but the people were still able to eat them wierd
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 17, 2016, 02:00:07 PM
Quote from: jayman123 on April 17, 2016, 12:23:19 PM
when i used this mod with expanded crops and so other minor mod i could not cook or haul any of them but the people were still able to eat them wierd

im not sure what "them" is lol but i wanna help
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: jayman123 on April 17, 2016, 02:14:32 PM
its dose not work well with exspanded crops it wont haul or cook them
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: dismar on April 17, 2016, 02:39:31 PM
Quote from: jayman123 on April 17, 2016, 02:14:32 PM
its dose not work well with exspanded crops it wont haul or cook them
Oh i've found the issue. But it will take me a while to fix it all.
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: HawkeDB on April 17, 2016, 02:48:13 PM
Quote from: Fungus on April 16, 2016, 07:06:29 PM
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.

Hahaha! You cracked me up.

Also thank you Dismar for a great mod.
Title: Re: [A13] Vegetable Garden v3.6 a13 Hotfixes!
Post by: dismar on April 17, 2016, 03:52:01 PM
Thanks everyone for the awesome support!

New version coming out today!

Change log 3.6 : (please delete older version before upgrading)
-Fixed traders
-Fixed stockpile categories
-Added new soil reclamation : Permafrost. Prepares Ice for the Place Soil. (similar to smooth stone option)
-Glitterworld meds recipe added.
-Balances to Pie and other recipes.
-New Art work for soils.
- 5 new brew tables recipes added from the Pleasure mod. ( vodka just for Syntria)
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Zederikus on April 17, 2016, 05:53:38 PM
Can we have a smaller mod that only adds the steel leaf and other resource plants? I like your food system, but it's just a bit too much for me but I very much want some of that growable ores, even if they yield quite little.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Syntria on April 17, 2016, 06:10:55 PM
Thank you for coming by and chilling with me!

I think Zederikus has a nice idea. I think breaking it down into a few smaller options might appeal to some folks. Not sure how much work that'd be on your part though.
Title: Re: [MOD] (Alpha 10) Vegetable Garden v.1 (5.7.2015)
Post by: jayman123 on April 17, 2016, 07:01:45 PM
Quote from: DDog on May 07, 2015, 12:33:12 PM
I assume there are no conflicts with Expanded Crops...

it dose not work well, you can hall or cook with fruit or vegies they can eat them tho
Title: Re: [A13] Vegetable Garden v3.5b Traders work again!
Post by: jayman123 on April 17, 2016, 07:02:53 PM
Quote from: dismar on April 17, 2016, 02:39:31 PM
Quote from: jayman123 on April 17, 2016, 02:14:32 PM
its dose not work well with exspanded crops it wont haul or cook them
Oh i've found the issue. But it will take me a while to fix it all.
thanks
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 17, 2016, 07:17:40 PM
Quote from: Syntria on April 17, 2016, 06:10:55 PM
Thank you for coming by and chilling with me!

I think Zederikus has a nice idea. I think breaking it down into a few smaller options might appeal to some folks. Not sure how much work that'd be on your part though.

It's a terrible idea!! Its tons of work :)
The garden use to be 3 parts. I spent most of my time just making them work and together lol.
Tho I might break off the piece ask for and send it to that person.  MIGHT ;lol

Just me crying a lot really lol
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Azhais on April 18, 2016, 05:36:40 PM
Quote from: Zederikus on April 17, 2016, 05:53:38 PM
Can we have a smaller mod that only adds the steel leaf and other resource plants? I like your food system, but it's just a bit too much for me but I very much want some of that growable ores, even if they yield quite little.

Too much in what way might I ask?  Fundamentally it doesn't add anything mandatory that I can think of unlike a lot of the other "complexity" mods, just more food options if you wanted to use them (and metal plants)
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 18, 2016, 08:00:39 PM
Garden Resources! (https://www.dropbox.com/s/l0mv38k89ehoc2p/Garden%20Resources.rar?dl=0)

This is untested but should work in theory!  lol

This is a small break off mod that is JUST plasteel and steel leaf plants. Don't use if you are using the garden. Smelt at a Electric Smelter.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: duduluu on April 19, 2016, 12:00:05 AM
hi,it's a trouble.
can't plant agave after finishing research agriculture II
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 19, 2016, 12:07:36 AM
Have to look into it tomorrow thanks
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: PapaDookie on April 19, 2016, 01:41:10 AM
just wondering. would running this cause conflicts with other mods that use plants as base products ?
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dj84722 on April 19, 2016, 02:25:37 AM
There is a bug with plow soil in 3.6, the texture isn't loading and its coming out completely black
I believe the problem is dimensions of the texture, all other textures i found were either 512x512 or 1024x1024, the 3.6 plow soil texture is 1022x1015. i replaced the texture with a different one and it works fine
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 19, 2016, 07:26:07 AM
I am currently unhappy with the texture of plowed soil so I turned it black. Like potting soil. I plan on finding a texture for it in the future tho.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Oga88 on April 19, 2016, 08:47:04 AM
Quote from: dismar on April 19, 2016, 07:26:07 AM
I am currently unhappy with the texture of plowed soil so I turned it black. Like potting soil. I plan on finding a texture for it in the future tho.

Hi great mod!!
You had a good texture for plow soil, well its better than just black like it is now. There was a texture of garden soil, I think you should use it for plow soil imho. Thank you for this mod.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Severik on April 19, 2016, 11:18:46 AM
since the CCL adds a mod menu, wouldnt it be easier to just add an active/inactive variable to the representive Plants/Functions and make a mod option for toggling them all on or off?
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: pirate34 on April 19, 2016, 08:35:29 PM
Mulberry trees for silk would be nice to see (the berries spoil too fast off the plant irl to be worth implementing)
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 19, 2016, 08:53:09 PM
Quote from: pirate34 on April 19, 2016, 08:35:29 PM
Mulberry trees for silk would be nice to see (the berries spoil too fast off the plant irl to be worth implementing)

But we already grow a silk... its devilstrand!

Quote from: Severik on April 19, 2016, 11:18:46 AM
since the CCL adds a mod menu, wouldnt it be easier to just add an active/inactive variable to the representive Plants/Functions and make a mod option for toggling them all on or off?
As cool as this idea is. I don't really want CCL as a requirement for my mod. I've hidden a lot of stuff behind research.
You don't really have to do it to survive as all the simple crops are there.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 19, 2016, 08:58:35 PM
Quote from: duduluu on April 19, 2016, 12:00:05 AM
hi,it's a trouble.
can't plant agave after finishing research agriculture II
I found it! missing a sow tag  "<li>Ground</li>" for the plant. You can only ground it in Hydroponics atm. :(
Fixed in next version :)

Quote from: Oga88 on April 19, 2016, 08:47:04 AM

Hi great mod!!
You had a good texture for plow soil, well its better than just black like it is now. There was a texture of garden soil, I think you should use it for plow soil imho. Thank you for this mod.
Well I fixed my plow soil mod. Looks like rows of plowed soil again. So next update it will be the way it is.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Malachi_Draven on April 20, 2016, 01:23:14 AM
Quick question - Where does the raw coffee resource get stored? I've got a couple storage mods to add crates/racks, namely "ExtendedStorage" and "SodaBrewing" that add them. I've seen all the other fruits, veggies, and crafted foods show up on the lists. But not the raw coffee or tea crop. Even "Cup of Coffee" shows up, just not the raw material.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 20, 2016, 07:58:05 AM
(http://i.imgur.com/zfGHCZr.jpg)

I stick all the growables non for food items in here.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Malachi_Draven on April 20, 2016, 10:28:13 AM
Quote from: dismar on April 20, 2016, 07:58:05 AM
(http://i.imgur.com/zfGHCZr.jpg)

I stick all the growables non for food items in here.

Hmm, that's not showing up in the ExtendedStorage crates. It is, however, showing up in the Nano Storage from Haplo's "Misc Objects" mod.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 20, 2016, 11:16:39 AM
Quote from: Malachi_Draven on April 20, 2016, 10:28:13 AM
Quote from: dismar on April 20, 2016, 07:58:05 AM
(http://i.imgur.com/zfGHCZr.jpg)

I stick all the growables non for food items in here.

Hmm, that's not showing up in the ExtendedStorage crates. It is, however, showing up in the Nano Storage from Haplo's "Misc Objects" mod.


Hmm the crates must have a different way of calling to the categories def. I can take a look at their code tonight and see.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: ricemaster on April 21, 2016, 01:47:24 AM
plow soil is not loaded properly. I think PlowSoil.png file's size should be square.
when I adjusted that file to 1024x1024(just like other soil texture's size), it loaded properly with no problem.


Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Loki88 on April 21, 2016, 02:29:15 PM
Is tofu intentionally classed as both meat and raw plant food?...
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Severik on April 21, 2016, 05:07:07 PM
Quote from: Loki88 on April 21, 2016, 02:29:15 PM
Is tofu intentionally classed as both meat and raw plant food?...
it is....vegans -.-
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 21, 2016, 05:36:05 PM
Tofu and mushrooms are in both. So they can be used either way.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Loki88 on April 21, 2016, 06:11:43 PM
Quote from: dismar on April 21, 2016, 05:36:05 PM
Tofu and mushrooms are in both. So they can be used either way.

I understand the reasoning to having it as a meat substitute, it's just more of Derps cooking lavish meals of nothing but tofu seems kinda silly. Just seems to make more sense to have it as meat only as that seems to be more or less it's reason for existence.

Side note, it would clean up the recipe menue a bit for things that call for raw plant food only.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: deathstar on April 22, 2016, 06:01:32 AM
I can't figure out what to use corn meal for... is it used as a substitute for something else?
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 22, 2016, 12:10:18 PM
Quote from: deathstar on April 22, 2016, 06:01:32 AM
I can't figure out what to use corn meal for... is it used as a substitute for something else?

Just tacos for now. Plans of more!
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 22, 2016, 09:22:53 PM
Quote from: Loki88 on April 21, 2016, 06:11:43 PM
Quote from: dismar on April 21, 2016, 05:36:05 PM
Tofu and mushrooms are in both. So they can be used either way.

I understand the reasoning to having it as a meat substitute, it's just more of Derps cooking lavish meals of nothing but tofu seems kinda silly. Just seems to make more sense to have it as meat only as that seems to be more or less it's reason for existence.

Side note, it would clean up the recipe menue a bit for things that call for raw plant food only.

Well I did move tofu into the raw foods to clean it up!
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Plasmatic on April 23, 2016, 05:25:10 AM
Quote from: dismar on April 19, 2016, 08:58:35 PM
Quote from: duduluu on April 19, 2016, 12:00:05 AM
hi,it's a trouble.
can't plant agave after finishing research agriculture II
I found it! missing a sow tag  "<li>Ground</li>" for the plant. You can only ground it in Hydroponics atm. :(
Fixed in next version :)

Quote from: Oga88 on April 19, 2016, 08:47:04 AM

Hi great mod!!
You had a good texture for plow soil, well its better than just black like it is now. There was a texture of garden soil, I think you should use it for plow soil imho. Thank you for this mod.
Well I fixed my plow soil mod. Looks like rows of plowed soil again. So next update it will be the way it is.

Is the next version you mention 3.6 or not out yet?
Wanted to ask since my plow soil is still black as anything :)
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: tara4131945 on April 23, 2016, 05:53:51 AM
Quote from: Plasmatic on April 23, 2016, 05:25:10 AM
Quote from: dismar on April 19, 2016, 08:58:35 PM
Quote from: duduluu on April 19, 2016, 12:00:05 AM
hi,it's a trouble.
can't plant agave after finishing research agriculture II
I found it! missing a sow tag  "<li>Ground</li>" for the plant. You can only ground it in Hydroponics atm. :(
Fixed in next version :)

Quote from: Oga88 on April 19, 2016, 08:47:04 AM

Hi great mod!!
You had a good texture for plow soil, well its better than just black like it is now. There was a texture of garden soil, I think you should use it for plow soil imho. Thank you for this mod.
Well I fixed my plow soil mod. Looks like rows of plowed soil again. So next update it will be the way it is.

Is the next version you mention 3.6 or not out yet?
Wanted to ask since my plow soil is still black as anything :)
hi i had that issue thought it was an other mod someone found that the picture file is not square but more rectangle just change it to 1024X1024 and it fix the black image i know i did it so just change that it should work just fine
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: killergold88 on April 23, 2016, 09:12:29 AM
I was thinking about your texture for the soil, and I know you said you didnt like it. You were going for a potted soil look and thats a good idea, what i think (just opinions trying to help) you could do to break up the blackness is maybe add small white specks into the sprite. This would break up the deep color you get when the textures combine and its present in the "potting soil" you buy. To retain mosture and feed the plants.
Another idea i had was maybe a mulch look?
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Plasmatic on April 23, 2016, 10:34:23 AM
Quote from: tara4131945 on April 23, 2016, 05:53:51 AM
hi i had that issue thought it was an other mod someone found that the picture file is not square but more rectangle just change it to 1024X1024 and it fix the black image i know i did it so just change that it should work just fine

That did it, thanks!
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Syntria on April 23, 2016, 01:50:56 PM
Thanks again. :3 Still my favorite mod so far.

Concerning the appearance of plow-soil, I think if we want to imply it is 'rich' it should simply be darker. Being I'm an avid IRL gardener and master composer for my city (there's a program you go thru), darker soil usually means richer soil. I think the tiled lines does look nice too---but not everyone practices row gardening.
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 23, 2016, 04:19:31 PM
Hey everyone 3.6a Fiexs is out.
Been having some computer issues but it's here!

VG 3.6a
- Fixed some recipes issues
- Fixed the Plowed Soil artwork and cleaned it up
- Fixed some categories that were wrong
- Cleaned up some coding

As alway delete the old folder before updating and thanks!
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: Deon on April 23, 2016, 04:31:47 PM
Quote from: dismar on April 23, 2016, 04:19:31 PM
Hey everyone 3.6a Fiexs is out.
Been having some computer issues but it's here!

VG 3.6a
- Fixed some recipes issues
- Fixed the Plowed Soil artwork and cleaned it up
- Fixed some categories that were wrong
- Cleaned up some coding

As alway delete the old folder before updating and thanks!
I was just starting a new colony. Thank you for the fix!
P.S. Could you change the forum thread title to 3.6a (and maybe include the update date), so I would not miss the next update? :D
Title: Re: [A13] Vegetable Garden v3.6 Alpha13 Hotfixes!
Post by: dismar on April 23, 2016, 04:36:41 PM
Sure
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: teknotel on April 25, 2016, 09:29:18 PM
Hi noob here.

So the seeds mod is seperate to this, its called enviroseeds yeah? And the beta patch for it at the bottom is an additional mod folder I need to add and then run after the original Vegetable garden mod> Does enviroseeds go before after the two mods in mod order?

Also if I want to use prepare carefully as well I use the second file at the bottom for use with enviro seeds and prepare carefully.

Is this correct?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on April 25, 2016, 10:26:55 PM
Don't use enviro seeds mod.

Load Vegetable garden.
Then either load beta seeds OR
If you use prepare carefully the use the second file instead of the first beta seeds file.


Tried to clearify it on the front page. Hope it helps!
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: top_hat_tomato on April 27, 2016, 11:38:06 PM
Very nice mod! For me it's become a must for any RimWorld session.

Also, on a side note, which tree is most efficient? I would have to guess banana or orange but I don't really know.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on April 28, 2016, 12:10:16 AM
Quote from: top_hat_tomato on April 27, 2016, 11:38:06 PM
Very nice mod! For me it's become a must for any RimWorld session.

Also, on a side note, which tree is most efficient? I would have to guess banana or orange but I don't really know.

banana's and oranges are slightly better then the other trees. no reason why lol they just are
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: DukeAl on May 01, 2016, 05:49:43 PM
Great mod. I had to change the parent categorie for the cooking ingredients to FoodRaw to make it work with the food basket from expanded storage.
If there is no reason against it, you may could make them compatible?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 01, 2016, 10:03:16 PM
Quote from: DukeAl on May 01, 2016, 05:49:43 PM
Great mod. I had to change the parent categorie for the cooking ingredients to FoodRaw to make it work with the food basket from expanded storage.
If there is no reason against it, you may could make them compatible?

There is a good reason I dont move the category into raw foods. Its because when you are using the collapsible resource menu I dont want non-food items (which most of the cooking stuff is) counted as food.

And  the storage mod can be fixed by adding a simple line

          <categories>
            <li>FoodRaw</li>
            <li>CookingSupplies</li>
          </categories>
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Dorwon on May 04, 2016, 02:08:29 PM
Weaving research is not more on the research Table available (and i think other research too) need help thanks (sorry for my bad english)
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: DukeAl on May 04, 2016, 07:26:48 PM
You're right, changing the storage is the better way.
Now I found another little problem:
Your Pie is just too good. My colonists are so terrified by the tought of running out of pie that they don't leave home without at least 70 of them....
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 04, 2016, 10:56:16 PM
Quote from: Dorwon on May 04, 2016, 02:08:29 PM
Weaving research is not more on the research Table available (and i think other research too) need help thanks (sorry for my bad english)

Hello! Weaving is now called  'Cloth Weaving and Tailoring' If you do not see it,  is my mod loaded last?


Quote from: DukeAl on May 04, 2016, 07:26:48 PM
You're right, changing the storage is the better way.
Now I found another little problem:
Your Pie is just too good. My colonists are so terrified by the tought of running out of pie that they don't leave home without at least 70 of them....

Well it is PIE! lol I really don't know why they are carry more then one BUT i will look into it !
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Dorwon on May 05, 2016, 08:54:56 AM
Your mod is loaded last but it doesnt apears even when i set only our mod
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: DukeAl on May 05, 2016, 04:47:13 PM
And I found another bug..
Plow Soil unlocks at Soil Reclamation I instead of II.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: RagingLoony on May 05, 2016, 06:40:00 PM
So I get an incompatibility error whenever i use this along with enviroseeds. im using prepare carefully, and both mods are the pc version and im using the combatibility patch. tried every possible load order combination but keep getting the error. attaching ouput log file thingy

[attachment deleted by admin - too old]
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 05, 2016, 10:33:58 PM
Quote from: Dorwon on May 05, 2016, 08:54:56 AM
Your mod is loaded last but it doesnt apears even when i set only our mod

Can you list or screenshot your research so I can get a better idea of what you are seeing.

Thanks!
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Dorwon on May 06, 2016, 01:45:44 PM
Ok now i know the problem its doesnt work if you set the language in german  :o
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: witchyspoon on May 06, 2016, 02:47:08 PM
Quote from: DukeAl on May 04, 2016, 07:26:48 PM
You're right, changing the storage is the better way.
Now I found another little problem:
Your Pie is just too good. My colonists are so terrified by the tought of running out of pie that they don't leave home without at least 70 of them....
I have the same problem but with tofu! once I cought two colonists carrying around 98 and 147 tofu in their inventory...haven't noticed it with pie though
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Diviance on May 06, 2016, 08:21:18 PM
Lucky you.  I had multiple colonists filling their pockets with 1,000+ pieces of tofu each.

Had to remove the "Meal" part of it, so they would only use it to cook because otherwise whenever tofu got made, a colonist would come over and pocket it all.  For... whatever reasons they had.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 06, 2016, 09:12:55 PM
lol damn pack rat pawns.
I've looked into to the code and really can't find a reason for them holding so much :(
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: jayman123 on May 07, 2016, 01:32:17 PM
thanks for fixing the mod its a great one :D
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 08, 2016, 07:20:56 AM
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Loki88 on May 08, 2016, 09:24:17 AM
Quote from: hoochy on May 08, 2016, 07:20:56 AM
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.

That's already a thing. Jaaxa has a mod just for that. I believe it's under enhanced development.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 09, 2016, 12:06:03 AM
Quote from: Loki88 on May 08, 2016, 09:24:17 AM
Quote from: hoochy on May 08, 2016, 07:20:56 AM
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.

That's already a thing. Jaaxa has a mod just for that. I believe it's under enhanced development.

Yeah but its not very compatible with other mods, its not working for me with this mod for instance. I think I would need to go into every DEF this mod changes and use the right <thingclass>
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 09, 2016, 12:13:27 AM
Quote from: hoochy on May 09, 2016, 12:06:03 AM
Quote from: Loki88 on May 08, 2016, 09:24:17 AM
Quote from: hoochy on May 08, 2016, 07:20:56 AM
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.

You would thats why I haven't :P

That's already a thing. Jaaxa has a mod just for that. I believe it's under enhanced development.

Yeah but its not very compatible with other mods, its not working for me with this mod for instance. I think I would need to go into every DEF this mod changes and use the right <thingclass>
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: duduluu on May 09, 2016, 09:25:56 AM
hello
a problem
can not cook tacos
because can not choise cornmeal in the ingredients
look the screenshot

[attachment deleted by admin - too old]
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 09, 2016, 09:36:26 AM
Quote from: duduluu on May 09, 2016, 09:25:56 AM
hello
a problem
can not cook tacos
because can not choise cornmeal in the ingredients
look the screenshot

Thanks I'll take a look at it later
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Melius on May 10, 2016, 08:34:56 PM
Hi! Is there a chance in a future update that Biodiesel can be used in fueled generator? I mean the generator use fuel, but only take wood.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 10, 2016, 09:08:34 PM
Quote from: Melius on May 10, 2016, 08:34:56 PM
Hi! Is there a chance in a future update that Biodiesel can be used in fueled generator? I mean the generator use fuel, but only take wood.

They are set to use the fuel. But as of now the pawns will grab which ever fuel they want, and there is not a way to prioritize which they use.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Melius on May 10, 2016, 09:17:54 PM
Really ? Because i got no more wood, only got biodiesel and nobody is taking some to fuel the generators. Does it take some time before they do it ?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 10, 2016, 09:53:51 PM
Quote from: Melius on May 10, 2016, 09:17:54 PM
Really ? Because i got no more wood, only got biodiesel and nobody is taking some to fuel the generators. Does it take some time before they do it ?
[/quote ]

Yip as long as the garden mod is the last mod loaded it changes the generator to using wood fuel or bamboo.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Melius on May 10, 2016, 10:01:07 PM
Quote from: dismar on May 10, 2016, 09:53:51 PM
Quote from: Melius on May 10, 2016, 09:17:54 PM
Really ? Because i got no more wood, only got biodiesel and nobody is taking some to fuel the generators. Does it take some time before they do it ?

Yip as long as the garden mod is the last mod loaded it changes the generator to using wood fuel or bamboo.

Oh! i see, i needed it last in the mod order. Work perfect now. Thanks
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 10, 2016, 10:11:13 PM
Quote from: Melius on May 10, 2016, 10:01:07 PM
Quote from: dismar on May 10, 2016, 09:53:51 PM
Quote from: Melius on May 10, 2016, 09:17:54 PM
Really ? Because i got no more wood, only got biodiesel and nobody is taking some to fuel the generators. Does it take some time before they do it ?

Thanks for the support!

Yip as long as the garden mod is the last mod loaded it changes the generator to using wood fuel or bamboo.

Oh! i see, i needed it last in the mod order. Work perfect now. Thanks
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Reaper on May 10, 2016, 11:49:32 PM
Dismar could you pretty please make two quick standalone growable agave mods? one for growable in soil agave and one for hydro basins? There was a old mod but I believe it is defunct.
As much as I would like to use your original mod the mod overlap would be unmanageable.

Dismar pretty please with a boomrat on top?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 11, 2016, 12:11:47 AM
Quote from: Reaper on May 10, 2016, 11:49:32 PM
Dismar could you pretty please make two quick standalone growable agave mods? one for growable in soil agave and one for hydro basins? There was a old mod but I believe it is defunct.
As much as I would like to use your original mod the mod overlap would be unmanageable.

Dismar pretty please with a boomrat on top?
you just want to grow agave in soil and basins?

just go into Mods/core/Defs/thingdefs/Plants_Wild_Arid  open with wordpad
agave is the first plant
and add the following code after      "<fertilityMin>0.3</fertilityMin>"

      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>

then change the harvest yield size to like 10

Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Reaper on May 11, 2016, 12:44:54 AM
Quote from: dismar on May 11, 2016, 12:11:47 AM
Quote from: Reaper on May 10, 2016, 11:49:32 PM
Dismar could you pretty please make two quick standalone growable agave mods? one for growable in soil agave and one for hydro basins? There was a old mod but I believe it is defunct.
As much as I would like to use your original mod the mod overlap would be unmanageable.

Dismar pretty please with a boomrat on top?
you just want to grow agave in soil and basins?

just go into Mods/core/Defs/thingdefs/Plants_Wild_Arid  open with wordpad
agave is the first plant
and add the following code after      "<fertilityMin>0.3</fertilityMin>"

      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>

Then change the harvest yield size to like 10
How do I pack it into a standalone mod?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Igabod on May 11, 2016, 03:00:49 AM
Quote from: Reaper on May 11, 2016, 12:44:54 AM
Quote from: dismar on May 11, 2016, 12:11:47 AM
Quote from: Reaper on May 10, 2016, 11:49:32 PM
Dismar could you pretty please make two quick standalone growable agave mods? one for growable in soil agave and one for hydro basins? There was a old mod but I believe it is defunct.
As much as I would like to use your original mod the mod overlap would be unmanageable.

Dismar pretty please with a boomrat on top?
you just want to grow agave in soil and basins?

just go into Mods/core/Defs/thingdefs/Plants_Wild_Arid  open with wordpad
agave is the first plant
and add the following code after      "<fertilityMin>0.3</fertilityMin>"

      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
      </sowTags>

Then change the harvest yield size to like 10
How do I pack it into a standalone mod?

You don't need to if you are just doing this for yourself. When you edit the core game files it just works. No need to make a whole separate mod unless you plan on releasing it for others to download and use.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Reaper on May 11, 2016, 04:39:01 AM
We all should just make alot of tiny edits and remember where they all are?  I think I am not the only one with a agave issue. If someone did make such a mod it would be helpful to mote than just me. (because I somehow keep failing)
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 11, 2016, 10:52:52 PM
Quote from: Reaper on May 11, 2016, 04:39:01 AM
We all should just make alot of tiny edits and remember where they all are?  I think I am not the only one with a agave issue. If someone did make such a mod it would be helpful to mote than just me. (because I somehow keep failing)

Ah its okay. I found some time to make a small mod for you.

And if your the only person in the world that uses it. Thats fine too! I made it just for you.

Download Below :

[attachment deleted by admin - too old]
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Reaper on May 12, 2016, 12:48:55 AM
Ah thanks and apparently it has already been downloaded by someone other than me. Would you mind Putting it at the bottom of the main post
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 12, 2016, 01:34:26 AM
Anyone here who uses the PLANT24H mod can make it work with this mod fairly easily, and also dismar should patch his next version to remove his plantbase and treebase definitions as they are no longer needed.

In Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now. So as long as PLANT24H is loaded first, or above other garden mods, you can make them work with it pretty easily by going into the mod and removing the "PlantBase" definition in them. This will then force them to use the PLANT24H "PlantBase" and therefore they will work properly.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 12, 2016, 02:45:17 AM
Quote from: duduluu on May 09, 2016, 09:25:56 AM
hello
a problem
can not cook tacos
because can not choise cornmeal in the ingredients
look the screenshot

Here is the fix, Edit recipes_cookstove.xml in the mod.

Search for the taco recipe and remove the
        <li>AllowPlantFood</li>

In the <disallowedSpecialFilters> section

It seems the ingredients are classified as non nutritious items and that recipe specifically blocks them.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 12, 2016, 07:30:42 AM
Hey thanks for finding that. I haven't had the time to do it yet.  I'll be updating it in a few days
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 12, 2016, 12:57:37 PM
No problem, thanks for making your mod. I find your values for plasteel and steal leaf plants to be too low but overall I like the changes you made to cooking and gardens because it adds more variety to the base game! Thanks a lot for your work.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 12, 2016, 02:12:37 PM
Quote from: hoochy on May 12, 2016, 12:57:37 PM
No problem, thanks for making your mod. I find your values for plasteel and steal leaf plants to be too low but overall I like the changes you made to cooking and gardens because it adds more variety to the base game! Thanks a lot for your work.

Yea I set the values are pretty low so not to be cheaty on growing resources but I might need to balance them and all plaints again due to the change in length of day. So be on the look out for a small update this weekend!
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hoochy on May 12, 2016, 11:53:31 PM
Quote from: dismar on May 12, 2016, 02:12:37 PM
Quote from: hoochy on May 12, 2016, 12:57:37 PM
No problem, thanks for making your mod. I find your values for plasteel and steal leaf plants to be too low but overall I like the changes you made to cooking and gardens because it adds more variety to the base game! Thanks a lot for your work.

Yea I set the values are pretty low so not to be cheaty on growing resources but I might need to balance them and all plaints again due to the change in length of day. So be on the look out for a small update this weekend!

Balance them in regards to prices at trade. ie Look at what potatoes are worth, how fast they grow, etc, and then pop the same values in for the resources.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Boston on May 17, 2016, 03:51:19 PM
Hello,

after downloading and implementing the latest version of Combat Realism, I apparently cannot grow hops any more. I can grow literally every other plant that is added by this mod, just no hops.

From what it looks like, the "blazebulb" plant introduced in Combat Realism might have "replaced" hops on the growing list.

Any idea of what I could do to fix this?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 17, 2016, 04:53:21 PM
Quote from: Boston on May 17, 2016, 03:51:19 PM
Hello,

after downloading and implementing the latest version of Combat Realism, I apparently cannot grow hops any more. I can grow literally every other plant that is added by this mod, just no hops.

From what it looks like, the "blazebulb" plant introduced in Combat Realism might have "replaced" hops on the growing list.

Any idea of what I could do to fix this?
Soooooo i'll give you two options for a fast fix for this!.....
First you could just more my mod to loading after CR and my hops will over write the CR

OR

You could go into CR and change his blazebulb <defname> from hops to like hoooppps or anything really and it will stop taking the place of the real hops defs.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Lexmechanic on May 18, 2016, 04:11:45 PM
I'll be trying out this mod shortly. :) It looks fantastic.

Minor corrections:
1. You didn't list coffee beans under other new crops for cooking?
2. You also had a typo, "flaw flowers" instead of flax under Grow Textiles.
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 18, 2016, 06:11:42 PM
Quote from: Lexmechanic on May 18, 2016, 04:11:45 PM
I'll be trying out this mod shortly. :) It looks fantastic.

Minor corrections:
1. You didn't list coffee beans under other new crops for cooking?
2. You also had a typo, "flaw flowers" instead of flax under Grow Textiles.

well in my defense.. W and X are on the same keyboard!

I am working on a large re-balance. Mainly just fixing grow time and vendor cost due to the change in day length in a13. And visiting steel and plasteel plants.

And I have fixed all the found bugs plus a few i found for the next update!
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Exende on May 20, 2016, 05:45:35 PM
also, I think there are nullreference exceptions going on when the gleamcap releases it's smoke
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 20, 2016, 06:26:56 PM
Quote from: Exende on May 20, 2016, 05:45:35 PM
also, I think there are nullreference exceptions going on when the gleamcap releases it's smoke

Think you mean that for Rikki's mushroom mod. I don't have gleamcap's :)
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Exende on May 20, 2016, 06:45:07 PM
ah, my mistake, yeah that was the caveflora mod, whoops!
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: Exende on May 22, 2016, 04:17:47 PM
Oh, and also, is Plow Soil supposed to be unlocked at Soil Reclamation II?  because it unlocks at I for me, (giving me both till soil and plow soil at the same tech)
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on May 22, 2016, 04:48:50 PM
Quote from: Exende on May 22, 2016, 04:17:47 PM
Oh, and also, is Plow Soil supposed to be unlocked at Soil Reclamation II?  because it unlocks at I for me, (giving me both till soil and plow soil at the same tech)

Yip suppost to be 2. Ive fixed this for the next version
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: hunterofnecros on June 01, 2016, 09:31:31 AM
Hey I couldnt seem to find the anser previously so how do you make soy milk?
Title: Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
Post by: dismar on June 01, 2016, 02:59:50 PM
Quote from: hunterofnecros on June 01, 2016, 09:31:31 AM
Hey I couldnt seem to find the anser previously so how do you make soy milk?

I Believe I put that under the brewery :)

Update coming soon, testing about done!
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 10, 2016, 01:00:41 AM
Veg Garden 3.6b release!

Balances and Fixes.
-Recipes were fixed.
-Crops re-balanced from the change in length of day in a13.
-Different bugs found on the last few pages fixed :)

As always upgrading old saves at your own risk. Please delete old version completely before installing new versions. Let me know!
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: cuproPanda on June 10, 2016, 10:54:13 AM
Just downloaded 3.6b, haven't had a chance to play yet (doing preliminary work on an A14 patch using new stuff I added). I noticed you're still using the BiomeDefs to generate plants. Since each mod's BiomeDefs overwrite the ones that come before it, you may want to consider using <wildBiomes>, since that doesn't get overridden by other mods. I attached an image showing the full usage of it. It spawns in every biome, but less common in hostile biomes.

[attachment deleted by admin - too old]
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 10, 2016, 11:12:12 AM
Quote from: cuproPanda on June 10, 2016, 10:54:13 AM
Just downloaded 3.6b, haven't had a chance to play yet (doing preliminary work on an A14 patch using new stuff I added). I noticed you're still using the BiomeDefs to generate plants. Since each mod's BiomeDefs overwrite the ones that come before it, you may want to consider using <wildBiomes>, since that doesn't get overridden by other mods. I attached an image showing the full usage of it. It spawns in every biome, but less common in hostile biomes.


Thank you for this!! I will def. look into this.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: DFC on June 11, 2016, 12:14:46 AM
Quote from: dismar on June 10, 2016, 01:00:41 AM
Veg Garden 3.6b release!

Balances and Fixes.
-Recipes were fixed.
-Crops re-balanced from the change in length of day in a13.
-Different bugs found on the last few pages fixed :)

As always upgrading old saves at your own risk. Please delete old version completely before installing new versions. Let me know!

Upgraded off 3.6b on existing colony. Everything still not on fire yet, it seems to work fine. Also, the bowl of stew is pretty good for the amount of inputs it takes and how early it is unlocked.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: cuproPanda on June 13, 2016, 09:08:14 PM
So, tequila is worth $75 a bottle, which means when I make a crate of it (75 bottles in a crate, A14 version stuff) it's worth $5625! Talk about liquid gold!

Do you plan on keeping the price the same? I can always make the brewing take longer or make my recipe yield less. I guess the price does make sense since you can't grow agave.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 13, 2016, 09:22:38 PM
Quote from: cuproPanda on June 13, 2016, 09:08:14 PM
So, tequila is worth $75 a bottle, which means when I make a crate of it (75 bottles in a crate, A14 version stuff) it's worth $5625! Talk about liquid gold!

Do you plan on keeping the price the same? I can always make the brewing take longer or make my recipe yield less. I guess the price does make sense since you can't grow agave.

weird should be like 17. And you can grow Agave. :)
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: cuproPanda on June 13, 2016, 10:28:06 PM
Quote from: dismar on June 13, 2016, 09:22:38 PM
Quote from: cuproPanda on June 13, 2016, 09:08:14 PM
So, tequila is worth $75 a bottle, which means when I make a crate of it (75 bottles in a crate, A14 version stuff) it's worth $5625! Talk about liquid gold!

Do you plan on keeping the price the same? I can always make the brewing take longer or make my recipe yield less. I guess the price does make sense since you can't grow agave.

weird should be like 17. And you can grow Agave. :)

I see. I was talking about the base game, I didn't realize you added it.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 14, 2016, 04:27:58 AM
Quote from: cuproPanda on June 13, 2016, 10:28:06 PM
Quote from: dismar on June 13, 2016, 09:22:38 PM
Quote from: cuproPanda on June 13, 2016, 09:08:14 PM
So, tequila is worth $75 a bottle, which means when I make a crate of it (75 bottles in a crate, A14 version stuff) it's worth $5625! Talk about liquid gold!

Do you plan on keeping the price the same? I can always make the brewing take longer or make my recipe yield less. I guess the price does make sense since you can't grow agave.

weird should be like 17. And you can grow Agave. :)

I see. I was talking about the base game, I didn't realize you added it.

Oh yeah, I've taken everything that grows and changed it. Sadly i've found a huge bug in my mod and will be pushing an update later today. And thats in the long game Grass will slowly die off your world! lol The grow time is set to the old time and it not set to speed seeds :(

I test my mod by building a full end game base and run for a few hours at 4x speed to watch the pawns live their lives! And I seen in my last two games like these that grass just dies off around the map! But it's an easy fix atleast you just don't really see it unless you look at the long game.

I'm also getting ready to add Xtra plants! into my mod thanks to Igabod for sending me the art and permission to revive that mod (New trees and flowers and such). And i'm working on a deep storage for my mod as well. Something along the line of Kompressed Resources / Storage crates just less fancy. Boxes to put crap in! lol
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: Exende on June 14, 2016, 02:10:16 PM
is there a chance you might tell me which individual files got changed so I can just replace those?  (because I made a bunch of modifications to the mod like having additional prerequisites (Agriculture to Soil Reclamation, among others) and would prefer not to have to do those again :D)
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 14, 2016, 02:50:38 PM
Quote from: Exende on June 14, 2016, 02:10:16 PM
is there a chance you might tell me which individual files got changed so I can just replace those?  (because I made a bunch of modifications to the mod like having additional prerequisites (Agriculture to Soil Reclamation, among others) and would prefer not to have to do those again :D)

I think you'd be okay just grabbing :
Cultivated_Plants in thing defs
and the recipedefs folder.
those are were most of the magic happened.

Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: LetheNyx on June 14, 2016, 07:40:18 PM
So I'm wanting to use this (seeds version) with the ed 24 hour crop growth but I think they would need the assemblies to kinda... merge together in order to play nicely...

Any chance this could happen?
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on June 14, 2016, 09:32:57 PM
Quote from: LetheNyx on June 14, 2016, 07:40:18 PM
So I'm wanting to use this (seeds version) with the ed 24 hour crop growth but I think they would need the assemblies to kinda... merge together in order to play nicely...

Any chance this could happen?

You would have to find someone to code that, i cannot.
Title: Re: [A13] Vegetable Garden v3.6b [6/14/16] Balances and fixes!
Post by: dismar on June 14, 2016, 11:48:22 PM
There is a New version of 3.6b uploaded. The only change should be the change to Grass.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on July 10, 2016, 07:25:53 PM
OH MY! with a14 around the corner it's time for mod changes!!
Coming soon...
Veg Garden 4.0!
-Overhualed the oven and canning stove! New recipes and items added to those!
-New recipes :
Polenta -New raw base food added. Made from cornmeal. Ate raw, baked, or grilled.
Dough - Simplify all those baking recipes! Vegan options in making it.
Recipes moved around and Bulk recipes added for QoL.
Corn Bread, Corn Muffins, Muffins, Chocolate Muffins, Baked Polenta, Grilled Polenta

-Xtra Plants (https://ludeon.com/forums/index.php?topic=7328.msg139672#msg139672)- Igabond has asked me to keep his old mod alive! and it's here! Flowers, Tree's and a few new fruit bearing tree's!
-Biome friendly coding! Now works passively with other mods!
-Recipe Tweaks!
-Blended Leathers - New loom recipe to combine leathers to make a simple new leather. Get rid of those odd amount of unusable leathers!
-Changelog added in About dir!
and many more!

No new download until it's updated to a14.

(http://i.imgur.com/yAiirra.png)
(http://i.imgur.com/jyZ06jO.png)
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: notfood on July 10, 2016, 07:35:47 PM
Yum, looks good.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: kaptain_kavern on July 10, 2016, 08:52:44 PM
I like very much this mod. I'm gonna try the new version in my next colony.

ATM i play with Arbitration modpack and i'm not sure i can include this one to the mix ;)

Thank you for the mod
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: Djinfa on July 11, 2016, 03:26:08 PM
Nice Mod,

but i have a Problem.

When i activate the MOD then my normal tailoring table and the electric one are gone.... and i have no chance to Craft some Clothes for my Kolonists.

Can u Help with this Problem?


greetz Djinfa
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on July 11, 2016, 03:29:28 PM
Quote from: Djinfa on July 11, 2016, 03:26:08 PM
Nice Mod,

but i have a Problem.

When i activate the MOD then my normal tailoring table and the electric one are gone.... and i have no chance to Craft some Clothes for my Kolonists.

Can u Help with this Problem?


greetz Djinfa

research cloth weaving?
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: Djinfa on July 11, 2016, 03:35:16 PM
hmm... dont have cloth weaving for research :) i have cooking1 2, agriculture1 2 3 and soil reclamation1 2
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on July 11, 2016, 03:41:00 PM
Quote from: Djinfa on July 11, 2016, 03:35:16 PM
hmm... dont have cloth wearing for research :) i have cooking1 2, agriculture1 2 3 and soil reclamation1 2

are you playing an English language of rimworld?

and it name is :
      Cloth Weaving and Tailoring
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: Djinfa on July 11, 2016, 03:46:03 PM
Play german Version, but that doesnt matter and i found nothing with Cloth Weaving and Tailoring :(
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on July 11, 2016, 03:49:12 PM
Quote from: Djinfa on July 11, 2016, 03:46:03 PM
Play german Version, but that doesnt matter and i found nothing with Cloth Weaving and Tailoring :(

If you play in a language other then English the Cloth research disappears :( I never fixed this because in the next version I have removed the research.
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: Djinfa on July 11, 2016, 03:55:16 PM
Ah yes :) on englisch Version it works:))

Nice thanks for u fast help  ;D


edit: btw i can change back the language after i researched it
Title: Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
Post by: dismar on July 11, 2016, 10:46:49 PM
Quote from: Djinfa on July 11, 2016, 03:55:16 PM
Ah yes :) on englisch Version it works:))

Nice thanks for u fast help  ;D


edit: btw i can change back the language after i researched it

should be able too! and you are welcome
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 15, 2016, 09:00:49 PM
Alpha 14 change log :
6/20/16
-xtra! flowers added
-xtra! trees added

6/21/16
-Added Snow Beets. Don't die from cold weather.

6/22/16
-Added Recipes :
Polenta
Corn Bread
Corn Muffins
Muffins
Chocolate Muffins
Baked Polenta
Grilled Polenta

6/23/16
-Pressure Cooker table changed to Food Prep table.
-Food Table art cleaned up
-Oven now only for baking, lots of new recipes.
-Recipes balanced.
-Dough recipe added all baked goods recipe.
-Dough recipe vegan ingredents added.
-All misc recipes moved on to Food Prep Table.
-Milk and Soy Milk moved to Cooking Ingredents.
-Aniaml chow removed due to Kibble.
-Bulk Polenta recipe added.

7/1/16 14.1220 Build
-Update to new version
-Recipetweeks
-Biome compatibility -added
-Biomes spawns tweaked

7/5/16 ~14.1226
-Bleneded leathers added.
-Apparel Salavaging.
-KeyBindings Fixed.

7/10/16 ~14.1230
-Typo's
-Recipes on wrong tables

7/12/16 ~14.1232
-2 more sizes of hydroponics tables added. One unpowered poor. One advance with research.

7/13/16 ~14.1233
-2 sizes of sunlights added mini and small.
-research for advanced hydoponics added.
-research removed for plants now only req skill.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 15, 2016, 09:53:55 PM
Thanks for the update! I'm playing with it.

Modular versions of the hydrophonic tables would be nice.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 15, 2016, 09:57:43 PM
Quote from: notfood on July 15, 2016, 09:53:55 PM
Thanks for the update! I'm playing with it.

Modular versions of the hydrophonic tables would be nice.

I'm going to add 1x1 linking of all the tables. I just ran out of time for 14 release! thanks tho!!!!
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 15, 2016, 10:15:48 PM
(http://i.imgur.com/z6f219P.png)

This is probably an oversight, food prep table looks stretched, I think it's natural size was 2x1.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 15, 2016, 10:21:05 PM
yeah, just stretched for now :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 16, 2016, 10:47:16 AM
Quote from: notfood on July 15, 2016, 10:15:48 PM
(http://i.imgur.com/z6f219P.png)

This is probably an oversight, food prep table looks stretched, I think it's natural size was 2x1.

damn lazy modder. fixed on steam release! and in next push for forum.

Also there was a bug reported on steam. Please report here so I can respond better.
I cannot recreate the bug of bodies disappearing on permafrost. And i've killed a lot trying :)
(http://i.imgur.com/zuBLRXJ.jpg)


[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 16, 2016, 12:40:05 PM
I've gotten disappearing bodies as well. I don't think it's your mod though.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Devstorm on July 16, 2016, 04:35:09 PM
I had that happen too, and I didn't have your mod..yet. I had CCL and Balancing Act. Turned off Balancing Act and haven't had a body disappear since.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: hoochy on July 16, 2016, 08:37:03 PM
It would be great if you could add gold leaf, and the other resources which you can only find mining like uranium. I love the concept of growing resources from the ground, the only thing that would make it better is the ground eventually runs out of those minerals and can no longer grow them.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 17, 2016, 12:36:22 AM
Plants don't grow ores...

You may want the mining station from Industrialization (https://ludeon.com/forums/index.php?topic=8902.0). It's a logical renewable source of minerals.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 17, 2016, 01:50:30 AM
Quote from: notfood on July 17, 2016, 12:36:22 AM
Plants don't grow ores...
[...]

In fact in this mod, yes they do ...

Quote from: dismar on May 07, 2015, 10:52:34 AM
Grow Resources:
- Grow Steel leaf and Plasteel leaf (research Electric Smelter) which soak up minerals from the ground.  Extract the minerals into ores at the Electric Smelter.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 17, 2016, 02:16:17 AM
Oh, surprise...
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: rekasa on July 17, 2016, 03:45:31 AM
Sorry if this has already been asked before, but at which crafting station do you refine steelleaf into steel?
I've tried a couple without any luck. :c
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 17, 2016, 08:12:12 AM
Quote from: dismar on May 07, 2015, 10:52:34 AM
Grow Resources:
- Grow Steel leaf and Plasteel leaf (research Electric Smelter) which soak up minerals from the ground.  Extract the minerals into ores at the Electric Smelter.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 17, 2016, 08:55:44 PM
Quote from: kaptain_kavern on July 17, 2016, 08:12:12 AM
Quote from: dismar on May 07, 2015, 10:52:34 AM
Grow Resources:
- Grow Steel leaf and Plasteel leaf (research Electric Smelter) which soak up minerals from the ground.  Extract the minerals into ores at the Electric Smelter.

I dont think it even has the research any more :)

Just look at the pictures n the front page if you need to know what makes what. the items are under the tables that make them  :P
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Savage117 on July 18, 2016, 07:04:42 PM
I am unable to build the Oven with anything other than Granite Blocks, I am playing on a map without granite, so this makes it kinda difficult to build the oven. Is this a bug, or is it intended?

I know in real life many kinds of stone wouldn't work well for an oven, due to low heat tolerances or leeching toxins. But for the game maybe it could be forgiven for balancing reasons?

Its just a suggestion, I know I can get granite from traders and such, but that means I have to wait around for the right trader just to make a simple oven.

Thank you for this mod, it makes cooking and farming a lot more enjoyable and immersive.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 18, 2016, 07:42:12 PM
Quote from: Savage117 on July 18, 2016, 07:04:42 PM
I am unable to build the Oven with anything other than Granite Blocks, I am playing on a map without granite, so this makes it kinda difficult to build the oven. Is this a bug, or is it intended?

I know in real life many kinds of stone wouldn't work well for an oven, due to low heat tolerances or leeching toxins. But for the game maybe it could be forgiven for balancing reasons?

Its just a suggestion, I know I can get granite from traders and such, but that means I have to wait around for the right trader just to make a simple oven.

Thank you for this mod, it makes cooking and farming a lot more enjoyable and immersive.

SO here is the thing, by default the game just picks Granite block for any thing "stony" or made of stone. Once you have any thing else in your stock pile it let you pick it when you click :
(http://i.imgur.com/4wJ6Nl6.jpg)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Savage117 on July 18, 2016, 08:02:48 PM
Quote from: dismar on July 18, 2016, 07:42:12 PM
Quote from: Savage117 on July 18, 2016, 07:04:42 PM
I am unable to build the Oven with anything other than Granite Blocks, I am playing on a map without granite, so this makes it kinda difficult to build the oven. Is this a bug, or is it intended?

I know in real life many kinds of stone wouldn't work well for an oven, due to low heat tolerances or leeching toxins. But for the game maybe it could be forgiven for balancing reasons?

Its just a suggestion, I know I can get granite from traders and such, but that means I have to wait around for the right trader just to make a simple oven.

Thank you for this mod, it makes cooking and farming a lot more enjoyable and immersive.

SO here is the thing, by default the game just picks Granite block for any thing "stony" or made of stone. Once you have any thing else in your stock pile it let you pick it when you click :
(http://i.imgur.com/4wJ6Nl6.jpg)

I guess its a bug then, I had a large stockpile of marble blocks and it still said I didn't have the right materials in stock when clicking on the oven. I don't even get a popup over the oven when clicking on it, like your picture shows. Maybe I got a corrupt version, using the steam workshop version at the moment, or its conflicting with one of my other mods. I have to start a new tribe anyway, so I will re-install the mod by itself and try again.

Thank you for the quick and helpful reply.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 18, 2016, 08:46:16 PM
Hmmm I installed on my laptop using steam and installed the steam version of my mod. Started a new game using only the Garden and core. I was able to build it using slate with no issues :(
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: 123nick on July 18, 2016, 11:14:46 PM
quick question: do you know all the mods that require a patch too run with vegetable garden 4?  im asking because although it does seem neat, most other mods require a compatibility patch too work with it, and im using a whole bunch of mods.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 18, 2016, 11:25:25 PM
Quote from: 123nick on July 18, 2016, 11:14:46 PM
quick question: do you know all the mods that require a patch too run with vegetable garden 4?  im asking because although it does seem neat, most other mods require a compatibility patch too work with it, and im using a whole bunch of mods.

As far as I know there is only one mod that has a patch and that Plant Savers. Not many other mods mess with the stuff i my mod.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 19, 2016, 04:05:53 AM
Hi Dismar,

As always super nice work on the last update.

May i suggest you to make it clearly write somewhere that you need Electricity + Advance Cooking research for the electrical stove ? Maybe on Advance Cooking research description?

Again THX for that mod, Vanilla feel empty without it ;)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Ptolisgoodguy on July 19, 2016, 04:43:32 AM
Is there a way to edit the biome def in the mod files, I can't seem to find it?
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 19, 2016, 05:09:27 AM
Look in the biomedefs folder ;-)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Ptolisgoodguy on July 19, 2016, 06:25:05 AM
As far as I can see, there isn't one.


[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 19, 2016, 11:43:10 AM
Ok my bad, things have changed again ;)

Look in each files in ThingDefs_Plants folder. And in these, look for the tag <wildBiomes>.

Ex: <ThingDef ParentName="FruitTreeBase">
    <defName>FigTree</defName>
    <label>fig tree</label>
    <description>A fruit bearing tree that grows figs and is not destroyed when picked.</description>
    <graphicData>
      <texPath>Things/Plants/FigTree</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <plant>
      <growDays>12</growDays>
      <harvestedThingDef>Rawfig</harvestedThingDef>
<wildBiomes>
        <AridShrubland>0.01</AridShrubland>
        <Desert>0.01</Desert>
</wildBiomes>
    </plant>
  </ThingDef>


I guess those numbers are somewhat percentage of chance to appear in those biome.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 19, 2016, 11:48:52 AM
Hehehe  seamless way to add to a biome
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: notfood on July 19, 2016, 11:58:00 AM
Without Enviroseeds to balance it out, being able to grow anything feels so... so dirty. I pretty much cover the map with everything, help me.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: rekasa on July 20, 2016, 12:39:31 AM
I can't seem to find Kibble in the list of meals to stockpile.
It'd logically be here, right?
http://i.imgur.com/c7kH7R3.png

I don't want my bunnies to starve.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 20, 2016, 12:47:10 AM
Quote from: notfood on July 19, 2016, 11:58:00 AM
Without Enviroseeds to balance it out, being able to grow anything feels so... so dirty. I pretty much cover the map with everything, help me.

Sorry seeds won't be out till I get an updated dll from the hardcore team


Quote from: rekasa on July 20, 2016, 12:39:31 AM
I can't seem to find Kibble in the list of meals to stockpile.
It'd logically be here, right?
http://i.imgur.com/c7kH7R3.png

I don't want my bunnies to starve.

I moved all the pet food to the raw resources in stockpiles.

I'm currently away on a business trip and won't be able to look into my coding till I return at the end of the week. :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: qurffe on July 21, 2016, 03:35:57 AM
Dunno if it is known but using this mod throws a lot of yellow errors, they dont really matter but they are rather annoying if you are trying to find something in output_log. Almost the same thing for like all of the plants:

Config error in PlantPotato: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantPotato: Ingestible with no food type flags.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantCorn: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantCorn: Ingestible with no food type flags.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantRice: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 21, 2016, 08:17:59 AM
I have no errors across 3 pcs. What mods are you using so that I can track down what is over writing the plant patent def.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: qurffe on July 21, 2016, 08:35:44 AM
So i checked a little by myself and it happens when i load ED-OmniGel BEFORE Vegatable Garden, if i load omnigel after garden it doesnt appear anymore. unfortunately mod config file doesnt cooperate with steam workshop as it only shows string of numbers instead of names.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 21, 2016, 08:42:20 AM
Lol yeah I've run into that workshop annoying thing
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: FailingWasp on July 21, 2016, 06:43:25 PM
Just started using your mod (think I used it before a while back but can't remember) but the one thing that kinda sticks out is the trees, I thought i'd go ahead and create my own version of the ironwood tree (mainly cos that was the first one that I saw in game).

http://i.imgur.com/QNiLj1i.jpg

I can create more / send the image(s) if anyone is interested.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 21, 2016, 07:27:49 PM
Quote from: FailingWasp on July 21, 2016, 06:43:25 PM
Just started using your mod (think I used it before a while back but can't remember) but the one thing that kinda sticks out is the trees, I thought i'd go ahead and create my own version of the ironwood tree (mainly cos that was the first one that I saw in game).

http://i.imgur.com/QNiLj1i.jpg

I can create more / send the image(s) if anyone is interested.

the tree art of the non fruit trees is from  another mod called Xtra Plants that was given into my care in the last update of my mod. I left the original artwork to pay respects to all of Igabod's work :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Adalah217 on July 21, 2016, 07:47:03 PM
Quote from: dismar on July 20, 2016, 12:47:10 AM
Quote from: notfood on July 19, 2016, 11:58:00 AM
Without Enviroseeds to balance it out, being able to grow anything feels so... so dirty. I pretty much cover the map with everything, help me.

Sorry seeds won't be out till I get an updated dll from the hardcore team


I tried taking a look at the assemblies myself. And wow there's quite a few changes that need to be made in order to get it to work from what I saw. It's possible to get seeds up and running of course, but getting the job_sowwithseeds seems to be the problem.

Then again, I have no idea what I'm doing.  :-X
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: FailingWasp on July 21, 2016, 11:38:25 PM
Quote from: dismar on July 21, 2016, 07:27:49 PM
the tree art of the non fruit trees is from  another mod called Xtra Plants that was given into my care in the last update of my mod. I left the original artwork to pay respects to all of Igabod's work :)

Fair enough, I guess that'll explain where I saw them from. Shame they stick out a fair bit compared to everything else on the map, but I understand leaving it as a legacy.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 21, 2016, 11:57:19 PM
Version 4.0a ~14.1241 added to the front page. Has all the bug fixes in it.

It is the same version that is found on steam. the "A" is just added on the dropbox link to change the file naming.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 22, 2016, 12:11:30 AM
Is this correct the missing label error in Workgiver.xml? please?
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 12:20:31 AM
Quote from: kaptain_kavern on July 22, 2016, 12:11:30 AM
Is this correct the missing label error in Workgiver.xml? please?

Hmm dunno I was just playing and had no errors. Yellow or red.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 22, 2016, 12:39:36 AM
Sorry I wasn't specific enough.

The error I speak came from one of Fluffy's tab mods. It has a DLL with a function that look for a label tag in the Worgiver.xml file. I guess it's the Work Tab mod. So it is not a game breaking bug. I tried to add the tag (like in the Core folder, it wasn't long ;-)) and it was OK.

That's all.

I'm here if you think i can provide you more informations man

Edit : The same also came for Hospitality and one of ESM mod ;-)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 22, 2016, 12:59:51 AM
Here is a screenshot

(https://i.imgur.com/64Rt5va.jpg)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: gillotte on July 22, 2016, 09:17:36 AM
Hell. I'm using and enjoying your mod but I can't seen to figure out how to roast the raw coffee beans so I can brew then at the brewery. Any help you can provide would be great.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 22, 2016, 09:31:33 AM
iirc you just need to brew it man, that's all.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 11:30:02 AM
Quote from: kaptain_kavern on July 22, 2016, 09:31:33 AM
iirc you just need to brew it man, that's all.

Kept it simple for now. Might think about bigger thingS later.

Kaptain I really think the issue with might be fluffy's problem ☺ since it seems to span multiple mods.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 22, 2016, 04:06:39 PM
Dearest Dismar,
I'm having the strangest issue with your mod. I've had it since A13, actually.
My colonists really REALLY seriously like 4 meals from this mod. Like, REALLY like it, to the point of them just stuffing their pockets with it.
Check it out:


Ehmergerd! Terfu!
(http://imgur.com/ZjnnN6D.jpg)


Gimme all ur piez!
(http://imgur.com/ATrWB5o.jpg)


My pocketz are bottomless!
(http://imgur.com/9qcW4jp.jpg)


Late to the party  >:(
(http://imgur.com/iJvKJgI.jpg)

I have only your mod loaded along with Core. Nothing else. I only have this issue with those four types of meals from this mod (haven't tested the new cornmeal foods yet)
I recreated this scenario in God Mode, and as soon as I spawned tofu, soy milk, fruit and pumpkin pies, all my colonists rushed to the kitchen and started stuffing their pockets with it.
Log keeps ticking "[pawn_name] started 10 jobs in 10 ticks" and they seem to be stuck in there in 'standing' position, just piling on the goods.  :o

Please, help me. My colonists need you!  ;D
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 04:26:58 PM
I'll take a look into it this weekend. :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 22, 2016, 04:49:43 PM
Bless your heart  :)
Let me know if you need any other info, I'll try to give you logs and such.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 08:57:46 PM
Quote from: CoffeeOMG on July 22, 2016, 04:49:43 PM
Bless your heart  :)
Let me know if you need any other info, I'll try to give you logs and such.

think i may need you save game. i built a base with only those food items. And have no weird issues
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 22, 2016, 09:08:06 PM
is that what you need?

eta: I am in the process of completely removing RimWorld from my system (Steam included) and reinstalling from scratch. I was informed that my playing around with Core back in A13 might have something to do with it, but I have updated to A14 since then, so shouldn't that not be an issue?)

In any case, I really appreciate you looking into it, I am sorry to be such a bother. Most likely, it is my fault somehow, seeing as I am the only one who has this problem.

[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 09:40:24 PM
Yea so I get the error mod mis-match loading just core and my mod so there is something wrong with either your core of my mod being corrupted on your end! so at least we tracked down the errors :P
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 22, 2016, 09:55:22 PM
I just did a complete clean and reinstall (even removed residual files left by RimWorld via cleaner software), loaded up your mod, created a new colony, spawned items... BAM. Same issue. My Core is as pure as a baby unicorn. Hasn't been touchedby my meddling hands (attached new save file from new install. Would have attached my Core, but it's too big, even zipped)).
At least I know the issue is on my side now. Thank you for looking into it. I will try fixing it somehow. Maybe get my hands on a spanking new Core or something.  :-\

Edit: Downloaded brand new RimWorld from Ludeon website, Copied that Core into my Steam folder. Colonists stole all tofu-related meals, but left the pies.
Progress?  :o

Edit 2: Nvm. Pies are gone  :(

[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 22, 2016, 11:56:31 PM
Quote from: CoffeeOMG on July 22, 2016, 09:55:22 PM
I just did a complete clean and reinstall (even removed residual files left by RimWorld via cleaner software), loaded up your mod, created a new colony, spawned items... BAM. Same issue. My Core is as pure as a baby unicorn. Hasn't been touchedby my meddling hands (attached new save file from new install. Would have attached my Core, but it's too big, even zipped)).
At least I know the issue is on my side now. Thank you for looking into it. I will try fixing it somehow. Maybe get my hands on a spanking new Core or something.  :-\

Edit: Downloaded brand new RimWorld from Ludeon website, Copied that Core into my Steam folder. Colonists stole all tofu-related meals, but left the pies.
Progress?  :o

did you delete the old core first before coping over? don't wanna over write that file is a bad thing :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 22, 2016, 11:59:29 PM
oh  yea. Deleted it, then moved the brand new one to that folder.
I'm going to try my husband's version of Rimworld from his laptop, and if it works, I'll just "borrow" it. He's not using any mods anyway....  :P

So sorry to waste your time like that. I really really love your mod, and if I can't fix it, I'll just learn to live with it. Without pies. Or tofu. At least they are not stealing the new corn-related meals Yay! So glad about that.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 12:18:11 AM
Can always try the steam version of the game. I keep the workshop up to date as well since it's a button push. And we will figure it out!
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: ToXeye on July 23, 2016, 12:26:46 PM
laboratory meat, meat flower, or things like red lentils and beans to give the meat [protein] portion of a meal would be nice

*addition* It is made simple this way. I got the idea of a meat flower from vanilla. Even the most basic modder could do this, rather than implementing a whole nutrient system based on reality (or wikipedia hehe). Also, I enjoy your mod. Will try it soon! As soon as my fortress colony grinds to a halt with a brawler pyromaniac.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 12:37:13 PM
Quote from: ToXeye on July 23, 2016, 12:26:46 PM
laboratory meat, meat flower, or things like red lentils and beans to give the meat [protein] portion of a meal would be nice

*addition* It is made simple this way. I got the idea of a meat flower from vanilla. Even the most basic modder could do this, rather than implementing a whole nutrient system based on reality (or wikipedia hehe). Also, I enjoy your mod. Will try it soon! As soon as my fortress colony grinds to a halt with a brawler pyromaniac.

Hmm well I already have 2 meat subs. In tofu and mushrooms. But I might consider another but it does have to be a bit different from what I have.. ☺
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 23, 2016, 04:03:17 PM
Quote from: dismar on July 23, 2016, 12:18:11 AM
Can always try the steam version of the game. I keep the workshop up to date as well since it's a button push. And we will figure it out!

I did. Issue persists on both platforms, even with clean install.
I got the newest version of your mod from this forum and from steam workshop, got brand new Core from Ludeon website (1241 update), still with the same result.
It's mind-boggling. I'm going to try on my husband's laptop now with his own RimWorld version.
Thank you for your patience! I really appreciate your ideas and the time you are willing to spend helping me tackle this issue.

edit: Its happening on my husband's RimWorld too.  :o 
Maybe it's the copy of RimWorld that we have purchased? (makes no sense though). We have one copy purchased through Ludeon website, and he is downloading his versions from that account. I got the key for Steam and run mine though that.
I am really tempted to just buy another copy of RimWorld and see what the heck is going on.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Sarelth on July 23, 2016, 04:29:01 PM
I keep getting the errors on load of the game, it doesn't seem to affect anything in the game, but would love to get rid of the error messages.


[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 04:40:28 PM
Quote from: Sarelth on July 23, 2016, 04:29:01 PM
I keep getting the errors on load of the game, it doesn't seem to affect anything in the game, but would love to get rid of the error messages.

do you have any other mods that effect crops? looks like something is messing with the parent def of crops
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Sarelth on July 23, 2016, 04:43:47 PM
I have a couple things that might do that. Going through my list right now. its rather full...
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 04:49:28 PM
Quote from: Sarelth on July 23, 2016, 04:43:47 PM
I have a couple things that might do that. Going through my list right now. its rather full...

lol mine too take like 2 minutes to turn them all on!

But it someone didn't take the plant parent def out of their mod it will over write the core and yellow break all the plants. Not a big deal but you get a lot of those errors.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Sarelth on July 23, 2016, 05:01:19 PM
I couldn't find anything from a quick look. But knowing what to look for might help with finding it.

Maybe I will look for mods with older versions and go from there.

Thanks

Edit:
Found the issue, it's something in A Dog Said. (Wrong again it seems)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 07:09:38 PM
Quote from: CoffeeOMG on July 23, 2016, 04:03:17 PM
Quote from: dismar on July 23, 2016, 12:18:11 AM
Can always try the steam version of the game. I keep the workshop up to date as well since it's a button push. And we will figure it out!

I did. Issue persists on both platforms, even with clean install.
I got the newest version of your mod from this forum and from steam workshop, got brand new Core from Ludeon website (1241 update), still with the same result.
It's mind-boggling. I'm going to try on my husband's laptop now with his own RimWorld version.
Thank you for your patience! I really appreciate your ideas and the time you are willing to spend helping me tackle this issue.

edit: Its happening on my husband's RimWorld too.  :o 
Maybe it's the copy of RimWorld that we have purchased? (makes no sense though). We have one copy purchased through Ludeon website, and he is downloading his versions from that account. I got the key for Steam and run mine though that.
I am really tempted to just buy another copy of RimWorld and see what the heck is going on.

the only thing I can think of is if you can zip up the whole game and your appdata / Ludeon Studios folder and drop them into like drop box and send me a link so I can see what's going on in your game.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: robohunterx on July 23, 2016, 08:08:27 PM
YOU HAD ME AT COFFEE WITH THIS MOD.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Sarelth on July 23, 2016, 08:46:36 PM
I can not pinpoint my error at all. Its from something interacting with Vegetable Garden, Noku Mushrooms and Ghilliesuits.
I have gone through each mod, I am sure multiple times. I tried disabling 1 or 2 mods at a time to see if that made a difference and still got nowhere. I am lost.

Here is my modlist as it currently is loaded.
Btw, the error seems to come and go with the mods, but not all of them at once...

[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 23, 2016, 09:08:50 PM
Quote from: Sarelth on July 23, 2016, 08:46:36 PM
I can not pinpoint my error at all. Its from something interacting with Vegetable Garden, Noku Mushrooms and Ghilliesuits.
I have gone through each mod, I am sure multiple times. I tried disabling 1 or 2 mods at a time to see if that made a difference and still got nowhere. I am lost.

Here is my modlist as it currently is loaded.
Btw, the error seems to come and go with the mods, but not all of them at once...

Gillie broke you in the Plants_Cultivated.xml file. You can just cut all this out and you should be good :


  <ThingDef Name="PlantBase" Abstract="True">
    <category>Plant</category>
    <thingClass>Plant</thingClass>
    <altitudeLayer>LowPlant</altitudeLayer>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <Flammability>0.8</Flammability>
    </statBases>
    <tickerType>Long</tickerType>
    <selectable>False</selectable>
    <neverMultiSelect>True</neverMultiSelect>
    <drawerType>MapMeshOnly</drawerType>
    <graphicData>
      <shaderType>CutoutPlant</shaderType>
    </graphicData>
    <plant>
      <harvestDestroys>true</harvestDestroys>
      <soundHarvesting>Harvest_Standard</soundHarvesting>
      <soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
      <sowWork>150</sowWork>
      <fertilityMin>0.5</fertilityMin>
      <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
      <topWindExposure>0.01</topWindExposure>
      <visualSizeRange>
        <min>0.3</min>
        <max>1.00</max>
      </visualSizeRange>
    </plant>
  </ThingDef>

  <ThingDef ParentName="PlantBase" Name="TreeBase" Abstract="True">
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
    </statBases>
    <description>A tree.</description>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <selectable>true</selectable>
    <fillPercent>0.35</fillPercent>
    <graphicData>
      <shadowData>
        <volume>(0.3, 0.3, 0.3)</volume>
      </shadowData>
    </graphicData>
    <passability>PassThroughOnly</passability>
    <pathCost>130</pathCost>
    <ingestible>
      <preferability>RawBad</preferability>
      <nutrition>1.50</nutrition>
    </ingestible>
    <plant>
      <soundHarvesting>Harvest_Tree</soundHarvesting>
      <soundHarvestFinish>Harvest_Tree_Finish</soundHarvestFinish>
      <sowWork>1500</sowWork>
      <harvestWork>800</harvestWork>
      <harvestDestroys>true</harvestDestroys>
      <harvestYield>50</harvestYield>
      <harvestTag>Standard</harvestTag>
      <harvestMinGrowth>0.40</harvestMinGrowth>
      <harvestFailable>false</harvestFailable>
      <blockAdjacentSow>true</blockAdjacentSow>
      <sowTags>
        <li>Ground</li>
      </sowTags>
      <visualSizeRange>
        <min>1.3</min>
        <max>2.0</max>
      </visualSizeRange>
      <fertilityMin>0.3</fertilityMin>
      <topWindExposure>0.25</topWindExposure>
      <fertilityFactorGrowthRate>0.5</fertilityFactorGrowthRate>
      <wildClusterSizeRange>
        <min>8</min>
        <max>30</max>
      </wildClusterSizeRange>
      <wildClusterRadius>8</wildClusterRadius>
    </plant>
  </ThingDef>



Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Sarelth on July 23, 2016, 09:27:35 PM
All I can say is thanks. The lack of at least a few yellow errors makes me less stressed already. :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: froggypad on July 24, 2016, 08:28:02 AM
Got tired of seeing piles of unprocessed cotton, so I made a quick mod that uses CCL's automated factory class to add automatic looms, leaf smelters and grinders. Everyone, feel free to use this however you want - including the terrible graphics

https://db.tt/PKsO8I1h (https://db.tt/PKsO8I1h)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Malaras on July 24, 2016, 10:10:36 AM
Quote from: froggypad on July 24, 2016, 08:28:02 AM
Got tired of seeing piles of unprocessed cotton, so I made a quick mod that uses CCL's automated factory class to add automatic looms, leaf smelters and grinders. Everyone, feel free to use this however you want - including the terrible graphics

https://db.tt/PKsO8I1h (https://db.tt/PKsO8I1h)

Your first post and unknown link, no thanks ;)

EDIT: Cleared by Mod, Sorry Froggy. Was just Suspicious to me
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: milon on July 24, 2016, 10:36:06 AM
I checked it out.  Froggypad's link seems to be a legit mod - link goes directly to a .zip file with no popups, banners, redirects, etc.  (But I am using uBlock Origina, so your milesage may vary.)  The zip file has the correct & expected mod folder structure.  It contains XML files and png textures.  No DLL's or other suspicious content.  I have not tried running it yet, but it "shouldn't" be able to harm anything.  But backup your saves & mods if you want to be extra cautious.

@froggypad: Pardon our suspicion.  We've had problems with spam bots etc in the past, so we try to be cautious.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Malaras on July 24, 2016, 10:53:01 AM
Quote from: milon on July 24, 2016, 10:36:06 AM
I checked it out.  Froggypad's link seems to be a legit mod - link goes directly to a .zip file with no popups, banners, redirects, etc.  (But I am using uBlock Origina, so your milesage may vary.)  The zip file has the correct & expected mod folder structure.  It contains XML files and png textures.  No DLL's or other suspicious content.  I have not tried running it yet, but it "shouldn't" be able to harm anything.  But backup your saves & mods if you want to be extra cautious.

@froggypad: Pardon our suspicion.  We've had problems with spam bots etc in the past, so we try to be cautious.

Thanks Milon,
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: FBastos on July 24, 2016, 02:01:32 PM
Awesome mod. Can't play RW without it. ;)
Glad to see it's now on A14.

If think i found a bug. My people is carrying a lot o polenta.

(https://s31.postimg.org/wu6540rdn/rimw01.png)



Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Syntria on July 24, 2016, 03:11:46 PM
Yaaaay! :) My favorite modder! I'm installing this for my stream now. Just loaded up the new version of the game for the first time and knew I couldn't play without this mod. <3
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 24, 2016, 04:14:08 PM
Quote from: FBastos on July 24, 2016, 02:01:32 PM
If think i found a bug. My people is carrying a lot o polenta.

Is your colonist stuck in a "standing" mode when he piles on the polenta? Because that is what I've been dealing with since A13 with tofu products and pies (see page 29 for my similar issue).
I have no solution for you, I'm just here to tell you, I know your pain, bro.  ;D Hopefully your bug is easier to track down and fixed than mine.

Also, Dismar,
Quote from: dismar on July 23, 2016, 12:18:11 AM
the only thing I can think of is if you can zip up the whole game and your appdata / Ludeon Studios folder and drop them into like drop box and send me a link so I can see what's going on in your game.

I'm working on it, will send you provate PM with link today. Thank you!
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 24, 2016, 09:43:55 PM
Yip happens with a few things. I have no idea why either.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: froggypad on July 24, 2016, 10:21:39 PM
Quote from: milon on July 24, 2016, 10:36:06 AM
I checked it out.  Froggypad's link seems to be a legit mod - link goes directly to a .zip file with no popups, banners, redirects, etc.  (But I am using uBlock Origina, so your milesage may vary.)  The zip file has the correct & expected mod folder structure.  It contains XML files and png textures.  No DLL's or other suspicious content.  I have not tried running it yet, but it "shouldn't" be able to harm anything.  But backup your saves & mods if you want to be extra cautious.

@froggypad: Pardon our suspicion.  We've had problems with spam bots etc in the past, so we try to be cautious.
Yeah, no worries - should have uploaded somewhere that lets you see the zip contents before downloading. Thanks for checking
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: amodchecker on July 25, 2016, 03:17:24 PM
Quote from: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops

same here,  i was starting to think id need to try to find an old AA gun and use the flacks from that for flax growing,  il take a look in the XML and see if i can't find a way to put them in the growing menu
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 25, 2016, 03:22:51 PM
Quote from: amodchecker on July 25, 2016, 03:17:24 PM
Quote from: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops

same here,  i was starting to think id need to try to find an old AA gun and use the flacks from that for flax growing,  il take a look in the XML and see if i can't find a way to put them in the growing menu

magic. oh wait science. not WAIT just ask me i wrote it...

In older version of the mod flax flowers where hidden behind devilstrand research. 
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: amodchecker on July 25, 2016, 03:26:43 PM
Quote from: dismar on July 25, 2016, 03:22:51 PM
Quote from: amodchecker on July 25, 2016, 03:17:24 PM
Quote from: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops

same here,  i was starting to think id need to try to find an old AA gun and use the flacks from that for flax growing,  il take a look in the XML and see if i can't find a way to put them in the growing menu

magic. oh wait science. not WAIT just ask me i wrote it...

In older version of the mod flax flowers where hidden behind devilstrand research. 


ah, so thats where it was hiding, i was wondering what research would unlock it,  thanks for the info and update  :)
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 25, 2016, 03:34:23 PM
Quote from: amodchecker on July 25, 2016, 03:26:43 PM
Quote from: dismar on July 25, 2016, 03:22:51 PM
Quote from: amodchecker on July 25, 2016, 03:17:24 PM
Quote from: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops

same here,  i was starting to think id need to try to find an old AA gun and use the flacks from that for flax growing,  il take a look in the XML and see if i can't find a way to put them in the growing menu

magic. oh wait science. not WAIT just ask me i wrote it...

In older version of the mod flax flowers where hidden behind devilstrand research. 


ah, so thats where it was hiding, i was wondering what research would unlock it,  thanks for the info and update  :)


I've since removed it in the last update tho.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Deadman1919 on July 25, 2016, 08:51:31 PM
Quote from: dismar on July 25, 2016, 03:34:23 PM
Quote from: amodchecker on July 25, 2016, 03:26:43 PM
Quote from: dismar on July 25, 2016, 03:22:51 PM
Quote from: amodchecker on July 25, 2016, 03:17:24 PM
Quote from: Deadman1919 on July 25, 2016, 02:39:08 PM
For some reason.. I can't find flax flowers when I'm trying to plant crops

same here,  i was starting to think id need to try to find an old AA gun and use the flacks from that for flax growing,  il take a look in the XML and see if i can't find a way to put them in the growing menu

magic. oh wait science. not WAIT just ask me i wrote it...

In older version of the mod flax flowers where hidden behind devilstrand research. 


ah, so thats where it was hiding, i was wondering what research would unlock it,  thanks for the info and update  :)


I've since removed it in the last update tho.

Going to research it and see if thats the case.. Will reply with update

EDIT: Can confirm, Flax is behind Devilstrand research
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 25, 2016, 09:01:11 PM
update your mod or get the steam version! lol that was removed.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 25, 2016, 11:32:37 PM
Quote from: CoffeeOMG on July 24, 2016, 04:14:08 PM
Quote from: FBastos on July 24, 2016, 02:01:32 PM
If think i found a bug. My people is carrying a lot o polenta.

Is your colonist stuck in a "standing" mode when he piles on the polenta? Because that is what I've been dealing with since A13 with tofu products and pies (see page 29 for my similar issue).
I have no solution for you, I'm just here to tell you, I know your pain, bro.  ;D Hopefully your bug is easier to track down and fixed than mine.

Also, Dismar,
Quote from: dismar on July 23, 2016, 12:18:11 AM
the only thing I can think of is if you can zip up the whole game and your appdata / Ludeon Studios folder and drop them into like drop box and send me a link so I can see what's going on in your game.

I'm working on it, will send you provate PM with link today. Thank you!

Coffee! I've found the issue and am working to fix it. You can thank Kaptain_Kavern for helping tack down the issue. It's too late for me to get it fixed tonight but i'll have a new version out tomorrow.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Warforyou on July 26, 2016, 04:17:14 PM
There is something called "Health drink" that, I think. was supposed to affect blood pumping, that has zero nutrition and thus can not be consumed at all.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 26, 2016, 05:22:05 PM
Quote from: dismar on July 25, 2016, 11:32:37 PM
Coffee! I've found the issue and am working to fix it. You can thank Kaptain_Kavern for helping tack down the issue. It's too late for me to get it fixed tonight but i'll have a new version out tomorrow.

OMG OMG OMG  ;D
I'm sooo happy!! Thank you both so much. I can't wait for the new update. My next colony will finally be able to enjoy all the pies!  ;D
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: kaptain_kavern on July 26, 2016, 05:29:07 PM
So we're strait then Dismarr you know owe me my Boomrat-tree in the game right ? :D
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 26, 2016, 07:06:01 PM
Quote from: Warforyou on July 26, 2016, 04:17:14 PM
There is something called "Health drink" that, I think. was supposed to affect blood pumping, that has zero nutrition and thus can not be consumed at all.

Good thing it was broke! I forgot a decimal and it might have well been called Bleach lol one drink and it killed.  With tonights update i'll have it fixed.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: gillotte on July 26, 2016, 07:21:48 PM
Hi. I'm loving the mod so far but it seems you removed being able to make kibble using hay? Is that going to change in a future update or ? Thanks for any information you can provide.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 26, 2016, 07:40:03 PM
Quote from: gillotte on July 26, 2016, 07:21:48 PM
Hi. I'm loving the mod so far but it seems you removed being able to make kibble using hay? Is that going to change in a future update or ? Thanks for any information you can provide.

OH thank you! i changed its location didn't realize the recipe was location dependent! I will fix it and push in next update tonight
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Demonlord091 on July 26, 2016, 07:48:56 PM
I've begun to notice that, when the colony has a few prisoners lurking about, they are unable to feed them the raw fruit from the trees.

While this isn't a major problem it is a bit odd that they would rather starve than eat fruit.

Any idea what the cause is?
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 26, 2016, 08:10:43 PM
Quote from: Demonlord091 on July 26, 2016, 07:48:56 PM
I've begun to notice that, when the colony has a few prisoners lurking about, they are unable to feed them the raw fruit from the trees.

While this isn't a major problem it is a bit odd that they would rather starve than eat fruit.

Any idea what the cause is?

I had a issue like that from using an old version of CCL
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 26, 2016, 11:19:16 PM
Version 4.0b uploaded to here and updated on Steam!


7/26/16
-New Resources added!
-Hauling bug finally fixed!
-Kibble recipe kinda fixed and working!
-Health Drink fixed. No longer bleach like.

7/25/16
-Meals fixed finally!
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: Adalah217 on July 26, 2016, 11:46:23 PM
Quote from: dismar on July 26, 2016, 11:19:16 PM
Version 4.0b uploaded to here and updated on Steam!


7/26/16
-New Resources added!
-Hauling bug finally fixed!
-Kibble recipe kinda fixed and working!
-Health Drink fixed. No longer bleach like.

7/25/16
-Meals fixed finally!

Awesome! Thanks as always!

Any chance for a seeds patch?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: kaptain_kavern on July 26, 2016, 11:57:41 PM
YaY
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: dismar on July 27, 2016, 12:00:29 AM
Quote from: Adalah217 on July 26, 2016, 11:46:23 PM
Quote from: dismar on July 26, 2016, 11:19:16 PM
Version 4.0b uploaded to here and updated on Steam!


7/26/16
-New Resources added!
-Hauling bug finally fixed!
-Kibble recipe kinda fixed and working!
-Health Drink fixed. No longer bleach like.

7/25/16
-Meals fixed finally!

Awesome! Thanks as always!

Any chance for a seeds patch?

If no more trouble shooting. Seeds will begin this weekend.
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: CoffeeOMG on July 27, 2016, 03:14:53 PM
Quote from: dismar on July 26, 2016, 11:19:16 PM
Version 4.0b uploaded to here and updated on Steam!

7/26/16
-New Resources added!
-Hauling bug finally fixed!
-Kibble recipe kinda fixed and working!
-Health Drink fixed. No longer bleach like.

7/25/16
-Meals fixed finally!

;D W00t W00t! Many thanks for your hard work. You are awesome!
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Delerium76 on July 27, 2016, 08:10:48 PM
Not sure if this is intended or not, but the recipes for stir-fry and pot of stew both use numerical quantities of ingredients instead of nutritional values like the rest.  Not all ingredients have the same nutrition like mushrooms (0.12) vs meat (0.05) or more drastically most vegetables (0.05) vs fruit (0.25).  Normally there's a net gain in nutrition in every single dish, otherwise what's the point?

Example:
Pot of stew using vanilla ingredients:
cost 60 * 0.05 + 60 * 0.05 = 6 nutrition
provides 8 * 1 = 8 nutrition
net gain, 2 nutrition plus buffs.

Pot of stew using mushrooms and fruit:
cost 60 * 0.12 + 60 * 0.25 = 22.2 nutrition
provides 8 * 1 = 8 nutrition.
net gain, -14.2 nutrition plus buffs

That's a HUGE loss!  Perhaps these recipes could be changed to nutrition based requirements, for stew it would be something like 3.0 nutrition of meat, and 3.0 nutrition of vegetables?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on July 27, 2016, 08:17:25 PM
Quote from: Delerium76 on July 27, 2016, 08:10:48 PM
Not sure if this is intended or not, but the recipes for stir-fry and pot of stew both use numerical quantities of ingredients instead of nutritional values like the rest.  Not all ingredients have the same nutrition like mushrooms (0.12) vs meat (0.05) or more drastically most vegetables (0.05) vs fruit (0.25).  Normally there's a net gain in nutrition in every single dish, otherwise what's the point?

Example:
Pot of stew using vanilla ingredients:
cost 60 * 0.05 + 60 * 0.05 = 6 nutrition
provides 8 * 1 = 8 nutrition
net gain, 2 nutrition plus buffs.

Pot of stew using mushrooms and fruit:
cost 60 * 0.12 + 60 * 0.25 = 22.2 nutrition
provides 8 * 1 = 8 nutrition.
net gain, -14.2 nutrition plus buffs

That's a HUGE loss!  Perhaps these recipes could be changed to nutrition based requirements, for stew it would be something like 3.0 nutrition of meat, and 3.0 nutrition of vegetables?
Perhaps
Title: Re: [A14] Vegetable Garden v4.0 ~0.14.1234 [7/15/16] Alpha 14 Launch
Post by: FBastos on July 27, 2016, 08:19:53 PM
Quote from: dismar on July 26, 2016, 11:19:16 PM
Version 4.0b uploaded to here and updated on Steam!


7/26/16
-New Resources added!
-Hauling bug finally fixed!
-Kibble recipe kinda fixed and working!
-Health Drink fixed. No longer bleach like.

7/25/16
-Meals fixed finally!

Thank you.
This update fix my settler's polenta obsession. :)


Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: ebonyrose on July 30, 2016, 05:05:09 AM
any updates for the latest patch coming ?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on July 30, 2016, 08:04:23 AM
Should work fine. I was playing in it last night
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Delmain on July 31, 2016, 10:17:46 PM
I'd been playing all day today (with a host of mods) without any problems, but I took a break about 2 hours ago and when I load in now I get tons of NullReferenceExceptions in some CCL code that I think is from the recent Vegetable Garden update. Debug log screen shot below.

http://steamcommunity.com/sharedfiles/filedetails/?id=735410644

I'm going to try to recreate this now on a clean map (only CCL + Vegetable Garden), but it's going take a bit, and from the log and the update timing, it seems likely related. Do you have any idea what might have happened?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 01, 2016, 12:37:06 AM
Quote from: Delmain on July 31, 2016, 10:17:46 PM
I'd been playing all day today (with a host of mods) without any problems, but I took a break about 2 hours ago and when I load in now I get tons of NullReferenceExceptions in some CCL code that I think is from the recent Vegetable Garden update. Debug log screen shot below.

http://steamcommunity.com/sharedfiles/filedetails/?id=735410644

I'm going to try to recreate this now on a clean map (only CCL + Vegetable Garden), but it's going take a bit, and from the log and the update timing, it seems likely related. Do you have any idea what might have happened?

Looks like an issue with CCL. My mod doesn't affect job toils. aka how the pawns decide what they need to do and how.

The last two steam up dates were small ones. Normally red errors happen from deleting something out of the game. Which I only delete things during alpha changes.

You might pop over to the github of CCL and see if there is a error like yours there
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 01, 2016, 10:21:32 AM
ThoughtsFromIngesting is calling the ThingDef, perhaps something missing in the vegetable def?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 01, 2016, 11:05:20 AM
I've run ccl since launch with no issues between the two. I would need to know what is the meal chasing issues. And what version of both mods are used.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 01, 2016, 11:17:36 AM
Yeah, Delmain try to reproduce it without CCL.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: biship on August 01, 2016, 01:07:59 PM
I too am getting this error now. I can't pinpoint the mod causing it. It makes the pawns stand around doing nothing.

Eve threw exception while determining job (main): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.Detour._FoodUtility._ThoughtsFromIngesting (Verse.Pawn ingester, Verse.Thing t) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility._FoodSourceOptimality (Verse.Pawn eater, Verse.Thing t, Single dist) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn eater, IntVec3 root, System.Collections.Generic.List`1 searchSet, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn eater, IntVec3 root, System.Collections.Generic.List`1 searchSet, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._FoodUtility._BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowLiquor, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Detour._JobGiver_GetFood._TryGiveJob (RimWorld.JobGiver_GetFood obj, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 01, 2016, 01:28:02 PM
Do you have a lot of mods? can you list them?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: biship on August 01, 2016, 02:00:19 PM
An embarrassing amount.

<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Expanded Traits</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>Miscellaneous 'CORE'</li>
<li>Hospitality</li>
<li>Work Tab</li>
<li>Area Unlocker</li>
<li>Follow Me!</li>
<li>Zoom to Mouse</li>
<li>Medical Tab</li>
<li>A Dog Said...</li>
<li>Colony Manager</li>
<li>Animals Tab</li>
<li>Relations Tab</li>
<li>Blueprints</li>
<li>[T] MoreFloors</li>
<li>Efficient Light</li>
<li>Storage Search</li>
<li>Mad Skills</li>
<li>Apparello 2</li>
<li>Fences v1.01</li>
<li>Misc. Incidents</li>
<li>Nackblad Inc Rimhair</li>
<li>Spoons Hair Mod</li>
<li>P-Music</li>
<li>Numbers</li>
<li>More Vanilla Turrets</li>
<li>Vegetable Garden </li>
<li>[T] ExpandedCrops (for Vegetable Garden)</li>
<li>Stonecutting Tweak v1.02</li>
<li>ED-ReverseCycleCooler</li>
<li>ReclaimFabric</li>
<li>AdditionalLighting</li>
<li>ExtendedFabrics</li>
<li>ExtendedMedicine</li>
<li>RT's Weapon Pack</li>
<li>RedistHeat</li>
<li>NoMoreLazyPawns</li>
<li>Tilled Soil</li>
<li>Misc. Robots</li>
<li>Misc. MAI</li>
<li>PowerSwitch</li>
<li>Roof Support</li>
<li>Miniaturisation</li>
<li>Auto Seller</li>
<li>Craftable Robots - base robots</li>
<li>ESM - Mine Vein</li>
<li>ESM - Smooth Wall</li>
<li>DE Surgeries</li>
<li>Fluffy Breakdowns</li>
<li>Animal Incest</li>
<li>GHXX Tech-Advancing</li>
<li>GearTabFix</li>
<li>No Raid Storyteller v1.02</li>
<li>Practise Target v2.06</li>
<li>EdB Prepare Carefully</li>
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 01, 2016, 02:54:49 PM
Maybe maybe some def is missing ingestible tag. It's the only place it can be failing.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: 1000101 on August 01, 2016, 03:09:45 PM
I just scoured CCLs detours in FoodUtility trying to find any logical difference between core and CCL to see what could cause it.  So far I have found nothing.

Can you attach a save game with just CCL + Vegetable Garden which I can use to do some deeper debugging?

Can you post the specific triggers?  ie:  They started looking for 'X' to eat or ingredient 'Y' to make a meal?

dismar and the CCL team will need more than just the error itself to be able to find the root cause.  Be it Vegetable Garden is missing an xml tag or CCL has a bugged line of code.  Either way we'll need a save file which displays this bug and/or steps to reproduce it.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: biship on August 01, 2016, 03:47:29 PM
Hmmm I don't know how to reproduce it. It just happened. My save with the issue has 54 mods and I can't get the save to load without those mods, even after removing the mod from the .rws & from modsconfig.xml.

I noticed there was tofu on the ground (it looked the same as the art file in the VG mod) and it was reporting string errors (both in game and in the log). I tried a few things, and what I think fixed it was deleting the tofu from the .rws. I loaded the game and the tofu was gone from the ground, and my pawns had free will again. Sorry for not having more info.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: SecularJesus on August 01, 2016, 07:05:37 PM
This is what it says when I click on the Tofu, I fixed it just by making tofu forbidden as soon as I loaded the save, and making sure no more was being made.

--edit Fresh game with all mods enabled but this one, and I have not encountered any errors.


[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Warforyou on August 01, 2016, 07:32:58 PM
Are you planning to update your seeds addon? I have downloaded your version from Seeds mod thread and it seems to work... halfway. Half of the plants are OK but half neither drop seeds nor require them to be planted. :(
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: SecularJesus on August 01, 2016, 07:54:18 PM
Something I just noticed, something changed the tofu from the vegetables to the meats.  All tofu I originally had was bugged and error-ed up, I had to get my colonists to drop any they had and use debug to destroy all tofu on map.  However, NEW tofu that is made has no error and works just fine.  It's now under meats, could that be the problem?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 01, 2016, 08:02:54 PM
Quote from: SecularJesus on August 01, 2016, 07:54:18 PM
Something I just noticed, something changed the tofu from the vegetables to the meats.  All tofu I originally had was bugged and error-ed up, I had to get my colonists to drop any they had and use debug to destroy all tofu on map.  However, NEW tofu that is made has no error and works just fine.  It's now under meats, could that be the problem?

SOOOOOOOOOOO sorry i'm late to this conversion I did find out that OLD save game Tofu and New Tofu hate each other sooo much. The change was in the last up date to Tofu/Polenta changing them from a resource to a proper meal that rots/spoils. I was a bug from the alpha 14 changes in meal. The best way to fix it is to destroy all the old tofu/polenta even stuff stored in the inventories using the debug destroy tool. Then your can add it back into the game using debug or just make new after ALL old is gone.

I have been testing the crap out of this but I'm very busy this week at work.

So GUYS!
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 01, 2016, 08:10:12 PM
Quote from: Warforyou on August 01, 2016, 07:32:58 PM
Are you planning to update your seeds addon? I have downloaded your version from Seeds mod thread and it seems to work... halfway. Half of the plants are OK but half neither drop seeds nor require them to be planted. :(

If you look into the last posts of Enivro Seed there is a veg garden update.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Delmain on August 01, 2016, 08:21:03 PM
Quote from: dismar on August 01, 2016, 08:02:54 PM
Quote from: SecularJesus on August 01, 2016, 07:54:18 PM
Something I just noticed, something changed the tofu from the vegetables to the meats.  All tofu I originally had was bugged and error-ed up, I had to get my colonists to drop any they had and use debug to destroy all tofu on map.  However, NEW tofu that is made has no error and works just fine.  It's now under meats, could that be the problem?

SOOOOOOOOOOO sorry i'm late to this conversion I did find out that OLD save game Tofu and New Tofu hate each other sooo much. The change was in the last up date to Tofu/Polenta changing them from a resource to a proper meal that rots/spoils. I was a bug from the alpha 14 changes in meal. The best way to fix it is to destroy all the old tofu/polenta even stuff stored in the inventories using the debug destroy tool. Then your can add it back into the game using debug or just make new after ALL old is gone.

I have been testing the crap out of this but I'm very busy this week at work.

So GUYS!

This is where I was trying to reproduce. I was fairly certain it had to do with Tofu because all my pawns that had the error were holding Tofu and (presumably), trying to eat it.

Thanks for figuring it out!
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Adalah217 on August 02, 2016, 02:24:00 AM
Quote from: dismar on August 01, 2016, 08:10:12 PM
Quote from: Warforyou on August 01, 2016, 07:32:58 PM
Are you planning to update your seeds addon? I have downloaded your version from Seeds mod thread and it seems to work... halfway. Half of the plants are OK but half neither drop seeds nor require them to be planted. :(

If you look into the last posts of Enivro Seed there is a veg garden update.

Well it's pretty buggy. Vanilla seeds tend not to drop (like oak trees) and if dev mode is enabled, there's a constant error that occurs every tick due to a spawn of a plant at the edge of the map (I think).
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 02, 2016, 03:32:49 AM
Quote from: Adalah217 on August 02, 2016, 02:24:00 AM
Well it's pretty buggy. Vanilla seeds tend not to drop (like oak trees) and if dev mode is enabled, there's a constant error that occurs every tick due to a spawn of a plant at the edge of the map (I think).

Report things so they can be fixed. Screenshots, logs, steps to reproduce, etc. How'd you expect it to get fixed if you don't report the issue?

I stopped tinkering with it once Dismar disagreed but I've been given permission now. I'll take a look at the issues that pop up.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Adalah217 on August 02, 2016, 03:41:20 AM
Quote from: notfood on August 02, 2016, 03:32:49 AM
Quote from: Adalah217 on August 02, 2016, 02:24:00 AM
Well it's pretty buggy. Vanilla seeds tend not to drop (like oak trees) and if dev mode is enabled, there's a constant error that occurs every tick due to a spawn of a plant at the edge of the map (I think).

Report things so they can be fixed. Screenshots, logs, steps to reproduce, etc. How'd you expect it to get fixed if you don't report the issue?

I stopped tinkering with it once Dismar disagreed but I've been given permission now. I'll take a look at the issues that pop up.

I wanted to see if I could figure it out beforehand, which is why I came to this thread first. But I think I figured it out. Turns out the python script also made grass act like any other crop. Made some wonky things go on at the edge of the map. A simple XML edit and it's fixed. Just delete the grass in the Cultivated_Plants and new_seeds file. I think will have to be deleted every time the script is run (unless you add an exception, which I honestly don't know how to do).
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Amzirak on August 04, 2016, 02:08:50 AM
I'm getting these thrown at me

Config error in PlantPotato: Ingestible with no food type flags.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in PlantCorn: Ingestible with undefined preferability


Rinse and repeat for all Plants in the menu
Not sure if this is something worth reporting however, i'm just curious as to whether it's an installation issue or a known issue.. if it's an issue at all ;)
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 04, 2016, 05:36:00 AM
Quote from: Amzirak on August 04, 2016, 02:08:50 AM
I'm getting these thrown at me

Config error in PlantPotato: Ingestible with no food type flags.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in PlantCorn: Ingestible with undefined preferability


Rinse and repeat for all Plants in the menu
Not sure if this is something worth reporting however, i'm just curious as to whether it's an installation issue or a known issue.. if it's an issue at all ;)

It is worth reporting, but I can't help you if I don't know what other mods you might be running that could be over writing my plants def. or cores..   :)
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Amzirak on August 04, 2016, 08:43:39 AM
<activeMods>
    Core
   Community Core Library
    Community Core Library - Vanilla Tweaks
    730401034 - COREPANDA
    ED-SafeTraps
  T-ExpandedCloth
    No Raids Storyteller
    RTFTJ
    Dont Mourn The Dead
    Fences
    HaulIT
    AllowTool
    Medical Training
    Modular Tables
    ESM - MineVein
   LessIncidentTrolling
    RW_Blueprints-0.14.0.1
    Fluffy_Tabs-0.14.0.5
    RW_EnhancedTabs-0.14.0.0
    RW_MedicalInfo-0.14.0.0
    RW_FluffyRelations-0.14.0.0
    ED-Embrasures
    ED-SubspaceTransponder
    ED-MoreVanillaTurrets
    ED-Plant24H
   AdditionalLighting-AdditionalLighting1.7
    MadSkills-A14-1.1.6
    ABC_Suit_1.2
    LT_DoorMat
    LT_NoCleaningPlease
    Powerless! 14.00
    DESurgeries
    TargetPractise
    728314182 RT-FUSE
    ExtendedStorage-ExtendedStorage1.9
    Apparello
    Vegetable Garden v4.0
    Additional Joy Objects 14.01
    715565262 - COLONY MANAGER
   Miniaturisation


In that order bud.

However I must have been tired when creating the report sorry about the lack of context, I have now moved vegetable garden to the bottom of the load order to mitigate any overrides and it's working fine.
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 04, 2016, 12:18:20 PM
Just means one of the other mods have a bad plants Def...
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Elysium on August 04, 2016, 07:07:13 PM
Any idea what is going on here? It happens on map load, I'm not even using any hydroponics yet.

(http://i.imgur.com/TCpXVMB.jpg)
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: dismar on August 04, 2016, 07:23:20 PM
Quote from: Elysium on August 04, 2016, 07:07:13 PM
Any idea what is going on here? It happens on map load, I'm not even using any hydroponics yet.

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

Not seen it before. What were you doing when it happened? Adding a new mod? And what's your mod list?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 05, 2016, 12:03:10 AM
It's a vanilla bug that will be fixed in A15.

bug report (https://ludeon.com/forums/index.php?topic=21614.msg242120#msg242120)
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: Elysium on August 05, 2016, 12:37:19 AM
Quote from: dismar on August 04, 2016, 07:23:20 PM
Not seen it before. What were you doing when it happened? Adding a new mod? And what's your mod list?

Turns out it happens after I add support for ADVHydroponicsBasin or ADVModularHydroponicsBasin for https://ludeon.com/forums/index.php?topic=22763.0.  I'm guessing its safe to assume that I shouldn't be doing this if it is returning hash errors in the event it may mess up my save file?
Title: Re: [A14] Vegetable Garden v4.0b ~0.14.1231 [7/26/16]
Post by: notfood on August 05, 2016, 12:50:56 AM
That could be it... Things with special comps can break minimisation. Or not? I'm going to investigate. I call the get me a hash function maybe it's not unique and there is a chance for collision.

-edit-

Reading the code for ShortHashGiver collision doesn't seem possible there... I'd like to know what Tynan fixed for A15.

Can you repeat consistenly? Can you give me the steps?
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 08, 2016, 01:27:05 PM
Big update in the Forum version and in the steam versions today :

8/8/16
-Hediff for Fruit drink added again
-Joy for Alcohol drinks upped.
-Bulk smelt leafs recipes added.
-Tea and Coffee recipes moved to food prep table.

8/7/16
-Research added back to the garden
-Tobacco and Cannabis plants added
-Rolling table added
-Hemp Cloth added to Loom
-Coconut and Palm trees added
-Coconut halves and milk added.
-Soil constrution work to build adjusted.
-Old Floor models removed, Overall mod size reduced.

8/4/16
-plant descriptions worked on
-hediffs for meal worked on

8/1/16
-Permafrost removed.
-labels to make fluffy tabs work

7/30/16
- tofu / polenta now is food again (breaks saves) pause and destroy all to fix saves.

7/29/16
-Stir Fry and Stew recipes updated to nutrition based
-Steel and Plassteel leafs value corrected.
-red lentils added
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Elysium on August 08, 2016, 02:09:33 PM
Oh nice an update.  When was tofu ever not a food...?  It is good to see permafrost is gone and hemp cloth sounds intriguing, as does cannabis.  I made some personal changes to this mod myself.  I multiplied the work for working soils by 10 (from the previous version) reduced the fertility of garden soil to 1.2.  I also made tofu only a meat as it felt a bit weird making meals entirely out of tofu, and the time processing the tofu felt wasted when I could of just used a raw vegetable instead.  Ticking tofu in either the meat or vegetable filter category toggles it for both so this was the only way I could think of fixing this.  The soil work load is mostly experimental, but it feels about right so far.  I think the fertility being at 1.2 is just about right but again, personal preferences.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 08, 2016, 02:26:52 PM
Quote from: dismar on August 08, 2016, 01:27:05 PM
Big update in the Forum version and in the steam versions today :
w00t! I need to end my current colony as quick as possible!
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 08, 2016, 02:37:47 PM
Quote from: Elysium on August 08, 2016, 02:09:33 PM
Oh nice an update.  When was tofu ever not a food...?  It is good to see permafrost is gone and hemp cloth sounds intriguing, as does cannabis.  I made some personal changes to this mod myself.  I multiplied the work for working soils by 10 (from the previous version) reduced the fertility of garden soil to 1.2.  I also made tofu only a meat as it felt a bit weird making meals entirely out of tofu, and the time processing the tofu felt wasted when I could of just used a raw vegetable instead.  Ticking tofu in either the meat or vegetable filter category toggles it for both so this was the only way I could think of fixing this.  The soil work load is mostly experimental, but it feels about right so far.  I think the fertility being at 1.2 is just about right but again, personal preferences.

Tofu was a long time ago change think a13? Something changed in the base code that mess with it. It has always been a problem child since it was added over a year ago...


I've been working on the balance of The Soil Reclaim. Ice is now covered in soil reclaim because of a vanilla change. Work was changed as stated in the patch notes.

There are a lot of quite changes like adding Red lentils it a grow-able meat only food.

Cannabis is something new that i've worked with in an old version of the garden. Nice plant has lots of uses.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 08, 2016, 02:46:50 PM
Quote from: OPSpecial thanks to kaptain_kavern for the new drug section.
thx but i've just done the update on Marijuanna mod (+added few bits):p

I'm going to put that one on my C.V. though ^^
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Elysium on August 08, 2016, 05:00:24 PM
So, I've updated to 4.0c and everything was going fine until my pawns started to get hungry, and then the game started throwing errors at me.  The pawns are trying to eat but they are unable to, so they just stand around and do nothing instead.

I'll see if I can debug this a little more, but I'm probably going to need to revert back to the older version if I can't figure this out soon.

Edit: I can force my pawns to eat with the context menu and they do so just fine and then they continue on with their business as usual.  I don't understand why the work giver is unable to let them eat on their own.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 08, 2016, 05:20:08 PM
soo are you using an older save ? And did your older save have tofu OR polenta any where in the game?
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Elysium on August 08, 2016, 05:26:41 PM
Quote from: dismar on August 08, 2016, 05:20:08 PM
soo are you using an older save ? And did your older save have tofu OR polenta any where in the game?

It is an older save but I already deleted my existing tofu, there has been new tofu created however. No polenta at all.  I'm not sure that has anything to do with it but I could be wrong.  Now I'm getting a new food related error related to WorkGiver DoctorFeed.  The curious thing is this only seems to be happening to 5 specific pawns, the rest seem fine.  I'm so confused.

Edit: Okay the fact that it was only happening to specific pawns made me clue into the fact that there has to be something unique about them, and sure enough they were carrying the old tofu type in their inventories.  Sorry about that, completely forgot to check inventories. :/
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 08, 2016, 05:56:53 PM
Did you happen to check all your colonists inventory for tofu? I've seen that error and it's the one i talk about under the download for the new version.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Elysium on August 08, 2016, 06:00:41 PM
Yeah sorry I guess I wasn't clear.  It was being caused by old tofu in their inventories, I made them drop it all and deleted it.  Everything is fine now, thanks.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 08, 2016, 06:07:21 PM
NO PROBLEM!! Elysium i just want you happy and enjoying a working game! :P
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Szara on August 09, 2016, 08:53:44 PM
I can't believe I'm saying this, but.. Any chance for a version of the mod with somewhat reduced yields or increased growth times, etc, and/or a decrease in the effectiveness of plowing? Maybe combine a bit of those with plowed soil decaying over time, which would be preferable, with auto-tasks for growers (or constructors?) to re-plow it, though I'm guessing that would be much more complicated.

I love the mod, but by the stars does it feel over powered when I can pop down a 10x10 or two of pineapple, plow it pretty soon after, and laugh at the need for food.. Then toss down a 10x10 of PlaSteel leaf, and silver will almost never be an issue when the traders come around. Just sell it for ~5 silver per leaf to ever trader who will take it, even if you can't refine it, and with plowed soil the stuff grows like wildfire.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 09, 2016, 09:05:15 PM
Quote from: Szara on August 09, 2016, 08:53:44 PM
I can't believe I'm saying this, but.. Any chance for a version of the mod with somewhat reduced yields or increased growth times, etc, and/or a decrease in the effectiveness of plowing? Maybe combine a bit of those with plowed soil decaying over time, which would be preferable, with auto-tasks for growers (or constructors?) to re-plow it, though I'm guessing that would be much more complicated.

I love the mod, but by the stars does it feel over powered when I can pop down a 10x10 or two of pineapple, plow it pretty soon after, and laugh at the need for food.. Then toss down a 10x10 of PlaSteel leaf, and silver will almost never be an issue when the traders come around. Just sell it for ~5 silver per leaf to ever trader who will take it, even if you can't refine it, and with plowed soil the stuff grows like wildfire.

well i am american and we are a gluttonous ppl :) And in the newest version of the garden there is at least research now to slow down the process a bit. but in the later crops some balance probably is needed :)

as for the plowed soil not much i can do but make it a bit weaker. all what you ask is cool but outside my coding

I've been working 60+ hour weeks :( it was hard enough for the last big update. i need ppl to feed back to balance the mod! ty tho
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Elysium on August 09, 2016, 09:28:58 PM
Quote from: Szara on August 09, 2016, 08:53:44 PM
I can't believe I'm saying this, but.. Any chance for a version of the mod with somewhat reduced yields or increased growth times, etc, and/or a decrease in the effectiveness of plowing? Maybe combine a bit of those with plowed soil decaying over time, which would be preferable, with auto-tasks for growers (or constructors?) to re-plow it, though I'm guessing that would be much more complicated.

I love the mod, but by the stars does it feel over powered when I can pop down a 10x10 or two of pineapple, plow it pretty soon after, and laugh at the need for food.. Then toss down a 10x10 of PlaSteel leaf, and silver will almost never be an issue when the traders come around. Just sell it for ~5 silver per leaf to ever trader who will take it, even if you can't refine it, and with plowed soil the stuff grows like wildfire.

I feel like the soil options are very overpowered as well so I just decided to change it myself, feel free to use it if you want, you just have to replace \Vegetable Garden\Defs\TerrainDefs\Terrain_TilledSoil.xml.  It is save safe, assuming you don't entirely remove the Vegetable Garden mod from your game.

Garden soil has a yield of 120% down from 200% and plowed soil is 150% down from 400%.  It also requires 10x as much work to work the terrain into a usable or upgraded state.  I feel like even 150% is too much because I only have 2 sunlamp greenhouses and I have more food than I could ever use.  At least it feels like I put in a lot of work to get it to the state it is in however.

[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 09, 2016, 09:31:25 PM
Quote from: Elysium on August 09, 2016, 09:28:58 PM
Quote from: Szara on August 09, 2016, 08:53:44 PM
I can't believe I'm saying this, but.. Any chance for a version of the mod with somewhat reduced yields or increased growth times, etc, and/or a decrease in the effectiveness of plowing? Maybe combine a bit of those with plowed soil decaying over time, which would be preferable, with auto-tasks for growers (or constructors?) to re-plow it, though I'm guessing that would be much more complicated.

I love the mod, but by the stars does it feel over powered when I can pop down a 10x10 or two of pineapple, plow it pretty soon after, and laugh at the need for food.. Then toss down a 10x10 of PlaSteel leaf, and silver will almost never be an issue when the traders come around. Just sell it for ~5 silver per leaf to ever trader who will take it, even if you can't refine it, and with plowed soil the stuff grows like wildfire.

I feel like the soil options are very overpowered as well so I just decided to change it myself, feel free to use it if you want, you just have to replace \Vegetable Garden\Defs\TerrainDefs\Terrain_TilledSoil.xml.  It is save safe, assuming you don't entirely remove the Vegetable Garden mod from your game.

Garden soil has a yield of 120% down from 200% and plowed soil is 150% down from 400%.  It also requires 10x as much work to work the terrain into a usable or upgraded state.  I feel like even 150% is too much because I only have 2 sunlamp greenhouses and I have more food than I could ever use.  At least it feels like I put in a lot of work to get it to the state it is in however.

Yeah In the update I have increased the work, but almost Halving the soil itself might fix the problems!
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Szara on August 09, 2016, 09:48:30 PM
Well that was fast, thanks. I'll post something else within a few days with thoughts on balance, perhaps.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 09, 2016, 09:57:06 PM
Quote from: Szara on August 09, 2016, 09:48:30 PM
Well that was fast, thanks. I'll post something else within a few days with thoughts on balance, perhaps.

I am pushing a "test" update on steam :P Poor ppl..
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 10, 2016, 10:40:44 AM
Hey Dismar :

More work for you buddy  :P : Updating/integrating Silage mod (https://ludeon.com/forums/index.php?topic=16549.msg247158#msg247158).

If your project was on Github I could have done the job for you :p
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Vakturion on August 12, 2016, 03:14:30 AM
G'day I've just started using this mod and it really great. I was going to cook a 'Fine Meal' when I noticed it's no longer there. What're my options for cooking with meat and veg on the Food prep table.

Thanks.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 12, 2016, 05:51:45 AM
AFAIK you can't do much on the prep table only, try to build the other benches
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 12, 2016, 08:48:54 AM
Quote from: Vakturion on August 12, 2016, 03:14:30 AM
G'day I've just started using this mod and it really great. I was going to cook a 'Fine Meal' when I noticed it's no longer there. What're my options for cooking with meat and veg on the Food prep table.

Thanks.

The food prep table is for making ingredients and simple meals. Build a fueled stove for complex meals. Or research advance cooking to unlock an electric stove that does the same.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 13, 2016, 10:43:29 AM
Can't we use Coconut milk for preparing Raw Dough?

Is this by design or ... moar work for you @Dismar ?  ;D
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 13, 2016, 10:53:10 AM
Quote from: kaptain_kavern on August 13, 2016, 10:43:29 AM
Can't we use Coconut milk for preparing Raw Dough?

Is this by design or ... moar work for you @Dismar ?  ;D

It will be a thing! :P
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 13, 2016, 11:36:09 AM
I'm calling Guinness World Records for what may be the fastest update in VegGarden history :p

Also speaking of coconuts, shouldn't they not be allowed to be used in recipes if not opened yet? (i know I'm annoying :p)
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 13, 2016, 11:58:32 PM
Quote from: kaptain_kavern on August 13, 2016, 11:36:09 AM
Also speaking of coconuts, shouldn't they not be allowed to be used in recipes if not opened yet? (i know I'm annoying :p)
Maybe just switch them to another category (like hay who is a plant but doesn't appear in most of the food recipes
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 14, 2016, 01:30:25 AM
Quote from: kaptain_kavern on August 13, 2016, 11:58:32 PM
Quote from: kaptain_kavern on August 13, 2016, 11:36:09 AM
Also speaking of coconuts, shouldn't they not be allowed to be used in recipes if not opened yet? (i know I'm annoying :p)
Maybe just switch them to another category (like hay who is a plant but doesn't appear in most of the food recipes

I thought about that and just made it usable as is. Or you can split it in half for the milk and fruit at half the nutrition.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Vakturion on August 14, 2016, 09:00:34 PM
Quote from: dismar on August 12, 2016, 08:48:54 AM
Quote from: Vakturion on August 12, 2016, 03:14:30 AM
G'day I've just started using this mod and it really great. I was going to cook a 'Fine Meal' when I noticed it's no longer there. What're my options for cooking with meat and veg on the Food prep table.

Thanks.

The food prep table is for making ingredients and simple meals. Build a fueled stove for complex meals. Or research advance cooking to unlock an electric stove that does the same.

Thanks for that, I didn't realise it was behind a research :P
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: notfood on August 18, 2016, 01:36:54 AM

(http://i.imgur.com/9Sntean.png?1)

Download 0.14.1 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=15017)



Requires SeedsPlease (https://ludeon.com/forums/index.php?topic=24443.0)


Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Mufflamingo on August 21, 2016, 06:01:30 AM
Help? Is this bad or what? >.<

[attachment deleted by admin - too old]
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Mufflamingo on August 21, 2016, 06:58:57 AM
Quote from: Mufflamingo on August 21, 2016, 06:01:30 AM
Help? Is this bad or what? >.<

After trial and errors I found out, combat realism is causing this. If its bad or not IDK. ROFL.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 21, 2016, 10:14:12 AM
Nah just move my mod to the bottom of your list. Someone else's mod is messing with plant base def.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Mufflamingo on August 21, 2016, 12:41:18 PM
Quote from: dismar on August 21, 2016, 10:14:12 AM
Nah just move my mod to the bottom of your list. Someone else's mod is messing with plant base def.

Oh my gush. That totally worked. LOOOL. Tnx.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Bunkier on August 26, 2016, 02:06:52 PM
This mod broke something with Fueled Generator it works even without fuel
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 26, 2016, 09:38:11 PM
Quote from: sma342 on August 26, 2016, 02:06:52 PM
This mod broke something with Fueled Generator it works even without fuel

Hmm mine still works correctly, but i'm also ONLY using my mod atm.
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Bunkier on August 27, 2016, 06:59:37 AM
I tried even to use only your mod and it was still not working well
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 27, 2016, 10:08:14 AM
I bet it will still not working well even without the mod at all. This mod doesn't do anything to the fuel generator. In fact this mod doesn't even modify any power building
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 27, 2016, 10:20:22 AM
Quote from: kaptain_kavern on August 27, 2016, 10:08:14 AM
I bet it will still not working well even without the mod at all. This mod doesn't do anything to the fuel generator. In fact this mod doesn't even modify any power building
Yeah it over writes vanilla to add bamboo fuel
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: kaptain_kavern on August 27, 2016, 11:48:22 AM
Oops i spoke too quickly!  :-X    My bad sorry

Then moving VegGarden to the bottom of mod order should solve this if it came from another mod
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 27, 2016, 12:22:05 PM
Quote from: sma342 on August 27, 2016, 06:59:37 AM
I tried even to use only your mod and it was still not working well

Are they glowing even without fuel?
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Bunkier on August 27, 2016, 07:56:03 PM
no, they only produce power but they looks like those without fuel
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: dismar on August 27, 2016, 08:02:53 PM
Take a picture of what your seeing
Title: Re: [A14] Vegetable Garden v4.0c ~0.14.1249 [8/8/16]
Post by: Bunkier on August 28, 2016, 06:39:56 AM
When i place it :

(http://screenshooterusnortheu.blob.core.windows.net/engine4files/ntjjfiwouvlvqeqepjbnjfsnuuoaqmpnhasipgbogarlumfjpagfaktwhuvxhdgfpkgkdytuwweuelhujuejrtqaxmcavuedbyry)
After waiting few seconds:

(http://screenshooterusnortheu.blob.core.windows.net/engine4files/yrswtyuryrxvnlsrialtsqskhuglikepzcfeypwddqggkvdkwasakoypgogtvpmzcbrjumlxfhjwqajwfhvcwxwentfwoeujevif)
When i click it:

(http://screenshooterusnortheu.blob.core.windows.net/engine4files/txcpybizleclbdvlhksnpgktyllwopmnfrrovehwohardybdkobqurxfiqctkrkqavomwutelrjfsicdtnqgzjuvzgyuisjsmhnr)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 28, 2016, 06:30:55 PM
sma342 I've fixed this issue in version 5. thanks
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: biship on August 28, 2016, 06:58:59 PM
Cannabis still needed?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 28, 2016, 07:03:46 PM
Alpha 15!!
-New Drugs addictions! (tobacco and caffeine)
-Neutro Flowers and Petals to make Neutroamine at the drug lab!
-Categories have been updated! (New pet food, Ingredents, and Plant matters changed)
-Traders no longer conflict with other mods!
-All the new drug policies are in place with many of the garden items!
-Much of the medicial tables items are now on the Drug lab.
-Silage is HERE! Added to the Butchering table and now uses grains from the garden!
-The health drink is now antibiotics and helps you recover faster!
-Many many other bug fixes and Balances!


8/27/16
-Continued to make drug policies
-Neutro Flower and Petals added
-Recipe for Neutroamine created.
-Tobacco addiction added.

8/26/16
-Drug policies changes

8/25/16
-Cooking ingredent category changes
-animal feed category changes
-kiblle recipe reworked
-medical table change to druglab
-health drink changed to antibiotics.
-refactored plant defs folder
-medicine reworked

8/21/16
-Reworked Hediffs system
-Reworked Alcohols


8/20/16
-terain defs updated
-alcohol defs updated.

8/16/16
-Alchol defs updated


8/12/16 Alpha 15 Work begins.
- weed changed into vanilla
- work begins on new drug system
- plant defs updated
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 28, 2016, 07:04:32 PM
Quote from: biship on August 28, 2016, 06:58:59 PM
Cannabis still needed?
Nah its the smokeleaf stuff now
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: kaptain_kavern on August 28, 2016, 07:18:51 PM
Cannabis Silage anyone?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Pillow Fort on August 30, 2016, 04:40:26 AM
https://docs.google.com/spreadsheets/d/1RItZEU_ZERBvGr_7qWpXJSxWEyTEhhCtuOtK_ou1cq0/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1RItZEU_ZERBvGr_7qWpXJSxWEyTEhhCtuOtK_ou1cq0/edit?usp=sharing)

nutrition yields a15

notes:
does not take into account further processing.
crops with lower yields may have other benefits not taken into account by the table:
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 30, 2016, 08:24:32 AM
Quote from: fishbones on August 30, 2016, 04:40:26 AM
https://docs.google.com/spreadsheets/d/1RItZEU_ZERBvGr_7qWpXJSxWEyTEhhCtuOtK_ou1cq0/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1RItZEU_ZERBvGr_7qWpXJSxWEyTEhhCtuOtK_ou1cq0/edit?usp=sharing)

nutrition yields a15

notes:
does not take into account further processing.
crops with lower yields may have other benefits not taken into account by the table:

  • spoilage time
  • min/max temperature
  • min skill/fertility

some other things to consider is some of these plants are behind research. and have a sow skill attached. but it is a nice chart
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: notfood on August 30, 2016, 01:16:24 PM
Hey Dismar, how did you do this?
Quote-Traders no longer conflict with other mods!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 30, 2016, 10:43:03 PM
Quote from: notfood on August 30, 2016, 01:16:24 PM
Hey Dismar, how did you do this?
Quote-Traders no longer conflict with other mods!
I deleted the traders folder :)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: notfood on August 30, 2016, 11:08:46 PM
So traders won't bring any?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on August 31, 2016, 12:41:08 AM
Quote from: notfood on August 30, 2016, 11:08:46 PM
So traders won't bring any?
no i rewrote a chuck of defs to not need special traders anymore. I had to rewrite my Categories and a few recipes but it works out.

All my stuff can be traded by traders that deal with food now.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: notfood on August 31, 2016, 02:50:03 AM
Oh, really cool!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: axeladalidez on September 01, 2016, 06:10:55 AM
I think It would be a good idea to increase the addictiveness of alcoholic drinks.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Shutter on September 02, 2016, 10:23:58 AM
When I enable this mod it brakes the joy for colonists. Simply put they completely ignore any joy activity and are forced to go mad due to negative joy deprived bonus.

Here is the modlist I use:
(http://image.prntscr.com/image/8ce1635b370b444591c4ca23affb8d8b.png)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: kaptain_kavern on September 02, 2016, 11:17:40 AM
You should try with the version that is up dated to your rimworld version. Here it's shown in red so it must be the A14 version you tried with A15
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Adventurer on September 03, 2016, 07:46:30 PM
I have a request. Could you upgrade cuproPanda's Soda Garden mod to A15? It is a compatibility bridge between Vegetable Garden + Cupro's Drinks. It doesn't need to be compiled.

cuproPanda is unable to do it because of damaged ribs.

https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on September 03, 2016, 10:01:21 PM
Quote from: Adventurer on September 03, 2016, 07:46:30 PM
I have a request. Could you upgrade cuproPanda's Soda Garden mod to A15? It is a compatibility bridge between Vegetable Garden + Cupro's Drinks. It doesn't need to be compiled.

cuproPanda is unable to do it because of damaged ribs.

https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417

Cupro's Last post said that 15 is done he just need to update all his links. Soon you'll have your sodas!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Adventurer on September 04, 2016, 05:09:23 PM
Quote from: dismar on September 03, 2016, 10:01:21 PM
Quote from: Adventurer on September 03, 2016, 07:46:30 PM
I have a request. Could you upgrade cuproPanda's Soda Garden mod to A15? It is a compatibility bridge between Vegetable Garden + Cupro's Drinks. It doesn't need to be compiled.

cuproPanda is unable to do it because of damaged ribs.

https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417

Cupro's Last post said that 15 is done he just need to update all his links. Soon you'll have your sodas!

Afraid not, please see here: https://ludeon.com/forums/index.php?topic=13400.msg259726#msg259726
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on September 04, 2016, 06:23:21 PM
Quote from: Adventurer on September 04, 2016, 05:09:23 PM
Quote from: dismar on September 03, 2016, 10:01:21 PM
Quote from: Adventurer on September 03, 2016, 07:46:30 PM
I have a request. Could you upgrade cuproPanda's Soda Garden mod to A15? It is a compatibility bridge between Vegetable Garden + Cupro's Drinks. It doesn't need to be compiled.

cuproPanda is unable to do it because of damaged ribs.

https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417

Cupro's Last post said that 15 is done he just need to update all his links. Soon you'll have your sodas!

Afraid not, please see here: https://ludeon.com/forums/index.php?topic=13400.msg259726#msg259726

Your quote is a page or two back...
https://ludeon.com/forums/index.php?topic=13400.msg259961#msg259961
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Yautja on September 04, 2016, 10:13:17 PM
Hello
For some reason, my potatoes are showing an "error" img, I've been playing on this save for a while and this is going on since the start, I thougt it would go away after I restart the game, but... didnt happen!
Can you help me?

[attachment deleted by admin - too old]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on September 04, 2016, 10:56:07 PM
Quote from: Yautja on September 04, 2016, 10:13:17 PM
Hello
For some reason, my potatoes are showing an "error" img, I've been playing on this save for a while and this is going on since the start, I thougt it would go away after I restart the game, but... didnt happen!
Can you help me?
Whats you mod load list look like?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Aatxe360 on September 05, 2016, 03:58:23 PM
Anyone having problems with the neutro flower petals not registering as ingredients for the drug table?  I have a colonist with high enough medicine and crafting, yet the table keeps claiming no ingredients as the reason for unable to craft.

I figure if no one else is having this problem then I'll chalk it up to incompatibility with another mod.  Which it might be anyway.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on September 05, 2016, 04:56:38 PM
Quote from: Aatxe360 on September 05, 2016, 03:58:23 PM
Anyone having problems with the neutro flower petals not registering as ingredients for the drug table?  I have a colonist with high enough medicine and crafting, yet the table keeps claiming no ingredients as the reason for unable to craft.

I figure if no one else is having this problem then I'll chalk it up to incompatibility with another mod.  Which it might be anyway.

Just loaded up a game, drop down a lab and like 150 petals and my crafter went to town making meds.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Yautja on September 05, 2016, 05:20:04 PM
Quote from: dismar on September 04, 2016, 10:56:07 PM
Quote from: Yautja on September 04, 2016, 10:13:17 PM
Hello
For some reason, my potatoes are showing an "error" img, I've been playing on this save for a while and this is going on since the start, I thougt it would go away after I restart the game, but... didnt happen!
Can you help me?

Sorry for the time, here it's, I know, there are too many mods, but the issue is only with the potatoes after beeing harvested lol
Whats you mod load list look like?

[attachment deleted by admin - too old]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: dismar on September 06, 2016, 05:33:25 PM
Hey there, sorry i've been sick over the weekend. Can you look into your Vegetable Garden\Textures\Things\Veg directory and see if you have Potato.png ? It looks like the file attached :P

[attachment deleted by admin - too old]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on September 06, 2016, 06:57:38 PM
(http://www.clipartkid.com/images/238/french-fries-clip-art-0QGsbX-clipart.gif)
;)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 06, 2016, 07:03:50 PM
Quote from: kaptain_kavern on September 06, 2016, 06:57:38 PM
(http://www.clipartkid.com/images/238/french-fries-clip-art-0QGsbX-clipart.gif)
;)

broken image.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on September 06, 2016, 07:06:19 PM
8) French fries pictures will never been broken or banned by french IP providers  8)

Behold !

(https://i.imgur.com/uGfgWCB.jpg)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Yautja on September 06, 2016, 10:10:20 PM
Quote from: dismar on September 06, 2016, 05:33:25 PM
Hey there, sorry i've been sick over the weekend. Can you look into your Vegetable Garden\Textures\Things\Veg directory and see if you have Potato.png ? It looks like the file attached :P

Its ok (:
The .png is there, but there is no problem, I just started a new colony since the other one er... kinda... exploded lol
Probably I've had to put it last on the mod list, or even on first, maybe I will try it again on another run, but until there, dont worry bro, and btw, nice mod, I think its a really must-have mod on Hardcore pack (:
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [8/28/16]
Post by: Adventurer on September 07, 2016, 02:19:10 AM
Quote from: dismar on September 04, 2016, 06:23:21 PM
Quote from: Adventurer on September 04, 2016, 05:09:23 PM
Quote from: dismar on September 03, 2016, 10:01:21 PM
Quote from: Adventurer on September 03, 2016, 07:46:30 PM
I have a request. Could you upgrade cuproPanda's Soda Garden mod to A15? It is a compatibility bridge between Vegetable Garden + Cupro's Drinks. It doesn't need to be compiled.

cuproPanda is unable to do it because of damaged ribs.

https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417

Cupro's Last post said that 15 is done he just need to update all his links. Soon you'll have your sodas!

Afraid not, please see here: https://ludeon.com/forums/index.php?topic=13400.msg259726#msg259726

Your quote is a page or two back...
https://ludeon.com/forums/index.php?topic=13400.msg259961#msg259961

Soda Garden isn't part of the update he is planning. I will ask him again to verify with you if you'd like.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: biship on September 07, 2016, 06:46:56 PM
Quote from: Yautja on September 06, 2016, 10:10:20 PM
Its ok (:
The .png is there, but there is no problem, I just started a new colony since the other one er... kinda... exploded lol
Probably I've had to put it last on the mod list, or even on first, maybe I will try it again on another run, but until there, dont worry bro, and btw, nice mod, I think its a really must-have mod on Hardcore pack (:

This tool will search for basic mod issues, as well as list which mods conflict (use the same defname) with others.
https://ludeon.com/forums/index.php?topic=25305.0
Run it, check RCC.txt and look for the word potatoes.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Yautja on September 08, 2016, 07:41:28 AM
Quote from: biship on September 07, 2016, 06:46:56 PM
This tool will search for basic mod issues, as well as list which mods conflict (use the same defname) with others.
https://ludeon.com/forums/index.php?topic=25305.0
Run it, check RCC.txt and look for the word potatoes.

Oh! I've never heard about this tool before! As soon as I get home from work, I will run it and tell you, ok?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Lexmechanic on September 09, 2016, 05:01:06 PM
Query: Would it be possible/feasible to have specific medical items be more effective at treating specific ailments? (eg. aloe for burns, bandages for things needing bandaged, medkits for sutures and set bones, etc.) I noticed you can anesthetize for surgery using aloe... which is convenient, but a tad awkward.

Bug Report: When a caffeine addiction goes unsatisfied, the mood effect in the Needs panel shows up as alcohol.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: AlphaMason on September 13, 2016, 05:51:03 PM
Could someone do a wiki on this mod, because I have no clue what snow beets are used to make.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 13, 2016, 06:50:14 PM
Quote from: AlphaMason on September 13, 2016, 05:51:03 PM
Could someone do a wiki on this mod, because I have no clue what snow beets are used to make.

Meals. Snow beets is just a vegetable that is immune to Cold snaps and does not die during during cold weather.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Adventurer on September 13, 2016, 06:52:58 PM
cuproPanda has been MIA. I'm still very confident he is not working on Soda Garden - it is not on his github at all, where he keeps everything else. In fact I'm not sure he was the one who even updated Soda Garden last time. Would you be willing to please give it a shot dismar?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 13, 2016, 07:03:08 PM
I cannot work on another persons mod with out permission.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Adventurer on September 13, 2016, 07:55:53 PM
Quote from: dismar on September 13, 2016, 07:03:08 PM
I cannot work on another persons mod with out permission.
from cuproPanda's thread:
(https://s16.postimg.io/s6q5hp445/Qk_O5g_F1.png)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on September 15, 2016, 08:12:34 AM
hello rimworlders

i enjoy this mod and would like to share my thoughts

one thing is a bit too easy in this mod i believe.
the ability to improve the soil without costs.
maybe it is possible to include a new product, call it dung^^
we got animals, so it should be possible.
maybe it is too much work to do this, but there should be any cost for improving soil.

Edit: Tomatoes are no fruits
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 15, 2016, 10:14:47 AM
For now in the new version has a high research cost behind 3 levels of research.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Wild_Wolve on September 15, 2016, 11:36:41 AM
ooooooouuuuuuuuwwwwwwwuuuuuuuuuuoooooouuuuuuuuuuuu *wolf howling*


hello community, greetings from vienna/austria

Guys, i need some help here.
it seems, that i can not store some sort of food in a almost empty stockpile which have enouph space and which have storageoptions allow to store those food items. i startet a new colony with two pawns now i cut down a apple tree and a berriebush and i got a crash pod with some dried fruit meals. but if i want to hual those by one of my colonists, the game tells me: " can not haul berries ( no empty place configured to store it ) .. but i have a 3x8 big stockplile, configured to take all kind of food and take some medicin. and there are just 5 slots taken by some surviving meals, some medicin and some cherries from a cut down cherrietree. the cherries seems to work fine but the other three fooditems not, so far i don't know yet if there are more, which not working

i don't know what to do. this is a problem, if i will move the stockpile in a fridge-room and can not store stuff in it

this here are two screenshots of the mod list i use ---> http://imgur.com/a/27SCN

i hope you can help me with that ...
greetings Wolve
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: BlackSmokeDMax on September 15, 2016, 11:58:35 AM
Quote from: Wild_Wolve on September 15, 2016, 11:36:41 AM
ooooooouuuuuuuuwwwwwwwuuuuuuuuuuoooooouuuuuuuuuuuu *wolf howling*


hello community, greetings from vienna/austria

Guys, i need some help here.
it seems, that i can not store some sort of food in a almost empty stockpile which have enouph space and which have storageoptions allow to store those food items. i startet a new colony with two pawns now i cut down a apple tree and a berriebush and i got a crash pod with some dried fruit meals. but if i want to hual those by one of my colonists, the game tells me: " can not haul berries ( no empty place configured to store it ) .. but i have a 3x8 big stockplile, configured to take all kind of food and take some medicin. and there are just 5 slots taken by some surviving meals, some medicin and some cherries from a cut down cherrietree. the cherries seems to work fine but the other three fooditems not, so far i don't know yet if there are more, which not working

i don't know what to do. this is a problem, if i will move the stockpile in a fridge-room and can not store stuff in it

this here are two screenshots of the mod list i use ---> http://imgur.com/a/27SCN

i hope you can help me with that ...
greetings Wolve

My guess - When using Muzzy Utils it adds a new feature to the Storage lists: "Allow Fresh", this appears right near the "Allow Rotten." So you probably just need to click that and you should be good.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Wild_Wolve on September 15, 2016, 02:29:49 PM
Quote from: BlackSmokeDMax on September 15, 2016, 11:58:35 AM
My guess - When using Muzzy Utils it adds a new feature to the Storage lists: "Allow Fresh", this appears right near the "Allow Rotten." So you probably just need to click that and you should be good.


wow .. that was in deed the reason, now amyand wolve can haul food as wished. hm interesting! i just wondering why apples and dried fruit meals didn't work but cherries did. butt well ... it seems to work now
thanks a lot Blacksmoke xD
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: BlackSmokeDMax on September 15, 2016, 02:57:24 PM
Quote from: Wild_Wolve on September 15, 2016, 02:29:49 PM
Quote from: BlackSmokeDMax on September 15, 2016, 11:58:35 AM
My guess - When using Muzzy Utils it adds a new feature to the Storage lists: "Allow Fresh", this appears right near the "Allow Rotten." So you probably just need to click that and you should be good.


wow .. that was in deed the reason, now amyand wolve can haul food as wished. hm interesting! i just wondering why apples and dried fruit meals didn't work but cherries did. butt well ... it seems to work now
thanks a lot Blacksmoke xD

Glad to help. Was great that you included your mod list, without that would have had a lot more guesswork to do.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Diana Winters on September 15, 2016, 03:25:13 PM
Quote from: chumbaba on September 15, 2016, 08:12:34 AM
<snip>

Edit: Tomatoes are no fruits

Yes they are
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on September 15, 2016, 04:45:06 PM
I nearly posted this reading that

https://en.oxforddictionaries.com/explore/is-a-tomato-a-fruit-or-a-vegetable
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Wild_Wolve on September 15, 2016, 04:46:15 PM
Diana
tomatos are vegetables, not fruit.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on September 15, 2016, 04:49:35 PM
Quote from: Diana Winters on September 15, 2016, 03:25:13 PM
Quote from: chumbaba on September 15, 2016, 08:12:34 AM
<snip>

Edit: Tomatoes are no fruits

after a bit research in the net i am totaly surprised that there is obviously a harsh and mercyless war of scientiest against cooks what the tomato actually is. fruit or vegetable.
Nevermind. I can go with both.

but ... one thing. Dont think that the tomato is a "sharp-tasting" fruit. (maybe US GM-tomatos taste sharp?)

Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Adventurer on September 15, 2016, 07:13:06 PM
It's scientifically a fruit and culinarily a vegetable.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Reptilo on September 20, 2016, 01:51:50 AM
Hey great mod, mmm I have a question im planting golden leafs and theyre despawning any ideas on why this is happening?  ;)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 20, 2016, 11:20:18 AM
Quote from: Reptilo on September 20, 2016, 01:51:50 AM
Hey great mod, mmm I have a question im planting golden leafs and theyre despawning any ideas on why this is happening?  ;)

I've had this issue in a saved game I added VG to. It spreads till it affects all the plants and I never found out why. Dunno know if its a steam issue I was having or a weird game bug. Starting a new game was the only fix I had found.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Diana Winters on September 21, 2016, 07:50:29 PM
Quote from: Wild_Wolve on September 15, 2016, 04:46:15 PM
Diana
tomatos are vegetables, not fruit.

Woah woah woah; I work in produce. I know my fruits and vegetables ;)

Knowledge is knowing that tomatoes are fruit. Wisdom is not putting them in fruit salad.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Reptilo on September 24, 2016, 11:38:33 PM
Quote from: dismar on September 20, 2016, 11:20:18 AM
Quote from: Reptilo on September 20, 2016, 01:51:50 AM
Hey great mod, mmm I have a question im planting golden leafs and theyre despawning any ideas on why this is happening?  ;)

I've had this issue in a saved game I added VG to. It spreads till it affects all the plants and I never found out why. Dunno know if its a steam issue I was having or a weird game bug. Starting a new game was the only fix I had found.

Thanks for the reply well sounds like i'll have to make a fresh colony with the mods i use, keep up the great work for this awesome mod!!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: SNKcell on September 25, 2016, 12:12:41 PM
I think that this are really good additions but the graphics are too out of the vanilla game, thanks for the mod
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1284 [9/6/16] SOGA!
Post by: dismar on September 27, 2016, 12:18:32 AM
Soda Garden!
CuproPanda's add-on lives again! With permission I have brought this over to the garden side. It no longer need cupro's core mod. But will still need vegetable garden loaded first. For those that don't know Soga adds a bunch of soda's to the brew table made from syrup and fruits from my garden.
Changes from Cupro's Version is just dropping the water bottle from the recipe.
Changes from 14 is adding them to the Drug / joy systems. And coconut and cherry soda's.

This is totally compatible with Cupro's other mods.
(http://i.imgur.com/gCfwTa8.png)
Download v15 Soga! (https://www.dropbox.com/s/oewvd98g93dq8hw/ADDON_Soda%20Garden%20v15.zip?dl=0)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Adventurer on September 27, 2016, 06:10:48 AM
Thanks so much, been waiting for this.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: zmadz on September 27, 2016, 06:40:15 AM
thanks a lot you just made my day ! :)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: nachtfalter on September 27, 2016, 08:53:25 AM
Your way of terraforming by using fertilizer is my favorite solution. Keep up the good work!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on September 27, 2016, 09:40:48 AM
Quote from: nachtfalter on September 27, 2016, 08:53:25 AM
Your way of terraforming by using fertilizer is my favorite solution. Keep up the good work!

I hope to have that released today!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on September 30, 2016, 05:40:20 AM
could you please update the graphic from the 1.page. Cornbread need dough too, graphic don't show this.

curious, to made polenta, you need polenta (not cornmeal) + dough :-)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: TheFunnyOne1125 on October 02, 2016, 01:03:31 PM
When making bulk fine meals it uses only "4" non meat nutrition.
I'm confused why?. Is this because some fruits and crops have a higher nutrition value? That's more than double the nutrition value.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 02, 2016, 02:01:22 PM
Quote from: TheFunnyOne1125 on October 02, 2016, 01:03:31 PM
When making bulk fine meals it uses only "4" non meat nutrition.
I'm confused why?. Is this because some fruits and crops have a higher nutrition value? That's more than double the nutrition value.

Bulk Fine is set to Nutrition value, Instead of number of items. Which mean that it will use a different amount of items to hit its 1 required Nutrition.
SO...

It take 20 rice "0.05" to fill the 1 Nutrition. OR
9 Eggplants "0.12" OR
5 apples "0.2".

For example.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 02, 2016, 03:45:11 PM
If only you have posted this earlier I had gain 3h not searching how all of this is working :p

Thx for clearing this fact buddy (even if I'm not the one that asked in the beginning it'll help me) - As always when I want to understand more about plants and ingredients/recipes interaction it's in your files I look  8) You're my reference code-cook/code-chief  ;D
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: TheFunnyOne1125 on October 03, 2016, 02:24:43 AM
Quote from: dismar on October 02, 2016, 02:01:22 PM
Bulk Fine is set to Nutrition value, Instead of number of items. Which mean that it will use a different amount of items to hit its 1 required Nutrition.
SO...

It take 20 rice "0.05" to fill the 1 Nutrition. OR
9 Eggplants "0.12" OR
5 apples "0.2".

For example.
I figured, was just wondering of it was by design of the mod. Well now I have a ton of extra berries.
I was looking on where to modify this in your code. Is it changing the value for "rawfruitbase" nutrition to 0.1 to give me just twice the amount of nutrition of standard crops?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on October 05, 2016, 09:17:41 PM
I wondered why TEA needs cooling and coffee not. Is it intended?
I would prefer not to have it to cool (using hospitality mod). So I may put them in the guest room. "no drunken hooligans in my colony"^^
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 05, 2016, 09:36:59 PM
Quote from: chumbaba on October 05, 2016, 09:17:41 PM
I wondered why TEA needs cooling and coffee not. Is it intended?
I would prefer not to have it to cool (using hospitality mod). So I may put them in the guest room. "no drunken hooligans in my colony"^^

I'm not sure what your talking about
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on October 05, 2016, 09:46:35 PM
tea will rot if not cooled (not good /i dont speak of the leafes)
coffee will not rot.
understand?
btw i started a game as a neolitic tribe and wondered if I really need a food prep table for coffee. wouldent the milling stone do it too?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 05, 2016, 11:51:10 PM
Quote from: chumbaba on October 05, 2016, 09:46:35 PM
tea will rot if not cooled (not good /i dont speak of the leafes)
coffee will not rot.
understand?
btw i started a game as a neolitic tribe and wondered if I really need a food prep table for coffee. wouldent the milling stone do it too?

Hey! I figured it out. Tho i'm not sure if i want both tea and coffee to rot or not...

And yes you need a prep table.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on October 06, 2016, 12:19:18 AM
I dont believe anyone stores his coffee or tea in a refrigerator
but, okay, do as you like, just wanted to give some feedback
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 06, 2016, 12:32:43 AM
Quote from: chumbaba on October 06, 2016, 12:19:18 AM
I dont believe anyone stores his coffee or tea in a refrigerator
but, okay, do as you like, just wanted to give some feedback

Remember that this is "brewed" coffee/tea not the raw beans or leafs. So yeah it probably would need refrigerator..
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 06, 2016, 01:19:12 AM
Can I be mischievous and say : You need to make a modded Thermos ^^  ;D
(http://i.imgur.com/tSoRLTw.png)
A-randy-bica extra strong
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: chumbaba on October 06, 2016, 01:21:56 AM
Yes :)
As someone totally addicted to coffee, I cant imagine it to drink it cold

edit: after thinking about it...I never build this nutrient paste thingy....maybe a giant coffeeautomat?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Litcube on October 06, 2016, 10:22:51 AM
Was the requirement of fertilizer to perform soil reclamation removed?  My dudes are making garden soil without fertilizer, and I was all like, "no, dudes! You need fertilizer!"  But the dudes kept on making that garden soil.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 06, 2016, 10:32:59 AM
That is coming very soon! Hopefully have a earlier edition out today.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 06, 2016, 10:53:36 PM
So.... Bunch of ppl spying on me and knowing I've been coding a lot of new things into my mod.

Tonight I'm putting up a early release of my next version. Still some Balances and Research to add here and there. And probably be lots of bugs not found.
Big things added was Food Preservation for Early and Mid game techs.
(http://i.imgur.com/9qiCDW6.jpg)
-Canning Machine the makes Canned Food and Meals. "Powered" by Steel and uses Nutrition recipe for balance.
-Prep Table has Pickle Veg's and Salt-Cured Meats for tribals.
-Salt is a common mined mineral.


MAY NOT BE SAVE SAFE. Always delete older versions before adding new mod.
Download Preview Copy (https://www.dropbox.com/s/gl2jmgi3j1ng44p/Vegetable%20Garden%205.1.15.1284.zip?dl=0)
Not available on steam

Change Log!

10/6
- pickled veg recipe finally working.
- soil research balanced

10/5
- canning machine added
- can meat and veg added
- can meal added to new table

10/3
- pickled veg and salt cured meats added
- recipes added to the prep table

10/1
- fertilizer added to soil req.s
- compost bin added

9/26/16
- More guides added.
- Campfire recipes added.
- Whiz added to drinks.
- Minor recipes tweeks.
- coconut milk added to many recipes.

9/25/16
- Guide / description worked on.
- Aloe updated. Last for a lot longer
- Cheese updated. Lasts many seasons now
- Silage tweeked.

9/15/16
- Icecream machine removed. Sweets table added
- Artwork for some tables updated.
- Work on fertilizer  begun.

9/9/16
- new prep table (unpowered, slower)
- campfire recipes fixes
- flax tweaks - immune to blight now

9/8/16
- campfire fixes.

9/6/16
- Recipes fixes. Lots of names added to drinks
- Bugs fixes.

9/4/16
- Lot of balances and bug fixes

9/1/16
-workgivers labels updated
-research text fixed
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 06, 2016, 11:24:06 PM
Man this look quite awesome.

Congratz on the big update and thanks for your work.

Cheers  ;D
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: lazuli42 on October 07, 2016, 09:46:53 AM
The new update looks good! I was wondering, though, if you plan on updating the brew table recipes so that they use the new fermentation system introduced in A15. As it is now making any of the modded drinks is way faster than making beer.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 07, 2016, 09:55:06 AM
Quote from: lazuli42 on October 07, 2016, 09:46:53 AM
The new update looks good! I was wondering, though, if you plan on updating the brew table recipes so that they use the new fermentation system introduced in A15. As it is now making any of the modded drinks is way faster than making beer.

Fermentation is hard coded to beer only. Already looked into it  :)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 07, 2016, 10:50:39 AM
Quote from: dismar on October 07, 2016, 09:55:06 AM
Fermentation is hard coded to beer only. Already looked into it  :)
Yep. I can't find a way too reuse it for something else either

Was secretly hopping you'll find out something though  ;D I'm stuck too :p
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: luksi on October 07, 2016, 01:25:58 PM
Might be a dumb question, but how do I make neutroamine with the neutro flower petals? Haven't found it in any table.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: zmadz on October 07, 2016, 04:24:49 PM
love it so far, been wondering if you can implemented the crate for drinks system that cupro had love that bulk brewing but i don't like the extra copper,quartz and alloys that come with cupro core
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Culise on October 07, 2016, 07:49:29 PM
Quote from: luksi on October 07, 2016, 01:25:58 PM
Might be a dumb question, but how do I make neutroamine with the neutro flower petals? Haven't found it in any table.
Neutroamine should be made at a drug lab from those neutro flower petals.  10 petals are required per vial, and your worker needs skill in both medicine (6) and crafting (3).  You will also require research to be completed on Medicine Production, without which you would have no use for neutroamines in either event.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: duduluu on October 08, 2016, 10:15:33 AM
Hello, dismar!
I had translated you mods to Chinese at the version A13 before.
Could you allow add the language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me your email by messege, I'd be grateful to you!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 08, 2016, 01:37:40 PM
Quote from: duduluu on October 08, 2016, 10:15:33 AM
Hello, dismar!
I had translated you mods to Chinese at the version A13 before.
Could you allow add the language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me your email by messege, I'd be grateful to you!

If you want your translation files added to the main mod. You can private msg me a drop box (or like services) link and i am more then happy to add and credit your work!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 08, 2016, 01:42:30 PM
Quote from: lazuli42 on October 07, 2016, 09:46:53 AM
The new update looks good! I was wondering, though, if you plan on updating the brew table recipes so that they use the new fermentation system introduced in A15. As it is now making any of the modded drinks is way faster than making beer.

Sooo anyway. Thanks to the work of Cupro. (Doing all the hard coding!) I was able to reverse engineer some code to make this!
(http://i.imgur.com/2WwbC1C.jpg)
(http://i.imgur.com/nsrBQMO.jpg)
Next preview version will release tonight. Alcohol overhaul.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: lazuli42 on October 08, 2016, 03:33:21 PM
Hurray for alcohol! I wasn't actually expecting that be changed, great job you two.

BTW, i was playtesting your last preview release and came across some bugs. They are:

1. Salted Pork and Pickled Veggies can only be made at the powered prep table, not the unpowered one. This kinda defeats the purpose of offering a low tech solution to food preservation.
2. Salted pork can be used as an ingredient to make... salted pork. This essentially just causes salt to disappear with nothing to show for it.
3. Sun lamps can be made without having electricity researched. You still cant do anything with them since you have no way to power them, but I thought you should know. Although it's possible this is caused by a mod conflict on my end, I haven't tested the mod by itself.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 08, 2016, 03:37:34 PM
Quote from: lazuli42 on October 08, 2016, 03:33:21 PM
Hurray for alcohol! I wasn't actually expecting that be changed, great job you two.

BTW, i was playtesting your last preview release and came across some bugs. They are:

1. Salted Pork and Pickled Veggies can only be made at the powered prep table, not the unpowered one. This kinda defeats the purpose of offering a low tech solution to food preservation.
2. Salted pork can be used as an ingredient to make... salted pork. This essentially just causes salt to disappear with nothing to show for it.
3. Sun lamps can be made without having electricity researched. You still cant do anything with them since you have no way to power them, but I thought you should know. Although it's possible this is caused by a mod conflict on my end, I haven't tested the mod by itself.

Thanks! As you know it's not a release yet for these reasons!

To keep salted meat other animal mod compatible i'll have to leave the salted meat makes salted meat in the recipe. But it will be OFF by default.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: whatnow96 on October 08, 2016, 05:46:40 PM
how do you get soy milk? there are no soy beans.....
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 08, 2016, 06:24:35 PM
Quote from: whatnow96 on October 08, 2016, 05:46:40 PM
how do you get soy milk? there are no soy beans.....

Beans are under/after agriculture research. They are just called beans.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: whatnow96 on October 08, 2016, 08:50:25 PM
ohhhhhhh ok lol
Title: Re: [A14/15] Vegetable Garden v5.1 preview!! 10/8/2016
Post by: dismar on October 08, 2016, 09:19:41 PM
MAY NOT BE SAVE SAFE. Always delete older versions before adding new mod.
Not available on steam

Download :
Veg Garden preview release 2!!! (https://www.dropbox.com/s/hvogr6jj3515ecx/Vegetable%20Garden%205.1%20preview%202.zip?dl=0)

Rise of the alcohol fermentation.
(http://i.imgur.com/2WwbC1C.jpg)
(http://i.imgur.com/nsrBQMO.jpg)

10/8
- Alcohol barrels fully added
- old recipes for alcohol removed
- coconut milk added to cheese and chocolate milk
- bug fixes (recipes, item, sunlamps)
- new category added for all things brewing
- dry fruit updated
- rot times adjusted on many crop items.

10/7
-Alcohol Barrel coding begin

Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 08, 2016, 09:48:57 PM
Will try this ASAP  8)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: creeper857 on October 09, 2016, 08:13:39 AM
is it possible to download garden tools separate from rest of the mod?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 09, 2016, 08:50:19 AM
Quote from: creeper857 on October 09, 2016, 08:13:39 AM
is it possible to download garden tools separate from rest of the mod?
It's on steam :

http://steamcommunity.com/sharedfiles/filedetails/?id=755926519

Tho it is not the same as the one in the full mod atm. No fertilizer stuff yet.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: creeper857 on October 09, 2016, 09:11:17 AM
Quote from: dismar on October 09, 2016, 08:50:19 AM
Quote from: creeper857 on October 09, 2016, 08:13:39 AM
is it possible to download garden tools separate from rest of the mod?
It's on steam :

http://steamcommunity.com/sharedfiles/filedetails/?id=755926519

Tho it is not the same as the one in the full mod atm. No fertilizer stuff yet.
I dont have the steam version :(
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: zmadz on October 09, 2016, 01:02:27 PM
fertilizer methods are amazing much more better than fertilizing from thin air, love the brewing tab but i feel like there is no need to have a bill for each crate , a simple empty crate bill with selected details for them all would imho make it better.

was wondering if you can do any menu(tab) for growing where you could separate growing flowers/fruits/vegetable/resource leaf/tree since when you research them all it clogs the interface making it rly hard to read

I have been getting some error

(https://s16.postimg.org/b5xseakf5/error.png) (https://postimg.org/image/b5xseakf5/)

keep up the good work =]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 09, 2016, 03:02:30 PM
Are you loading jnto a save game? And did completely delete your mod folder before upgrading?


Most of the other stuff is hard coded but I can look into it.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: zmadz on October 09, 2016, 03:10:05 PM
Quote from: dismar on October 09, 2016, 03:02:30 PM
Are you loading jnto a save game? And did completely delete your mod folder before upgrading?


Most of the other stuff is hard coded but I can look into it.

well i started by deleting old vegetable garden and puting new one inside, but i didn't completly delete other mods i been having some hash collisions with mushrooms and robots ++ but i thought this error  was a work giver for pack table. Thought testing it with other mods and seeing what happen.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: duduluu on October 10, 2016, 10:03:15 AM
Hello, dismar!
I see the coconut in your mod.
I must tell you, it's draw by me.
I draw the picture for Ocean Biome Ecosysem.
I think you should add my ID to credit.
https://ludeon.com/forums/index.php?topic=20169.0 (https://ludeon.com/forums/index.php?topic=20169.0)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 10, 2016, 10:24:33 AM
Quote from: duduluu on October 10, 2016, 10:03:15 AM
Hello, dismar!
I see the coconut in your mod.
I must tell you, it's draw by me.
I draw the picture for Ocean Biome Ecosysem.
I think you should add my ID to credit.
https://ludeon.com/forums/index.php?topic=20169.0 (https://ludeon.com/forums/index.php?topic=20169.0)

Oh! Sorry about that. I'll get you added in after work today.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: duduluu on October 11, 2016, 02:49:54 AM
Hello, Dismar!
I have finish the translation work for your two Mod, and upload to GitHub.
I would update the language data in this project on GitHub, when you change your mod.

See here:
https://github.com/duduluu/RW-ChineseSimplified-dismar (https://github.com/duduluu/RW-ChineseSimplified-dismar)
Or Download:
https://github.com/duduluu/RW-ChineseSimplified-dismar/archive/master.zip (https://github.com/duduluu/RW-ChineseSimplified-dismar/archive/master.zip)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 18, 2016, 12:15:48 AM
Not sure if anyone else has had this problem but people keep randomly grabbing tofu to eat later and then getting a bad moodlet because of it. I made spots at the base of all my kitchen doors with fine meal stacks so they will see them first yet they sometimes just pick up tofu. I have them eating stew in the dining room and they usually grab that or the fine meals in the kitchen but some just grab tofu. Do you think putting fine meals in the corners of my meat locker would help fix this? see attachment. I've never actually seen anyone pick up tofu, I've only seen it on people and seen people eat it out of pocket.

[attachment deleted by admin - too old]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: hgjkg on October 18, 2016, 11:37:21 AM
Quote from: RommePawn on October 18, 2016, 12:15:48 AM
Not sure if anyone else has had this problem but people keep randomly grabbing tofu to eat later(...)

I have a similar problem, but with canned meat. Colonists seem to hoard the canned meat in ridiculous amounts as soon as it is produced. I have it stored in the blue zone just outside the freezer that is barely visible at the top of the screen. I run a heavily modded colony so this might just be a problem on my end, or have anyone else noticed this too?

Also, Red Lentils seem to no longer serve any purpose. They are available to grow, but not used in any recipes as far as I can tell.

[attachment deleted by admin - too old]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on October 18, 2016, 12:00:25 PM
I didn't made canned food, but tofu.
And my tofu are never used except by the cooks for meals. I cook mainly cheeseburger, pizza and stew.
But people grab often grilled steak,vegetables for later instead a burger or piza.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 18, 2016, 12:23:45 PM
Have you tried moving the mod to the bottom of the load list. Sometimes it's conflict that causes that.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 18, 2016, 06:48:53 PM
Quote from: Canute on October 18, 2016, 12:00:25 PM
I didn't made canned food, but tofu.
And my tofu are never used except by the cooks for meals. I cook mainly cheeseburger, pizza and stew.
But people grab often grilled steak,vegetables for later instead a burger or piza.
Can you post a screenshot of your kitchen and eating area. Multiple screenshots if needed. JPGs help stay below the 600kb limit. You can copy your screen using the "print screen" button next to f12. f12 is takes screenshots on steam. Even if you don't have rimworld on steam you can use "ADD A GAME..." to start up a non steam game with the steam overlay thus allowing screenshots with it. Saves some fuss with editing.

Sorry for the info dump.

Quote from: dismar on October 18, 2016, 12:23:45 PM
Have you tried moving the mod to the bottom of the load list. Sometimes it's conflict that causes that.

I will try this without changing anything else. Have them empty and haul any tofu they had on them and report back with any news.

I would have never guessed that mod order would cause the ai to pocket bad food. By your reply I get the impression that pocketing lesser food isn't how the ai should behave. How does the food pocketing mechanic actually work? Are pawns suppose to pocket the best food?

Anyways, thanks for the reply, and the mod, its basically a must use for me.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 18, 2016, 09:33:36 PM
I totally forgot to ask What version of the mod you are using? There's 5.0, 5.1 preview, and 5.1 steam. After this weekend there will only be one version supported to rule them all. Steam version has some fixes not found in the preview version...

Pawns can carry one meal worth of food. That I know of. So a few tofu's is ok. Tofu is classed as a meal, not a raw food.

Red Lentils are found in the meat category so it does serve a big purpose!

The last mod to change a core definition is the one that defines the game rule. I plan on making veg garden not dependent on core def's anymore since many new modder's have joined that constantly change core files.

SO if someone else's def changes something about my food the AI will be all crazy.. sometimes.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 18, 2016, 11:34:32 PM
Quote from: dismar on October 18, 2016, 09:33:36 PM
I totally forgot to ask What version of the mod you are using? There's 5.0, 5.1 preview, and 5.1 steam.

5.15.1284

Quote from: dismar on October 18, 2016, 09:33:36 PM
Pawns can carry one meal worth of food. That I know of. So a few tofu's is ok. Tofu is classed as a meal, not a raw food.

Really?.. So it isn't a bug. Why on earth would you set a "awful" food as a meal? Why wouldn't it be setup like berries?

Sorry but since this isn't a bug I must treat it like one myself.
Vegetable Garden\Defs\ThingDef\Resources_Tofu.XML
<foodType>Meal, Processed</foodType>
to
<foodType>VegetableOrFruit</foodType>
Should fix the problem with tofu. By making it a non meal.

I'm sorry if it bugs you I edited your mod but tofu being both a pocketable meal and an awful meal isn't a good design. It should only be eaten if there are no meals available. Therefor I feel it shouldn't be a meal.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 19, 2016, 12:19:41 AM
Yeah lots of bug coding has changed since 5.0
There was a lot of bugs in 5.0 it was an alpha first release.

Changing you food flag to that will probably end up causing a bunch more of the issues your trying to fix.

The change I see I made in 5.1 was    <preferability>DesperateOnly</preferability> which make them not eat it unless they have nothing else.

And i didn't say it wasn't a bug. It's just not a bug NOW in the version i'm using and releasing. Since it was probably pointed out 20 pages ago or on the steam. :)

5.1 will be posted for non-steam users soon.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 19, 2016, 12:24:31 AM
Quote from: dismar on October 19, 2016, 12:19:41 AM
Changing you food flag to that will probably end up causing a bunch more of the issues your trying to fix.

I was about to post this  ;D

<preferability> tag is the way to do those kind of changes
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Lexmechanic on October 19, 2016, 05:08:38 PM
Hiya, dismar! Have you considered including a few leafy vegetables? (Romaine lettuce, red cabbage, and spinach perhaps.) I noticed you have a simple salad, which might go well with those. Could expand the selection of salads. Something like "leafy salad" (simple - only leafy veggies), "tossed salad" (fine - leafy and other veggies plus cheese), "chef salad" (lavish - leafy and other veggies, plus cheese, egg and/or meat). :)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 19, 2016, 11:47:14 PM
Quote from: dismar on October 19, 2016, 12:19:41 AM
Yeah lots of bug coding has changed since 5.0
There was a lot of bugs in 5.0 it was an alpha first release.

Changing you food flag to that will probably end up causing a bunch more of the issues your trying to fix.

The change I see I made in 5.1 was    <preferability>DesperateOnly</preferability> which make them not eat it unless they have nothing else.

And i didn't say it wasn't a bug. It's just not a bug NOW in the version i'm using and releasing. Since it was probably pointed out 20 pages ago or on the steam. :)

5.1 will be posted for non-steam users soon.

Yeah, so my edit didn't really work out so well. Then I decided to just outright comment out the <ingestible> section but after I read your comment I thought it would be best to change it to DesperateOnly as this is what you did and it seems to have worked.

Silly me thinking I know anything about modding :P Thankyou.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 20, 2016, 10:49:27 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=784365604

:/
I'm just going to make it inedible again.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: RommePawn on October 21, 2016, 09:49:33 AM
Why is this issue such a pain? This is what happened after using DesperateOnly. They walk over to the tofu and just absorb it all. Making it inedible prevented cooking with it so I just decided to wait and see if this happened again. About 6 of my people had 1k worth of tofu total. I just want them to stop picking up awful meals, this is just nonsense..

(http://images.akamai.steamusercontent.com/ugc/243584730422659880/9CED4E876FD6ABE46103ECA4021BE0C33EBF4428/)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 21, 2016, 07:38:12 PM
Hey buddy, Ill be working on my mods coding tomorrow and I'll send you a link to try and fix the issue for you.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on October 25, 2016, 05:01:05 AM
Don't you think the corn-polenta-grilled polenta line is a bit overpowered ?
With 25 corn you made 16 grilled polenta.
From 25 x 0,05 nut to 16 x 0.9 nut.
Yes cooking can increase the nut. of some food, but not allways and not in these range.
Not to speak about the joy and positiv side effects.

Basicly the whole mod is a kind of cheating, i can understand why it is so popular. It is very helpful at extreme biomes ! :-)
Not to speak about the meal-stacking.

But i suggest to keep a few rules. When you cook meals from raw food, you can gain 1.1x nut of the raw food.
Cooking meals from other meals you shouldn't get any nut. bonus just more joy and/or better side effect. You can even loose nut.

You can get more then enough nut. from raw food because of your better vegetables you can grow.

Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 25, 2016, 08:31:10 AM
Your math is strong. But what value do you put on the work and steps to make said items?

You look at the start ans end to the process but not the fact of number of steps and work amount to get to a finished product.

There has to be some reward for the amount of work too.

Tho the numbers do seem a bit high. Like 8 should be the final product number.
<rant>
As for calling it cheaty i'd say "under tested with little feed back from people". There is no team who builds this mod. Just me after working my 60+ hours a work :) Most games have tons of  ppl who work on the mod. Artists, tests, programmers, etc.

I hear a least once a week about how my mod is cheaty or the art sucks. But rarely "help" Nothing in the mod is permanent. Value can easily be changed.

</rant>
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on October 25, 2016, 09:23:39 AM
When 20 squares of corn on garden soil are enough to keep 9 pawns and 3 artic wolfs(human meat + polenta ->kibble) well feed, and the pawns still eat a fine meal, do you realy think this is balanced ?

Yes, you need to invest work to create meal, instead to eat well tasty berries.
But you get
- fine or larvish meals.
- bonus effects you don't get from vanilia meals.
- you get more nut. out of the raw resources.

And about the worl you speak. 1 cook do all the work, and i don't even use the kitchen speed enhancer.
2 full stacks of grilled polenta (regular) and pot of stews (if wounded), and remaining time he grill steaks from human/insect meat to sell on trader.
Don't forget you do mass production of you meals, mosttimes the worktime is the same or less then the pawn need to haul the resources even when they are just next room.

I don't say you mod is bad, i realy like and enjoy it. It force me to grow different plants to create cheeseburger and pizza.
BUT compared to regular fine meals i would do without your mod i need alot less room to grow plants, less room to store meals.
1 large sunlamp field can easyly support 14-16 pawns for pizza (meat comes from hunting) and herbal medicone.

You don't should change your mod, just adjust the values.
Why do you get 4 grilled polenta out of 1 polenta ? And a single grilled one got twice that much nut. then the regular one. Sorry this is cheating ! :-)
A realistic line would be you just made 2 polenta out of the cornmeal, and just 2 grilled polenta out of a regular polenta.
Then you get from 25 corn (1.25 nut.) 2 grilled polenta (1.8 nut.) and you should adjust the nut. from polenta set to 0.8 with the awful meal mood. The nut. from a meal can't just double just because you grill it, the taste may change but no the nut. :-)

But thats just my opinion, think about it, and let discuss the others about it.

Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 25, 2016, 01:03:12 PM
I like your opinions. As I have stated I haven't had time to play test much in 15. I count of the people to feed back and let me know about balance. Polenta is a very new item and no one has said any thing yet.

So you can post in here or msg me any things you see that could be changed. Many plant and soil changes come from the ppl like u.

One other note. I have changed all stock sizes up. Because honestly, you can build a space ship to leave the planet but can't make shelves or cabinet to store things? Lol

Oh I was typing on my phone and missed this :
QuoteWhen 20 squares of corn on garden soil are enough to keep 9 pawns and 3 arctic wolfs(human meat + polenta ->kibble) well feed, and the pawns still eat a fine meal, do you really think this is balanced ?
No I don't that's why in 5.1 Garden soil was lower a bit, requires research, and now take a fertilizer to upgrade the soil. But I do believe that after all that is done it should be easier to maintain a colony. Moving up in tech should make thing easier. Don't you think?
Title: [A15] Vegetable Garden v5.1a ~0.15.1284 [10/25/16]
Post by: dismar on October 25, 2016, 11:46:10 PM
Vegetable Garden 5.1a early release.
Download 5.1a (https://www.dropbox.com/s/dsxt7dycpsl3wun/Vegetable%20Garden%205.1a.zip?dl=0)

Buncha Changes in this update. Might not be save game safe! Install in save games at your own risk.


- 10/25
- small balance to recipes

10/22
- Art for trees updated and randomized. leafless in cold weather.
- parent defs have been given unique names to avoid future mod conflicts.
- non-meal foods def updated.

10/20/16
- Drug limits set ( caffeine and tobacco )
- cheese is food again
- cheeseburgers can be made again


10/16/16
- small recipe patch pushed on steam.

10/15/16
-Steam release of 5.0 and 5.1

10/10/16
- spell checks in items.
- small bug fixes.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: OnlyMarvellous on October 26, 2016, 03:18:05 AM
Thanks for this fantastic mod, Dismar. I've gone through your RecipeDefs and made a few spelling corrections/changes to a lot of the entries and I was wondering if I could post it here for others to use as well. Everything I did was cosmetic and won't change the way your mod functions.

A few of examples:

I changed bills from "Ground _____" to "Grind _____"; ground being an adjective and grind being a verb. You grind something, and it is then ground.
I also changed all instances of "leafs" to "leaves". Leafs is (apparently) considered correct these days, but I have always known them to be "leaves" and not "leafs".
I changed the names of the bulk recipes, for example; "Make Lavish Meals (4)" was changed to "Make four lavish meals".
Some spelling or grammatical corrections and alterations were also made. Removing/adding capital letters where necessary.


I can't list every single change I made, but they were all along those lines. Again, no values were altered. Some other people may find that my changes make things a bit neater or nicer to read, but I won't post the edited files here without your permission. If you allow it, I will try to get them posted here as soon as possible.


EDIT: I should mention, I did this on your latest 5.1a release.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 26, 2016, 10:11:40 PM
Quote from: OnlyMarvellous on October 26, 2016, 03:18:05 AM
Thanks for this fantastic mod, Dismar. I've gone through your RecipeDefs and made a few spelling corrections/changes to a lot of the entries and I was wondering if I could post it here for others to use as well. Everything I did was cosmetic and won't change the way your mod functions.

A few of examples:

I changed bills from "Ground _____" to "Grind _____"; ground being an adjective and grind being a verb. You grind something, and it is then ground.
I also changed all instances of "leafs" to "leaves". Leafs is (apparently) considered correct these days, but I have always known them to be "leaves" and not "leafs".
I changed the names of the bulk recipes, for example; "Make Lavish Meals (4)" was changed to "Make four lavish meals".
Some spelling or grammatical corrections and alterations were also made. Removing/adding capital letters where necessary.


I can't list every single change I made, but they were all along those lines. Again, no values were altered. Some other people may find that my changes make things a bit neater or nicer to read, but I won't post the edited files here without your permission. If you allow it, I will try to get them posted here as soon as possible.


EDIT: I should mention, I did this on your latest 5.1a release.

crap thought you posted it! lol you can send it to me and i'll add it to the mod! full credit to you! Thanks you sometimes after coding for hours i'm like yea! thats how to spell that! lol
Title: Re: Vegetable Garden [9/6/16] about Tabacco
Post by: h5bw on October 27, 2016, 04:17:10 AM
sorry for poor english but you can understand what I wanna say
I write this text for someone stuck in a problem about 'Compatibility with Jecrell's Tobacco and Cigarettes V1.2'  just like me
When you using both mod, you probably cannot see Jecrell's Tobacco in growing zone menu, Only VG Tobacco there
so you can't get Tobacco leaves exept trader's offer
Reason why this happen is those mod sharing the name 'Tobacco Plant'
I tried to solve this by changing load order but didn't work

the way I solve problem is
1.Open 'Jecrell_Plants_Cultivated_Farm.xml' in
Mods\Jecrell - Tobacco & Cigarettes V1.2\Defs\ThingDefs_Plants

2.change defName (PlantTobacco) to (blahblah) you want

exp
<defName>PlantTobacco@</defName>
    <label>tobacco plant@</label>

then growing zone menu got PlantTobacco@(Jecrell's Tobacco) and PlantTobacco(VG)
It just a minor problem you might face but I hope this help someone even newest than me
Title: Re: Vegetable Garden [9/6/16] about Tabacco
Post by: dismar on October 27, 2016, 05:02:13 AM
Quote from: h5bw on October 27, 2016, 04:17:10 AM
sorry for poor english but you can understand what I wanna say
I write this text for someone stuck in a problem about 'Compatibility with Jecrell's Tobacco and Cigarettes V1.2'  just like me
When you using both mod, you probably cannot see Jecrell's Tobacco in growing zone menu, Only VG Tobacco there
so you can't get Tobacco leaves exept trader's offer
Reason why this happen is those mod sharing the name 'Tobacco Plant'
I tried to solve this by changing load order but didn't work

the way I solve problem is
1.Open 'Jecrell_Plants_Cultivated_Farm.xml' in
Mods\Jecrell - Tobacco & Cigarettes V1.2\Defs\ThingDefs_Plants

2.change defName (PlantTobacco) to (blahblah) you want

exp
<defName>PlantTobacco@</defName>
    <label>tobacco plant@</label>

then growing zone menu got PlantTobacco@(Jecrell's Tobacco) and PlantTobacco(VG)
It just a minor problem you might face but I hope this help someone even newest than me

Yes all you have to do is rename the def name and change the label to something unique.

I can't change mine or it will break ever copy of the game release on steam.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: kaptain_kavern on October 27, 2016, 05:38:42 AM
Nicely done h5bw. And as a non English natural speaker, you were clear and precise.

@dismar : IMHO, as you have the privilege to be the author/maintainer of the biggest / more used plants mod, it is more to the other little ones to adapt and use other defnames. I completely understand the problem of having to doing this on an on going used version ;-)

Happened to me so now I will always prefixed my defname like VG_Coffee in this case. BTW I will soon start try to make a compatibility patch for "CK - Animal and Plants Pack" and VegGarden so you may got pm, bud ;-)

Nice changes in last version I saw, congratz
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Oragepoilu on October 29, 2016, 08:48:31 AM
Hello,

first of all, thx for the mod mate, I do enjoy it quite a lot (even if as a caveman it's a bit hard to grow stuff, it's doable ^^)

A have a few thing I want to talk about :

-I saw in the description that it should have a neutro-something recipe from the neutro flower plant. (Sorry, don't have the name off my mind ...) I triedto look into the recipe def for the NeutroPetals, but found nothing. So I added manually a new recipe for it, but I wonder why it's in the description if the last version do not have it ? Or it's somewhere else hidden ?

-Tofu is both plant & meat when you need to cook. It's annoying when cooking lavish meal (or whatever else that need both), because they ignore my corn and use tofu for the plant part, while it's way more time consuming to use tofu instead of corn. If I disable todu in the plant section of the recipe in game (bill), it can't be used as meat.
So i removed the tag plant on the tofu, but well...
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 29, 2016, 10:20:16 AM
Quote from: Oragepoilu on October 29, 2016, 08:48:31 AM


-I saw in the description that it should have a neutro-something recipe from the neutro flower plant. (Sorry, don't have the name off my mind ...) I triedto look into the recipe def for the NeutroPetals, but found nothing. So I added manually a new recipe for it, but I wonder why it's in the description if the last version do not have it ? Or it's somewhere else hidden ?

-Tofu is both plant & meat when you need to cook. It's annoying when cooking lavish meal (or whatever else that need both), because they ignore my corn and use tofu for the plant part, while it's way more time consuming to use tofu instead of corn. If I disable todu in the plant section of the recipe in game (bill), it can't be used as meat.
So i removed the tag plant on the tofu, but well...

Hi, NeutroPetals can be turned into Neutroamine at the drug lab, but only after Medicine Production is reearched. The recipe is in the def for Neutroamine thats why you can't find it. Simple recipes can be baked into items directly.

So i'll put some more thought into the tofu thing ^^
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Oragepoilu on October 29, 2016, 12:31:10 PM
@dismar

Thx for the reply,  I did another medicine tech (because of others mods) and it was why I wasn't able to find the craft in game. now it's all good :3

sadly none of my crafter are good at medicine, so I will need to wait a bit.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on October 29, 2016, 02:52:51 PM
I got a similar at the beginning.
I could plant the neuro plants, but don't got a recipe for the neuroanime, or got the worng one from EPOE(AMC).

Maybe you should enable the plant with the Medicine research, rather then Agriculture.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Storm_B on October 30, 2016, 07:15:29 AM
I am having some problems with textures, i want to have vegetable garden textures for corn, rice and all the normal game crops, but i have the normal textures, what i do to change that? when i first used the mod, the mod textures were working, now i have normal ones. HELP ME!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 30, 2016, 09:05:11 AM
Quote from: Storm_B on October 30, 2016, 07:15:29 AM
I am having some problems with textures, i want to have vegetable garden textures for corn, rice and all the normal game crops, but i have the normal textures, what i do to change that? when i first used the mod, the mod textures were working, now i have normal ones. HELP ME!

So the crop items have changed back to the vanilla ones?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Commander Blackwatch on October 30, 2016, 11:44:27 PM
Vegetable Garden v5.0 ~0.15.1279

Very Very Very Impressive Mod The Texture are so Amazing and also you can grow own Resources but its take some time to grow you will need a fertilizer to grow them fast but so Impressive and So many New recipe and Food are so Impressive. The Garden Tools are so Helpful and Useful to make your plants grow even faster and also the Drug are ok and the crops texture are so Amazing and the raw food. Amazing Mod  ;D ;D ;D

Average : 10/10
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: jmababa on October 31, 2016, 02:09:21 AM
Nice mod but conflict with Medieval mod which also does csalted meat it's just named jerked meat found out those 2 are conflict so I can't use this mod cause I like the fence on medieval mod more cheap reliable and prevents untamed animals from munching in my farms
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: asquirrel on October 31, 2016, 02:14:16 PM
Ran into something that might be described as a bug.  Maybe it's user error?  Do I have to crush the flowers first?
My pawns got Malaria.  I crafted a drug lab and then grew some neurotamine flowers and tried to make neurotrainer from them.  The lab said I didn't have the ingredients, but something to the effect that if I had the dreamvines I could craft neutramine from them.  I'm running Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16).

Do I need to crush the petals first or is there something else going on?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 31, 2016, 02:18:54 PM
Quote from: asquirrel on October 31, 2016, 02:14:16 PM
Ran into something that might be described as a bug.  Maybe it's user error?  Do I have to crush the flowers first?
My pawns got Malaria.  I crafted a drug lab and then grew some neurotamine flowers and tried to make neurotrainer from them.  The lab said I didn't have the ingredients, but something to the effect that if I had the dreamvines I could craft neutramine from them.  I'm running Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16).

Do I need to crush the petals first or is there something else going on?

Don't know I'll have to look into it. Are you using 5.0?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: asquirrel on October 31, 2016, 02:33:07 PM
Hi Dismar,

I just did a search for the about file

"Vegetable Garden v5.0 ~0.15.1284
Now with Xtra! Plants."

I tried moving vegetable garden to near bottom of the mod load order.  Only thing below that is my cloth sandbag mod and miniaturization. Still not allowing me to craft it in the drug lab.  I tried the milling stone but it looks like it only grinds up food stuff (sugarcane, cornmeal & flower). :( 
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: asquirrel on October 31, 2016, 02:35:09 PM
Hi Dismar,

I just did a search for the about file

"Vegetable Garden v5.0 ~0.15.1284
Now with Xtra! Plants."

I tried moving vegetable garden to near bottom of the mod load order.  Only thing below that is my cloth sandbag mod and miniaturization. Still not allowing me to craft it in the drug lab.  I tried the milling stone but it looks like it only grinds up food stuff (sugarcane, cornmeal & flower). :( 

Oh, I did mention that I tried the drug lab to make the stuff.  Is there another production bench I need to use? 
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 31, 2016, 02:37:51 PM
Did you research  medicine making?
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: asquirrel on October 31, 2016, 02:47:28 PM
I think so.  Maybe a different one I'm supposed to be looking at?  I attached a screenshot so you can verify this is the right one.

[attachment deleted by admin due to age]
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Canute on October 31, 2016, 03:18:12 PM
Quote from: asquirrel on October 31, 2016, 02:14:16 PM
Ran into something that might be described as a bug.  Maybe it's user error?  Do I have to crush the flowers first?
My pawns got Malaria.  I crafted a drug lab and then grew some neurotamine flowers and tried to make neurotrainer from them.  The lab said I didn't have the ingredients, but something to the effect that if I had the dreamvines I could craft neutramine from them.  I'm running Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16).

Do I need to crush the petals first or is there something else going on?
I bet, you got maybe another neuroanime recipe from another mod.
Happen to me, i needed neuroglycerin from bomrat/alope for the bill i got.
To craft neuroanime with the neuro pedals, you need to research medicin at last.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on October 31, 2016, 03:31:37 PM
Yeah I'm making a small change to that in the next version. Petals will unlock with the table not medicine crafting .
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: asquirrel on October 31, 2016, 06:08:24 PM
That was it Canute.  Looks like there was another medicine recipe that I hadn't researched yet.  Thanks all of you for your help! :)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Storm_B on November 01, 2016, 09:44:15 AM
Quote from: dismar on October 30, 2016, 09:05:11 AM
Quote from: Storm_B on October 30, 2016, 07:15:29 AM
I am having some problems with textures, i want to have vegetable garden textures for corn, rice and all the normal game crops, but i have the normal textures, what i do to change that? when i first used the mod, the mod textures were working, now i have normal ones. HELP ME!

So the crop items have changed back to the vanilla ones?
yes they changed.  :-\
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: creeper857 on November 12, 2016, 05:36:37 PM
There should be a download for only tools part of the mod like before on the forum
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Froger523 on November 12, 2016, 08:03:16 PM
Muffins are giving food poisoning. Idk if this is due to the raw dough not being recognized as cooked or something else. Appreciate all the help!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on November 12, 2016, 10:13:37 PM
Quote from: creeper857 on November 12, 2016, 05:36:37 PM
There should be a download for only tools part of the mod like before on the forum

There is an older version (a15 still) on steam. Until I get time to update it to use the fertilizer like the main mod I then will put it on here. I will try and get to it tomorrow tho. Thanks

Quote from: Froger523 on November 12, 2016, 08:03:16 PM
Muffins are giving food poisoning. Idk if this is due to the raw dough not being recognized as cooked or something else. Appreciate all the help!

All cooked meals even the baked ones will have a chance at food poisoning. Chance goes down the better the cook.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: faltonico on November 13, 2016, 03:03:07 AM
Quote from: dismar on November 12, 2016, 10:13:37 PM
Quote from: Froger523 on November 12, 2016, 08:03:16 PM
Muffins are giving food poisoning. Idk if this is due to the raw dough not being recognized as cooked or something else. Appreciate all the help!

All cooked meals even the baked ones will have a chance at food poisoning. Chance goes down the better the cook.
Also the cleaner the kitchen.
More in depth stuff at https://www.reddit.com/r/RimWorld/comments/51lo3m/its_been_a_long_time_boomalope/d7fh2s4/?context=3
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Pajama Zach on November 14, 2016, 06:39:06 PM
I was poking through the defs trying to figure out how to do my own trees, and discovered that this mod calls leaflessGraphicPath twice for most trees, once for the custom texture and another time for one of the default ones. This doesn't cause any errors, it just makes the leafless version come up as one of the default leafless textures, usually birch. Deleting the second texture call fixes the issue.

I am curious as to how you got leafless textures working without errors. I'm trying to figure it out in this thread (https://ludeon.com/forums/index.php?topic=27415.0) if you have a few minutes to help me out. Thanks!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Malaras on November 16, 2016, 09:57:42 PM
Hello, did the seeds mod every get added? i haven't played rimworld since alpha 14.. was getting ready to start playing it again.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on November 16, 2016, 11:49:31 PM
Quote from: Malaras on November 16, 2016, 09:57:42 PM
Hello, did the seeds mod every get added? I haven't played rim world since alpha 14.. was getting ready to start playing it again.

Seeds mod is maintained and supported mainly by Notfood now. I believe that they are waiting on CCL to finish it's alpha 15 release.

https://ludeon.com/forums/index.php?topic=24443.0
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Thundercraft on November 17, 2016, 11:08:28 PM
I noticed that Vegetable Garden adds coffee.
However, Cupro's Drinks (https://ludeon.com/forums/index.php?topic=13400.msg130954#msg130954) also adds a coffee plant and 3 different types of coffee.

Does this make these two mods incompatible? If not, should they be installed in a certain order?

Also, there is the Hot Coffee (http://steamcommunity.com/sharedfiles/filedetails/?id=764752651) mod, which I would assume is incompatible...

Oh, and then there's Jecrell's Tobacco and Cigarettes (http://steamcommunity.com/sharedfiles/filedetails/?id=764301651), which also has tobacco. Will that still work? Should I install that after this?

Also: Is the "About.xml" in need of updating? It does not mention Neutro Flowers. But it does still list Cannabis as a drug.

Is Cannabis even in the latest version? ??? I can't find it mentioned anywhere in the OP. Nor is it mentioned on the Steam page. Nor could I find it anywhere in the mod files (aside from About.xml). Was it removed?
Title: i think i found a bug
Post by: pyr0kid on November 18, 2016, 04:10:01 PM
nautromine crafting seems to be broken, the bill doesnt show up even if you have the med research.

edit: im not sure what i did but i think it was on my end. game said there was a mod mismatch but i didnt do anything then it poped up in my bills list.
Title: Re: i think i found a bug
Post by: dismar on November 18, 2016, 05:48:25 PM
Quote from: pyr0kid on November 18, 2016, 04:10:01 PM
nautromine crafting seems to be broken, the bill doesnt show up even if you have the med research.

edit: im not sure what i did but i think it was on my end. game said there was a mod mismatch but i didnt do anything then it poped up in my bills list.

cool easy troubleshooting then.

Thundercraft
I noticed that Vegetable Garden adds coffee.
However, Cupro's Drinks (https://ludeon.com/forums/index.php?topic=13400.msg130954#msg130954) also adds a coffee plant and 3 different types of coffee.

Does this make these two mods incompatible? If not, should they be installed in a certain order?
If you use my mod last then you loose anything their mod adds. But with cupro's coffee and mine do the simaliar things. we have alwas worked together building our mods. I would load cupro's last though ^.^b
Also, there is the Hot Coffee (http://steamcommunity.com/sharedfiles/filedetails/?id=764752651) mod, which I would assume is incompatible...

Oh, and then there's Jecrell's Tobacco and Cigarettes (http://steamcommunity.com/sharedfiles/filedetails/?id=764301651), which also has tobacco. Will that still work? Should I install that after this?
as before if you want any effects from a mod, load it last. i've not used those two mods (no need for me) I don't know what they changed in them.
Also: Is the "About.xml" in need of updating? It does not mention Neutro Flowers. But it does still list Cannabis as a drug.
yes waiting for the next release
Is Cannabis even in the latest version? ??? I can't find it mentioned anywhere in the OP. Nor is it mentioned on the Steam page. Nor could I find it anywhere in the mod files (aside from About.xml). Was it removed?
yes, smoke leaf replaced it
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: whoishigh on November 30, 2016, 12:32:16 AM
I just noticed my pigs were eating fertilizer "plants" right out of the compost box, would it be possible to remove the nutrition value from the growing object?

Edit: This is with the 5.1 version of VG available on steam
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on November 30, 2016, 12:43:54 PM
Quote from: whoishigh on November 30, 2016, 12:32:16 AM
I just noticed my pigs were eating fertilizer "plants" right out of the compost box, would it be possible to remove the nutrition value from the growing object?

Edit: This is with the 5.1 version of VG available on steam

Yes thanks for the feed back.
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: Thundercraft on December 04, 2016, 12:43:58 PM
Quote from: zmadz on October 09, 2016, 03:10:05 PM
...well i started by deleting old vegetable garden and puting new one inside, but i didn't completly delete other mods i been having some hash collisions with mushrooms and robots ++ but i thought this error  was a work giver for pack table.

I'm not sure how much impact this has on functionality or if this is trivial, but I'm also seeing this hash collision in the form of a red exception error:

Hash collision between RPP_RechargeStation_Kitchen_Interm and  Plantmushroom: both have short hash 61243

Is anybody else noticing this? (It's probably only noticeable if you turn on debug or read your output_log.txt...)

I know that "RPP_RechargeStation_Kitchen_Interm" belongs to the Misc. Robot++ mod. (See "RPP_Buildings_RechargeStation.xml") And I know that "Plantmushroom" belongs to the Vegetable Garden mod. (See "Cultivated_Plants.xml") To my eyes, this looks like it may be a compatibility issue.

Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e

Could this issue be related to the [0.15.1280] Hash collision between X and Y: both have short hash 0 (https://ludeon.com/forums/index.php?topic=25294.0) topic? Is this a bug within the base game?

Edit:

Ah, I see another potentially-related hash collision:

Hash collision between PlantStrawberry_Seed and  ElephantLeatherCrate: both have short hash 19516

I know that "ElephantLeatherCrate" is defined in the files of the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod. But I am unsure whether "PlantStrawberry_Seed" relates to vanilla files or the Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod. (There is a "PlantStrawberry" defined in VG's Cultivated_Plants.xml.)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: faltonico on December 09, 2016, 05:28:20 PM
Hello there!
First of all, thank you for your magnificent work!
A single request, can you please post here the download link to the preview version? or is it v5.15.1284?

Thank you in advance =)
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: dismar on December 10, 2016, 12:51:53 AM
Quote from: faltonico on December 09, 2016, 05:28:20 PM
Hello there!
First of all, thank you for your magnificent work!
A single request, can you please post here the download link to the preview version? or is it v5.15.1284?

Thank you in advance =)

I am very close to finally releasing the new version. Maybe by the end of the weekend!
Title: Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
Post by: faltonico on December 10, 2016, 03:59:36 AM
Quote from: dismar on December 10, 2016, 12:51:53 AM
Quote from: faltonico on December 09, 2016, 05:28:20 PM
Hello there!
First of all, thank you for your magnificent work!
A single request, can you please post here the download link to the preview version? or is it v5.15.1284?

Thank you in advance =)

I am very close to finally releasing the new version. Maybe by the end of the weekend!
Great!
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 12, 2016, 01:16:57 AM
First release in a while!
5.2
Been so busy working on a large coding overhaul! Spoonsohrtage has been working on a complete artwork overhual! So much has been added or changed to this mod! Basically a new mod!
Change log since 5.1
12/11
- More recipes tweeks
- Code fixes
- More Parent defs

12/10
- New art added!!!!!!!!!
- Recipes overhual finished
- Art assests in defs reworked
- Hand-made leather recipe added to crafting spot.

11/26
-Vegan Eggs / recipe added

11/25
- blended leathers now random colors
- resources plant names changed for new art

11/24
- begin dough removal
- unused art removed

11/20
- recipes bug fixed

11/5
- fueled cooking tables added.
- cremate to fertilizer added.
- Neutroamine flowers now have research. Neutroamine making now unlocks with the drug lab.

10/29
-recipes amount / products balanced
-plants nut. reduced
-soils balanced


10/25
- small balance to recipes

10/22
- parent defs have been given unique names to avoid future mod conflicts.
- non meal foods def updated.

10/20/16
- Drug limits set ( caffeine and tobacco )
- cheese is food again
- cheeseburgers can be made again
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Adalah217 on December 12, 2016, 10:31:29 AM
The new art looks fantastic! Everything tends to blend in with the surrounding and fits Rimworld's style. In particular, the trees are beautiful and the silver,silver, and plasteel plants are unique designs that stand out to me. Also, thanks for adding subfolders for plants and flowers. Makes it easier to manage. 
Edit: And how about that bamboo floor! Neat!

I always though the nymph plant stuck out a little bit too much, and I think the mushrooms do now too, so if anyone wants alternative textures, see the below and attached. Just drop them into the proper location within the mod and overwrite the previous textures. I slightly changed the contrast, saturation, and what not.

In action: http://imgur.com/a/gbQji

[attachment deleted by admin due to age]
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Thundercraft on December 12, 2016, 12:12:30 PM
Quote from: dismar on December 12, 2016, 01:16:57 AM
First release in a while!
5.2...

Yay!  Coolness. 8)

Quote« Last Edit: Today at 01:34:42 AM by dismar »

Wait... Why did you shrink your opening post so much? :( You removed all of those very, very helpful images which showed exactly what Vegetable Garden added...  :'(
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 12, 2016, 12:27:22 PM
Quote from: Thundercraft on December 12, 2016, 12:12:30 PM
Quote from: dismar on December 12, 2016, 01:16:57 AM
First release in a while!
5.2...

Yay!  Coolness. 8)

Quote« Last Edit: Today at 01:34:42 AM by dismar »

Wait... Why did you shrink your opening post so much? :( You removed all of those very, very helpful images which showed exactly what Vegetable Garden added...  :'(


Most of it has changed and needs updated! Thought you'd enjoy getting the mod faster :)

In the notes I've stated I'm going update it
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Knedl on December 12, 2016, 01:14:31 PM
OMG....so awesome and the new art is just  :-* Maybe consider adding that mod that adds beez and honey (I am sure I saw it somewhere on the forum).

Also I can't figure out what to do with a crate of rum that I got from a killed visitor. Tried every trick I could think of but I can't get to that 75 bottles of rum  :P Is it just for trading or how do I open the darn thing lol? Also interested if Fertilizer is tradable and by which traders? I have a few hundred dead pawns on ice sheet and this would turn them into silver  ;D

I thank you for this mod again, it's a must for me and this update is such an amazing job! Keep up the good work  8)

EDIT: Don't mind the rum I found out it can be opened at the destilery table
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: faltonico on December 12, 2016, 04:56:46 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
I have changed up the baking recipes and made them simpler.
Aww =(
But anyway, it looks amazing!

Thank you guys for your efforts!
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: onerous1 on December 12, 2016, 10:55:34 PM
Spoonshortage did a remarkable job on the artwork. It really blends with the original game art. And thank you, Adalah217, for the muted mushrooms and nymph hair.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Knedl on December 17, 2016, 07:07:50 PM
Before you release for A16 please remake a few recepies. For example 1 red lentil and you can make 4 bacon out of it. Recepies from meat only like BBQ stuff should only be made from meat. The rest like stew is OK. I also like that you changed growth rate and is now worth building hydroponics. Love this mod so a big thank you!
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: carpediembr on December 17, 2016, 07:47:33 PM
I dont know which modder I should contact, but how can I make Vegetables Garden and SeedsPlease work together?

Edit: To add with Knedl post, I find mushrooms a little bit overpowered, not sure if it's intended or not, but mushrooms act as vegetables and meat, being able to cook fine meals just out of it.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: joaonunes on December 17, 2016, 08:28:58 PM
Quote from: carpediembr on December 17, 2016, 07:47:33 PM
I dont know which modder I should contact, but how can I make Vegetables Garden and SeedsPlease work together?

Edit: To add with Knedl post, I find mushrooms a little bit overpowered, not sure if it's intended or not, but mushrooms act as vegetables and meat, being able to cook fine meals just out of it.

They are slightly superior to other raw vegetables because they act both as meat and fruit, being able to be consumed raw, but to survive only by producing mushrooms you still need to produce double the quantity you'd require if you had another meat source, so it's not that OP, I'd say...
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 17, 2016, 08:47:51 PM
Quote from: Knedl on December 17, 2016, 07:07:50 PM
Before you release for A16 please remake a few recepies. For example 1 red lentil and you can make 4 bacon out of it. Recepies from meat only like BBQ stuff should only be made from meat. The rest like stew is OK. I also like that you changed growth rate and is now worth building hydroponics. Love this mod so a big thank you!

I'm not sure what bacon is (i mean in game!) :)

But you have to think a bit about the grilled meats that are like the lentils, tofu, mushrooms, etc.. some are easier to picture in your mind. But for the seeds like items, don't think of it like stabbing a stick through them to grill them!

You can also make simple paste balls that are grilled. Or if another ingredient is in the recipe it could be like a rub or seasoning to that meal.

I know a bit stretchy but it is a pain to make those recipes use only meat due to the number of animals in the game.  Also if someone added a new animal it would not show up in the recipe since it would be fixed.

Just some food for thought on your ideas! thanks for your feedback tho!

Quote from: carpediembr on December 17, 2016, 07:47:33 PM
I dont know which modder I should contact, but how can I make Vegetables Garden and SeedsPlease work together?

Edit: To add with Knedl post, I find mushrooms a little bit overpowered, not sure if it's intended or not, but mushrooms act as vegetables and meat, being able to cook fine meals just out of it.
Notfood does all the seeds mods now and there is a post that should have up to date news!

And what you've never had a Fine mushroom meal?! Some nice grilled mushrooms in a nice mushroom based sauce? lol
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: joaonunes on December 17, 2016, 09:16:00 PM
Quote from: dismar on December 17, 2016, 08:47:51 PM
*snip*
And what you've never had a Fine mushroom meal?! Some nice grilled mushrooms in a nice mushroom based sauce? lol

If in rimworld people can eat human meat perhaps we should keep a more open mind towards these kinds of meals :D
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Scythah on December 18, 2016, 04:42:27 PM
I love this mod. Feels like it could be in the base game. Can't wait to see it in a16! I'll be dispensing candies across the whole planet.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: joaonunes on December 18, 2016, 05:18:25 PM
Quote from: Adalah217 on December 12, 2016, 10:31:29 AM
The new art looks fantastic! Everything tends to blend in with the surrounding and fits Rimworld's style. In particular, the trees are beautiful and the silver,silver, and plasteel plants are unique designs that stand out to me. Also, thanks for adding subfolders for plants and flowers. Makes it easier to manage. 
Edit: And how about that bamboo floor! Neat!

I always though the nymph plant stuck out a little bit too much, and I think the mushrooms do now too, so if anyone wants alternative textures, see the below and attached. Just drop them into the proper location within the mod and overwrite the previous textures. I slightly changed the contrast, saturation, and what not.

In action: http://imgur.com/a/gbQji

Thanks!! The new shrooms are needlessly white, brown-ish feels more natural too :)

The nymph plants stand out quite a lot too, but with your texture they feel too dark...
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: faltonico on December 19, 2016, 04:49:31 AM
Hi there dismar,
Is coffee behaving the same in the new release? i haven't created a new colony yet, is it still addictive? half my colony is "addicted" to it now, though they shouldn't xD
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: razorts on December 19, 2016, 05:58:33 AM
Will be shitty holidays unless we get update for A16 ;)
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: joaonunes on December 19, 2016, 06:03:43 AM
Quote from: razorts on December 19, 2016, 05:58:33 AM
Will be shitty holidays unless we get update for A16 ;)

A16 is still in development and everybody wants A16 mod updates... Some mods dont even work with A15 yet :P Not saying anything about this mod, but you guys should wait and let the modders update as they see fit...
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Love on December 19, 2016, 06:42:13 AM
Quote from: joaonunes on December 19, 2016, 06:03:43 AM
Quote from: razorts on December 19, 2016, 05:58:33 AM
Will be shitty holidays unless we get update for A16 ;)

A16 is still in development and everybody wants A16 mod updates... Some mods dont even work with A15 yet :P Not saying anything about this mod, but you guys should wait and let the modders update as they see fit...

Main reason for that is A16 is really amazing. It's a huge game changer.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 19, 2016, 08:39:50 AM
Quote from: joaonunes on December 19, 2016, 06:03:43 AM
Quote from: razorts on December 19, 2016, 05:58:33 AM
Will be shitty holidays unless we get update for A16 ;)

A16 is still in development and everybody wants A16 mod updates... Some mods dont even work with A15 yet :P Not saying anything about this mod, but you guys should wait and let the modders update as they see fit...

Everything is done in the garden mod but the alcohol barrels. Since they rely on a C# coding, it's taking a lot of time to figure that out. An issue with the new mapping system mainly. They may be removed for the time being if the alpha gets released before the code is done.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: joaonunes on December 19, 2016, 09:23:49 AM
Quote from: Love on December 19, 2016, 06:42:13 AM
Main reason for that is A16 is really amazing. It's a huge game changer.

I know A16 is amazing, but it is still in the experimental stage. If I was a "normal" user I'd be in the same position as you, asking for modders to update their mods ASAP, but because I a studying Computer Science and have modded a bit myself I know in some cases upgrading the mod to a version that may change at any time and break the mod again might be time consuming, and probably could use that time for something else, like adding new features or fixing minor bugs.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: notfood on December 19, 2016, 01:27:47 PM
Dismar if you need help with the C# contact me, I really like Vegetable Garden and I'd like to see it whole for A16.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: lance789 on December 19, 2016, 11:09:26 PM
am i supposed to be getting a lot of log errors such as:

Config error in PlantPotato: unidentified preferability
Config error in PlantPotato: no foodType

and if not, how can this be fix (r is there a fix)?
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 19, 2016, 11:19:44 PM
Quote from: lance789 on December 19, 2016, 11:09:26 PM
am i supposed to be getting a lot of log errors such as:

Config error in PlantPotato: unidentified preferability
Config error in PlantPotato: no foodType

and if not, how can this be fix (r is there a fix)?
what version of game and mod are you running? those look like whole alpha errors...
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 19, 2016, 11:37:22 PM
Quote from: joaonunes on December 19, 2016, 09:23:49 AM
Quote from: Love on December 19, 2016, 06:42:13 AM
Main reason for that is A16 is really amazing. It's a huge game changer.

I know A16 is amazing, but it is still in the experimental stage. If I was a "normal" user I'd be in the same position as you, asking for modders to update their mods ASAP, but because I a studying Computer Science and have modded a bit myself I know in some cases upgrading the mod to a version that may change at any time and break the mod again might be time consuming, and probably could use that time for something else, like adding new features or fixing minor bugs.

I spend the time when alpha's are in public testing to change large amounts of coding and make game breaking changes to the mod. And if there is time test the crap out of it. So you can have a stable version when the new alpha drops! Lot's of changes happen up till the release.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: Trigon on December 20, 2016, 06:15:22 PM
Just picked up the new A16, haven't really played since A14, but I'm glad to see you've already made so much progress on A16 dismar. Your work ethic is impressive to say the least. I can't wait to try out A16 with vegetable garden. This is definitely on my list of required mods.
Title: Re: [A14/15] Vegetable Garden v5.2 [12.12.16] Happy Holidays!
Post by: dismar on December 20, 2016, 06:47:06 PM
Quote from: Trigon on December 20, 2016, 06:15:22 PM
Just picked up the new A16, haven't really played since A14, but I'm glad to see you've already made so much progress on A16 dismar. Your work ethic is impressive to say the least. I can't wait to try out A16 with vegetable garden. This is definitely on my list of required mods.

Thanks you!

I'll have 16 out later tonight.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Love on December 20, 2016, 11:03:11 PM
Thanks so much for the A16 update!
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Trigon on December 21, 2016, 12:46:50 AM
Only issue I've noticed is that whatever is below Agriculture I is cut off from the rest of the tech tree. I don't seem to have any way of clicking it or scrolling down to see it. I'm not sure if this is a mod issue or something else however.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Nanao-kun on December 21, 2016, 08:44:46 PM
Thanks for the update. Is it intentional that the cooking stove bills don't specify the number cooked (besides the 3 vanilla ones)?
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 21, 2016, 09:03:21 PM
Quote from: Nanao-kun on December 21, 2016, 08:44:46 PM
Thanks for the update. Is it intentional that the cooking stove bills don't specify the number cooked (besides the 3 vanilla ones)?

Well it does in the description of most of my meals.

But thanks! I will make this change to make it easier to read all the recipes!
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: razorts on December 21, 2016, 09:21:42 PM
best mod ever, keep it up
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Adalah217 on December 21, 2016, 09:31:56 PM
Quote from: Trigon on December 21, 2016, 12:46:50 AM
Only issue I've noticed is that whatever is below Agriculture I is cut off from the rest of the tech tree. I don't seem to have any way of clicking it or scrolling down to see it. I'm not sure if this is a mod issue or something else however.

This seems to apply to any mod which gives new research. I think the only fix is to alter vanilla research tree display behavior :( seems like it could be a mod on it's own.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 21, 2016, 09:35:30 PM
Quote from: Adalah217 on December 21, 2016, 09:31:56 PM
Quote from: Trigon on December 21, 2016, 12:46:50 AM
Only issue I've noticed is that whatever is below Agriculture I is cut off from the rest of the tech tree. I don't seem to have any way of clicking it or scrolling down to see it. I'm not sure if this is a mod issue or something else however.

This seems to apply to any mod which gives new research. I think the only fix is to alter vanilla research tree display behavior :( seems like it could be a mod on it's own.

Yeah the new tree kinda hates lots of mods. Can I get a screen shot or two of ppl's tree cut off? ty.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Nanao-kun on December 21, 2016, 10:17:37 PM
The one cutoff here is Flowers and Trees. The other cutoff one is from a different mod. Honestly, it might help if the research window was larger or could scroll vertically.

(http://i.imgur.com/rIGQQZz.png)
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 21, 2016, 10:22:20 PM
Quote from: Nanao-kun on December 21, 2016, 10:17:37 PM
The one cutoff here is Flowers and Trees. The other cutoff one is from a different mod. Honestly, it might help if the research window was larger or could scroll vertically.

(http://i.imgur.com/rIGQQZz.png)
Yeah that is annoying. I might move mine to the right more. There will alway be a mod here and there that messes with this tho.
I'll look into it more.
Thanks!
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Etherdreamer on December 21, 2016, 10:45:07 PM
Soda it´s updated for 16A?
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 21, 2016, 10:54:17 PM
Quote from: Etherdreamer on December 21, 2016, 10:45:07 PM
Soda it´s updated for 16A?

Not yet small mods this weekend
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Trigon on December 21, 2016, 11:40:51 PM
I found another issue. Not sure if it's me or what but it was an easy fix once I caught it. Canned vegetables are listed as acceptable for canning on the food prep table. All my vegetables were disappearing and I looked to see what was going on, turns on the people will make vegetables out of their canned vegetables. It's kind of funny to be sure.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Yoso on December 22, 2016, 05:41:08 AM
I can't seem to make neutroamine, I dev'd all research to be sure and it doesn't appear as an option in the drug lab.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Adalah217 on December 22, 2016, 10:13:41 AM
Quote from: Trigon on December 21, 2016, 11:40:51 PM
I found another issue. Not sure if it's me or what but it was an easy fix once I caught it. Canned vegetables are listed as acceptable for canning on the food prep table. All my vegetables were disappearing and I looked to see what was going on, turns on the people will make vegetables out of their canned vegetables. It's kind of funny to be sure.

Also, salted meat is, by default, set to be used for meals. Pretty sure it wasn't before but I could be wrong.

This update is the tits.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Kadjunga on December 22, 2016, 10:33:15 AM
Quote from: Adalah217 on December 22, 2016, 10:13:41 AM


Also, salted meat is, by default, set to be used for meals. Pretty sure it wasn't before but I could be wrong.

This update is the tits.

both canned vegs and salted meat were enabled by default in all recipes, as was insect meat. A16 removed insect meat from the default cooking bills.

Even in a15 you could use salted meat, to salt... salted meat. And pickle... pickled vegs again. But for that you had to manually allow that option, as it is disabled by default
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 22, 2016, 11:42:09 AM
Yeah ill have to check the recipes. Those all should be off by default thanks.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Trigon on December 22, 2016, 12:05:43 PM
It wasn't a major issue, but I thought it was funny watching my cook make all the canned veggies into a Russian nesting doll situation. Then she opted to carry 27 cans of veggies on her person. I'm naturally a bit behind as I more or less skipped the latter half of all A15 stuff.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: BlackSmokeDMax on December 22, 2016, 02:12:26 PM
Quote from: dismar on December 21, 2016, 10:22:20 PM
Quote from: Nanao-kun on December 21, 2016, 10:17:37 PM
The one cutoff here is Flowers and Trees. The other cutoff one is from a different mod. Honestly, it might help if the research window was larger or could scroll vertically.

(http://i.imgur.com/rIGQQZz.png)
Yeah that is annoying. I might move mine to the right more. There will alway be a mod here and there that messes with this tho.
I'll look into it more.
Thanks!

Perhaps now that the Tech Tree is in vanilla, that will make it easier for Fluffy to update his version that was around a couple alphas ago. Or maybe once CCL is updated he will just be able to still implement his version in place of the new tech tree. IIRC, in addition to allowing queuing it also allowed vertical and horizontal scrolling as well.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Adalah217 on December 22, 2016, 02:47:20 PM
Quote from: dismar on December 22, 2016, 11:42:09 AM
Yeah ill have to check the recipes. Those all should be off by default thanks.

Awesome thanks! After playing around for awhile, I've noted a few bugs/balance fixes you may or may not want to implement. They're fairly easy to do.


A do want to throw in a new idea: add a new balancing feature where some fruits and veggies weigh more than others. It might be preferable to grow berries rather than pumpkins or eggplants to take on long journeys simply because pumpkins weigh so much. It's something to think about in the long run, and almost certainly not an easy fix to do.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 22, 2016, 09:39:08 PM
Quote from: Adalah217 on December 22, 2016, 02:47:20 PM
Quote from: dismar on December 22, 2016, 11:42:09 AM
Yeah ill have to check the recipes. Those all should be off by default thanks.

Awesome thanks! After playing around for awhile, I've noted a few bugs/balance fixes you may or may not want to implement. They're fairly easy to do.


  • Salted meat doesn't count as food on a caravan. People will starve if they carry just salted meat in the world map.
  • Cotton fiber doesn't deteriorate. I'd argue it should, given wood and components can, although probably only at a slow rate (1/day).
  • The mass of resource plants are several times higher than the resource they melt down into. Given steel is 0.50kg, and it takes 4 steel shrooms to make 1 steel, the weight of the leaves should be around 0.20kg IMO (not an even 1/4, and still slightly higher). They are currently 1kg each. Same sort of logic should be applied to all resource leaves.
  • Salt's weight should be halved or more, to around 0.50kg, to allow for an interesting dynamic of being a useful trade resource which can be carried from the desert to other climates.
  • Cigarillos' weight should be around the same as smokeleaf joints (0.01kg). Cigarillo's are currently 1.00kg each.
  • Crates should weigh around 15kg, rather than the current 25kg. Given each drink weighs 0.15kg, and it takes 75 drinks to make a crate (0.15kg*75 = 11.25kg), it wouldn't make sense to crate anything if it adds so much additional weight.
  • Coconut halves weight as much as coconuts. The new weight should be roughly half.
  • Aloe weighs 1kg each. They should be roughly 0.35kg or less, given herbal medicine weigh that amount. It'd be cool if you made them very lightweight (0.10kg) to allow for the new potential of carrying aloe rather than medicine on long hauls where weight counts.

A do want to throw in a new idea: add a new balancing feature where some fruits and veggies weigh more than others. It might be preferable to grow berries rather than pumpkins or eggplants to take on long journeys simply because pumpkins weigh so much. It's something to think about in the long run, and almost certainly not an easy fix to do.

Thanks for all this, if your bored you can figure out all the mass of things. It's easy to change just takes a lot of my time to figure out the numbers.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: dismar on December 22, 2016, 09:40:47 PM
5.3a was uploaded. Some big bugs fixed. A few new arts. And is save game safe. Enjoy!

I am going to be working on the recipe errors over the weekend. I wanted to fix those large bugs tonight.

Thanks for all the feedback
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Adalah217 on December 22, 2016, 11:09:53 PM
Quote from: dismar on December 22, 2016, 09:40:47 PM
5.3a was uploaded. Some big bugs fixed. A few new arts. And is save game safe. Enjoy!

I am going to be working on the recipe errors over the weekend. I wanted to fix those large bugs tonight.

Thanks for all the feedback

Awesome!!! I'll give it a shot.

Quote from: dismar on December 22, 2016, 09:39:08 PM
Thanks for all this, if your bored you can figure out all the mass of things. It's easy to change just takes a lot of my time to figure out the numbers.

A more comprehensive list may or may not be made ;D ; wasn't sure if you were open to the idea of a re-balance to the weights, or if you felt it was fair as is.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Neceros on December 23, 2016, 01:23:02 AM
WOW. Thank you for those new sprite images. They look amazing.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: faltonico on December 23, 2016, 01:27:32 PM
Does coffee still behaves as alcohol in the 5.3a version? i haven't installed A16 yet.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Trigon on December 23, 2016, 05:05:58 PM
For some reason coffee withdrawal is listed as an alcohol withdrawal in the needs screen while traveling, but iirc it still acts as caffeine should and when in the zoomed in view it is more properly called caffeine withdrawal.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: faltonico on December 23, 2016, 06:58:10 PM
Quote from: Trigon on December 23, 2016, 05:05:58 PM
For some reason coffee withdrawal is listed as an alcohol withdrawal in the needs screen while traveling, but iirc it still acts as caffeine should and when in the zoomed in view it is more properly called caffeine withdrawal.
Might want to tone it down, very very addictive, and a big impact on the mood for a very long time.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Zakhad on December 24, 2016, 01:38:25 AM
I'm not sure if this is a bug or a feature lol

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Lilith_Of_Eden on December 24, 2016, 01:06:44 PM
I'm having a serious problem where my colonists won't eat the carrots, or any other vegetable from the mod, without me manually forcing each colonist to consume them. I also attempted to cook simple meals with them, and while the details for the bill say that carrots are allowed, I cannot make anyone cook as the game says that it needs materials, meaning that... the carrots don't count, I guess? They are frozen, not rotten.

EDIT: I checked, and my colonists were not in a restricted area. The vegetables weren't outside of restricted area or what have you. Colonists were set to unrestricted, vegetables were in my stockpile zone... totally accessible.
Title: Re: [A16] Vegetable Garden v5.3 [12.20.16] Happy Holidays!
Post by: Didact04 on December 24, 2016, 01:09:39 PM
Pawns won't seek salt out, I don't think, but animals will. I managed to survive for a while off of salt while waiting for crops to come in for my famine-stricken extreme desert colony, which was kind of silly. Had to manually order pawns to eat it, though.
Title: Re: [A16] Vegetable Garden v5.3b [12.20.16] Happy Holidays!
Post by: dismar on December 24, 2016, 07:18:28 PM
Garden 5.3b released.
Salt is not really food and pawns should not seek it out. It has a very minor Nutrition value (0.0001) for recipe balance.
12/24
-Recipes name changes
-Bug meat changes reflect vanilla
-bamboo recipe added to chemfuel.
-neutroamine recipe updated and bulk recipe added.
-Cloth and Fiber adjustments
-Red lentils and Salted meat count as food (caravans)
-Carrots tweaked

12/23
-Guide pictures added to steam
-Recipe names changes

12/22
-Work to build tags updated
-canned foods fixed

12/20
- New art for nymph flower and mushroom
- Minor mass changes
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: vlad_1492 on December 25, 2016, 05:44:48 PM
Dried fruits seem to have *more* mass than their inputs.
17 units of Figs with a total mass of 0.51kg dry out to 10 units of Dried Fruit with a total mass of 3.5kg.

I am not an XML expert, but it looks like the mass is assigned not to the specific item 'driedfruit' in file 'Items_meals' but to the parent 'Thing Def ParentName "VG_MealBase" as defined in file Def_Bases

As foods are further processed to increase energy density for travel they should actually get more dense.

Is this something that should be fixed on the author side?
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: harpo99999 on December 25, 2016, 08:27:40 PM
density has an implicit VOLUME or bulk in it's definition, but drying fruit irl reduces both the bulk and mass by the reduction of the moisture in the fruit
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 26, 2016, 12:00:02 AM
I have not had the time to fully put mass into my mod yet. Most are basic values.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Hayden on December 26, 2016, 05:26:51 AM
So I understand I need to research advanced cooking. The problem is that it isn't in my research tab at all.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 26, 2016, 08:50:06 AM
Quote from: Hayden on December 26, 2016, 05:26:51 AM
So I understand I need to research advanced cooking. The problem is that it isn't in my research tab at all.

Hi !
Unless another mod is messing with your tree my research look likes this :
(http://i.imgur.com/lFaZkTy.png)
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Hayden on December 26, 2016, 04:40:08 PM
Yep, sorry. New to modding in Rimworld. Didn't know about all the problems the new tech tree is causing with mods.

I found a mod on the Steam Workshop that lets me use the old tech tree, so its all good!
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 26, 2016, 04:43:35 PM
Quote from: Hayden on December 26, 2016, 04:40:08 PM
Yep, sorry. New to modding in Rimworld. Didn't know about all the problems the new tech tree is causing with mods.

I found a mod on the Steam Workshop that lets me use the old tech tree, so its all good!

Yeah I recommend sk'S mod for old research.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Beathrus on December 27, 2016, 05:27:20 PM
I was wondering about trees; I know we have all the fruit bearing ones, but are there any you would recommend for growing in extreme cold? Like 20 through -60? Hardy winter tree sorts.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 27, 2016, 05:34:26 PM
I like the pine for cold weathers
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Beathrus on December 27, 2016, 05:57:21 PM
Quote from: dismar on December 27, 2016, 05:34:26 PM
I like the pine for cold weathers

I will give it a shot! I need to feed Thrumbos'!
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: That Homeless Guy on December 28, 2016, 04:45:09 AM
I'm calling this a bug and I'm not even kidding. My colonist got food poisoning from freshly baked bread.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: venoshock on December 28, 2016, 06:54:59 AM
Awesome mod only issue i've found was the research tree getting messed up.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Canute on December 28, 2016, 08:10:26 AM
Quote from: That Homeless Guy on December 28, 2016, 04:45:09 AM
I'm calling this a bug and I'm not even kidding. My colonist got food poisoning from freshly baked bread.
Gamemechanic not a bug.
ANY meal can give food poisoning, the chance depend on the cleanness and skill of the cook.
And btw. when the cook used flour witch contain erget, even a fresh bread can made you deadly ill :-)
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: neltnerb on December 29, 2016, 02:34:03 AM
Is anyone else having trouble with fruit trees rotting due to not being harvested?

I'm confused about what I need to do to avoid this, all the other crops getting harvested correctly. I'm pretty sure it harvests sometimes, but not always, which is pretty weird. I am using the colony manager, and set the priority on "foraging" to the highest possible with no limit on how much to harvest. But I'm not sure if that's related.

Do I need to have some colonists make "plant cut" their highest priority in order to get them to harvest the fruits?

(sorry if this was explained already, there are... many pages of forum)
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Screech on December 29, 2016, 03:41:48 AM
I'm getting a few errors in the log that I'm quite sure are related to this mod. I might be wrong but here is a link to the log:

https://gist.github.com/40539a56014b5e907a51d5d4b9d66ecf

Please let me know if it is or related to another mod so I can inform the correct mod author. Thanks!
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 29, 2016, 06:29:18 AM
Quote from: Screech on December 29, 2016, 03:41:48 AM
I'm getting a few errors in the log that I'm quite sure are related to this mod. I might be wrong but here is a link to the log:

https://gist.github.com/40539a56014b5e907a51d5d4b9d66ecf

Please let me know if it is or related to another mod so I can inform the correct mod author. Thanks!
Those are plant errors from alpha15. What version of my mod do you have? Do you have another mod that has a plant in it? I removed all them errors at 16 launch.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Screech on December 29, 2016, 07:08:19 PM
Quote from: dismar on December 29, 2016, 06:29:18 AM
Quote from: Screech on December 29, 2016, 03:41:48 AM
I'm getting a few errors in the log that I'm quite sure are related to this mod. I might be wrong but here is a link to the log:

https://gist.github.com/40539a56014b5e907a51d5d4b9d66ecf

Please let me know if it is or related to another mod so I can inform the correct mod author. Thanks!
Those are plant errors from alpha15. What version of my mod do you have? Do you have another mod that has a plant in it? I removed all them errors at 16 launch.

Well that's weird because I only have one plant mods and it's yours and it's the alpha 16 version on steam that I installed. So I have no idea why I get those errors. I also just uninstalled the mod and reinstalled it. I'm getting those errors still. Do you have any idea which other mod could conflict with this one? The other mod that I just thought of is Rimkea Holiday Special Edition that has Holly that you can grow. Could that be it?
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on December 29, 2016, 08:05:05 PM
Quote from: Screech on December 29, 2016, 07:08:19 PM
Quote from: dismar on December 29, 2016, 06:29:18 AM
Quote from: Screech on December 29, 2016, 03:41:48 AM
I'm getting a few errors in the log that I'm quite sure are related to this mod. I might be wrong but here is a link to the log:

https://gist.github.com/40539a56014b5e907a51d5d4b9d66ecf

Please let me know if it is or related to another mod so I can inform the correct mod author. Thanks!
Those are plant errors from alpha15. What version of my mod do you have? Do you have another mod that has a plant in it? I removed all them errors at 16 launch.

Well that's weird because I only have one plant mods and it's yours and it's the alpha 16 version on steam that I installed. So I have no idea why I get those errors. I also just uninstalled the mod and reinstalled it. I'm getting those errors still. Do you have any idea which other mod could conflict with this one? The other mod that I just thought of is Rimkea Holiday Special Edition that has Holly that you can grow. Could that be it?

maybe!

best bet is to turn off mods and turn them on, one at a time till something breaks and go from there :)
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: witchyspoon on December 31, 2016, 02:11:58 AM
Quote from: Screech on December 29, 2016, 07:08:19 PM
Quote from: dismar on December 29, 2016, 06:29:18 AM
Quote from: Screech on December 29, 2016, 03:41:48 AM
I'm getting a few errors in the log that I'm quite sure are related to this mod. I might be wrong but here is a link to the log:

https://gist.github.com/40539a56014b5e907a51d5d4b9d66ecf

Please let me know if it is or related to another mod so I can inform the correct mod author. Thanks!
Those are plant errors from alpha15. What version of my mod do you have? Do you have another mod that has a plant in it? I removed all them errors at 16 launch.

Well that's weird because I only have one plant mods and it's yours and it's the alpha 16 version on steam that I installed. So I have no idea why I get those errors. I also just uninstalled the mod and reinstalled it. I'm getting those errors still. Do you have any idea which other mod could conflict with this one? The other mod that I just thought of is Rimkea Holiday Special Edition that has Holly that you can grow. Could that be it?

yes that would be it but I don't know why you are using it with A16 bc I havent updated it yet.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: ultimatron14 on December 31, 2016, 05:27:37 PM
A few suggestions:
Cassava: A very nutritious, high-yield root that grows in tropical and subtropical regions, drought tolerant and able to grow in poor soils. Can be ground into flour or brewed into alcohol. Cannot be eaten raw. Long growing season. Spoils quickly if unprocessed or preserved. (NOTE: Real cassava takes a process of peeling and soaking the roots for days in water to remove toxins inside. Not sure what to do about that)
Millet: High nutrition grain that can grow in bad soil and arid environments. Can be ground into flour. Short growing season. Cannot be eaten raw.
Taro: Medium nutrition vegetable that grows in tropical climates. Grows best in water, but takes longer (More than a year IRL), otherwise grows with a medium length growing season. Very wide culinary use.
Breadfruit: Medium nutrition, very high-yield tree that grows in tropical climates. Wide culinary use.
Cantaloupe: Lower nutrition, high-yield fruit that grows in warmer temperate/subtropical climates. Joyfully sweet. Longer growing period.

Just thought these may add a bit more variety. Thanks, and keep up the good work!
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: onerous1 on January 01, 2017, 03:56:59 AM
Hi, Dismar.

I would like to edit my Vegetable Garden files in order to make certain crops persist after harvesting and through the winter month(s), mainly gooseberries, cloudberries, grapes, strawberries, hops, and blueberries. I'm using Seeds Please - Vegetable Garden edition and am finding it difficult to sustain my community if certain plants constantly need seeds to regrow. I'd appreciate some advice on how to add that to my game. Thanks.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Canute on January 01, 2017, 04:14:37 AM
Then you should blame "seeds please" to give out more seeds.
Or alternate let a better skilled pawn harvesst, this increase the chance and/or the amount of seeds.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: CyberFox on January 01, 2017, 06:12:44 AM
Hi thanks for the great mod. I however get this warning (development log)-

"Config error in RawCarrots: joy > 0 with no joy kind
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()"

This is the only mod active. This is at the startup screen before creating new game

Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: onerous1 on January 01, 2017, 10:35:57 AM
Quote from: Canute on January 01, 2017, 04:14:37 AM
Then you should blame "seeds please" to give out more seeds.
Or alternate let a better skilled pawn harvest, this increase the chance and/or the amount of seeds.

Let me be clear. I'm not blaming Vegetable Garden for balancing issues. I would like to have those crops to persist after harvesting regardless of the problems with Seeds Please. Blueberries grow on bushes and shouldn't be destroyed when harvesting. I'm adding gooseberries and cloudberries to that list. Mushrooms have an extensive root system underground that survive the cutting of the caps. Grapevines produce grapes year after year with proper pruning.

I'm not asking Dismar to add this to the game. I'm asking for some assistance on how to add this to my game so I can tailor it to my liking.

Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: kunyomi on January 01, 2017, 12:12:33 PM
Hows this game in terms of balance compared to vanilla?
I'm not talking about the obvious stuff like the neutro-farming flower, I like having a sense of scarcity in the game but I've enough self-control to simply not plant that stuff.
Are the food crops similar to vanilla crops in terms of growth time-yield ratios, nutrition and so on, or do they make the "lesser" stuff redundant?
I like how much variety this mod introduces, but it'd be sad if it simply shifts the small group of available crops to a different small group as the tier system in the first post implies.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: Canute on January 01, 2017, 12:33:56 PM
This mod made it easyer to feed your pawns.
Not only at the late game with fruit trees which give out high nut. fruits.
Even on beginning with Grilled steak/veg. cooking recipe, which are more effectiv then simple meals (10 meat give 2 x 0.6 nut steaks).
Better food got side effects too, like increased movement,manipulatio or blood filtration.

You can made the ground more productive too, which is not that good like hydroponic but need far less power (just the sunlamp).

If you just like to feed your pawns with Nutripaste dis. you don't need this mod. But if you like to cook, give it a try.
Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on January 01, 2017, 06:12:58 PM
Quote from: CyberFox on January 01, 2017, 06:12:44 AM
Hi thanks for the great mod. I however get this warning (development log)-

"Config error in RawCarrots: joy > 0 with no joy kind"

It's a minor error. I have already fixed it in the steam version of the mod. so in the next update for the forums you won't see it any more.

Quote from: onerous1 on January 01, 2017, 03:56:59 AM
Hi, Dismar.

I would like to edit my Vegetable Garden files in order to make certain crops persist after harvesting and through the winter month(s), mainly gooseberries, cloudberries, grapes, strawberries, hops, and blueberries. I'm using Seeds Please - Vegetable Garden edition and am finding it difficult to sustain my community if certain plants constantly need seeds to regrow. I'd appreciate some advice on how to add that to my game. Thanks.

There are some good idea's here tho. I am putting some thought into some of these! So let me test some things first.

Quote from: kunyomi on January 01, 2017, 12:12:33 PM
Hows this game in terms of balance compared to vanilla?
I'm not talking about the obvious stuff like the neutro-farming flower, I like having a sense of scarcity in the game but I've enough self-control to simply not plant that stuff.
Are the food crops similar to vanilla crops in terms of growth time-yield ratios, nutrition and so on, or do they make the "lesser" stuff redundant?
I like how much variety this mod introduces, but it'd be sad if it simply shifts the small group of available crops to a different small group as the tier system in the first post implies.
As you research up to the new crops, They are better in different ways. A lot of the crops have unique properties: such as snow beets won't die in the cold, beans can be turned into an amazing amount of things, and fruits have twice the nutrition. The old stuff is not redundant per say. The higher tier has more uses and higher nutrition. As the lower tiers have their own properties that can still make you want to use them. Such as fast-growing rice and high yield corn.
Plus even if you never research any of the new crops. You still have so much this mod does for you.

But hey you can play this whole game just growing rice. This is just a fun choice.

Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: vlad_1492 on January 01, 2017, 09:10:21 PM
Mushrooms and compost need light?

Title: Re: [A16] Vegetable Garden v5.3b [12.24.16] Happy Holidays!
Post by: dismar on January 01, 2017, 09:20:02 PM
Quote from: vlad_1492 on January 01, 2017, 09:10:21 PM
Mushrooms and compost need light?

yes, plants and how they grow are hard coded into the game.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 01, 2017, 10:11:23 PM
Version 5.3c ! Update 10.
Change Log :
1/1
- mass!! (most of the items have had their mass adjusted finally!)
- description clean up
- medicine balanced and fixed
- Cloudberries and Gooseberries now cold weather!

12/31
- breakdown removed from loom and small hydro tables

12/30
- flour recipe description updated
- Glitterworld Medicine recipe added back! (at drug lab)

12/29
- Meal thoughts missing added back!
- Soil cost for Reclaim added.


12/27
- Alcohol nutrition removed


12/25
- Carrots def updated
- Smelt plant recipes had old description
- Polenta recipe had an old value


And thank you ultimatron14 I am looking into those.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Canute on January 02, 2017, 04:15:14 AM
Quote12/29
- Soil cost for Reclaim added.
Geeeshhh, 25 fertilizer.
What do you think about to add a campfire recipe for "cremate into fert." ?
Need more work 50 because a campfire don't burn that hot and you need more attention and only half result. But refil the campfire a bit.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Thundercraft on January 02, 2017, 11:44:02 AM
@ dismar (https://ludeon.com/forums/index.php?action=profile;u=42856)
I don't know if anyone has reported this yet, but:

Vegetable Garden conflicts with the Tilled Soil (http://steamcommunity.com/sharedfiles/filedetails/?id=725747149&tscn=1482786982) mod. Specifically, both your "garden soil" and Tilled Soil's "tilled soil" use <defName>SoilTilled</defName>. This means that players can only use one or the other, depending on which mod is loaded last.

This is unfortunate. And it confuses players who expect to find either "garden soil", "tilled soil" or both.

All it would take to fix this issue is to rename the <defName> for your "garden soil" to something else, like <defName>GardenSoil</defName>. Indeed, that is what some players are doing to fix this (assuming they are comfortable mucking about with .XML files). And I think it should be "garden soil" that gets a <defName> change, since Tilled Soil is a very old mod that has been around at least since Alpha 10.

Quote from: dismar on January 01, 2017, 10:11:23 PM
- mass!! (most of the items have had their mass adjusted finally!)
Thanks for this!

Quote from: dismar on January 01, 2017, 10:11:23 PM
- Cloudberries and Gooseberries now cold weather!
Nice! I was actually thinking of modding my own cloudberries and other cold climate stuff.

Quote from: dismar on January 01, 2017, 10:11:23 PM
12/29
- Soil cost for Reclaim added.
Quote from: Canute on January 02, 2017, 04:15:14 AM
Geeeshhh, 25 fertilizer.
What do you think about to add a campfire recipe for "cremate into fert." ?

I agree that 25 fertilizer seems a bit much. It takes forever and a whole lot of fertilizer to reclaim a sizable piece of land.

Using a campfire to burn wood into wood ash (https://en.wikipedia.org/wiki/Wood_ash) and leeching that in large pots into potash (https://en.wikipedia.org/wiki/Potash) would be one way to fertilize. However, that would still require both a lot of work and a lot of valuable resources. And imagine trying to reclaim a lot of land on a biome that doesn't have many trees, like a Desert...

Instead, I feel that the best way to handle soil reclamation is a combination of fertilizer and dug up Dirt. That is, I think it should take placing a certain amount of easily harvested and free dirt and maybe a small amount fertilizer. To harvest Dirt, I'm suggesting that dismar borrow code from cuproPanda's CorePanda (https://ludeon.com/forums/index.php?topic=13400.msg129437#msg129437). Specifically, this:
QuoteDirt/Clay/Sand/Gravel: Natural resources dug up from terrain patches. Gravel/Sand/Clay can be grinded down at a stonecutters table or at a quern.

Borrowing his code is no problem because cupro's mods are licensed as Public Domain. Also, he's not maintaining them anymore.

Edit:

I noticed that your OP only has an A15 download for Soda Garden. Perhaps it should be updated to mention your Soda Garden alpha 16 (http://steamcommunity.com/sharedfiles/filedetails/?id=825281432) on Steam and, perhaps, have an A16 dropbox download?
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Trigon on January 02, 2017, 12:16:00 PM
Man, I do miss the corepanda ability to make sandbags out of actual sand. But yeah, at the very least fertilizer "plants" are pretty high yield. I haven't yet used the butchery table to make fertilizer though so I can't say how effective that is.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 02, 2017, 12:31:36 PM
I don't know if anyone has reported this yet, but:

Vegetable Garden conflicts with the Tilled Soil (http://steamcommunity.com/sharedfiles/filedetails/?id=725747149&tscn=1482786982) mod. Specifically, both your "garden soil" and Tilled Soil's "tilled soil" use <defName>SoilTilled</defName>. This means that players can only use one or the other, depending on which mod is loaded last.



Honestly I've known about this since the first day tilted soil was posted. I have no plan on changing it, as messing with the def would cause every saved game that has the soil to turn to sand.

And honestly why use both mods? If you are using my mod you don't need this. And if you are using soil only your not running mine.


I agree that 25 fertilizer seems a bit much. It takes forever and a whole lot of fertilizer to reclaim a sizable piece of land.
I am just going to lower it


I noticed that your OP only has an A15 download for Soda Garden. Perhaps it should be updated to mention your Soda Garden alpha 16 (http://steamcommunity.com/sharedfiles/filedetails/?id=825281432) on Steam and, perhaps, have an A16 dropbox download?
I just haven't added it here yet. There are a few of my mods not updated on the forums but on steam.

i'm looking at other ways to to "fix" the soil / fertilier issues. thanks, I enjoy our talks :)
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: asquirrel on January 02, 2017, 03:34:36 PM
I'm running Vegetable Garden and tilled soil.  There is definitely a conflict but they do work together.  With tilled soil I can blast out high producing soil just by crafting it on top of normal soil.  With vegetable garden, I have tilled soil and plowed soil.  With both I have to create fertilizer to get that soil enriched.  Takes a bit longer but the job gets done. Or I might be thinking of two other mods - I've got so many running it's crazy. :P
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Patersmith on January 02, 2017, 10:43:23 PM
Hello, I would just like to report a bug on version 5.3, not the updated version. This happens with canned vegetables, canned meat, and silage. Occasionally a pawn will wander over and begin picking up an entire stack and carry it in their inventory. But the total carried is not limited to a single stack. Note that this occurs regardless of available food on the map.

Dade started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Also, 5.3c is evidently not compatible with my old save. Attempting to load generates the following error:

Could not load reference to Verse.RecipeDef named Make_Neutroamine
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(RecipeDef&, String)
RimWorld.Bill:ExposeData()
RimWorld.Bill_Production:ExposeData()
AlcoholV.Overriding.Bill_Production:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
RimWorld.BillStack:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(BillStack&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(BillStack&, String, Object[])
RimWorld.Building_WorkTable:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Thanks. I love the mod.



Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 02, 2017, 10:49:40 PM
Hi! yes, 5.3 had that bug 5.3a fixed it. Are you upgrading from 5.3 to 5.3c?
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Patersmith on January 02, 2017, 10:54:17 PM
Yeah, going from 5.3 to 5.3c. So a previous version fixed the canned food/silage bug?
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 02, 2017, 11:01:00 PM
Quote from: Patersmith on January 02, 2017, 10:54:17 PM
Yeah, going from 5.3 to 5.3c. So a previous version fixed the canned food/silage bug?
Yes : )

Anyway if you are trying to save this game I'll post all the versions a,b,c you can install them one version at a time. open your save. If it loads you can save it then move up to the next version till your up to "c".
A
https://www.dropbox.com/s/79wz44aakdvc8xc/Vegetable%20Garden%205.3a.zip?dl=0
B
https://www.dropbox.com/s/ck17go98jcp3z76/Vegetable%20Garden%205.3b.zip?dl=0
C (current)
https://www.dropbox.com/s/6lytq9kca80m98y/Vegetable%20Garden%205.3c.zip?dl=0
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 02, 2017, 11:03:53 PM
Quote from: Canute on January 02, 2017, 04:15:14 AM
Quote12/29
- Soil cost for Reclaim added.
Geeeshhh, 25 fertilizer.
What do you think about to add a campfire recipe for "cremate into fert." ?
Need more work 50 because a campfire don't burn that hot and you need more attention and only half result. But refil the campfire a bit.

OH hey canute. I will be adding a recipe close to this and lowering the req. for the soil. Sorry I missed ya post! : )
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Patersmith on January 02, 2017, 11:10:40 PM
Quote from: dismar on January 02, 2017, 11:01:00 PM
Quote from: Patersmith on January 02, 2017, 10:54:17 PM
Yeah, going from 5.3 to 5.3c. So a previous version fixed the canned food/silage bug?
Yes : )

Anyway if you are trying to save this game I'll post all the versions a,b,c you can install them one version at a time. open your save. If it loads you can save it then move up to the next version till your up to "c".
A
https://www.dropbox.com/s/79wz44aakdvc8xc/Vegetable%20Garden%205.3a.zip?dl=0
B
https://www.dropbox.com/s/ck17go98jcp3z76/Vegetable%20Garden%205.3b.zip?dl=0
C (current)
https://www.dropbox.com/s/6lytq9kca80m98y/Vegetable%20Garden%205.3c.zip?dl=0

Thank you, 5.3b works fine, for anyone who did the same thing I did.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: neltnerb on January 04, 2017, 12:38:14 AM
I did some meta-analysis of the logistics for these new plants. I took the fertility sensitivity, nutrition, price, yield, growth time, and density (trees get only one per four squares on average) to get values for the value per day (per square farmed), the nutrition per day (per square farmed), the value per harvest work, and the nutrition per harvest work.

I attached the results for food items in three graphs, as well as a LibreOffice spreadsheet I was working from (which also contains the trees -- spoiler, ironwood is 50% better than cecropia and cecropia is slightly better than poplar and teak, which are a bit better than everything else).

Some things of peculiar note that might be good targets for balancing.

Agave is really good. Really really good.
- Better than haygrass for nutritional yield per day in plowed soil. In terrible soil it's only marginally worse than haygrass.
- Similar density nutrition stacks to haygrass (75x 0.12 nutrition = 9 vs. 200x 0.05 = 10).
  - (Although haygrass can be stored outside of the refrigerator)
- Very high value per day, about twice haygrass and in line with grapes and berries.
- Fruit provides gluttonous joy bonus.
- Your pawns and animals can both enjoy eating it.
- And you can make medical supplies?

Mushrooms are amazing.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.

Fruit trees aren't so hot.
- All the fruit trees produce about 60% of the value per day of mushroms, and about 60% of the nutrition per day of agave.
- The green and yellow bars are showing value/nutrition per unit work. So you can easily see that the trees produce a lot more value and nutrition for the effort, as you'd expect.
- Note that I took into account that you get *at most* one tree every four squares. So since these are per ground area unit, just realize that the numbers are 4x higher if you're looking "per plant" rather than per garden area. I just think garden area is more important.

I hope you found this entertaining! If I were to make some suggestions, I'd say that mushrooms and agave are kind of unbalanced. Agave producing 80% more nutrition per day than any other fruit doesn't seem right, especially with a joy bonus. I'd also consider looking at the trees a bit more closely, they're billed as the best plants but are worse than just normal fruits in value per day and are only comparable on nutrition per day.

So I'm thinking that if you want to keep your gardens dense and valuable and close to base, just plant agave and mushrooms. If you want some extended fields that you don't harvest often, maybe switch to olives for further from your base, though most of the fruit trees are about the same (cherry being a bit worse than the others). Ironwood is by a large amount the best tree for wood yield per day.

For me, I'm going to keep planting corn, wheat, sugarcane, tea, and coffee because I like making baked goods and caffeine. But I had a ton of fun analyzing the logistics, and am so thankful to dismar for the great time. And apologies to anyone who finds this boring, I guess what I love about the game is the meta-analysis =)

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 04, 2017, 03:33:26 AM
Well I enjoy the numbers.

I have a long to-do list for balance so far :P
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Canute on January 04, 2017, 07:46:50 AM
QuoteMushrooms are amazing.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.
Lentils count as meat too.
Both lentils and mushroom's can't be used as vegetables. This mean you can't made fine meals or stew/stirfry out of lentils+mushrooms.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: kunyomi on January 04, 2017, 05:54:01 PM
Found a little typo (That I'm pretty sure is from this mod since that bit only contains stuff from it)

(http://i.imgur.com/IXTF8jx.png)
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: neltnerb on January 04, 2017, 08:47:49 PM
Quote from: Canute on January 04, 2017, 07:46:50 AM
QuoteMushrooms are amazing.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.
Lentils count as meat too.
Both lentils and mushroom's can't be used as vegetables. This mean you can't made fine meals or stew/stirfry out of lentils+mushrooms.

Sorry, I thought about being more verbose but didn't want to make the post too long.

What I meant was that of the two meat-plants (mushroom and lentil), they both have roughly the same nutrition production per day (64% of the best for lentils and 59% of the best for mushrooms, basically the same) but mushrooms are the most valuable crop per day while lentils are at 72% of mushrooms. Add in that lentils don't give any kind of joy bonus (like mushrooms) there's basically no reason to ever plant them. Lentils and mushrooms are both unlocked at Tier 1, so there's no obvious reason why (except that dismar likes mushrooms :-D ).

Given how much better agave is than all the other fruits and vegetables, the obvious combination is agave for the vegetable part of the meals and mushroom for the meaty part of the meals.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Yoso on January 04, 2017, 11:52:42 PM
Quote from: neltnerb on January 04, 2017, 08:47:49 PM
Quote from: Canute on January 04, 2017, 07:46:50 AM
QuoteMushrooms are amazing.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.
Lentils count as meat too.
Both lentils and mushroom's can't be used as vegetables. This mean you can't made fine meals or stew/stirfry out of lentils+mushrooms.

Sorry, I thought about being more verbose but didn't want to make the post too long.

What I meant was that of the two meat-plants (mushroom and lentil), they both have roughly the same nutrition production per day (64% of the best for lentils and 59% of the best for mushrooms, basically the same) but mushrooms are the most valuable crop per day while lentils are at 72% of mushrooms. Add in that lentils don't give any kind of joy bonus (like mushrooms) there's basically no reason to ever plant them. Lentils and mushrooms are both unlocked at Tier 1, so there's no obvious reason why (except that dismar likes mushrooms :-D ).

Given how much better agave is than all the other fruits and vegetables, the obvious combination is agave for the vegetable part of the meals and mushroom for the meaty part of the meals.

I usually go mushrooms/corn or mushrooms/beans. Corn becomes flour and cornmeal, beans can become tofu, soy milk, and cheese.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Smexy_Vampire on January 05, 2017, 12:23:32 AM
stand alone cloth resorce plants and nutro flowers to be ported to there own mod without all that extra stuff ?
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Yoso on January 05, 2017, 02:22:52 PM
It's a little odd that the default drug policy forbids using any of the drinks or treats recreationally. 
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: Rijndael on January 06, 2017, 08:15:17 AM
Quote from: Yoso on January 04, 2017, 11:52:42 PM
Quote from: neltnerb on January 04, 2017, 08:47:49 PM
Quote from: Canute on January 04, 2017, 07:46:50 AM
QuoteMushrooms are amazing.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.
Lentils count as meat too.
Both lentils and mushroom's can't be used as vegetables. This mean you can't made fine meals or stew/stirfry out of lentils+mushrooms.

Sorry, I thought about being more verbose but didn't want to make the post too long.

What I meant was that of the two meat-plants (mushroom and lentil), they both have roughly the same nutrition production per day (64% of the best for lentils and 59% of the best for mushrooms, basically the same) but mushrooms are the most valuable crop per day while lentils are at 72% of mushrooms. Add in that lentils don't give any kind of joy bonus (like mushrooms) there's basically no reason to ever plant them. Lentils and mushrooms are both unlocked at Tier 1, so there's no obvious reason why (except that dismar likes mushrooms :-D ).

Given how much better agave is than all the other fruits and vegetables, the obvious combination is agave for the vegetable part of the meals and mushroom for the meaty part of the meals.

I usually go mushrooms/corn or mushrooms/beans. Corn becomes flour and cornmeal, beans can become tofu, soy milk, and cheese.

Mushrooms give a joy bonus? I couldn't find it in the files and ingame it doesn't show up too!? I don't know much about the xml game files though.

I would also like to mention, that the Soy milk recipe on Food prep table is kinda broken. You can make 8 Soy milks ( 4 Nutrition) out of 10 Beans (0.5 Nutrition), so you are getting 800% of your input nutrition.

Edit: market value-wise you get 666.666% out of this recipe, which makes beans and soy milk probably the most efficient nutrition and money-wise
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: carpediembr on January 06, 2017, 08:59:01 AM
Proposed suggestion: Change the buff given by the bowl of stew with pizza.

Bowl of stew gives a big boost and is quite easy to make (it does take alot of ingredients, but is meat and vegetable, which is rather easy). It is a lavish meal, just like pizza, but pizza takes longer to make (need cheese, which needs more processing). And between you and me, pizza taste is way better than bowl of steel ;)
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: asquirrel on January 06, 2017, 09:30:03 AM
Problem with cooking tools.  It seems to be inactive for me even though I have it near a stove.  Any ideas what I'm doing wrong?  Thanks! :)

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: carpediembr on January 06, 2017, 10:30:29 AM
Quote from: asquirrel on January 06, 2017, 09:30:03 AM
Problem with cooking tools.  It seems to be inactive for me even though I have it near a stove.  Any ideas what I'm doing wrong?  Thanks! :)

Do you have any other mods that adds worktables?
Is that an electric or regular stove?
Tried to replace it?
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 06, 2017, 04:13:33 PM
Quote from: carpediembr on January 06, 2017, 08:59:01 AM
Proposed suggestion: Change the buff given by the bowl of stew with pizza.
bowl of steel ;)

gross :) anyway "stew" is a generic name for many foods... like chili, curry, goulash, and many many other stew like. It's really what you put into it you know!

Quote from: asquirrel on January 06, 2017, 09:30:03 AM
Problem with cooking tools.  It seems to be inactive for me even though I have it near a stove.  Any ideas what I'm doing wrong?  Thanks! :)

Yeah what other mods you have that might over write it..i'll pop into a game and look

Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 06, 2017, 10:59:21 PM
Moooo, Build 11 Garden 5.3d Released!

1/6/17
-reviewed vanilla changes to price and crops
-resource pricing
-sunlamps reworked
-heated lamps research / cost list updated.
-pile of soil added
-digging spot in garden tools added
-place / reclaim soil now require soil.
-feritilizer recipe change

1/5/17
-Bread recipe.
-Fruit weight
-Bread weight
-Tree yields up
-Mushrooms nutrition slightly lowered
-Agave overall changed.
-recipe for fertilier at campfire
-place soil research cost.
-resource leaves higher research.
-raspberry bush art
-cloth recipe balance due to market value changes
-unpacking spot for alcohol in brewery menu.
-heated sunlamps
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Trigon on January 06, 2017, 11:07:45 PM
Yay! Also dismar did I ever mention my favorite thing about your mod is that it allowed me to live my dream of growing agave on an ice sheet. The true dream.
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: neltnerb on January 06, 2017, 11:51:21 PM
Quote from: Rijndael on January 06, 2017, 08:15:17 AM
Quote from: Yoso on January 04, 2017, 11:52:42 PM
Quote from: neltnerb on January 04, 2017, 08:47:49 PM
Quote from: Canute on January 04, 2017, 07:46:50 AM
Quote
What I meant was that of the two meat-plants (mushroom and lentil), they both have roughly the same nutrition production per day (64% of the best for lentils and 59% of the best for mushrooms, basically the same) but mushrooms are the most valuable crop per day while lentils are at 72% of mushrooms. Add in that lentils don't give any kind of joy bonus (like mushrooms) there's basically no reason to ever plant them. Lentils and mushrooms are both unlocked at Tier 1, so there's no obvious reason why (except that dismar likes mushrooms :-D ).

I usually go mushrooms/corn or mushrooms/beans. Corn becomes flour and cornmeal, beans can become tofu, soy milk, and cheese.

Mushrooms give a joy bonus? I couldn't find it in the files and ingame it doesn't show up too!? I don't know much about the xml game files though.

I would also like to mention, that the Soy milk recipe on Food prep table is kinda broken. You can make 8 Soy milks ( 4 Nutrition) out of 10 Beans (0.5 Nutrition), so you are getting 800% of your input nutrition.

Edit: market value-wise you get 666.666% out of this recipe, which makes beans and soy milk probably the most efficient nutrition and money-wise

Probably my whole spreadsheet is out of date with the latest update changing mushroom nutrition as well as agave, but my parenthetical was to point out that they are the same as lentils (both with no joy bonus), but with much higher value and similar nutrition.

Yay!

I didn't include cooking options, it would have made my spreadsheet impossibly complicated to manage. Baked goods are pretty valuable, so if you allow cooking probably wheat, corn, and sugarcane pull much further ahead. But I don't think I have enough time to try to figure that out. I really like sweet rolls and corn bread, but I'm from the midwest originally...
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: kenshinoh on January 07, 2017, 02:23:33 AM
I can't seem to find anyone mention this before or whether this is a bug or not . But my pawns don't get the mood buff for " Eaten Lavish meal " after consuming Pizza or Bowl of Stew . Can someone help me with this ?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: neltnerb on January 07, 2017, 04:31:23 AM
Quote from: dismar on January 06, 2017, 10:59:21 PM
Moooo, Build 11 Garden 5.3d Released!

1/6/17
-reviewed vanilla changes to price and crops
-resource pricing
-sunlamps reworked
-heated lamps research / cost list updated.
-pile of soil added
-digging spot in garden tools added
-place / reclaim soil now require soil.
-feritilizer recipe change

1/5/17
-Bread recipe.
-Fruit weight
-Bread weight
-Tree yields up
-Mushrooms nutrition slightly lowered
-Agave overall changed.
-recipe for fertilier at campfire
-place soil research cost.
-resource leaves higher research.
-raspberry bush art
-cloth recipe balance due to market value changes
-unpacking spot for alcohol in brewery menu.
-heated sunlamps

Love the heated sunlamp! Agave and mushrooms look nicely balanced too.

I noticed that raw tea leaves are listed with a nutrition of 0.2, maybe a typo?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 07, 2017, 08:48:21 AM
Quote from: kenshinoh on January 07, 2017, 02:23:33 AM
I can't seem to find anyone mention this before or whether this is a bug or not . But my pawns don't get the mood buff for " Eaten Lavish meal " after consuming Pizza or Bowl of Stew . Can someone help me with this ?

That was was a big two versions ago but was fixed, what version you using?

Yeah tea leaves shouldn't have such a high value.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Nomsayinbrah on January 07, 2017, 09:32:19 AM
Wow... This is... Big.. and complicated o.O

will be giving this a try once I have the base game figured out LOL. wow!
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: kenshinoh on January 07, 2017, 09:33:48 AM
Quote from: dismar on January 07, 2017, 08:48:21 AM
Quote from: kenshinoh on January 07, 2017, 02:23:33 AM
I can't seem to find anyone mention this before or whether this is a bug or not . But my pawns don't get the mood buff for " Eaten Lavish meal " after consuming Pizza or Bowl of Stew . Can someone help me with this ?

That was was a big two versions ago but was fixed, what version you using?


My apology . I didn't notice the update this morning . And yes It is indeed fixed . Ty for your reply dismar  :P :P :P
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Lanid on January 07, 2017, 10:15:50 PM
Can i make a Russian localisation for this mod?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 07, 2017, 10:19:44 PM
Quote from: Lanid on January 07, 2017, 10:15:50 PM
Can i make a Russian localisation for this mod?

Sure
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Jerry The Hellbound on January 07, 2017, 10:29:54 PM
Hello, so i've been loving this mod, while its stacks are 10 and such, i have a huge, HUGE farm, i used to grow beans, wheat, small amount of oats (that over took weed ahem, smokeleaf) grapes, cocoa and tomatoes. However now i stopped growing those and depend more on the trees, such as coconuts, olives, peaches, date and sugarcane.
TL: DR
My food problems are long gone, however lately ive been having an over flow of fruit, getting to the thousands of food units (unit = 1 on the stack) so i started canning fruits. All well's and good but the only problem is that my colonists keep picking up the huge stacks of the around of 130+ stacks, disabling me to use them when i want to use them for lavish meals or anything that requires veggie nutrition.
I get that the take a meal, like a cookie or something for the long run so they can eat if they get trapped or something. but... "checks his colonits" you shouldnt take 11 cans of vegetables (fruits) with you casually.
Sometimes i find one of my colonits litelary weighting at 136kg thanks to the cans. "checks again" Chef here, has 56 canned vegetables (fruits) and a lavish meal with her.

Hope this is seen as constructive instead of me raveing on the mod, because i love the mod, but i just cant help but think that it looks like i am.
As a joke, how moral would canning human meat be? because ive been having an overflow of humans going into the butchers lately for my wargs, along with this, can they still eat these canned meats? *honestly jokingly not joking*
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 07, 2017, 10:33:47 PM
Quote from: Jerry The Hellbound on January 07, 2017, 10:29:54 PM
Hello, so i've been loving this mod, while its stacks are 10 and such, i have a huge, HUGE farm, i used to grow beans, wheat, small amount of oats (that over took weed ahem, smokeleaf) grapes, cocoa and tomatoes. However now i stopped growing those and depend more on the trees, such as coconuts, olives, peaches, date and sugarcane.
TL: DR
My food problems are long gone, however lately ive been having an over flow of fruit, getting to the thousands of food units (unit = 1 on the stack) so i started canning fruits. All well's and good but the only problem is that my colonists keep picking up the huge stacks of the around of 130+ stacks, disabling me to use them when i want to use them for lavish meals or anything that requires veggie nutrition.
I get that the take a meal, like a cookie or something for the long run so they can eat if they get trapped or something. but... "checks his colonits" you shouldnt take 11 cans of vegetables (fruits) with you casually. Sometimes i find one of my colonits litelary weighting at 136kg thanks to the cans. "checks again" Chef here, has 56 canned vegetables (fruits) and a lavish meal with her.

What version of the mod you using? That was fixed in like 5.3a
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Jerry The Hellbound on January 07, 2017, 10:42:28 PM
I quoute:

      Vegetable Garden v5.3 ~0.16.1393
Oh dear, so i redownloaded it, and such. but now it just simply broke my save
Could not load reference to Verse.RecipeDef named Make_Neutroamine
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(RecipeDef&, String)
RimWorld.Bill:ExposeData()
RimWorld.Bill_Production:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
RimWorld.BillStack:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(BillStack&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(BillStack&, String, Object[])
RimWorld.Building_WorkTable:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
  at Verse.CrossRefResolver.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Not all loadIDs which were read were consumed. 917 singles and 917 lists remain.
Verse.Log:Error(String)
Verse.LoadIDsWantedBank:ConfirmClear()
Verse.CrossRefResolver:Clear()
Verse.GameAndMapInitExceptionHandlers:ErrorWhileLoadingGame(Exception)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()



Trying a reload of the code by uninstalling and reinstalling. Nope, didnt work :/ i guess ill just have to uninstall from the save then reinstall. Ill debug everything lost. No dice on anything. It just won't load. What am i doing wrong here? Im thinking the Make_Neutromine is the main culprit but i dont know how to fix it.
Boy o' boy, im diving into the files just to see what i can do.


THE WONDERS OF A SINGLE LINE CAN CHANGE HOW THE GAME WORKS
just simply me renameing VG_Neutromine to Make_Neutromine fixed it
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Lanid on January 08, 2017, 08:37:48 AM
There is no Language folder. I dunno how to make it.Am I supposed to translate Def folders and then you'll make a Language folder?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Palypso on January 08, 2017, 03:27:22 PM
The new sprites look awesome. The old ones were pretty shit to be honest.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 08, 2017, 03:29:54 PM
Quote from: Palypso on January 08, 2017, 03:27:22 PM
The new sprites look awesome. The old ones were pretty shit to be honest.

Thanks I made those
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: asquirrel on January 08, 2017, 03:47:30 PM
Quote from: dismar on January 06, 2017, 04:13:33 PM
Quote from: carpediembr on January 06, 2017, 08:59:01 AM
Proposed suggestion: Change the buff given by the bowl of stew with pizza.
bowl of steel ;)

gross :) anyway "stew" is a generic name for many foods... like chili, curry, goulash, and many many other stew like. It's really what you put into it you know!

Quote from: asquirrel on January 06, 2017, 09:30:03 AM
Problem with cooking tools.  It seems to be inactive for me even though I have it near a stove.  Any ideas what I'm doing wrong?  Thanks! :)

Yeah what other mods you have that might over write it..i'll pop into a game and look

Thanks Dismar and carpediembr.  I'm attaching a link to my log files. 
https://gist.github.com/01680f22c964e54a1a31d0351501c3b7
I've got a metric crap TON of mods running, so I don't know what the conflict is.

Things that I think might conflict (but nothing showing up when I start Rimworld):
CK_AnimalPlant_Pack_A16_fork-1.3.1.1-A16 (has a few new ingredients like Dreamvine and I think a few other new veggies)
Cooks Can Refuel
Easy Kibble
FeedTheColonists-A16
GouRIMet 1.0
Miniaturisation (by Notfood)
Miniaturisation-0.16.1 (by hwfanatic)
VanillaVegetationPlus (by Primalord - Simple unlocker for all vanilla plant life in rimworld)
Vegetable Garden 5.3 (your mod)
WM Smarter food selection

I just updated vegetable garden again (5.3d) and moved it to the end of my mod load list, hoping that would sort it out.  No luck. 

Curious question for you modder guys.  How many mods can Rimworld support?  I've got an I-5 running at 4.0ghz with 8gb of ram.  GTX 480 (yeah I know, old card).  My game is starting to slow to a crawl.  What would help boost the speed?  More ram?  Faster video card?  I'd hate to upgrade to an i-7 for this game, since that would be an expensive upgrade and I don't know what the overclock would be on the new chip.   Thanks!


Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Fafn1r on January 08, 2017, 04:06:30 PM
Dismar what's modpack policy for Vegetable Garden? I'd love to include it in mine, but there's no info about license for reuploading and modifying. :(

Quote from: asquirrel on January 08, 2017, 03:47:30 PM
Curious question for you modder guys.  How many mods can Rimworld support?  I've got an I-5 running at 4.0ghz with 8gb of ram.  GTX 480 (yeah I know, old card).  My game is starting to slow to a crawl.  What would help boost the speed?  More ram?  Faster video card?  I'd hate to upgrade to an i-7 for this game, since that would be an expensive upgrade and I don't know what the overclock would be on the new chip.   Thanks!

Having lots of mods just increases loading times, which isn't a big deal. Aside from special cases, they don't use a lot CPU or other resources. I'm running Rimworld with around 90 mods on a laptop with Celeron, integrated graphics card and 4GB of RAM and it's running fine as long as there aren't too many pawns/animals on the map and I'm not running multiple colonies.

If you want to upgrade, CPU is what matters most for Rimworld.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 08, 2017, 04:15:39 PM
Quote from: Fafn1r on January 08, 2017, 04:06:30 PM
Dismar what's modpack policy for Vegetable Garden? I'd love to include it in mine, but there's no info about license for reuploading and modifying. :(

Quote from: asquirrel on January 08, 2017, 03:47:30 PM
Curious question for you modder guys.  How many mods can Rimworld support?  I've got an I-5 running at 4.0ghz with 8gb of ram.  GTX 480 (yeah I know, old card).  My game is starting to slow to a crawl.  What would help boost the speed?  More ram?  Faster video card?  I'd hate to upgrade to an i-7 for this game, since that would be an expensive upgrade and I don't know what the overclock would be on the new chip.   Thanks!

Having lots of mods just increases loading times, which isn't a big deal. Aside from special cases, they don't use a lot CPU or other resources. I'm running Rimworld with around 90 mods on a laptop with Celeron, integrated graphics card and 4GB of RAM and it's running fine as long as there aren't too many pawns/animals on the map and I'm not running multiple colonies.

If you want to upgrade, CPU is what matters most for Rimworld.

Thanks Fafn1r for that info.  Maybe I have some scripts that are fighting with each other and dragging the game down to a crawl.  But it's weird though, because after a while it recovers.  But then it goes back.  I'm no programmer so I have no clue what's going on! :)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 08, 2017, 08:46:19 PM
QuoteDismar what's modpack policy for Vegetable Garden? I'd love to include it in mine, but there's no info about license for reuploading and modifying.

Simple you send me a PM asking to use it. I normally ask to describe your pack a little bit when you request useage. Then I only ask the you have proper Credits in your modpack and a link back here.

Pretty simple!
Title: Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
Post by: dismar on January 08, 2017, 09:07:45 PM

Quote from: asquirrel on January 06, 2017, 09:30:03 AM
Problem with cooking tools.  It seems to be inactive for me even though I have it near a stove.  Any ideas what I'm doing wrong?  Thanks! :)

Yeah what other mods you have that might over write it..i'll pop into a game and look
[/quote]

Thanks Dismar and carpediembr.  I'm attaching a link to my log files. 
https://gist.github.com/01680f22c964e54a1a31d0351501c3b7
I've got a metric crap TON of mods running, so I don't know what the conflict is.

Things that I think might conflict (but nothing showing up when I start Rimworld):
CK_AnimalPlant_Pack_A16_fork-1.3.1.1-A16 (has a few new ingredients like Dreamvine and I think a few other new veggies)
Cooks Can Refuel
Easy Kibble
FeedTheColonists-A16
GouRIMet 1.0
Miniaturisation (by Notfood)
Miniaturisation-0.16.1 (by hwfanatic)
VanillaVegetationPlus (by Primalord - Simple unlocker for all vanilla plant life in rimworld)
Vegetable Garden 5.3 (your mod)
WM Smarter food selection

I just updated vegetable garden again (5.3d) and moved it to the end of my mod load list, hoping that would sort it out.  No luck. 

Curious question for you modder guys.  How many mods can Rimworld support?  I've got an I-5 running at 4.0ghz with 8gb of ram.  GTX 480 (yeah I know, old card).  My game is starting to slow to a crawl.  What would help boost the speed?  More ram?  Faster video card?  I'd hate to upgrade to an i-7 for this game, since that would be an expensive upgrade and I don't know what the overclock would be on the new chip.   Thanks!
[/quote]

The game will support how ever many your PC can handle AND how many play nice together. I have upwards of 50 when I test the garden.

And the issue you are having IS some mod you have listed (there a TON) is changing the Electric Cook Stove that is in my mod. That is were the issue is. I have been looking thru your mods but none of them that I saw had this change in them. There is just a lot and I don't have the time so sort them all!! lol
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 08, 2017, 09:24:19 PM
Thanks Dismar for at least looking at the crap ton of mods I have running (and I just added even more today). If I can figure out which one is causing the conflict I'll let you know. It's got to be some kind of cooking mod, right?  Maybe Gourimet? 
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 08, 2017, 09:25:14 PM
Thanks Dismar for at least looking at the crap ton of mods I have running (and I just added even more today). If I can figure out which one is causing the conflict I'll let you know. It's got to be some kind of cooking mod, right?  Maybe Gourimet?  It wouldn't be one of the bulk meal mods, right?  Or could it?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 08, 2017, 09:36:10 PM
Quote from: asquirrel on January 08, 2017, 09:25:14 PM
Thanks Dismar for at least looking at the crap ton of mods I have running (and I just added even more today). If I can figure out which one is causing the conflict I'll let you know. It's got to be some kind of cooking mod, right?  Maybe Gourimet?  It wouldn't be one of the bulk meal mods, right?  Or could it?

it's just one that changes the electric stove def directly. could be a cooking mod. could be one that just rewrites if to make it movable, etc...
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: witchyspoon on January 08, 2017, 09:40:43 PM
Quote from: dismar on January 08, 2017, 09:36:10 PM
Quote from: asquirrel on January 08, 2017, 09:25:14 PM
Thanks Dismar for at least looking at the crap ton of mods I have running (and I just added even more today). If I can figure out which one is causing the conflict I'll let you know. It's got to be some kind of cooking mod, right?  Maybe Gourimet?  It wouldn't be one of the bulk meal mods, right?  Or could it?


it's just one that changes the electric stove def directly. could be a cooking mod. could be one that just rewrites if to make it movable, etc...
it shouldnt be gourimet I only change the meals and do not touch the stove def at all ;)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: JABBA2000 on January 08, 2017, 09:44:31 PM
If i had to use only one mod it would be this.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 08, 2017, 09:53:14 PM
Man, I don't know.  I do know if I start disabling the food mods my save game will probably not load.  Maybe start a new game and just disable all food mods (anything remotely related to food) except for Vegetable Garden and then gradually add one after another until the cooking tool stops working.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Lanid on January 08, 2017, 10:45:33 PM
Could you make a Language folder with english example, please?It will make much easier to translate.If I'll translate core Def folders, translation will work only on that version of the mod, and if you update it,translation will cause bugs in the game.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Edzan on January 09, 2017, 03:27:05 AM
Quote from: Lanid on January 08, 2017, 10:45:33 PM
Could you make a Language folder with english example, please?It will make much easier to translate.If I'll translate core Def folders, translation will work only on that version of the mod, and if you update it,translation will cause bugs in the game.
Немного по шаманил (5 часов шаманил) и вроде всё заработало.
Собственно архив с русским переводом (частичным и кривым)
https://www.dropbox.com/s/6qziec6ze8ldrn5/Languages.zip?dl=0
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Lanid on January 09, 2017, 03:31:45 AM
Quote from: Edzan on January 09, 2017, 03:27:05 AM
Quote from: Lanid on January 08, 2017, 10:45:33 PM
Could you make a Language folder with english example, please?It will make much easier to translate.If I'll translate core Def folders, translation will work only on that version of the mod, and if you update it,translation will cause bugs in the game.
Немного по шаманил (5 часов шаманил) и вроде всё заработало.
Собственно архив с русским переводом (частичным и кривым)
https://www.dropbox.com/s/6qziec6ze8ldrn5/Languages.zip?dl=0
Спасибо, милчеловек.А перевод допилю
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Fafn1r on January 09, 2017, 04:41:32 AM
Quote from: dismar on January 08, 2017, 08:46:19 PM
Simple you send me a PM asking to use it. I normally ask to describe your pack a little bit when you request useage. Then I only ask the you have proper Credits in your modpack and a link back here.

Pretty simple!

Well, I sent you PM, got no answer and asked here. Sorry, if I'm a bit impatient, but I want to release my modpack ASAP and I don't want to release it without VG. ;D

It's going to be a huge modpack with close to 100 mods, with Combat Realism and some mods making the game harder, like Increased Forest Density - Deadly. I'll also try to make it as lightweight as possible by removing redundancies from some mods.

I take your answer as a permission, as long as I list you in credits and link back here. Thank you! :P
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: carpediembr on January 09, 2017, 07:51:24 AM
Not sure if it's from VG, but crafting Glitertech Medicine at drug lab yields no experience in either Medicine nor Craftin skill.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 09, 2017, 08:28:24 AM
Quote from: carpediembr on January 09, 2017, 07:51:24 AM
Not sure if it's from VG, but crafting Glitertech Medicine at drug lab yields no experience in either Medicine nor Craftin skill.

Interesting. I will look into it thanks.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: voncruxz on January 09, 2017, 01:03:07 PM
Just started playing again after a long hiatus and was curious about garden soil and plowed soil. Plowed Soil is supposed to double growing times, according to the mod description at the start of this forum post, but when I use it in-game it gives a soil of 160% and not 200% as I would assume.
Is this an intentional change, bug or does the growth time from soil effiency work differently than I've assumed?

As some have said, this is the sweetest mod for rimworld, by far ^^
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 09, 2017, 01:05:31 PM
Quote from: voncruxz on January 09, 2017, 01:03:07 PM
Just started playing again after a long hiatus and was curious about garden soil and plowed soil. Plowed Soil is supposed to double growing times, according to the mod description at the start of this forum post, but when I use it in-game it gives a soil of 160% and not 200% as I would assume.
Is this an intentional change, bug or does the growth time from soil effiency work differently than I've assumed?

As some have said, this is the sweetest mod for rimworld, by far ^^

I've changed it :) and not updated the text.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: voncruxz on January 09, 2017, 03:07:37 PM
Quote from: dismar on January 09, 2017, 01:05:31 PM
Quote from: voncruxz on January 09, 2017, 01:03:07 PM
Just started playing again after a long hiatus and was curious about garden soil and plowed soil. Plowed Soil is supposed to double growing times, according to the mod description at the start of this forum post, but when I use it in-game it gives a soil of 160% and not 200% as I would assume.
Is this an intentional change, bug or does the growth time from soil effiency work differently than I've assumed?

As some have said, this is the sweetest mod for rimworld, by far ^^

I've changed it :) and not updated the text.

Good to know ^^ So Plowed Soil is slightly less OP ^^ Keep up the good work dismar
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 09, 2017, 03:30:45 PM
Quote from: voncruxz on January 09, 2017, 03:07:37 PM
Quote from: dismar on January 09, 2017, 01:05:31 PM
Quote from: voncruxz on January 09, 2017, 01:03:07 PM
Just started playing again after a long hiatus and was curious about garden soil and plowed soil. Plowed Soil is supposed to double growing times, according to the mod description at the start of this forum post, but when I use it in-game it gives a soil of 160% and not 200% as I would assume.
Is this an intentional change, bug or does the growth time from soil effiency work differently than I've assumed?

As some have said, this is the sweetest mod for rimworld, by far ^^

I've changed it :) and not updated the text.

Good to know ^^ So Plowed Soil is slightly less OP ^^ Keep up the good work dismar

Thanks all the feedback helps.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Senio on January 10, 2017, 02:19:20 PM
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.


Shadow started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
-----------------------------------------------------------------------------------------------------------------------

受气包 started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


(https://i.imgur.com/DSq16et.jpg)

This error only happens when pawns tend to get fruits to feed pets.(When pawns get other food everything is fine, no error)
So maybe this caused by fruits? Please help check. Thanks.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Degraine on January 10, 2017, 07:27:50 PM
Might want to take a look at rebalancing the medical treatment items this mod introduces now that vanilla has given us a baseline for manufacturing Medicine.

I changed my own copy to something - IMO - a bit more reasonable:
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 10, 2017, 08:57:08 PM
Quote from: Senio on January 10, 2017, 02:19:20 PM
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.


Shadow started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
-----------------------------------------------------------------------------------------------------------------------

受气包 started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



This error only happens when pawns tend to get fruits to feed pets.(When pawns get other food everything is fine, no error)
So maybe this caused by fruits? Please help check. Thanks.

What version are you using?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 10, 2017, 09:01:27 PM
Quote from: Degraine on January 10, 2017, 07:27:50 PM
Might want to take a look at rebalancing the medical treatment items this mod introduces now that vanilla has given us a baseline for manufacturing Medicine.

I changed my own copy to something - IMO - a bit more reasonable:

  • Aloe has 10% medical potency (4% really is terrible, and even 10% is probably nigh pointless).
  • Bandage kits have 20%, and take 5 cloth to make.
  • Basic medicine kits have 50%, putting them slightly above raw herbal medicine, do not rot, and I changed the recipe to use just 1 bandage kit.

hmm those are not  the correct values i'll have to look at it
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Degraine on January 10, 2017, 11:01:17 PM
Er, I said that's what I changed those values to, since the recipes make them extremely expensive in comparison to the new medicine recipe in vanilla (1 neutroamine, 1 herbal medicine, 3 cloth). The 'basic' medical kit you introduce requires 50 cloth to make, at present, which is a bit excessive, in my opinion. :) Removing the expiry from the herbal medicine kit was just something else to make them more attractive as an alternative for me. Whether you agree or not, I do still think you need to take a look at rebalancing the medicine side of your mod.

Unrelated: Could you turn steel shroom trees into actual trees, with a repeat harvest? That seems like something they should do. Bamboo too, for that matter.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 11, 2017, 03:18:44 AM
QuoteIssue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.

Do you use an old version of Mending btw. do you got the flag for roof... at stockpiles ?
Then you should update that mod, i got a similar behavior with the old version of Mending.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 11, 2017, 07:37:03 AM
Quote from: Degraine on January 10, 2017, 11:01:17 PM
Er, I said that's what I changed those values to, since the recipes make them extremely expensive in comparison to the new medicine recipe in vanilla (1 neutroamine, 1 herbal medicine, 3 cloth). The 'basic' medical kit you introduce requires 50 cloth to make, at present, which is a bit excessive, in my opinion. :) Removing the expiry from the herbal medicine kit was just something else to make them more attractive as an alternative for me. Whether you agree or not, I do still think you need to take a look at rebalancing the medicine side of your mod.

Unrelated: Could you turn steel shroom trees into actual trees, with a repeat harvest? That seems like something they should do. Bamboo too, for that matter.

Not I mean my base values are way off. I'll be focusing on medical part of my mod on this weekends update anyway. There was some stuff lost during the alpha update.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Senio on January 11, 2017, 08:24:57 AM
Quote from: dismar on January 10, 2017, 08:57:08 PM
Quote from: Senio on January 10, 2017, 02:19:20 PM
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.


Shadow started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
-----------------------------------------------------------------------------------------------------------------------

受气包 started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



This error only happens when pawns tend to get fruits to feed pets.(When pawns get other food everything is fine, no error)
So maybe this caused by fruits? Please help check. Thanks.

What version are you using?

sorry , this wrong for CR, not is Vegetable Garden
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Wazowski on January 12, 2017, 01:20:51 AM
Suddenly the crops do not grow disappear that must be happening? I am in a field that is harvested all year round.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 12, 2017, 04:06:47 AM
For outdoor fields, do you got an event like Volcanic winter,Toxic fallout ?

For indoor fields, does they got enough light ? Temperatur ? Maybe need better soil ?



Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Wazowski on January 12, 2017, 09:58:02 AM
Quote from: Canute on January 12, 2017, 04:06:47 AM
For outdoor fields, do you got an event like Volcanic winter,Toxic fallout ?

For indoor fields, does they got enough light ? Temperatur ? Maybe need better soil ?

I do not have any toxic smoke events, everything seems to be fine, but the crops disappear.

Take a look at the attachment

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 12, 2017, 10:19:09 AM
Did you load this into an old save game. Or is this a new game?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Wazowski on January 12, 2017, 10:54:07 AM
Quote from: dismar on January 12, 2017, 10:19:09 AM
Did you load this into an old save game. Or is this a new game?

It's a new game with several Mod

I believe that the problem must be the field that says that it harvests all year but does not already the planting is responding, they no longer disappear

But a query is normal that they do not harvest the trees automatically ..? Bananas are rotting me

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 12, 2017, 12:17:27 PM
"harvests all year" just mean, the map temperatur is outside allways ideal for plants not only during the "warm" seasons.
Indoors ofcouse you can plant/harvest the whole year, except when a solar flare maybe disturb you.

Do you use any other plant/garden mod beside Veg. garden ?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Wazowski on January 12, 2017, 12:31:47 PM
Quote from: Canute on January 12, 2017, 12:17:27 PM
"harvests all year" just mean, the map temperatur is outside allways ideal for plants not only during the "warm" seasons.
Indoors ofcouse you can plant/harvest the whole year, except when a solar flare maybe disturb you.

Do you use any other plant/garden mod beside Veg. garden ?

Mm I thought the growth period was for the whole year

I will try other plants, I have only tried some ... Maize, rice, cotton are safe plantations

What do you think of me not harvesting the trees automatically ..?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 12, 2017, 12:48:54 PM
Quote from: Wazowski on January 12, 2017, 12:31:47 PM
Quote from: Canute on January 12, 2017, 12:17:27 PM
"harvests all year" just mean, the map temperatur is outside allways ideal for plants not only during the "warm" seasons.
Indoors ofcouse you can plant/harvest the whole year, except when a solar flare maybe disturb you.

Do you use any other plant/garden mod beside Veg. garden ?

Mm I thought the growth period was for the whole year

I will try other plants, I have only tried some ... Maize, rice, cotton are safe plantations

What do you think of me not harvesting the trees automatically ..?

Do you have any one set to cut plant job?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Wazowski on January 12, 2017, 03:03:19 PM
Quote from: dismar on January 12, 2017, 12:48:54 PM
Quote from: Wazowski on January 12, 2017, 12:31:47 PM
Quote from: Canute on January 12, 2017, 12:17:27 PM
"harvests all year" just mean, the map temperatur is outside allways ideal for plants not only during the "warm" seasons.
Indoors ofcouse you can plant/harvest the whole year, except when a solar flare maybe disturb you.

Do you use any other plant/garden mod beside Veg. garden ?

Mm I thought the growth period was for the whole year

I will try other plants, I have only tried some ... Maize, rice, cotton are safe plantations

What do you think of me not harvesting the trees automatically ..?

Do you have any one set to cut plant job?

I'm not sure I understand your question, but all my settlers are mostly wearing regular clothes

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: FadingFog on January 12, 2017, 03:13:16 PM
Please, add a folder "Languages" for better translation your mod
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 13, 2017, 06:19:29 AM
dismar,
i just notice a heated sunlamp produce the same amout heat like a small one.
Since you need 3 comp. to build it should generate 3 times so much heat or at last 2 time. And the medium one 2 time or 1.5 times.
The disadvance of the lamps would be there is not temp. control like you got at the heater.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Birdy on January 13, 2017, 08:53:25 AM
Any chance for broccoli plants and meals? :D

Also, what about drugs that add attraction to your colonists?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: RickyMartini on January 13, 2017, 12:20:04 PM
Does this Mod require a new save file?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Der Failer on January 13, 2017, 03:03:21 PM
Just noticed that heated sun lamps still are <WorkToMake> instead of <WorkToBuild>, so they get build instantly.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: RickyMartini on January 13, 2017, 03:54:17 PM
Hey I just realized that you didn't update the new graphics for Steam. Is that correct? Would you be so kind to update this on steam too?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: evan25 on January 14, 2017, 08:48:52 AM
Crafting Glitterworld medicine and medicine either does not gain exp,is any way i can fix that now for myself ?  sr sor bad eng
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 14, 2017, 09:58:26 AM
Can't speak for Glitterworld medicine, but for crafting medicine i am geting medicin skill.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 14, 2017, 10:45:47 AM
Typing logical error
Milling stone, bulk grind grains into wheat.
I think it should be flour. :-)

Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Trigon on January 14, 2017, 12:05:38 PM
Yeah, though the actual output is indeed flour. As funny as it would be to turn all my corn into wheat.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 14, 2017, 05:30:21 PM
Quote from: Skissor on January 13, 2017, 12:20:04 PM
Does this Mod require a new save file?

No, but Highly recommended!

Quote from: Der Failer on January 13, 2017, 03:03:21 PM
Just noticed that heated sun lamps still are <WorkToMake> instead of <WorkToBuild>, so they get build instantly.

Thanks I miss this a lot!

Quote from: Skissor on January 13, 2017, 03:54:17 PM
Hey I just realized that you didn't update the new graphics for Steam. Is that correct? Would you be so kind to update this on steam too?
Updated steam link (http://steamcommunity.com/sharedfiles/filedetails/?id=822470192&tscn=1484421734)

Quote from: evan25 on January 14, 2017, 08:48:52 AM
Crafting Glitterworld medicine and medicine either does not gain exp,is any way i can fix that now for myself ?  sr sor bad eng

Quote from: Canute on January 14, 2017, 10:45:47 AM
Typing logical error
Milling stone, bulk grind grains into wheat.
I think it should be flour. :-)


Yeah steam users poked about these last two thanks

Quote from: Birdy on January 13, 2017, 08:53:25 AM
Any chance for broccoli plants and meals? :D

Also, what about drugs that add attraction to your colonists?

As of right now I'm not adding new plants "unless" there is a good reason. like they add something new to the mod :)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: neltnerb on January 14, 2017, 07:44:19 PM
Something about canned meat seems off:

Raw Meat
Market Value: $2-3
Nutrition: 0.05

Canned Meat
Market Value: $5
Nutrition: 0.4

So I'm not sure the best way to manage that, but unless you're absolutely desperate for better preserved food it seems like a pretty terrible deal. Just strikes me as strange given that most other processing steps keep the final value the same or make it a little higher. Maybe it makes more sense to produce more lighter cans with that value (perhaps 75x of 0.05 nutrition to match the starting meat portions at a similar or slightly higher value)? Like cans of tuna versus a hamburger.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: notfood on January 14, 2017, 07:56:03 PM
Their value comes as preservation. It lasts a looong time.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 15, 2017, 02:45:02 AM
And so long they last, so long you got the bad taste.

But canned meat/meal/veg is a fast/easy way to preservation, normaly i wouldn't use it except it is close before rotting.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 15, 2017, 03:35:57 AM
Seems like some cultures are making survival in deep cold much easier. :/
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 15, 2017, 04:05:31 AM
Yep, Veg. garden is a must have for me when i settle at the cold.
Special at the beginning with the improved simple meal recipes like grilled steal  (10 meat for 2x steak) you are geting more out of the few meat you find then with simple meat and you prolly need to go cannibalisn.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Birdy on January 15, 2017, 09:37:11 AM
Quote from: dismar on January 14, 2017, 05:30:21 PM
As of right now I'm not adding new plants "unless" there is a good reason. like they add something new to the mod :)
You'd make bodybuilding fans really happy.
Chicken check
Rice check
Broccoli... ;(

Broccoli is the food of the giants, very healthy! Did you know it has more vitamin C than oranges, on a gram by gram comparison? Om nom nom!
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: onerous1 on January 15, 2017, 03:33:57 PM
Quote from: Birdy on January 15, 2017, 09:37:11 AM
You'd make bodybuilding fans really happy.
Chicken check
Rice check
Broccoli... ;(

Broccoli is the food of the giants, very healthy! Did you know it has more vitamin C than oranges, on a gram by gram comparison? Om nom nom!
And if you add spinach and kale you'll have all the crops necessary to run a 'Whole Foods' type colony, where the crops are GMO and pesticide free, the chicken and eggs are free-range, and the meals are prepared gluten-free. Huzzah! This is essential for my rich explorer play-through where she starts a new age detox colony because the free orgies and yayo were aging her prematurely.

In seriousness, I would like to know how to add the new recipes to cooking stations from other mods. I found a lovely japanese stove that matches my japanese-themed common room.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 15, 2017, 04:45:36 PM
Adding own recipes just for you shouldn't be that hard.
Look for the Recipes_cookstove.xml under Vegetable Garden 5.3\Defs\RecipeDefs.
With a bit try&error you just duplicate an existing recipe, and then modify it with your ingredents.
If you got the fishindustry, you can just put rice + raw fish to made suhsi.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Curlyjefferson1 on January 16, 2017, 06:26:41 AM
How do you make looms, Been googling for 2hrs so far, most i got was there is a research branch, i dont have that branch in my list at all so i have no clue.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 16, 2017, 06:30:56 AM
Reseach complex clothing, then you can build hand/electric tailorbench and looms from production. Looms are mosttimes at the end of the list for me.

Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 17, 2017, 08:09:24 AM
Is there a way to rework fermenting barrels to act kinda like growing zone + original fermenting barrel together? Current way is kinda feels bad because barrel just destroyed afterwards (transformated to crate), but I love how barrel acts in original rimworld (beer barrel). Selecting what alcohol you want in original barrel and then fermenting it would be cool and for sure much better than having 10 kinds of barrels.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 17, 2017, 08:13:56 AM
Quote from: Danetta on January 17, 2017, 08:09:24 AM
Is there a way to rework fermenting barrels to act kinda like growing zone + original fermenting barrel together? Current way is kinda feels bad because barrel just destroyed afterwards (transformated to crate), but I love how barrel acts in original rimworld (beer barrel). Selecting what alcohol you want in original barrel and then fermenting it would be cool and for sure much better than having 10 kinds of barrels.

There is, but it well beyond my coding ability
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 17, 2017, 08:23:33 AM
Well, if no one else could help, then I will try to make it.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 17, 2017, 08:55:01 AM
Would any of you modding folks care to help me figure out why the cooking tools aren't working for this mod?  They are showing up but being listed as inactive. I can tell you right at the start I have the electric stove available and I know with VG mod I should not have that (something that needs to be researched).  So I'm thinking that might be my problem.  What mod could be overriding this. I've tried putting VG right after hugs lib (which comes after core) and also at the very end of my mod list, after miniaturization.  Thanks! :)

https://gist.github.com/f513d5704119e9795929243ad2c77cb8
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Canute on January 17, 2017, 12:41:00 PM
You need to look what mod change the stove, hmm there comes miniaturization in my mind.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 17, 2017, 04:48:03 PM
i've tried to help, but really, OMG so many mods!! lol
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 17, 2017, 05:06:45 PM
Thanks guys! I know, I have a ton of mods running and that's why I'm stumped.  Do you think miniaturization mod would cause this problem?  Could it be recipe mods (i.e. mods that either add new recipes like bulk foods or mods that add new recipes like vegetable garden)?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 17, 2017, 05:11:05 PM
Quote from: asquirrel on January 17, 2017, 05:06:45 PM
Thanks guys! I know, I have a ton of mods running and that's why I'm stumped.  Do you think miniaturization mod would cause this problem?  Could it be recipe mods (i.e. mods that either add new recipes like bulk foods or mods that add new recipes like vegetable garden)?

Have you tried moving it to the bottom of the list. THEN building a new electric stove?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: asquirrel on January 17, 2017, 05:30:38 PM
Hmm.. I have NOT tried that. I'll try that out and let you guys know my findings.  Probably not until tomorrow since I've used up my allotted Rimworld time today. :D

Hey folks!  I got the cooking tools working!  I'm not sure if it was moving the mod to the bottom or moving something up.  But I'm suspecting moving cooking tools to the bottom did help.  Now, what's that mod that locks doors which I cannot now unlock? :O
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Thundercraft on January 17, 2017, 06:22:15 PM
Quote from: dismar on January 17, 2017, 05:11:05 PM
Quote from: asquirrel on January 17, 2017, 05:06:45 PM...Do you think miniaturization mod would cause this problem?

Have you tried moving it to the bottom of the list. THEN building a new electric stove?

The miniaturization mod must be at or near the bottom of our mod load order in order to work right. I learned this the hard way. Any mod with buildings (etc.) located after miniaturization in your mod load order will not be recognized as having miniaturization support.

However, I believe a lack of the ability to minify certain furniture or buildings should be the only consequence of miniaturisation being in the wrong order.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Thundercraft on January 17, 2017, 06:23:13 PM
I see that the loom allows our colonists to turn unwanted apparel into cloth. However, I wanted to know:

Q: Does the amount of cloth returned reflect the skill of the colonist and/or the hit points left on the apparel? (This is the way the ReclaimFabric mod works...)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 17, 2017, 06:38:23 PM
Quote from: Thundercraft on January 17, 2017, 06:23:13 PM
I see that the loom allows our colonists to turn unwanted apparel into cloth. However, I wanted to know:

Q: Does the amount of cloth returned reflect the skill of the colonist and/or the hit points left on the apparel? (This is the way the ReclaimFabric mod works...)

I don't remember how the smelt command works in the recipe. just what it does :)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: nobrainer on January 17, 2017, 06:47:40 PM
Is anybody else experiencing problems with the loom?

None of the bills to make cloth seem to work. When I open the details of the bills there are no resources/ingredients in the middle panel to be selected/deselected. The information on the right side of the window shows up correctly (Work amount: ... Requires ... ) but the middle panel is completely empty.

At first I thought that it was conflicting with ExpandedCloth so I disabled it, but still nothing.
Then I disable MoreBedsCloth, MoreBedsCloth(More Furniture), GouRimet, FashionRimsta one-by-one but still nothing changed.
Finally I did one last experiment:
The results were the same. The details window says that it "Requires 20 cotton fibre" but the middle panel does not show any ingredients.

I've checked the XML files for the mod and as far as I can tell the definitions seem to be in order. At least I saw the entries for "RawCotton" where I believe they should be, which would be expected since I never touched this files.

Any help is appreciated.
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 17, 2017, 06:52:01 PM
Nothing should show up in the middle unless there's a choice in a16.

The loom is crafting in your version not tailoring
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 17, 2017, 08:50:49 PM
Something like a balance issue. You need 5 hops to create 1 beer in original game (and one more in-between work due to hops-wort-beer way), while you only need 1 ingridient to create one part of alcohol in your mode (75 bottles from 75 rice).
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: nobrainer on January 18, 2017, 04:57:37 AM
Quote from: dismar on January 17, 2017, 06:52:01 PM
Nothing should show up in the middle unless there's a choice in a16.

The loom is crafting in your version not tailoring

Good to know. I think nobody was assigned to crafting yet. I'll check that out when I get back home from work.
Shouldn't it be tailoring though?  ???

Just to be sure. Is vegetable garden compatible with ExpandedCloth?... Well... a better question ;D , can MoreBedsCloth be used directly with VegetableGarden (without ExpandedCloth)?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 18, 2017, 06:27:55 AM
Quote from: nobrainer on January 18, 2017, 04:57:37 AM
Quote from: dismar on January 17, 2017, 06:52:01 PM
Nothing should show up in the middle unless there's a choice in a16.

The loom is crafting in your version not tailoring

Good to know. I think nobody was assigned to crafting yet. I'll check that out when I get back home from work.
Shouldn't it be tailoring though?  ???

Just to be sure. Is vegetable garden compatible with ExpandedCloth?... Well... a better question ;D , can MoreBedsCloth be used directly with VegetableGarden (without ExpandedCloth)?

They should work together. I know T has a compatibility patch but I'm not sure what it does. :) I only use the awesome more floors!
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 18, 2017, 11:37:42 PM
dismar, I have almost done that thing we have talked earlier. Let me know if you are interested.
http://puu.sh/trovK/be582ccc3c.jpg (http://puu.sh/trovK/be582ccc3c.jpg)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 18, 2017, 11:56:17 PM
Quote from: Danetta on January 18, 2017, 11:37:42 PM
dismar, I have almost done that thing we have talked earlier. Let me know if you are interested.
http://puu.sh/trovK/be582ccc3c.jpg (http://puu.sh/trovK/be582ccc3c.jpg)

Your gizmo says plant :)
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Danetta on January 19, 2017, 12:06:17 AM
Quote from: dismar on January 18, 2017, 11:56:17 PM
Quote from: Danetta on January 18, 2017, 11:37:42 PM
dismar, I have almost done that thing we have talked earlier. Let me know if you are interested.
http://puu.sh/trovK/be582ccc3c.jpg (http://puu.sh/trovK/be582ccc3c.jpg)

Your gizmo says plant :)
Yes, this is one of the reasons why I said "almost".
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: minakurafto on January 19, 2017, 01:08:45 PM
cooking at non vanilla cooking table doesnt increase cooking skill? is it intended or not?
------------
edit: nevermind i was wrong. my pawn just dont have passion in cooking so the experience gain is almost nonexistant, my bad
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Der Failer on January 19, 2017, 07:50:43 PM
I just had a few warnings about PlantRaspberry. It took me a bit to figure it out, but the problem seems to be that the raspberry uses the vanilla PlantBase instead of VG's base. I thing it should be VG_PlantDef, right?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: dismar on January 22, 2017, 11:15:05 AM
Quote from: Der Failer on January 19, 2017, 07:50:43 PM
I just had a few warnings about PlantRaspberry. It took me a bit to figure it out, but the problem seems to be that the raspberry uses the vanilla PlantBase instead of VG's base. I thing it should be VG_PlantDef, right?

it's fine, but what are  the errors?
Title: Re: [A16] Vegetable Garden v5.3d [1.6.17]
Post by: Der Failer on January 22, 2017, 11:56:52 AM
Quote from: dismar on January 22, 2017, 11:15:05 AM
Quote from: Der Failer on January 19, 2017, 07:50:43 PM
I just had a few warnings about PlantRaspberry. It took me a bit to figure it out, but the problem seems to be that the raspberry uses the vanilla PlantBase instead of VG's base. I thing it should be VG_PlantDef, right?

it's fine, but what are  the errors?
Config error in PlantRaspberry: undefined preferability

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in PlantRaspberry: no foodType
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 22, 2017, 10:49:12 PM
As always be careful when changing to a new version of my mod. Completely delete the old version. Backup your save.
Small troubleshooting guide when updating here : Oh Knows! Update broke my game!! (http://steamcommunity.com/workshop/filedetails/discussion/822470192/144512875333521833/)

5.3e Build 16 released!

1/22/17 Build 16
- flower areas added to the garden tools section. allows all flowers to be grown on soil.
- work benches update for a16.

1/21/17
- alcohol barrels balanced
- new canning table by madman666

1/19/17
-food "tiers" corrected. Salted meat, cheese, bread, dried fruits now lowest tier after raw but before simples. most of the time.
- leather price adjusted to reflect price change in alpha

1/14/17
- research fixes.
- mill recipe label "wheat~flour"
- heatedlamps work to make and comp.s cost corrected
- canning table returns.
- canning food moved to table
- canning researching added
- glit world meds give exp
- salt can no longer be ate.
- salt veg recipes split by nutrition and adjusted
- caffene addictiveness halved


1/9/17
-Recipe work skill glitterworld med
-loom is tailoring work again.
-advanced hydro power use


1/7/17
- heated sun lamp bug
- lamps cost
- tea leaves nutrition
- sun lamp power
- resource plants research adjusted slightly
- fertilizer recipe expanded
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Senio on January 23, 2017, 02:57:06 AM
oh god, i cant load game ... i don't know why. i just update to 5.3e..
this error

Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()



Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Senio on January 23, 2017, 03:42:04 AM
Just Disabled Work Tab , load game , ok. ;D
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 23, 2017, 04:51:10 AM
Quote from: Senio on January 23, 2017, 03:42:04 AM
Just Disabled Work Tab , load game , ok. ;D

Your can turn it back on after you save a game with the update.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: faltonico on January 23, 2017, 05:02:11 AM
If i may say so, having glitterworld medicine there makes no sense to me whatsoever.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Der Failer on January 23, 2017, 10:36:24 AM
And yet again I'm here with xml inheritance problems. :/
This time the troublemaker is Cookingtools:
Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

I fix it for myself by changing the load order.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: deathstar on January 23, 2017, 10:55:56 AM
Is there a chance for an alternate version with simple names for alcohol?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 23, 2017, 05:24:08 PM
Hey dismar, what do you think about to give the composter box a "allow sowing" or a "forbid" switch.
Pretty annoying when you placed the box outside, and a toxic fallout comes.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 23, 2017, 05:30:31 PM
Quote from: Der Failer on January 23, 2017, 10:36:24 AM
And yet again I'm here with xml inheritance problems. :/
This time the troublemaker is Cookingtools:
Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

I fix it for myself by changing the load order.
But I would miss you if you stopped coming here!

Quote from: deathstar on January 23, 2017, 10:55:56 AM
Is there a chance for an alternate version with simple names for alcohol?
Ah nope

Quote from: Canute on January 23, 2017, 05:24:08 PM
Hey dismar, what do you think about to give the composter box a "allow sowing" or a "forbid" switch.
Pretty annoying when you placed the box outside, and a toxic fallout comes.

Yeah i'll look into it.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Der Failer on January 24, 2017, 10:39:39 AM
Quote from: dismar on January 23, 2017, 05:30:31 PM
But I would miss you if you stopped coming here!
No worries, this mod is way to good to drop it for such a small inconvenience. :)

I will continue to do my best to break it. ;)
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: kunyomi on January 24, 2017, 12:08:25 PM
There's a typo in the Heat Lamps research description: "Allows you to build advanced sun lamps that prvode lamp and act as a small heater to grow crops."

I assume what it was meant to say is "provide light" because "provide lamp" is still a bit weird.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Rocket_Raccoon on January 24, 2017, 12:20:57 PM
Was there recently a change to the nutrition value of salted meat?
I stocked lots and lots of it for fking cold winter times and- colonists are starving  due to absurdly low nutrition of it :/
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 24, 2017, 01:07:49 PM
No, salt meat got the same nut. like regular meat and that didn't changed.
Maybe you used Canned meat before, that got a nut. of 0.4
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: MarineStardust on January 24, 2017, 02:57:03 PM
for the tilled soil, do you have to have the Rainbeau's Fertile Fields mod enabled for access to the fertilizer?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Der Failer on January 24, 2017, 03:28:35 PM
Quote from: MarineStardust on January 24, 2017, 02:57:03 PM
for the tilled soil, do you have to have the Rainbeau's Fertile Fields mod enabled for access to the fertilizer?
Nope. You can get fertilizer at a butchering table, a compost box or from Cremator/Campfire. Look at the picture in the OP at the very end for more information.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Trigon on January 24, 2017, 05:43:06 PM
Oh btw, I noticed it before but forgot to mention it. By default all the candy, coffee, tea and added alcohols aren't enabled as part of the social drug policy. I don't know if there's anything you can do about it and obviously it isn't a big deal since it's pretty easy to check them off. I just keep forgetting until there's piles of coffee and no one will drink it, then I remember and kick myself.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 24, 2017, 05:55:23 PM
Quote from: Canute on January 24, 2017, 01:07:49 PM
No, salt meat got the same nut. like regular meat and that didn't changed.
Maybe you used Canned meat before, that got a nut. of 0.4


Yes salted meat it basically meat that you can eat raw with no de-buff. It takes a bit to fill up a person. But its mostly for food preservation at an early stage. Main purpose is to have it as an ingredient with a long life.

Quote from: kunyomi on January 24, 2017, 12:08:25 PM
There's a typo in the Heat Lamps research description: "Allows you to build advanced sun lamps that prvode lamp and act as a small heater to grow crops."

I assume what it was meant to say is "provide light" because "provide lamp" is still a bit weird.
yup

Quote from: MarineStardust on January 24, 2017, 02:57:03 PM
for the tilled soil, do you have to have the Rainbeau's Fertile Fields mod enabled for access to the fertilizer?
hmm some other soil mod not really needed :P

Quote from: Trigon on January 24, 2017, 05:43:06 PM
Oh btw, I noticed it before but forgot to mention it. By default all the candy, coffee, tea and added alcohols aren't enabled as part of the social drug policy. I don't know if there's anything you can do about it and obviously it isn't a big deal since it's pretty easy to check them off. I just keep forgetting until there's piles of coffee and no one will drink it, then I remember and kick myself.
ah yes i haven't forgot about this! i see in the coding that there might be a way to make this work.. idk testing is needed.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Naxdar on January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 24, 2017, 07:29:44 PM
Quote from: Naxdar on January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.
Your should be able to plant it at all. Def a bug.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: asquirrel on January 24, 2017, 07:35:55 PM
Quote from: Naxdar on January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.

How do you check the nutrition value?  I just keep planting rice and mushrooms.  Or rice and red beans. Then they are made into fine meals (level 2 meals).  Is the nutrition value of the simple and fine meals fixed?  What happens if they eat something with a high nutrition value raw?  Do they stay full longer? Wouldn't they get pissed for just eating berries?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 24, 2017, 08:07:44 PM
Quote from: asquirrel on January 24, 2017, 07:35:55 PM
Quote from: Naxdar on January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.

How do you check the nutrition value?  I just keep planting rice and mushrooms.  Or rice and red beans. Then they are made into fine meals (level 2 meals).  Is the nutrition value of the simple and fine meals fixed?  What happens if they eat something with a high nutrition value raw?  Do they stay full longer? Wouldn't they get pissed for just eating berries?
Pawns don't care what they eat as long as it's cooked. They don't like most food raw. They don't care if you feed them berries forever. Nutrition of meals is what it give when ate. Better meals give better moods.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 25, 2017, 03:09:36 AM
Quote from: asquirrel on January 24, 2017, 07:35:55 PM
Quote from: Naxdar on January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.

How do you check the nutrition value?  I just keep planting rice and mushrooms.  Or rice and red beans. Then they are made into fine meals (level 2 meals).  Is the nutrition value of the simple and fine meals fixed?  What happens if they eat something with a high nutrition value raw?  Do they stay full longer? Wouldn't they get pissed for just eating berries?
Depend what they eat and how hungry they are.
They need to eat less berriers with 0.12 then other fruits with 0.07.
But when they are full, they are full. A 0.9 nut. meal can be a waste then they just wake up and are half hungry.

But why do you grow rice all the time. Ok it is fast growing and you can train growing very well with it.
But when you grow corn, you can made polenta out of it, and use the polenta for your meals. Thats double the nutri. value.
You can bake the polenta too, or grind the corn into flour to made bread.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: asquirrel on January 25, 2017, 09:36:27 AM
So with the polenta I make polenta meal instead of fine meal or simple meal?  If I do that though don't I lose the mood boost from the fine meals?  Then with baked polenta, I would also loose the mood boost from them eating a fine meal instead, right?  So what would be the advantage to making either polenta meal or bake polenta?  They do seem to like polenta when it falls from space. :)
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 25, 2017, 10:34:45 AM
Corn -> cornmeal -> polenta
Polenta is can be used as regular vegetable like rice or corn itself.
You don't need to made baked polenta, thats just an addional meal you can exclusive from polenta, but i am not sure if it is fine or simple meal.

But why don't you made Stir-fry (cook four stir fried meal) instead of fine meals, need the same amout of nutr. give fine meal mood, and give blood filt/manipulation boni.
And when you got enough meat/vegs. try pots of stew, lavisch meal.
Or when you like it complex try to made pizza ! :-)
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: MarineStardust on January 25, 2017, 02:44:06 PM
a other question about the tilled soil, can you use to make a farm inside a mountain?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 25, 2017, 02:47:16 PM
Quote from: MarineStardust on January 25, 2017, 02:44:06 PM
a other question about the tilled soil, can you use to make a farm inside a mountain?

Yes after researching. You can smooth the floor and place soil on it.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: asquirrel on January 25, 2017, 03:08:30 PM
Quote from: Canute on January 25, 2017, 10:34:45 AM
Corn -> cornmeal -> polenta
Polenta is can be used as regular vegetable like rice or corn itself.
You don't need to made baked polenta, thats just an addional meal you can exclusive from polenta, but i am not sure if it is fine or simple meal.

But why don't you made Stir-fry (cook four stir fried meal) instead of fine meals, need the same amout of nutr. give fine meal mood, and give blood filt/manipulation boni.
And when you got enough meat/vegs. try pots of stew, lavisch meal.
Or when you like it complex try to made pizza ! :-)

Hi Canute!

I tried making polenta but can't make it in the stove.  The stove says I need polenta to make grilled polenta. So I made an oven.  I have plenty of cornmeal but I also need flour to bake the polenta.  What production thing do you use to go from corn-> cornmeal -> polenta?

I can make stir-fry though and my pawns seem to like it. :)  They also like the stew! :)
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 25, 2017, 04:02:58 PM
Corn -> cornmeal, Milling stone for bulk/single or Food prep table for single.
Cornmeal -> polenta,  Food prep table for bulk/single recipes.
Oven you only need for pizza or baked polenta. But that is optional. You can use the polenta like rice.

Quotea other question about the tilled soil, can you use to make a farm inside a mountain?
Works fine, you can made any underground beside water fertile.
I prefer ground farming over adv. hydroponic, most of the time.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Trigon on January 26, 2017, 12:17:26 PM
Yes I noticed raspberry bushes can be planted. I thought it was an intentional addition though. I'm currently growing strawberries to see if the nutritional yield difference per day is that significant, because if the raspberry bushes are 30 fruits of .12 nutrition then that's better than the fruit trees even if my math is right.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 26, 2017, 12:59:29 PM
Quote from: Trigon on January 26, 2017, 12:17:26 PM
Yes I noticed raspberry bushes can be planted. I thought it was an intentional addition though. I'm currently growing strawberries to see if the nutritional yield difference per day is that significant, because if the raspberry bushes are 30 fruits of .12 nutrition then that's better than the fruit trees even if my math is right.

It was a small mistake. The parent def for the bush is suppose to be VG_PlantBase not VG_PlantDef thats what made it growable.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Flimflamshabam on January 27, 2017, 01:33:05 AM
So, not sure if this has been asked before, but could the neutromine plants be added to the resource sub-mod thing? And maybe the bamboo?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Naxdar on January 29, 2017, 10:50:47 AM
There may be a problem with the soymilk recipe, it costs 0.5 nutrition of beans (10 beans*0.05) and produces 4 nutrition of soymilk (8 soymilk*0.5), which is 8 times the cost.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: 99victor on January 29, 2017, 12:43:49 PM
Has anyone attempted to get this mod to work inside the Medieval Mod?
Im trying right now and everything seems to work except access to the loom. Not sure if its locked behind a research project, which I will find out soon enough.

Any advice?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: 99victor on January 29, 2017, 03:00:07 PM
Quote from: 99victor on January 29, 2017, 12:43:49 PM
Has anyone attempted to get this mod to work inside the Medieval Mod?
Im trying right now and everything seems to work except access to the loom. Not sure if its locked behind a research project, which I will find out soon enough.

Any advice?
It was locked behind "Complex Clothing"
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Trigon on January 29, 2017, 03:13:30 PM
Yes, as victor said, just gotta research complex clothing.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 30, 2017, 12:06:48 AM
Quote from: Naxdar on January 29, 2017, 10:50:47 AM
There may be a problem with the soymilk recipe, it costs 0.5 nutrition of beans (10 beans*0.05) and produces 4 nutrition of soymilk (8 soymilk*0.5), which is 8 times the cost.

yes thanks
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: LordMunchkin on January 30, 2017, 12:25:50 AM
They're compatible but there's redundancy in the form of the loom, food prep table, and some food items. I think there are three mods that add a "loom."  ;D
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Canute on January 30, 2017, 02:44:52 AM
Yeah, but why do you still need the other mod's that add a loom ?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: LordMunchkin on January 30, 2017, 08:21:44 AM
Quote from: Canute on January 30, 2017, 02:44:52 AM
Yeah, but why do you still need the other mod's that add a loom ?

Because they have other features besides a loom?  ???
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: noble116 on January 30, 2017, 12:38:09 PM
not sure if anyone has asked this, but could you make Ironwood trees actually provide ironwood instead of just a ton of normal wood, would love to keep that homey cabin feel for my housing without sacrificing their practicality. Thanks for the great mod!
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Mst on January 30, 2017, 09:07:53 PM
Quote from: Der Failer on January 23, 2017, 10:36:24 AM
And yet again I'm here with xml inheritance problems. :/
This time the troublemaker is Cookingtools:
Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

I fix it for myself by changing the load order.

I've got similar error (at least looks like it):

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in RawCHFood_Meat: RawCHFood_Meat has destroyOnDrop but not menuHidden.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename:  Line: 375)

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.


Can you please help me with the load order? I tried to move this mod all the way down (before that it was somewhere in the middle) but nothing changed. Gameplay wise I don't even understand what it all means. Maybe nothing serious and I can live with that but it bothers me not knowing.

Here is the list if it helps:

Loaded mods:
Core: (no assemblies)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.4)
HugsLib[2.3.3]: HugsLib(0.16.0.0)
Infused: Infused(34.0.0.0)
Rimsenal: (no assemblies)
Rimsenal - Federation: (no assemblies)
Rimsenal - Feral: (no assemblies)
Rimsenal - Rimhair: (no assemblies)
Rimsenal - Security pack: (no assemblies)
Rimsenal - Storyteller pack: (no assemblies)
Rimsenal - Enhanced Vanilla Pack: (no assemblies)
Call of Cthulhu - Factions V1.7 A16: MiniCCL(1.0.0.0)
Call of Cthulhu - Cosmic Horrors V1.5 A16: CosmicHorror(1.5.0.0)
Infinity Rim: Ariadna: (no assemblies)
Rimfire 2.2: AntiMateriel(1.0.6210.28476), GunModHugsLib(1.0.6214.37097), SmokeTrails(1.0.6210.28505)
More Vanilla Turrets: (no assemblies)
Medieval Asian Weapons: (no assemblies)
Apparello 2: (no assemblies)
Animal Hoods: (no assemblies)
Clutter Furniture Module: ClutterFurniture(1.0.0.0)
Floor Lights: (no assemblies)
Glass+Lights: (no assemblies)
LT-DoorMat: RimWorld-DoorMat(1.0.0.0)
RIMkea: (no assemblies)
Misc. Training: TrainingFacility(1.0.0.0)
[sd] goodnight: (no assemblies)
RT Fuse: RT_Fuse(1.0.0.0)
[sd] advanced powergeneration: sd_adv_powergen(1.0.6199.21755)
[T] MoreFloors: (no assemblies)
ED-Embrasures: (no assemblies)
Taiga Creatures: (no assemblies)
RimBeast: (no assemblies)
RedistHeat: RedistHeat(45.0.0.0)
Humanoid Alien Races: AlienRace(1.0.0.0)
RimEffect - Asari of the Rims: (no assemblies)
RimEffect - Weapons and Armor: (no assemblies)
RimGate - Jaffa, Kree! 4.0: (no assemblies)
AC-Enhanced Crafting: AcEnhancedCrafting(1.0.0.0)
QualityBuilder: QualityBuilder(1.0.5.0)
Mad Skills: MadSkills(0.0.0.0)
Hospitality A16: Hospitality(0.6.0.0)
Core Driller: (no assemblies)
Core Driller - Stone Addon: (no assemblies)
Medical Tab: MedicalInfo(1.0.0.0)
Moody: Moody(0.1.3.0)
ResearchList: ResearchList(1.0.0.0)
EPOE Hardcore Version: (no assemblies)
EPOE Hardcore Combined Asari and Jaffa patch: (no assemblies)
Vegetable Garden : VGDrinks(1.0.0.0)
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Trigon on January 30, 2017, 10:09:45 PM
Quote from: noble116 on January 30, 2017, 12:38:09 PM
not sure if anyone has asked this, but could you make Ironwood trees actually provide ironwood instead of just a ton of normal wood, would love to keep that homey cabin feel for my housing without sacrificing their practicality. Thanks for the great mod!
That actually sounds really really interesting. Plank floors that look like iron. Weapons with wood's speed bonus but closer to steel in effectiveness. Like I never thought about it because real ironwood trees are only notable for being exceptionally tough. But hey. We've got uranium bulbs so weirder stuff.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Der Failer on January 31, 2017, 07:28:15 AM
Quote from: Kurt Russel on January 30, 2017, 09:07:53 PM
-snip-
Try moving it between HugsLib and Infused.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Mst on January 31, 2017, 08:33:07 AM
Quote from: Der Failer on January 31, 2017, 07:28:15 AM
Quote from: Kurt Russel on January 30, 2017, 09:07:53 PM
-snip-
Try moving it between HugsLib and Infused.

Now it says:

Config error in RawCHFood_Meat: RawCHFood_Meat has destroyOnDrop but not menuHidden.
Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.


But it is already a big improvement :)
2 yellow lines lines in a debug screen instead of twelve or so in the first try (I'm so professional to measure it like that, still have no idea what I'm talking about  ;D)
Huge thanks for the help! If you have any other ideas I will be glad.

By the way is it ok to change load order in the existing save?
When I tried to test mods beforehand there were no yellow lines. But then I decided to check debug screen in the middle of a playthrough and this came up. Now I don't know weather it's better to change it or leave it as game warns me every time it's not exactly the same.
Sorry for dumm questions and thanks again!
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: BlueMarble007 on January 31, 2017, 10:01:22 AM
Is there any form of changelog anywhere for me to read? If not, it'd be awesome if you were to make one! I love the mod, by the way
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 31, 2017, 10:04:20 AM
Quote from: BlueMarble007 on January 31, 2017, 10:01:22 AM
Is there any form of changelog anywhere for me to read? If not, it'd be awesome if you were to make one! I love the mod, by the way

It's in the about folder. Or on steam.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 31, 2017, 10:05:59 AM
Quote from: Trigon on January 30, 2017, 10:09:45 PM
Quote from: noble116 on January 30, 2017, 12:38:09 PM
not sure if anyone has asked this, but could you make Ironwood trees actually provide ironwood instead of just a ton of normal wood, would love to keep that homey cabin feel for my housing without sacrificing their practicality. Thanks for the great mod!
That actually sounds really really interesting. Plank floors that look like iron. Weapons with wood's speed bonus but closer to steel in effectiveness. Like I never thought about it because real ironwood trees are only notable for being exceptionally tough. But hey. We've got uranium bulbs so weirder stuff.

It's s9mething I'll look at. Just need a color.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Tanelorn on January 31, 2017, 08:51:40 PM
[SUGGESTION]  Allow bandage kits to be crafted with other cloths like linen and hemp

This is a major limiting factor to medicine crafting. Cloth is used for so much I am always low. But I often have lots of other textiles.

I tried to go into the mod and enhance the recipes for this, but to my suprise >there is no recipe for bandage kits<! There is an entry that defines the kit but there's no recipe so I can't modify the required ingredients.

If anyone knows how I can make these changes myself please let me know. Of course ideally the mod should do this in a future update. Thanks for any help!
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 31, 2017, 09:04:41 PM
Quote from: Tanelorn on January 31, 2017, 08:51:40 PM
[SUGGESTION]  Allow bandage kits to be crafted with other cloths like linen and hemp

This is a major limiting factor to medicine crafting. Cloth is used for so much I am always low. But I often have lots of other textiles.

I tried to go into the mod and enhance the recipes for this, but to my suprise >there is no recipe for bandage kits<! There is an entry that defines the kit but there's no recipe so I can't modify the required ingredients.

If anyone knows how I can make these changes myself please let me know. Of course ideally the mod should do this in a future update. Thanks for any help!

I know where the recipe is :) But I am working on this just trying to make sure it's balanced some in terms of cost of materials vs cost of the kits...
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Flimflamshabam on January 31, 2017, 09:12:55 PM
Dunno if you saw but I was wondering if you could add the Neutro flowers to the "resource" standalone thing? perhaps also an alternate version of the "tools" that just has the sunlamps? I use and prefer Rainbeau's fertile fields for soil improvement.

I'm curious to try Vegetable garden at some point but its a little intimidating so I'm holding off before I throw a large production chain complexity mod to my food, I have enough trouble trying to get 15+ colonist bases to have decent work priorities so that way hauling and cleaning gets done without impacting other chores too much.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on January 31, 2017, 11:17:01 PM
Quote from: Flimflamshabam on January 31, 2017, 09:12:55 PM
Dunno if you saw but I was wondering if you could add the Neutro flowers to the "resource" standalone thing? perhaps also an alternate version of the "tools" that just has the sunlamps? I use and prefer Rainbeau's fertile fields for soil improvement.

I'm curious to try Vegetable garden at some point but its a little intimidating so I'm holding off before I throw a large production chain complexity mod to my food, I have enough trouble trying to get 15+ colonist bases to have decent work priorities so that way hauling and cleaning gets done without impacting other chores too much.
Nope I have just enough free time to bug fix this mod. I release one version of each of those mods at the start of alpha and don't touch them again till the next alpha rolls around.

As for the complex nature of the cooking. You can just use the starting crop and cook vanilla meals.. You make it as hard as you want really...
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Tanelorn on February 01, 2017, 12:02:04 AM
Quote from: dismar on January 31, 2017, 09:04:41 PM
I know where the recipe is :) But I am working on this just trying to make sure it's balanced some in terms of cost of materials vs cost of the kits...

Personally I think it is too costly both to make bandages and to make medicine from them. Remember first you have cotton, then someone has to weave it to cloth, then you have to make bandages from it. THEN you have to make medicine from it. The herbal medicine is requiring 5 bandage kits, which is pretty crazy. I think the cloth needed for bandage kits is high too. Remember this not only requires many steps of refinement, that all takes time from your pawns as well. I have a pretty big colony but for early and mid game you are really limited in manpower. Considering how the vanilla makes herbal medicine unrealistically with it simply coming from healroot in the field... your approach is far superior but probably too costly.
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: FadingFog on February 01, 2017, 11:23:41 AM
Please, could you add folder with ready english translation for translation into another language capabilities?
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Mst on February 02, 2017, 05:20:38 PM
Can somebody please explain my what it means? Config error in RawCHFood_Meat: RawCHFood_Meat has destroyOnDrop but not menuHidden.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__6F8()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: dismar on February 02, 2017, 06:26:45 PM
not sure Kurt. Never seen that code error before
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Mst on February 02, 2017, 08:22:44 PM
must be load order, I'll try to change smth, see what happens
but thanks for response anyway!
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: dismar on February 02, 2017, 10:34:10 PM
yay! a new version to break your saves!

5.3F build 18

2/2/17
-Red Maple trees added.

2/1/17
-Ironwood created!
- Art, Coding, Flooring for ironwood made.

1/30/17
-soy milk fixed
-campfire recipes fixed
-building bases parents updated
-soil path cost fixed
Title: Re: [A16] Vegetable Garden v5.3e [1.22.17]
Post by: Tanelorn on February 03, 2017, 02:55:58 AM
Quote from: dismar on January 31, 2017, 09:04:41 PM
I know where the recipe is :) But I am working on this just trying to make sure it's balanced some in terms of cost of materials vs cost of the kits...

While you are at it PLEASE make a craft able pain med for chronic pain from scars, etc. it is badly needed and no a16 mod has one.
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Canute on February 03, 2017, 04:04:24 AM
You know most of the VG foods got a modifier Pain 90% ?
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Tanelorn on February 04, 2017, 01:05:30 AM
Quote from: Canute on February 03, 2017, 04:04:24 AM
You know most of the VG foods got a modifier Pain 90% ?

A reduction in pain of only 10% is negligible.
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Tanelorn on February 04, 2017, 04:49:48 PM
I did it!!!!!!!!

(http://images.medscape.com/pi/features/drugdirectory/octupdate/CHA03431.jpg)

Painkillers from neurotamine. I added Ibuprofen to the mod. 1 dose lasts 1 day and reduces pain to 30% original. Great for chronic pain from scars and injuries.

http://images.akamai.steamusercontent.com/ugc/87094171447304128/723C475A9752FC83ADAA970E42A26874199BB927/
http://images.akamai.steamusercontent.com/ugc/87094171447304333/242631DC16334AFAD4E36E470B1B58887FFC5B56/
http://images.akamai.steamusercontent.com/ugc/87094171447304979/2FE7E620D23E6A544AA9B967E51A3482DA76FDA9/

There's one problem, I could use some modding advice: I can't prescribe it in the scheduled meds section. It doesn't show up.
http://images.akamai.steamusercontent.com/ugc/87094171447304751/123116A3F44222098423941CA0B23690F93045DC/

I could use advice on this, and perhaps on how to make it carryable and usable without an operation, similar to drinks.

Of course the ultimate solution is for the mod to simply include this. Pain management is a huge part of the game.

  <ThingDef ParentName="VG_MakeableDrugPillBase">
    <defName>VG_Ibuprofen</defName>
    <label>Ibuprofen</label>
    <description>A drug for blocking pain. Take every day.</description>
    <graphicData>
      <texPath>Things/Item/Drug/FluEz</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
    </graphicData>
    <rotatable>false</rotatable>
    <statBases>
      <WorkToMake>200</WorkToMake>
      <MarketValue>32</MarketValue>
      <Mass>0.002</Mass>
    </statBases>
    <techLevel>Industrial</techLevel>
    <ingestible>
      <drugCategory>Medical</drugCategory>
      <outcomeDoers>
        <li Class="IngestionOutcomeDoer_GiveHediff">
          <hediffDef>IbuprofenHigh</hediffDef>
          <severity>1.0</severity>
        </li>
      </outcomeDoers>
    </ingestible>
    <recipeMaker>
      <researchPrerequisite>DrugProduction</researchPrerequisite>
      <recipeUsers>
        <li>DrugLab</li>
      </recipeUsers>
    </recipeMaker>
    <costList>
      <Neutroamine>3</Neutroamine>
    </costList>
    <comps>
      <li Class="CompProperties_Drug">
      <addictiveness>0</addictiveness>
        <listOrder>1000</listOrder>
        <overdoseSeverityOffset>
          <min>0.08</min>
          <max>0.14</max>
        </overdoseSeverityOffset>
      </li>
    </comps>
  </ThingDef> 
 
<HediffDef>
    <defName>IbuprofenHigh</defName>
    <hediffClass>HediffWithComps</hediffClass>
    <label>Ibuprofen</label>
    <defaultLabelColor>(1,0,0.5)</defaultLabelColor>
    <scenarioCanAdd>true</scenarioCanAdd>
    <maxSeverity>1.0</maxSeverity>
    <comps>
      <li Class="HediffCompProperties_SeverityPerDay">
        <severityPerDay>-0.4</severityPerDay>
      </li>
    </comps>
      <stages>
         <li>
          <minSeverity>0.1</minSeverity>
          <label>feeling better</label>
          <painFactor>0.3</painFactor>
        </li>
      </stages>
  </HediffDef>
 
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: dismar on February 04, 2017, 08:20:37 PM
Sure I don't mind adding stuff into my mod. It looks nice. And if you are having trouble making a drug schedule in an existing game. Try making a new drug policy.
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Trigon on February 04, 2017, 11:44:24 PM
Alright. Gotta break my saves right quick. Good thing I wasn't really feeling the latest colony.
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Aghiuta on February 05, 2017, 02:12:47 PM
Ironwood floor uses bamboo as material.
Easily changed by replacing bamboo with VG_IronWoodLog at line 52 in Terrain_Floors
Title: Re: [A16] Vegetable Garden v5.3f [2.2.17]
Post by: Blight Club on February 05, 2017, 09:19:34 PM
I'm sorry for asking, but since you already have both salt, and salted meat, would it be possible to add the ability to salt corpses? This would not only serve to store surplus animals, but to protect dead colonists/pets from rotting.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 06, 2017, 12:18:22 AM
2/5/17 Build 20
-Brewing table and barrels now built using any wood.
-Antibiotics recipe now correct in drug lab.
-heated lamps spelling error fixed
-ironwood floors corrected
-Tanelorn added a pain killers to the game. i'm testing it in this version. At the drug lab.

Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Birdy on February 06, 2017, 04:05:54 AM
Does the Garden Resources A16 mod also get fixes? :D
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: FadingFog on February 06, 2017, 12:05:42 PM
@dismar Please make language folder for translation. Many peoples want to translate your mod into their languages
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 06, 2017, 02:57:36 PM
Quote from: AlexDeluxe on February 06, 2017, 12:05:42 PM
@dismar Please make language folder for translation. Many peoples want to translate your mod into their languages

I know, but at this time I don't have the time to code all of that. Everything in my mod needs to be keyed for translation and I don't have that kind of free time for that large of a project.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Hydromancerx on February 06, 2017, 05:52:48 PM
Some crop requests

Tier 1
- Artichoke
- Asparagus
- Bell Pepper
- Chili Pepper
- Sugar Beet - Alternative way to make sugar.
- Tomatillo

Tier 2
- Cranberries
- Prickly Pear Cactus - More Desert plants.

Tier 3
- Apricot
- Avocado
- Dragon Fruit - Jungle Fruit
- Durian Fruit - Jungle Fruit
- Pears
- Plums
- Syrup Tree - Way to make sugar in the cold regions

Drugs
- Ayahuasca - Jungle Drug
- Fly Agaric Mushroom - Cold Climate Drug
- Peyote Cactus - Desert Drug

Many thanks in advance!
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: neltnerb on February 07, 2017, 09:52:21 PM
Some quirks with the new drugs -- they don't show up in the drug policy editor. So I can make ibuprofin (and Flu EZ, though that might be from another mod) but I can't assign my pawns to take it every 2 days like I can with phenxyelomeaine or antibiotics. If you didn't add the Flu EZ, some other mod might have incorporated it, I can't quite figure out how to track down the origin, so that maybe is interfering if it works correctly for you.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 07, 2017, 09:55:09 PM
Quote from: neltnerb on February 07, 2017, 09:52:21 PM
Some quirks with the new drugs -- they don't show up in the drug policy editor. So I can make ibuprofin (and Flu EZ, though that might be from another mod) but I can't assign my pawns to take it every 2 days like I can with phenxyelomeaine or antibiotics. If you didn't add the Flu EZ, some other mod might have incorporated it, I can't quite figure out how to track down the origin, so that maybe is interfering if it works correctly for you.

Did you make a new policy? You have to if adding new drugs to an old game.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Tanelorn on February 07, 2017, 09:59:52 PM
Quote from: Hydromancerx on February 06, 2017, 05:52:48 PM
Some crop requests

I like some of these. At this point more crops that don't offer any special advantage are just clutter IMO. But anything to give us more options in difficult climates are great. I really wish the agricultural part of this game had more complexity. Currently you really only need the most effective of each production type.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Tanelorn on February 07, 2017, 10:02:25 PM
Quote from: dismar on February 07, 2017, 09:55:09 PM
Quote from: neltnerb on February 07, 2017, 09:52:21 PM
Some quirks with the new drugs -- they don't show up in the drug policy editor. So I can make ibuprofin (and Flu EZ, though that might be from another mod) but I can't assign my pawns to take it every 2 days like I can with phenxyelomeaine or antibiotics. If you didn't add the Flu EZ, some other mod might have incorporated it, I can't quite figure out how to track down the origin, so that maybe is interfering if it works correctly for you.
Did you make a new policy? You have to if adding new drugs to an old game.

Yah I reported this when I posted it. There must be another section in the code that sets drugs up for prescription. Or perhaps there's a numerical placeholder that ibuprofen overlaps with another drug, as I created it using FluEZ as a base.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 07, 2017, 10:32:46 PM
Quote from: Tanelorn on February 07, 2017, 10:02:25 PM
Quote from: dismar on February 07, 2017, 09:55:09 PM
Quote from: neltnerb on February 07, 2017, 09:52:21 PM
Some quirks with the new drugs -- they don't show up in the drug policy editor. So I can make ibuprofin (and Flu EZ, though that might be from another mod) but I can't assign my pawns to take it every 2 days like I can with phenxyelomeaine or antibiotics. If you didn't add the Flu EZ, some other mod might have incorporated it, I can't quite figure out how to track down the origin, so that maybe is interfering if it works correctly for you.
Did you make a new policy? You have to if adding new drugs to an old game.

Yah I reported this when I posted it. There must be another section in the code that sets drugs up for prescription. Or perhaps there's a numerical placeholder that ibuprofen overlaps with another drug, as I created it using FluEZ as a base.

Your code is fine, you have to start a new drug policy to pull any new drugs. you can then set it up.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: neltnerb on February 09, 2017, 12:02:44 AM
Confirming that making a new policy worked great. Thanks!
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 09, 2017, 04:55:57 PM
I am having The strangest issue with this mod. i am heavily modded, but i finally decided to add this mod. People wont eat food from there inventory. they pick up food from a stack, and they eat it successfully, but if they try to eat from a stack of 1 or from the inventory, it says Consuming XXXXXXXXX, then it drops on the ground, and they get no food out of it.

my list of mods is as follows
Enabled      Load Position: 1    Version: 0.0.0      Directory: Core                                              Name: Core                                           
Enabled      Load Position: 2    Version: 0.16.0     Directory: 818773962                                         Name: HugsLib                                         
Enabled      Load Position: 3    Version: 0.16.0     Directory: 780996548                                         Name: RimFridge                                       
Enabled      Load Position: 4    Version: 0.16.1393  Directory: 725219116                                         Name: WorkTab                                         
Enabled      Load Position: 5    Version: 0.16.1393  Directory: 715565262                                         Name: Colony Manager                                 
Enabled      Load Position: 6    Version: 0.16.0     Directory: 809961552                                         Name: AC-Enhanced Crafting                           
Enabled      Load Position: 7    Version: 0.16.0     Directory: 804599351                                         Name: AC-Enhanced Stack                               
Enabled      Load Position: 8    Version: 0.16.1393  Directory: 822470192                                         Name: Vegetable Garden                               
Enabled      Load Position: 9    Version: 0.16.0     Directory: 810339752                                         Name: Look At Me, I'm The Worker Now                 
Enabled      Load Position: 10   Version: 0.16.1385  Directory: 799834506                                         Name: Better Pathfinding                             
Enabled      Load Position: 11   Version: 0.16.0     Directory: 776679895                                         Name: Hand Me That Brick                             
Enabled      Load Position: 12   Version: 0.16.1393  Directory: 821866381                                         Name: MineItAll                                       
Enabled      Load Position: 13   Version: 0.16.0     Directory: 818134054                                         Name: JTReplaceWalls                                 
Enabled      Load Position: 14   Version: 0.16.1393  Directory: 705924057                                         Name: Xeva's Rimhair (A14, A15, A16)                 
Enabled      Load Position: 15   Version: 0.16.0     Directory: 819520926                                         Name: Step Away From The Medicine                     
Enabled      Load Position: 16   Version: 0.16.0     Directory: 817231829                                         Name: I Can Fix It!                                   
Enabled      Load Position: 17   Version: 0.16.1393  Directory: 822180758                                         Name: Trading Spot                                   
Enabled      Load Position: 18   Version: 0.16.1393  Directory: 774577413                                         Name: Quantum Cooling                                 
Enabled      Load Position: 19   Version: 0.16.0     Directory: 761421485                                         Name: Allow Tool                                     
Enabled      Load Position: 20   Version: 0.16.1393  Directory: 760088748                                         Name: [sd] advanced powergeneration                   
Enabled      Load Position: 21   Version: 0.16.1385  Directory: 754637870                                         Name: QualityBuilder                                 
Enabled      Load Position: 22   Version: 0.16.1393  Directory: 753498552                                         Name: Hospitality A16                                 
Enabled      Load Position: 23   Version: 0.16.0     Directory: 750111404                                         Name: Crafting Hysteresis                             
Enabled      Load Position: 24   Version: 0.16.0     Directory: 735241569                                         Name: Mending                                         
Enabled      Load Position: 25   Version: 0.16.1393  Directory: 735106432                                         Name: EdB Prepare Carefully                           
Enabled      Load Position: 26   Version: 0.16.1393  Directory: 730899625                                         Name: RT's Weapon Pack                               
Enabled      Load Position: 27   Version: 0.16.1393  Directory: 730528968                                         Name: More Vanilla Turrets                           
Enabled      Load Position: 28   Version: 0.16.1393  Directory: 727862986                                         Name: Efficient Light                                 
Enabled      Load Position: 29   Version: 0.16.1393  Directory: 725956940                                         Name: Expanded Prosthetics and Organ Engineering     
Enabled      Load Position: 30   Version: 0.16.1393  Directory: 725747149                                         Name: Tilled Soil                                     
Enabled      Load Position: 31   Version: 0.16.1393  Directory: 848250236                                         Name: Colony Leadership                               
Enabled      Load Position: 32   Version: 0.16.1393  Directory: 857164561                                         Name: Stack Merger                                   
39 mods found (including RimWorlds Core folder)

This issue continued to happen even without stack merger. i probably should try it without enhanced stacks
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 09, 2017, 05:02:07 PM
Have you tried moving it to the last load position? And Have you tried a new game to see if its a old game issue?
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 09, 2017, 06:20:22 PM
Currently, i have tested with several new saves. it took a while for me to find out it was an issue. i removed AC Enhanced Stacks, and the issue persisted. when the food is in the inventory, then brought out to eat, the colonist will not be able to eat it even when dropped, then told to consume.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 10, 2017, 12:29:05 AM
Well i test against about 55 mods on my game. I haven't used AC-Enhanced Stack I use Stack XXL. I've heard of that AC mod having issue with my mod. I use most of those other mods on your list.

Have you tried moving my mod to last load?
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 10, 2017, 01:43:12 AM
i have tried that most recently, and nothing has changed. it doesn't even seem consistent. sometimes people can eat, sometimes they cant, even off a full stack. its so weird. i will have to try without many other mods, and i will try XXL stacks instead of AC Enhanced stacks. i dont think that will have any effect, since removing AC enhanced stacks failed to have any effect. i will now have to test other mods being removed that don't seem to have any effect on it just to see.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 10, 2017, 02:23:54 PM
I have disabled a few more, and tested. the list of mods i am using is attached

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 10, 2017, 04:11:57 PM
ok, on my list of suspects is Hospitality, Advanced powergeneration, more vanilla turrets, Expanded Prosthetics and organ engineering, colony leadership, and QualityBuilder. If anyone can confirm or deny that any one of these is not the conflict, then please let me know. it takes a while to test since it doesn't always happen in the first 20 minutes of playing
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Trigon on February 10, 2017, 06:00:58 PM
Quote from: Housemaster3k on February 10, 2017, 04:11:57 PM
ok, on my list of suspects is Hospitality, Advanced powergeneration, more vanilla turrets, Expanded Prosthetics and organ engineering, colony leadership, and QualityBuilder. If anyone can confirm or deny that any one of these is not the conflict, then please let me know. it takes a while to test since it doesn't always happen in the first 20 minutes of playing
I have all of those except more vanilla turrets and QualityBuilder. My pawns seem to eat just fine.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 10, 2017, 06:12:39 PM
I have turrets and quality builder!
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 10, 2017, 11:20:11 PM
This is my current games mod list. I have used others like More Van turrets and Project fallout.

(http://i.imgur.com/9uN6qjl.jpg)
(http://i.imgur.com/qyk5Em7.jpg)
(http://i.imgur.com/sTE40kK.jpg)
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Housemaster3k on February 11, 2017, 01:54:30 AM
ok. i'm done with most of this. i'm going to start from scratch since if it is a conflict, its a multi-conflict between at least 3 mods, or an error that verifying the game cannot find, or a mod is downloaded improperly, and causes a weird conflict. time to start from scratch.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Tanelorn on February 11, 2017, 05:29:21 AM
Eggplants: I just noticed they are listed as high nutrition in recipes but their stats show they are 0.08 nutrition each compared to the others like tomatoes which are 0.2 nutrition. Is this intentional?

(http://static.wixstatic.com/media/c84514_b1e0ef248ef04cfca74319a84f4f6c41.jpg_256)
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Pichu0102 on February 14, 2017, 09:38:50 PM
Issue with the canned meat and salted meat recipes: By default, they allow for each other to be used as ingredients, causing a possible loop. Preferably, salted meats should not have canned meats checked by default as an ingredient, although canned meat should use salted meat, as it seems like a flat upgrade to me.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 15, 2017, 04:48:30 AM
Quote from: Pichu0102 on February 14, 2017, 09:38:50 PM
Issue with the canned meat and salted meat recipes: By default, they allow for each other to be used as ingredients, causing a possible loop. Preferably, salted meats should not have canned meats checked by default as an ingredient, although canned meat should use salted meat, as it seems like a flat upgrade to me.

By defualt they are turned off. You have to go in and check them. Or check all to have those selected.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: Pichu0102 on February 15, 2017, 06:19:53 AM
Quote from: dismar on February 15, 2017, 04:48:30 AM
Quote from: Pichu0102 on February 14, 2017, 09:38:50 PM
Issue with the canned meat and salted meat recipes: By default, they allow for each other to be used as ingredients, causing a possible loop. Preferably, salted meats should not have canned meats checked by default as an ingredient, although canned meat should use salted meat, as it seems like a flat upgrade to me.

By defualt they are turned off. You have to go in and check them. Or check all to have those selected.
Whoops, my bad. Got a little to reliant on Fluffy manager and didn't think to check the recipe at the table. Sorry about that.
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: crusader2010 on February 16, 2017, 04:45:22 PM
Hi. I have some warnings with my mod list and I think they are related to Vegetable Garden. Please let me know if it's something I should be worried about :) I've attached the modsconfig.xml too.

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3g [2.6.17]
Post by: dismar on February 16, 2017, 07:10:22 PM
Quote from: crusader2010 on February 16, 2017, 04:45:22 PM
Hi. I have some warnings with my mod list and I think they are related to Vegetable Garden. Please let me know if it's something I should be worried about :) I've attached the modsconfig.xml too.

Hey can you try moving my mod to the bottom of the load list to see if that fixes it?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on February 17, 2017, 10:14:59 PM
2/17/17
- Raspberries changed
- Digging spot now on any "soil"
- English language folder added.

2/11/17
- Lots of grammar and spelling updates. Some descriptions changed.
- Chinese language added.


YAY Languages can be added. Just MSG me and it'll be added.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Pichu0102 on February 18, 2017, 07:43:34 PM
Is bamboo supposed to have a Work To Build modifier of 75% like wood? Because it has the work to make modifier of wood, but not to build. Or is this a bug?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Lazaah on February 18, 2017, 08:58:06 PM
A suggestion for the fertilizer bin. Rather than 'growing' fertilizer, could you make a 'bin'/stockpile where organic goods can be placed, which then turns to fertilizer?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Lethe on February 19, 2017, 02:46:22 AM
I was wondering if you provide access to the source anywhere. Sorry if you get this asked a lot and for not reading through all the posts here to check if answered this a million times already, I usually do, but 69 pages is a bit too much to go through...

Alternatively, I'm curious how modular this mod is. It seems well contained/organized and it has a good level of self documentation to it. I'm mainly asking about the source because I want to figure out what exactly your .dll governs. It's called drinks, but does it only handle drink changes? I'm curious if I could remove it along with any drink def mentions and have no longterm problems. I mean, it could just be called drinks and actually contains much needed info for the other functions... 

Your mod is awesome, but it's super extensive. What I want to do is just remove some of the bits I don't want to use right now (such as the fabric/textiles changes, I want to keep that completely vanilla). I'm a newer player and I don't currently want to go full harvest moon on my plays just yet.

Your mod adds much needed new crops. The small set of vanilla crops you have that don't seem to change overtime is rather blah. I want some new stuff to slowly get over time... it's more exciting than 0 crop additions. It's very aesthetically pleasing to see your new stuff (fruit trees, new crops etc) across the map.

I'm guessing I could delete certain crops like, oh, dates and as long as I delete all dates defs mention so nothing's like a broken pointer around it'd all go swimmingly? Could I just remove in the xml defs caramel and taffy, but leave in hard candy refs and just play without the redundant other 2? Is it all that simple? I'm worried I might cause some unknown problem I won't know till like 3-4 hours later. -.-" [All 3 seem to do the exact same thing, same joy bonus, same ingredients used... it's just more pretty texture variations for visual diversity it seems. I'd like to cut down on some of the stuff. They're all awesome, but I just don't need all those fruit trees, food, candies etc added to my game menus, especially if I'll never use them.]

For balance purposes, how does this compare to normal vanilla? Like, if someone plays this mod and uses it casually (uses maybe first 2 tiers) would they be boned if they didn't commit to it? Like, if normally the tier 1 could generate X amount of food which gives xbuff#+/food satiation, is it rebalanced so it's like -15% less in that equation? And that it's balance is focused around someone more actively/aggressively using all the mods features? Such as if you wanted vanilla tier 1 results you should get to tier 2 and use them instead. 

You have simple meals/etc not in your vanilla section, but under features. Did you rebalance them? Or did you maybe just add bulk order possibilities?

Thanks so much for this lovely mod and cheers! Thanks for anyone who might choose to answer some of my questions. You're all awesome. :)

ps. if there's an faq somewhere around for this mod which answers silly repetitive questions like mine then maybe include a link to it in the first post? That could cut down bothering all you nice folks.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Regar on February 19, 2017, 07:43:42 AM
Hi,

I really like your mod and i have a question.
Does your mod add the item "wool cloth" ?
it seems to be a fabric but cant be used for anything ....
it just say everything made with it got 1600% value

i dont know what mod added this item ( i got a bunch active ;) )
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on February 19, 2017, 08:14:33 AM
Why you don't answer your question self ?
When you use windows, open the windows explorer, get to the mod folder, to the veg. garden folder, then search for wool,
and you find nothing.

I used alot of mods recently, but didn't notice any "wool cloth" so far.
You should redo the search i mention over the whole mod folder to check what mod add it. You should exclude "core" maybe :-)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on February 19, 2017, 02:16:51 PM
Wool cloth is added by more floors I believe. All it can be used for is wool carpeting.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Naxdar on February 20, 2017, 04:31:27 PM
The cheese recipe is a bit broken when using soy milk as the ingredient. 75 beans makes 10 soy milk (5 nutrition) which makes 2 cheeses (0.5 nutrition). In any case, you should probably scrap soy milk as an ingredient for cheese since "soy milk cheese" is actually tofu.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: AngleWyrm on February 20, 2017, 04:42:00 PM
Some category items that could be reclassified

If you're feeling really industrious maybe break out Drinks and Sweets into two categories, as the pairing seems a bit odd from a recipe point of view.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on February 20, 2017, 08:41:58 PM
Quote from: Lazaah on February 18, 2017, 08:58:06 PM
A suggestion for the fertilizer bin. Rather than 'growing' fertilizer, could you make a 'bin'/stockpile where organic goods can be placed, which then turns to fertilizer?

Yes I just can't get the coding right :)
After 5 different ways of making it, I ended up with the one I did.

Quote from: Lethe on February 19, 2017, 02:46:22 AM
I was wondering if you provide access to the source anywhere. Sorry if you get this asked a lot and for not reading through all the posts here to check if answered this a million times already, I usually do, but 69 pages is a bit too much to go through...

You have simple meals/etc not in your vanilla section, but under features. Did you rebalance them? Or did you maybe just add bulk order possibilities?

Thanks so much for this lovely mod and cheers! Thanks for anyone who might choose to answer some of my questions. You're all awesome. :)

ps. if there's an faq somewhere around for this mod which answers silly repetitive questions like mine then maybe include a link to it in the first post? That could cut down bothering all you nice folks.
Give it a try. You make as much or as little of it as you want really. Last game I played I only grew rice and made bulk simple meals. The mod is pretty well set up that not researching anything will still allow you to play the game fully.

Quote from: Naxdar on February 20, 2017, 04:31:27 PM
The cheese recipe is a bit broken when using soy milk as the ingredient. 75 beans makes 10 soy milk (5 nutrition) which makes 2 cheeses (0.5 nutrition). In any case, you should probably scrap soy milk as an ingredient for cheese since "soy milk cheese" is actually tofu.

I'm ok with them both being around. I'll look into the recipe later.

Quote from: AngleWyrm on February 20, 2017, 04:42:00 PM
Some category items that could be reclassified
  • Cheese should probably be a part of the Ingredients category instead of the Meals category.
  • Salt would fit better going from Resource to Ingredient
  • Hot Cocoa and Tea could go in the Drinks and Sweets category.

If you're feeling really industrious maybe break out Drinks and Sweets into two categories, as the pairing seems a bit odd from a recipe point of view.

Hmm I don't think I have hot cocoa, but thanks for the rest of the suggestions!
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on February 20, 2017, 09:08:00 PM
I was about to ask when hot cocoa got added  ;D
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on February 21, 2017, 01:54:09 AM
Quote from: dismar on February 20, 2017, 08:41:58 PM
Quote from: Lazaah on February 18, 2017, 08:58:06 PM
A suggestion for the fertilizer bin. Rather than 'growing' fertilizer, could you make a 'bin'/stockpile where organic goods can be placed, which then turns to fertilizer?

Yes I just can't get the coding right :)
After 5 different ways of making it, I ended up with the one I did.

Maybe ask the team from Hardcore-sk, they got a corpse bin to get compost.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Der Failer on March 02, 2017, 11:10:02 AM
A small QOL suggestion: Could you add the fertility to the description of all soils (and hydroponics) in the next update? Cause right know you either have to build it or look at the OP to find out.

Looking at the pic in the OP, I found that it says reclaim soil requires "Soil Reclamation I", but looking ingame it actually is under "Soil Reclamation II".



No xml inheritance shenanigans this time ;)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on March 05, 2017, 11:14:42 PM
Is it still possible to turn ice into farmable soil? I remember in an earlier version you could turn permafrost into soil.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: DDC1234 on March 06, 2017, 12:01:46 AM
Raspberries under which research are they now ?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on March 06, 2017, 12:34:33 AM
You can grow berries, they're just called strawberries. You weren't supposed to be able to grow the wild variant before since it is leaps and bounds more powerful than every other crop. Big yield, nutrition, and short growing times.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Instructor on March 06, 2017, 12:18:48 PM
Hello, since I've installed your mod my game has been having sound issues with loud 'thump' in the speakers, it's hard to explain what it is but it's happening frequently. I've already started a new colony without VGarden and it's clean of sound issues.

Can I have any advice as to how to deal with it?

edit: A second game without vg has same error so not related error.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 06, 2017, 08:46:53 PM
Quote from: Der Failer on March 02, 2017, 11:10:02 AM
A small QOL suggestion: Could you add the fertility to the description of all soils (and hydroponics) in the next update? Cause right know you either have to build it or look at the OP to find out.

Looking at the pic in the OP, I found that it says reclaim soil requires "Soil Reclamation I", but looking ingame it actually is under "Soil Reclamation II".



No xml inheritance shenanigans this time ;)

New build coming very soon (day or so) will have this.

Quote from: DDC1234 on March 06, 2017, 12:01:46 AM
Raspberries under which research are they now ?

yeah pretty much what Trigon said :)

Quote from: Instructor on March 06, 2017, 12:18:48 PM
Hello, since I've installed your mod my game has been having sound issues with loud 'thump' in the speakers, it's hard to explain what it is but it's happening frequently. I've already started a new colony without VGarden and it's clean of sound issues.

Can I have any advice as to how to deal with it?

edit: A second game without vg has same error so not related error.

I have no idea on this. My mod doesn't have any custom sound files and only uses the standard sounds found in the game... but could be an issue with your game install maybe?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: AnarchOi on March 07, 2017, 02:21:56 AM
You should submit this mod to be included in the base game!
This is probably one of the best mods out right now. Thank for the good work!
https://ludeon.com/forums/index.php?topic=29505.0
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Tanelorn on March 08, 2017, 12:25:34 AM
Quote from: Instructor on March 06, 2017, 12:18:48 PM
Hello, since I've installed your mod my game has been having sound issues with loud 'thump' in the speakers, it's hard to explain what it is but it's happening frequently. I've already started a new colony without VGarden and it's clean of sound issues.

Can I have any advice as to how to deal with it?

edit: A second game without vg has same error so not related error.

I don't have this issue either I think it's on your end.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: bshipp82 on March 08, 2017, 01:01:51 AM
I have no idea what I'm doing wrong, but I can't seem to bake the bread. I've got the oven, and completed all industrial research, but when I click on the BILL in the oven, there's nothing there (it just says None).
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 08, 2017, 02:45:26 AM
Thats very curious.
There should be at last a few recipes at the oven, when you are able to build the oven.
Do you use other food/meal mods ?
Try to move Veg. garden more down at the mod list, and check if that helps.
Did you update the mod without deleting the old folder first? Delete the old folder then copy/unzip it.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: bshipp82 on March 08, 2017, 03:41:26 AM
I use WAY too many mods right now, planning on cleaning it up in the next few days. I have vegetable garden 5.3 10th from the bottom, without any food mods after it at all. Here's a modsconfig listing of my mods:

Core
    HugsLib
    AdditionalLighting-AdditionalLighting1.10
    AnimalTab
    ArchitectSense
    Better Pathfinding
    BetterCoolers-BetterCoolers1.3
    ColonyManager
    DermalRegenerator-DermalRegenerator1.8
    ED-LaserDrill
    EdBPrepareCarefully
    ExpandedProsthetics&amp;OrganEngineering 2.0
    ExtendedMedicine-ExtendedMedicine1.5
    ExtendedStorage-ExtendedStorage1.14
    ED-OmniGel
    ExtendedFabrics-ExtendedFabrics1.4
    Fertile Fields
    FloorEquality
    Hospitality
    RT_Fuse-A16-1.0.5
    [SS]BiggerBatteries
    [SS]BiggerFuses
    Mending
    WorkTab
    SometimesRaidsGoWrong
    RW_MedicalInfo
    RW_AreaUnlocker
    RoofSupportTool-master
    ReclaimFabric-ReclaimFabric1.7
    QualityBuilder
    Psychology
    No Natural Roofs
    Miniaturisation
    Miscellaneous_Core
    OmniLocator
    Additional Joy Objects
    ADogSaid-full A16
    MF A16
    MarvsStockpileAlert
    MarvsResourceAlert
    MarvsLessOutdoorCleaning
    MarvsClearTheStockpiles
    MapReroll
    Nandonalt - Camping Stuff
    Nandonalt - Colony Leadership
    RePower
    RedistHeat
    PrisonExtensions
    Prisoners can joy + paste reworked
    Nandonalt - Set-up Camp
    Miscellaneous_Objects
    Nandonalt - Visual Addons
    Miscellaneous_MAI
    Miscellaneous_MapGenerator
    Miscellaneous_MapGenerator_FactionBase
    Miscellaneous_TrainingFacility
    MiningCo. ForceField
    FishIndustry
    Miscellaneous_Robots
    Robots_PlusPlus_Misc_Robots_Xtension
    ED-Embrasures
    ED-ReverseCycleCooler
    ED-ShieldsBasic
    PhiClient
    TombWorld
    WM Medivac
    WM Reuse pods
    WM SyncGrowth
    WM Smarter food selection
    SupesResearchScrollbars
    WM Too Many Leathers
    MineItAll
    ConduitDeconstruct
    PowerSwitch
    RightToolRightJob
    DrugRename
    BetterVents-BetterVents1.3
    PriorityTreatment
    ED-Plant24H
    AMC(1) 16 DE Surgeries
    AMC(2) 16 EmergencyTreatment
    AMC(2) 16 Improved Surgery
    AMC(2) 16 Medical Training
    AMC(2) 16 Realistic Medical System EPOE Version
    AMC(3) 16 Compatibility patch_DESurgery &amp; ISurgery
    AMC(3) 16 Compatibility patch_EPOE &amp; ISurgery
    AMC(4) 16 Compatibility patch_EPOE Realiistic Medical &amp; ISurgery
    AcEnhancedCrafting
    ICanFixIt
    ImTheWorkerNow
    SillyBuilder
    RT_SolarFlareShield-A16-1.1.2
    RT_QuantumStorage-A16-1.0.8
    Moody
    Vegetable Garden 5.3
    RelationsTab
    Apparello
    AllowTool
    High Tech Laboratory Facilities
    QC_Quantum_Cooling
    Tranq Turrets
    LockableDoors
    JTReplaceWalls
    Call of Cthulhu - Straitjackets 1.1
    TechAdvancing

I'll try moving it to the bottom, see if there's any difference. Also this is the first time i've installed this mod, so nothing previous to wipe.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Ruisuki on March 09, 2017, 06:07:46 AM
is the garden resources standalone referring to garden fabrics section, the new crops added by the mod or both? There seem to be 3 different reclaim fabric mods far as I can tell. I'd be interested in trying the textilework as a modular since the scope of this project, while exciting, terrifies me at the same time lol. If you ever do add more standalones i'd probably ease into it slowly.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Morgenstern on March 10, 2017, 10:34:27 PM
I'm having an issue with Advanced Modular Hydroponics in my current farm set up. For some reason, my colonists will only sow like, a handful of the basin and ignore the rest. I cannot prioritize them to sow the hydroponics, and changing the plant type in the basin doesn't fix it either. Any suggestions?

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on March 11, 2017, 12:22:45 AM
It's because it's too close to the trees. Your colonists cant sew directly next to trees. You would have to see your crops beforehand. If you have plantsaver mod this becomes more viable.

In any case I'm rambling, yeah they won't put it in those spots because those spots are right next to trees.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: sadris on March 11, 2017, 10:45:30 AM
How do you get more ironwood? I do not see the option to plan them in Fields.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Morgenstern on March 11, 2017, 05:49:09 PM
Quote from: Trigon on March 11, 2017, 12:22:45 AM
It's because it's too close to the trees. Your colonists cant sew directly next to trees. You would have to see your crops beforehand. If you have plantsaver mod this becomes more viable.

In any case I'm rambling, yeah they won't put it in those spots because those spots are right next to trees.

Seriously? I didn't think of that - figured so long as they were accessible in some way. So if I cut a few down, I should be ok?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 11, 2017, 09:54:49 PM
Quote from: sadris on March 11, 2017, 10:45:30 AM
How do you get more ironwood? I do not see the option to plant them in Fields.

May need to research Flowers and Trees
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Ruisuki on March 11, 2017, 09:55:45 PM
whats the garden resources download? What part of the mod is that a standalone of?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 11, 2017, 10:01:11 PM
Quote from: Ruisuki on March 11, 2017, 09:55:45 PM
whats the garden resources download? What part of the mod is that a standalone of?

is a little stand alone. already part of the bigmod
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Ruisuki on March 12, 2017, 01:42:24 AM
Quote from: dismar on March 11, 2017, 10:01:11 PM
Quote from: Ruisuki on March 11, 2017, 09:55:45 PM
whats the garden resources download? What part of the mod is that a standalone of?

is a little stand alone. already part of the bigmod
yes but of what part? fabrics, crops, gourmet meals?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 12, 2017, 09:38:42 AM
Quote from: Ruisuki on March 12, 2017, 01:42:24 AM
Quote from: dismar on March 11, 2017, 10:01:11 PM
Quote from: Ruisuki on March 11, 2017, 09:55:45 PM
whats the garden resources download? What part of the mod is that a standalone of?

is a little stand alone. already part of the bigmod
yes but of what part? fabrics, crops, gourmet meals?

The resource plants. Steel  Plasteel gold etc..
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Instructor on March 14, 2017, 09:29:12 PM
The auto death by choking from baked goods is imba. Even a heart attack gives the player an attempt to save the colonist, but choking kills them in an instant.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 14, 2017, 10:51:36 PM
Quote from: Instructor on March 14, 2017, 09:29:12 PM
The auto death by choking from baked goods is imba. Even a heart attack gives the player an attempt to save the colonist, but choking kills them in an instant.

I'm not sure what you are talking about?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Instructor on March 15, 2017, 12:55:08 AM
It happened to me 3 times so far, a colonist is auto-dead with the reason "Ate baked goods".
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Trigon on March 15, 2017, 01:23:16 AM
Are you sure that's the reason? Iirc baked goods only have a positive effect on health. If anything they should make a colonist very slightly less likely to die.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 15, 2017, 02:41:17 AM
Hmmm these baked good taste sooo goood, i can't stop eating it and forget to breath.
You are the 1. one who report that. I never got problems with bread or pizza.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Ruisuki on March 15, 2017, 05:15:20 PM
Quote from: dismar on March 12, 2017, 09:38:42 AM
Quote from: Ruisuki on March 12, 2017, 01:42:24 AM
Quote from: dismar on March 11, 2017, 10:01:11 PM
Quote from: Ruisuki on March 11, 2017, 09:55:45 PM
whats the garden resources download? What part of the mod is that a standalone of?

is a little stand alone. already part of the bigmod
yes but of what part? fabrics, crops, gourmet meals?

The resource plants. Steel  Plasteel gold etc..
oh i see its referring to metals. Is there any chance you'd one day release modules for individual parts of the mod? Like one for crops, food recipes, fabrics etc?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Instructor on March 16, 2017, 12:31:12 AM
Ok since I'm the 1st one, I would still appreciate some directions as how to deal with this auto-death issue.

Top left notification - (http://i.imgur.com/OQW2gfU.png)

The colonist is simply auto-dead, no decapitation, no prior injuries.

no injuries - (http://i.imgur.com/ItEVmAx.png)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 16, 2017, 02:23:02 AM
QuoteOk since I'm the 1st one, I would still appreciate some directions as how to deal with this auto-death issue.
Like i said, noone else reported this problem so far.

- Delete the current Veg. garden mod folder, and copy/unzip the latest version.

- To check if it is a general problem with your mods or just with your current colony. Just create a new colony, spawn a few meal with the dev. tools (enable Dev. Mod at the option before) and let your pawn force eat them.

- add the outlput_log.txt (inside the data folder of your rimwolrd install) as attachment to your answer (maybe you need to zip it if it is too big). Then dismar (the author) can take a look at it and maybe he see something.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Tanelorn on March 17, 2017, 11:42:05 PM
Quote from: Instructor on March 16, 2017, 12:31:12 AM
Ok since I'm the 1st one, I would still appreciate some directions as how to deal with this auto-death issue.

I have never encountered this issue
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Dunkash on March 19, 2017, 05:43:17 AM
So, when making some sweat cowboy hats and dusters, i've noticed that salting human meat turns it into general salted meat, and upon eating it or cooking with it colonists get no debuff for cannibalism. If it works that way i pretty sure it also removes "insectnivess" from insect meat and other debuffs from modded meats (cthulhu one, for example). So, was this intended so (coz it has SOME sense), or just overlooked?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: SpaceDorf on March 23, 2017, 07:48:33 AM
Hey .. cool you just mentioned Salt .. my first question to this giant mood would be : where does Salt come from ? It is not mentioned on the first post ... only as ingredient.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 23, 2017, 10:29:30 AM
Salt is a mineral you can mine at the map. It is that common like iron ore.
Ofcouse some trader sell it too.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: SpaceDorf on March 23, 2017, 10:50:26 AM
Thanks :)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: JABBA2000 on March 23, 2017, 02:01:04 PM
Any chance you can add sweet potatoes, cucumbers, cabbage, papers and pears. It will be cool to see even more fruits and vegetables.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 23, 2017, 10:42:27 PM
Quote from: SpaceDorf on March 23, 2017, 07:48:33 AM
Hey .. cool you just mentioned Salt .. my first question to this giant mod would be : where does Salt come from ? It is not mentioned on the first post ... only as ingredient.

Salt can be found on the map to mine
Traders will have it.
There is a Mining spot you can place under the Misc tab were you can bill up to produce it.


Quote from: JABBA2000 on March 23, 2017, 02:01:04 PM
Any chance you can add sweet potatoes, cucumbers, cabbage, papers and pears. It will be cool to see even more fruits and vegetables.
Mainly I don't add more to the mod because the grow zone is already very crowded. And most other crops would be there simply for cosmetic reasons not really adding anything new but art. The last few I added had something new to offer. Like snow beets don't die in the cold.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 24, 2017, 03:50:45 AM
These crowded and unsorted selection of the grow zone is something that need some tweaking.
The best would be to have subselection, Veg's,Fruits,Med,tree,Res.
But i think thse idea you would have self and it isn't possible.

Or extra growing zones for trees,Res. plants only, but i think these zones are hardcoded and can't be added.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: JABBA2000 on March 24, 2017, 10:21:32 AM
Quote from: dismar on March 23, 2017, 10:42:27 PM
Quote from: SpaceDorf on March 23, 2017, 07:48:33 AM
Hey .. cool you just mentioned Salt .. my first question to this giant mod would be : where does Salt come from ? It is not mentioned on the first post ... only as ingredient.

Salt can be found on the map to mine
Traders will have it.
There is a Mining spot you can place under the Misc tab were you can bill up to produce it.


Quote from: JABBA2000 on March 23, 2017, 02:01:04 PM
Any chance you can add sweet potatoes, cucumbers, cabbage, papers and pears. It will be cool to see even more fruits and vegetables.
Mainly I don't add more to the mod because the grow zone is already very crowded. And most other crops would be there simply for cosmetic reasons not really adding anything new but art. The last few I added had something new to offer. Like snow beets don't die in the cold.

Ok. I think it would be a good idea to fix the crowded grow zone by adding a new zone called tree growing zone, if this is even possible. I just thought it would be cool if you can add these fruits and veggies but even if you dont i still love the mod.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: SpaceDorf on March 28, 2017, 09:25:48 AM
@dismar

I like your mod, it is beautiful and adds a lot to the game.
But like some other Mods it suffers from the "too much at once"-Syndrome for me.
Thats why I waited so long to test it in the first place.

I would love if you could divide the mod into modules.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: AngleWyrm on March 29, 2017, 04:05:10 AM

(https://s6.postimg.org/wum4yyua9/mud.png)"The terrain here cannot support this"
The GUI says the dark brown tiles in the image are all of type mud.

The Reclaim Soil option reads "Digs up sand, marshy soil, mud, marsh, ice, gravel and places dirt to grow crops"

Clicking with reclaim soil on mud tile produces the message "The terrain here cannot support this."

List of mods attached, as it's probably some sort of conflict.

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on March 29, 2017, 06:14:28 AM
Did you try "Place soil" on the same spot ?
Or maybe you need to smooth the floor first, but i think you don't need that on mud.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 29, 2017, 12:35:45 PM
The issue is some other mod has changed the def for mud. Are you running fishing?  If so then just move my mod to the bottom of your load list.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on March 29, 2017, 12:37:39 PM
Oh didn't see the list. On my phone. But is it a conflict with fishing. Just move my mod after and it should fix it!
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Swat_Raptor on April 01, 2017, 06:43:32 PM
So the Dig up Dirt and Mine Salt are both defined as Crafting task rather than Mining task, I could understand the creation of salt being a crafting process except its defined as Mining salt which takes place at a salt mine, and Digging Dirt well is obviously a mining task. I don't really care but I was sending my Main Miner to do the task and was wondering why he was so slow at it. Anyway Love the amount of content that this mod adds.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on April 01, 2017, 09:32:03 PM
Quote from: Swat_Raptor on April 01, 2017, 06:43:32 PM
So the Dig up Dirt and Mine Salt are both defined as Crafting task rather than Mining task, I could understand the creation of salt being a crafting process except its defined as Mining salt which takes place at a salt mine, and Digging Dirt well is obviously a mining task. I don't really care but I was sending my Main Miner to do the task and was wondering why he was so slow at it. Anyway Love the amount of content that this mod adds.

Ah yes  I have fixed those issues in the next version. So whenever I next update the mod that will be "fixed" Thanks.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Hcmac1996 on April 18, 2017, 10:07:43 AM
I download this cause I saw pizza.  ;D
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: DigitalCore on April 21, 2017, 05:23:26 AM
Hey, just found a very small bug in your mod:
Kitchen tools cabinet says it increases work speed by 15%. I've noticed it actually only provides a 14% boost. Likely to be just a typo, but thought I should let you know!
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Toarzo on April 22, 2017, 10:24:16 AM
Hello,

Thanks for the great mod :)
Where can the fertilizer machine be found ? Because I can't find it :/
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on April 22, 2017, 11:57:27 AM
No mashine.
Butcher, dirt + plant/vegetable = fert.
Campfire/cremator buring corpse to fert.
Ferti. Box slowly grow fert.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Toarzo on April 22, 2017, 12:35:50 PM
Oh okay, in the description in the first page it is said that there is a machine that's why ^^
Thank you for the answer :)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on April 22, 2017, 12:38:46 PM
Quote from: Toarzo on April 22, 2017, 12:35:50 PM
Oh okay, in the description in the first page it is said that there is a machine that's why ^^
Thank you for the answer :)

There is. It's being tested in the steam version.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Toarzo on April 22, 2017, 12:49:59 PM
Quote from: dismar on April 22, 2017, 12:38:46 PM
Quote from: Toarzo on April 22, 2017, 12:35:50 PM
Oh okay, in the description in the first page it is said that there is a machine that's why ^^
Thank you for the answer :)

There is. It's being tested in the steam version.

What about non-steam version ?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: faltonico on April 27, 2017, 04:39:03 AM
Hi there,
I remember being able to plant flowers introduced by vegetable garden in A15 on fields, but now i don't seem to find the option to plant them, ¿Did you remove that feature or is it that those were from another mod? Thank you.

Edit: Don't mind me, i found them in the garden tools tab as modular flower area.

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Mosart on April 29, 2017, 11:31:03 AM
Which meals from this mod add mood to my colonists?

I am looking for 1 ingredient meal which raise mood to +5 at least.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Canute on April 29, 2017, 12:12:50 PM
None, with just 1 ingregient i think.
Not sure about grilled/baked polenta.

+5 mood are like a fine meal, you need to have at last 2 ing.  Veggie + meat. 
The cheapest one are Stir-fry, and you can cook 4 at once.

Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: faltonico on April 29, 2017, 06:07:27 PM
Quote from: Mosart on April 29, 2017, 11:31:03 AM
Which meals from this mod add mood to my colonists?

I am looking for 1 ingredient meal which raise mood to +5 at least.
Fruit drinks.
Made from any fruit, +10 mood, no addiction. The best feature of this mod.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Mosart on April 30, 2017, 11:56:11 AM
Quote from: faltonico on April 29, 2017, 06:07:27 PM
Quote from: Mosart on April 29, 2017, 11:31:03 AM
Which meals from this mod add mood to my colonists?

I am looking for 1 ingredient meal which raise mood to +5 at least.
Fruit drinks.
Made from any fruit, +10 mood, no addiction. The best feature of this mod.

Afre fruit drinks make pawns well-fed? I think that it's just additional food but not main course.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Dr_Zhivago on April 30, 2017, 03:02:55 PM
Does anyone know where to find the "Source" files for VG?
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on April 30, 2017, 03:06:17 PM
Quote from: Dr_Zhivago on April 30, 2017, 03:02:55 PM
Does anyone know where to find the "Source" files for VG?

On my computer. :)
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Dr_Zhivago on April 30, 2017, 06:24:20 PM
Quote from: dismar on April 30, 2017, 03:06:17 PM
On my computer. :)

I was hoping to make a VG/Fertile Fields compatibility mod, but I'm having trouble with the def-links.

Essentially I wanted to remove the "land altering" functionality from VG and use the Fertile Fields' ability. To do this I removed all the .xml references to fertilizer, tilled soil, etc. However I'm pretty sure the assembly that comes with VG has things within it that also need to be removed. I can play the game without problems, with the altered mod, however when I start up the game, I get all these "def-linked translation" errors reffering to everything I deleted.

Anyway, when I try to create a .csproj from your included "VGdrink.dll" I end up with missing references and many errors. So I thought having the source files would help this. I tried to find your project on GitHub, but to no avail.

I'm new to the modding scene, so if what I'm doing is completely wrong, let me know. Otherwise maybe you can help point me in the right direction.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: faltonico on April 30, 2017, 09:32:51 PM
Quote from: Mosart on April 30, 2017, 11:56:11 AM
Quote from: faltonico on April 29, 2017, 06:07:27 PM
Quote from: Mosart on April 29, 2017, 11:31:03 AM
Which meals from this mod add mood to my colonists?

I am looking for 1 ingredient meal which raise mood to +5 at least.
Fruit drinks.
Made from any fruit, +10 mood, no addiction. The best feature of this mod.

Afre fruit drinks make pawns well-fed? I think that it's just additional food but not main course.
It stacks with other food moodlets.

[attachment deleted by admin due to age]
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: Mosart on May 01, 2017, 10:30:22 AM
Thx for illustrated answer. I looked wxactly for food with 1 ingredient. So polenta is leaslly good for my purposes. ADvice you to try it also.
Title: Re: [A16] Vegetable Garden v5.3h [2.17.17] Languages!
Post by: dismar on May 03, 2017, 04:57:30 AM
Quote from: Dr_Zhivago on April 30, 2017, 06:24:20 PM
Quote from: dismar on April 30, 2017, 03:06:17 PM
On my computer. :)

I was hoping to make a VG/Fertile Fields compatibility mod, but I'm having trouble with the def-links.

Essentially I wanted to remove the "land altering" functionality from VG and use the Fertile Fields' ability. To do this I removed all the .xml references to fertilizer, tilled soil, etc. However I'm pretty sure the assembly that comes with VG has things within it that also need to be removed. I can play the game without problems, with the altered mod, however when I start up the game, I get all these "def-linked translation" errors reffering to everything I deleted.

Anyway, when I try to create a .csproj from your included "VGdrink.dll" I end up with missing references and many errors. So I thought having the source files would help this. I tried to find your project on GitHub, but to no avail.

I'm new to the modding scene, so if what I'm doing is completely wrong, let me know. Otherwise maybe you can help point me in the right direction.

Well both mods I believe use unique namespaces in the DLL. so you really should not have to must with those. The compatibility would mainly need to come from the XMLs naming.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 03, 2017, 11:30:39 PM
Alpha 17 Test Branch!

Vegetable Garden 5.4 "test build"
Download Tester Copy (https://www.dropbox.com/s/n2759u9hk7ve8l6/Vegetable%20Garden%205.4.zip?dl=0)
Help find bugs! I've been running a game with this for a few weeks and rooted out a lot of bugs.
-Medicine Rework!
-Biome plants balanced!
-Tons of small Changes/Fixes

Change log since 16 :
4/23/17
- plants grow times
- barrel bug fixed

4/22/17
- Bulk med recipes
- Bulk med research
- drug weights adjusted
- alcohol crate prices fixed
- health drink coding renamed antibiotics

4/21/17
- crops new grow times part 1
- immature graphics vanilla

4/15/17
-Small error with barrels.

3/25/17
- Wild types of fruit trees added
- canned meat now inherents human meat. insect meat etc..
- Joy balanced on meal /food.


3/23/17
- biome plants balanced (rarer and smaller patches)
- fruit trees / raspberry bushes fixed.

3/22/17
Medical Overhual
-aloe removed
-medical recipes balanced
-medicine tiers created.
-Bulk survival meals recipe
- dll coding updated.

3/20/17
- alpha17 work begins!
- errors in coding fixed.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: AngleWyrm on May 05, 2017, 03:42:07 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
Vegetable Garden 5.3h Build 22 Alpha 16 Released
Please post feedback to this release so I can work on it!
Dropbox : Download 5.3h (https://www.dropbox.com/s/6sau7e3t32tm1ai/Vegetable%20Garden%205.3h.zip?dl=0)

As a tribal I usually go with
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: XenGrimm on May 06, 2017, 07:26:02 AM
I got a little error log for ya

this happened during a cold snap on a temperate coastal that hit -5 F

System.NullReferenceException: Object reference not set to an instance of an object
  at VGDrinks.Plant_Ocean.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, Boolean respawningAfterLoad) [0x000d7] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:65
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:24
  at Verse.GenSpawn.Spawn (Verse.ThingDef def, IntVec3 loc, Verse.Map map) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:19
  at RimWorld.GenPlantReproduction.TryReproduceInto (IntVec3 dest, Verse.ThingDef plantDef, Verse.Map map) [0x0001d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Plant\GenPlantReproduction.cs:37
  at RimWorld.GenPlantReproduction.TryReproduceFrom (IntVec3 source, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Map map) [0x00012] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Plant\GenPlantReproduction.cs:26
  at RimWorld.WildSpawner.TrySpawnPlantFromMapEdge () [0x0003c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\WildSpawner.cs:124
  at RimWorld.WildSpawner.WildSpawnerTick () [0x000ca] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\WildSpawner.cs:110
  at Verse.Map.MapPostTick () [0x0000a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:494
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Map:MapPostTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:495)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:331)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:481)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Darkmark8910 on May 06, 2017, 08:48:38 AM
Stupid question. I expect the answer to be "no" but can you add this to an existing save? Assuming it's an A17 save?
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 06, 2017, 09:25:46 AM
Quote from: Darkmark8910 on May 06, 2017, 08:48:38 AM
Stupid question. I expect the answer to be "no" but can you add this to an existing save? Assuming it's an A17 save?

Maybe. Weird things may occur. Backup your game.before trying.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Dr_Zhivago on May 06, 2017, 07:03:37 PM
Quote from: dismar on May 06, 2017, 09:25:46 AM
Weird

I really enjoy the addition of your mod. However, I don't enjoy all the conflicts with Fertile Fields, and mucking about with multiple "soils". So I made a combined mod for A16. Not sure if I should keep it to steam or also upload it here on Ludeon though. Let me know what you think.

Release: http://steamcommunity.com/sharedfiles/filedetails/?id=920629802

~Zhivago
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Kolljak on May 10, 2017, 09:59:11 PM
Hay bud trying out experimental A17 ran into this.

XML Verse.TerrainDef defines the same field twice: affordances.

Field contents: Undefined.

Whole XML:

<TerrainDef><defName>Marsh</defName><label>marsh</label><texturePath>Terrain/Surfaces/Marsh</texturePath><EdgeType>FadeRough</EdgeType><RenderPrecedence>325</RenderPrecedence><PathCost>23</PathCost><statBases><Beauty>-2</Beauty><Cleanliness>-2</Cleanliness></statBases><TerrainFilthDef>FilthDirt</TerrainFilthDef><affordances><li>Diggable</li></affordances><Fertility>0</Fertility><TakeFootprints>True</TakeFootprints><acceptFilth>false</acceptFilth><avoidWander>true</avoidWander><driesTo>Soil</driesTo><affordances><li>Undefined</li></affordances></TerrainDef>
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:187)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.<AllDefsFromAsset>c__Iterator222:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:143)
Verse.ModContentPack:LoadDefs(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:168)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:74)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__84B() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__849() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 11, 2017, 04:58:27 PM
Hi thanks. Are you using any other mods?
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Kolljak on May 12, 2017, 03:50:55 PM
Yes but i tried to load JUST it and still got this error. the error i posted was it by itself with core.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: br1zz on May 13, 2017, 11:47:46 PM
i am playing A16 until A17 is officially released, using the regular vg for A16. is the "blocky" tile bug when marshy soil meets soil fixed in the A17 version ?
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 14, 2017, 12:06:08 AM
Quote from: br1zz on May 13, 2017, 11:47:46 PM
i am playing A16 until A17 is officially released, using the regular vg for A16. is the "blocky" tile bug when marshy soil meets soil fixed in the A17 version ?

not sure what you mean. no one has reported a bug like this.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: br1zz on May 14, 2017, 11:08:47 AM
i saw it yesterday when i played on tropical rainforest the first time. i immediately noticed the blockiness and thought that cant be right. i was only using a handful of mods like VG, seedsplease + seedspleaseVG, expanded woodworking, floors and fences, rimkea, and some other very light mods. i started a new game with all mods deactivated : no blocky parts. i then activated  only VG and it made marshy soil blocky when it meets soil. to be sure i created a new world with vanilla + vg activated beforehand, and it yielded the same result.

i uploaded some screenshots for comparison:
the first screen is vanilla, the last two are with vg only.
(http://brizz.de/upload/vg/vanilla.jpg)
(http://brizz.de/upload/vg/vg_only.jpg)
(http://brizz.de/upload/vg/vg_only2.jpg)

can anyone reproduce this ?
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Shuntyr on May 21, 2017, 10:22:12 PM
Unable to plant some fruit trees with Vegetable Garden 5.4 "test build"

Hello,

I really enjoy this mod, thank you.  I wanted to report that with all research completed, I don't have the option of planting apple , bananna, or fig trees.

Using A17 fresh install
- Core
- HugsLib
- Vegetable Garden 5.4 "test build"

Thank You
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 21, 2017, 11:10:42 PM
Quote from: Shuntyr on May 21, 2017, 10:22:12 PM
Unable to plant some fruit trees with Vegetable Garden 5.4 "test build"

Hello,

I really enjoy this mod, thank you.  I wanted to report that with all research completed, I don't have the option of planting apple , bananna, or fig trees.

Using A17 fresh install
- Core
- HugsLib
- Vegetable Garden 5.4 "test build"

Thank You


Thanks that was a real bug! lol
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: GNCLordMDB on May 22, 2017, 01:09:36 PM
Is there also the Mod in German?
Or does this come with an update?
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 22, 2017, 02:19:09 PM
Quote from: GNCLordMDB on May 22, 2017, 01:09:36 PM
Is there also the Mod in German?
Or does this come with an update?

I only release this in English.
Any other languages are donated to me and added in.

As of right now the mod is in an early phase of the next alpha release and is Unstable and many new features not completely added yet.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: SihvMan on May 22, 2017, 03:41:31 PM
Hey, did you know you can make your own tab for research?

You'd have one file with
<Defs>

<ResearchTabDef>
<defName>VegGar</defName>
<label>Vegetable Garden</label>
</ResearchTabDef>

</Defs>


And add

<tab>VegGar</tab>

under your ResearchProjectDef(s).

This puts all of your research under it's own tab, so you don't have to compete w/ other mods for space on the tree.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 22, 2017, 03:46:55 PM
Quote from: SihvMan on May 22, 2017, 03:41:31 PM
Hey, did you know you can make your own tab for research?

You'd have one file with
<Defs>

<ResearchTabDef>
<defName>VegGar</defName>
<label>Vegetable Garden</label>
</ResearchTabDef>

</Defs>


And add

<tab>VegGar</tab>

under your ResearchProjectDef(s).

This puts all of your research under it's own tab, so you don't have to compete w/ other mods for space on the tree.

Thats so cool! thanks!
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: GNCLordMDB on May 22, 2017, 05:40:44 PM
Ok I try to translate the English into German and then send it to you
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 22, 2017, 10:56:38 PM
Test upload 2! Buncha of changes and new features!
5.4 Download Test 2 (https://www.dropbox.com/s/sdyxwnxt3y0ws4j/Vegetable%20Garden%205.4%20beta2.zip?dl=0)

Change Log since 16:

5/22/17
- New research tree tab added
- alcohol precursors art
- compost starter recipe added
- fertilizer recipe changed
- trees added back to grow zones

5/20/17
- Compost bin reworked.
- Compost starter item created

5/19/17
- new alcohol system complete

5/18/17
- Many changes over the last few days to the barrel system
- thanks to cupro for coming back and rewriting the alcohol barrels
- alcohol precursors and cupro drinks compatible added
- new barrel system added
- crates removed
- alcohol precursors recipes started

5/12/17
- patches for terrains added
- patches for fuels added


4/23/17
- plants grow times
- barrel bug fixed

4/22/17
- Bulk med recipes
- Bulk med research
- drug weights adjusted
- alcohol crate prices fixed
- health drink coding renamed antibiotics

4/21/17
- crops new grow times part 1
- immature graphics vanilla

4/15/17
-Small error with barrels.

3/25/17
- Wild types of fruit trees added
- canned meat now inherents human meat. insect meat etc..
- Joy balanced on meal /food.


3/23/17
- biome plants balanced (rarer and smaller patches)
- fruit trees / raspberry bushes fixed.

3/22/17
Medical Overhual
-aloe removed
-medical recipes balanced
-medicine tiers created.
-Bulk survival meals recipe
- dll coding updated.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Cabdono on May 23, 2017, 10:13:11 PM
Is it relatively safe to use in an ongoing save(A17)?  I know both Rimworld and this are in dev, hence the relatively  ;D
Also thanks for the hard work on this
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 24, 2017, 12:22:16 PM
Quote from: Cabdono on May 23, 2017, 10:13:11 PM
Is it relatively safe to use in an ongoing save(A17)?  I know both Rimworld and this are in dev, hence the relatively  ;D
Also thanks for the hard work on this

Should be. I'd make a backup of your current game before adding tho.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Sixdd on May 25, 2017, 12:15:53 AM
Got an error for ya, I'll link to pastebin. It happened when I added Vegetable garden A17 test build 2.

https://pastebin.com/h3gt1b15
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 25, 2017, 12:24:09 AM
Quote from: Sixdd on May 25, 2017, 12:15:53 AM
Got an error for ya, I'll link to pastebin. It happened when I added Vegetable garden A17 test build 2.

https://pastebin.com/h3gt1b15

Your using another mod that is trying to patch terrain the same way and they don't like each other.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Sixdd on May 25, 2017, 12:26:55 AM
Hmm... I'll look closer at my mod list. Thanks for the quick reply.

EDIT: Found the problem, apparently Rainbeaus Basic Bridges conflicts in some way. I fixed it for now, tested briefly and no errors. All I did was comment out the references in Rainbeau's patch file to the mud and marsh terrainDefs. Not really sure how else to fix this as the patch system doesn't seem to work if multiple patches exist for the same thing, as opposed to the old way where load order simply overrides everything it changes.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: AngleWyrm on May 25, 2017, 01:39:15 PM
This morning I got a new A17 event to go and raid a pirate base, so I took three guys ( btw DON'T take three guys XD ) and gave them a bunch of pickled vegetables and salted meat, figuring they have a good shelf-life.

But when they got out on the road, the food counter showed days to rot of less than three days, and all their food just up and disappeared at the end of the count-down.

Don't know if that's some wierd generic bug behavior from A17 or if it's mod-specific.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Canute on May 25, 2017, 02:23:21 PM
I think it a A17 behavior/bug.
Take a look at "Caravans eating at 10x speed?"
https://ludeon.com/forums/index.php?topic=32815.0
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: Shuntyr on May 26, 2017, 09:43:23 AM
5.4 Download Test 2 - 'compost bin' question/bug

Hello,

  How does the 'compost bin' work now?  I can build the compost bin, and I have a stack of 'compost starter' but I do not get the option to 'plant fertilizer' when I right click on the bin.  I'm not sure if I am missing a step or maybe the compost bin needs to have that option enabled?

Thank you

Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 26, 2017, 10:43:09 AM
Quote from: Shuntyr on May 26, 2017, 09:43:23 AM
5.4 Download Test 2 - 'compost bin' question/bug

Hello,

  How does the 'compost bin' work now?  I can build the compost bin, and I have a stack of 'compost starter' but I do not get the option to 'plant fertilizer' when I right click on the bin.  I'm not sure if I am missing a step or maybe the compost bin needs to have that option enabled?

Thank you

Composter works like the alcohol barrels now. Your pawns should just load it up and it go on it''s own.

Quote from: AngleWyrm on May 25, 2017, 01:39:15 PM
This morning I got a new A17 event to go and raid a pirate base, so I took three guys ( btw DON'T take three guys XD ) and gave them a bunch of pickled vegetables and salted meat, figuring they have a good shelf-life.

But when they got out on the road, the food counter showed days to rot of less than three days, and all their food just up and disappeared at the end of the count-down.

Don't know if that's some wierd generic bug behavior from A17 or if it's mod-specific.
I did some testing and seems everything is fine. As others have said the pickled and salted meat only have a nutrition of .05/.12 so it takes a lot more to feed them. someone did the math of around 34 a day. Best bet for travel is the canned meals or package meals.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: notfood on May 26, 2017, 04:01:42 PM
Dismar, do you plan to add more plants or change their balance? I ask to begin work with SeedsPlease VG addon.
Title: Re: [A16/A17] Vegetable Garden [5/3/17] A17 test upload!
Post by: dismar on May 26, 2017, 04:07:58 PM
Quote from: notfood on May 26, 2017, 04:01:42 PM
Dismar, do you plan to add more plants or change their balance? I ask to begin work with SeedsPlease VG addon.

No plan for more. The grow zone is way to crowded.

And the balance is already done in this new release.
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: Canute on May 26, 2017, 04:25:07 PM
QuoteNo plan for more. The grow zone is way to crowded.

Ohhh yeah, did you try to made pizza and mufffins for all and don't own any chicken ? :-)

Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: Dugalle900 on May 26, 2017, 04:34:56 PM
Any chance for an A17 Garden Tools?
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: Spiders Everywhere on May 27, 2017, 07:27:07 PM
Love this mod! I wanted to point out a couple things I noticed. First, the fueled stove and milling stone can break down. I think that's only meant to be for buildings that use electricity?

Second, the work amounts for milling stone recipes are kind of weird:

flour 900
bulk flour 700
cornmeal 700
bulk cornmeal 700
sugar 1100
bulk sugar 700


Single milling should take less time than bulk, shouldn't it?
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: dismar on May 27, 2017, 07:40:47 PM
Hmmm thats weird. I Must have copied to much code for those. They are not supposed to break down. And the simple recipes are the same ones you make by hand that why the work times are higher but idk that code was wrote like a year ago and no one has said anything since then!
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: Spiders Everywhere on May 27, 2017, 07:49:43 PM
Gotcha! I guess it's not super noticeable in game, I was just rooting around in the xml and it looked odd.
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: dismar on May 27, 2017, 08:01:16 PM
Quote from: Spiders Everywhere on May 27, 2017, 07:49:43 PM
Gotcha! I guess it's not super noticeable in game, I was just rooting around in the xml and it looked odd.

I will put some time into it tho! :P
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: SNKcell on May 28, 2017, 02:37:32 AM
Any idea which mods make the VG icons for food go back to vanilla and make electric stove available without research??

Thanks
Title: Re: [A17] Vegetable Garden [5/26/17]
Post by: dismar on May 28, 2017, 02:41:08 AM
Quote from: SNKcell on May 28, 2017, 02:37:32 AM
Any idea which mods make the VG icons for food go back to vanilla and make electric stove available without research??

Thanks

Well the electric stove doesn't need research any more. i'm not sure what mod could make that happen. I use unique defs for the plants
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 28, 2017, 03:09:30 AM
Updated!

5/27/17 Build 3/4
- patches optimized!
- Soda garden patched in
- break down removed from mill stone / fueled stone
- grind recipes balanced
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: faltonico on May 28, 2017, 12:03:11 PM
I forgot to mention that the canning table has a weird issue with the sprites, it seems like it was not using all the textures... see the attached image i cannot explain it well enough.
It happened in my play-trough in A16 and i just tested it and it is happening as well with A17, only core and vegetable garden installed.
The images in the folder are ok, the file structure and the def seems to be ok, i don't know what is happening =/

BTW it has always bothered me that the CanningTable_back.png has a bag of "TLAS" xD
I went ahead and fixed it without permission, use it if you please, no credit is due.

Thanks for the update!... Glad to know it will be there when I play again, eventually.


[attachment deleted by admin due to age]
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 28, 2017, 12:44:22 PM
Quote from: faltonico on May 28, 2017, 12:03:11 PM
I forgot to mention that the canning table has a weird issue with the sprites, it seems like it was not using all the textures... see the attached image i cannot explain it well enough.
It happened in my play-trough in A16 and i just tested it and it is happening as well with A17, only core and vegetable garden installed.
The images in the folder are ok, the file structure and the def seems to be ok, i don't know what is happening =/

BTW it has always bothered me that the CanningTable_back.png has a bag of "TLAS" xD
I went ahead and fixed it without permission, use it if you please, no credit is due.

Thanks for the update!... Glad to know it will be there when I play again, eventually.

you just need to change the name of the picture to CanningTable_side and it will work correctly. I've added the picture you posted and the corrected side view into the next version.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: faltonico on May 28, 2017, 01:28:43 PM
Thank you for fixing it!
On another subject... I really liked it that you could make your pawns eat insect meat without debuf if you stuffed it in a can xD
It was kind of fitting that they didn't know what it was if it was processed.

- What is that?.
- ...shut up and eat"

Edit: Yet another thought,
Maybe you should take a look at the yield of the fruit trees, they seem to have better yield, but when you take into consideration the tiles they use to grow, they aren't so anymore.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Spiders Everywhere on May 28, 2017, 07:08:03 PM
Quote from: dismar on May 28, 2017, 03:09:30 AM
Updated!

5/27/17 Build 3/4
- patches optimized!
- Soda garden patched in
- break down removed from mill stone / fueled stone
- grind recipes balanced

Oh that was fast  :D

So for sodas you need to have Cupro's Drinks loaded before VG? How does it handle things that are in both mods, like coffee?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 28, 2017, 07:12:47 PM
Quote from: Spiders Everywhere on May 28, 2017, 07:08:03 PM
Quote from: dismar on May 28, 2017, 03:09:30 AM
Updated!

5/27/17 Build 3/4
- patches optimized!
- Soda garden patched in
- break down removed from mill stone / fueled stone
- grind recipes balanced

Oh that was fast  :D

So for sodas you need to have Cupro's Drinks loaded before VG? How does it handle things that are in both mods, like coffee?
you are everywhere!

No it doesn't matter where you load them. It doesn't work that way. And it load both coffee for now.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 28, 2017, 07:13:38 PM
Quote from: faltonico on May 28, 2017, 01:28:43 PM

Edit: Yet another thought,
Maybe you should take a look at the yield of the fruit trees, they seem to have better yield, but when you take into consideration the tiles they use to grow, they aren't so anymore.

There is some magic behind the trees... First you read that it takes 18 days for the FIRST harvest of fruits... but then it only takes about 12.5 for each harvest after the first. Depending on the skill of the harvester, I've seen an avg. on 65 fruit every harvest. Crude math i use! lol
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: faltonico on May 28, 2017, 07:18:02 PM
Quote from: dismar on May 28, 2017, 07:13:38 PM
Quote from: faltonico on May 28, 2017, 01:28:43 PM

Edit: Yet another thought,
Maybe you should take a look at the yield of the fruit trees, they seem to have better yield, but when you take into consideration the tiles they use to grow, they aren't so anymore.

There is some magic behind the trees... First you read that it takes 18 days for the FIRST harvest of fruits... but then it only takes about 12.5 for each harvest after the first. Depending on the skill of the harvester, I've seen an avg. on 65 fruit every harvest. Crude math i use! lol
Ahh nice to know that. I'll try to keep them around then xD
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wulfaskr on May 28, 2017, 10:23:57 PM
I love this mod, thank you.

Any chance of adding farmable version of the new Ambrosia plants?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: notfood on May 29, 2017, 04:59:53 AM
Heads up. A17 Release.

(http://i.imgur.com/9Sntean.png?1)
SeedsPlease-VG (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-VG_0.17.1.2.zip)

Requires SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0) and Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: deathstar on May 29, 2017, 07:29:12 AM
Quick question: In a17 there are now multiple different sprites for berry bushes, depending on their maturity. This is incredibly handy when having a quick look for potential harvests - Do you think this could be added to VG in the future? I'd love for fruit trees to only bear fruit when it actually makes sense to harvest them, or perhaps show discoloured unripe fruit before a certain threshold?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wazowski on May 29, 2017, 01:31:51 PM
Hello I love your mod, a consultation you plan to integrate plant the Ambrosia plant.?

I know there is a MOD of the sma342 user but I do not want to add a mod just for that.

I remain attentive to your comments

regards ;)
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Spiders Everywhere on May 29, 2017, 06:21:31 PM
Quote from: dismar on May 28, 2017, 07:12:47 PM
you are everywhere!

Haha, I used to work in game QA and I guess I default to bothering developers when I'm bored. :P

To consolidate discussion - regarding the hyperweave recipe, I'm not sure simple cost of materials works for balance with items that provide this kind of utility. A recipe that turned 5 pieces of cloth into 1 piece of devilstrand would be rather silly, for example.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: gslarmour on May 30, 2017, 12:37:02 AM
did the a16 version of this mod allow for craftable glitterworld medicine? i havent unsubscribed from a16 mods, only activated them as they became available for a17, but i can no longer craft GW meds. was that recipe taken out of vanilla a17?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Jake on May 30, 2017, 07:44:57 AM
Quote from: dismar on May 28, 2017, 07:12:47 PMNo it doesn't matter where you load them. It doesn't work that way. And it load both coffee for now.
Do we actually need Cupro's Drinks installed and active for soda brewing to work? I'm slightly confused.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 30, 2017, 12:15:08 PM
Quote from: Wulfaskr on May 28, 2017, 10:23:57 PM
I love this mod, thank you.

Any chance of adding farmable version of the new Ambrosia plants?

I'm not sure yet. That is a pretty OP plants to be able to grow. I would have to look into it more :)

Quote from: Spiders Everywhere on May 29, 2017, 06:21:31 PM
Quote from: dismar on May 28, 2017, 07:12:47 PM
you are everywhere!

Haha, I used to work in game QA and I guess I default to bothering developers when I'm bored. :P

To consolidate discussion - regarding the hyperweave recipe, I'm not sure simple cost of materials works for balance with items that provide this kind of utility. A recipe that turned 5 pieces of cloth into 1 piece of devilstrand would be rather silly, for example.
Yip, and I agree with the research tiers for the higher cloths.

Quote from: gslarmour on May 30, 2017, 12:37:02 AM
did the a16 version of this mod allow for craftable glitterworld medicine? i havent unsubscribed from a16 mods, only activated them as they became available for a17, but i can no longer craft GW meds. was that recipe taken out of vanilla a17?

Yes it's gone for now but next update or so i'll look to add it back.

Quote from: Jake on May 30, 2017, 07:44:57 AM
Quote from: dismar on May 28, 2017, 07:12:47 PMNo it doesn't matter where you load them. It doesn't work that way. And it load both coffee for now.
Do we actually need Cupro's Drinks installed and active for soda brewing to work? I'm slightly confused.

Yes load both mods and you get the Soda recipes

Quote from: notfood on May 29, 2017, 04:59:53 AM
Heads up. A17 Release.

(http://i.imgur.com/9Sntean.png?1)
SeedsPlease-VG (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-VG_0.17.1.2.zip)

Requires SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0) and Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)

YAY!
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wilponderroci on May 31, 2017, 08:34:16 AM
I tried I really tried to read all of this awesome work and didnt see any direct reference to my issue so please forgive me if its been addressed.

I love this mod. Its great.

I just want to remove the resource plants without breaking it.

Thanks :) <3

can anyone please help??   I thought it was modular? 
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 31, 2017, 08:40:27 AM
Quote from: Wilponderroci on May 31, 2017, 08:34:16 AM
I tried I really tried to read all of this awesome work and didnt see any direct reference to my issue so please forgive me if its been addressed.

I love this mod. Its great.

I just want to remove the resource plants without breaking it.

Thanks :) <3

can anyone please help??   I thought it was modular?

It is not modular. It is offered as is. In its whole.

If you don't like a part of it just don't research it..
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wilponderroci on May 31, 2017, 08:51:15 AM
Quote from: dismar on May 31, 2017, 08:40:27 AM
Quote from: Wilponderroci on May 31, 2017, 08:34:16 AM
I tried I really tried to read all of this awesome work and didnt see any direct reference to my issue so please forgive me if its been addressed.

I love this mod. Its great.

I just want to remove the resource plants without breaking it.

Thanks :) <3

can anyone please help??   I thought it was modular?

It is not modular. It is offered as is. In its whole.

If you don't like a part of it just don't research it..

in its whole ;)

I actually have been playing for a few weeks, just not researching it.

Its not a real issue. I am really impressed with the amount of work that has been put into it.

I would find it difficult to play without this mod now as it is truly a work of art.

Being able to harvest metals etc from plants for me is immersion/balance breaking and... well... I just thought since you seem to be incredibly thoughtful and  responsive to feedback and balance with your mod?   :) :) :) :) :)  8) 8) 8) 8) 8) 8) 8) 8)
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 31, 2017, 08:59:55 AM
The resource plant were locked behind research for balance and to hide from those not wanting to use it.

The plant itself is based off of real plant processes you can find today.

And the amount of work you have to put into it make the process a loss in the end compared to any other way of getting the metals.

It's just an alt way from having to move or trade for the resources.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on May 31, 2017, 09:18:22 AM
QuoteBeing able to harvest metals etc from plants for me is immersion/balance breaking and... well... I just thought since you seem to be incredibly thoughtful and  responsive to feedback and balance with your mod?
Believe me these resource plants are very well balanced.
You need first someone with good growing skill to get the better resource plants planted.
Then you even need a high skilled crafter to smelt them.
And the amout of resources you can farm at this way isn't that incredible high compared to all these work. Other mining mod give you easyer inlimited access to resources.
Maybe you just don't like the idea about plants that gather minerals. Yes it is a bit extrem special the plasteel/uranium ones, but the nature allready do this at her own.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: deathstar on May 31, 2017, 09:33:27 AM
Hey dismar, any thoughts or maybe even plans for my previous comment regarding the different sprites for different growth-stages?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on May 31, 2017, 08:55:06 PM
Quote from: deathstar on May 31, 2017, 09:33:27 AM
Hey dismar, any thoughts or maybe even plans for my previous comment regarding the different sprites for different growth-stages?

yes it's on the to-do list. I was only able to get the original plants staging back in before launch...
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: deathstar on June 01, 2017, 06:07:49 AM
Glad to hear, godspeed!
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: RyunosukeKnT on June 04, 2017, 03:48:54 PM
two words for a future addition: Bandages, Bulk.   Not necessarily in that order :)
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wilponderroci on June 07, 2017, 12:55:12 PM
survival meals not being in the bills? that seems like still a  thing?

cant craft packaged survival meals.


Edit: ok its in there had to download an updated version of 5.4
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Moonsong on June 13, 2017, 10:30:20 AM
Did someone mention that you can turn salt into chemfuel at refinery? Also i can build electric stove and food prep table just for having Electricity tech.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 13, 2017, 10:33:41 AM
Quote from: Moonsong on June 13, 2017, 10:30:20 AM
Did someone mention that you can turn salt into chemfuel at refinery?

Sweet!
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Antaios on June 14, 2017, 02:01:25 AM
For anyone who likes the Vegetable Garden added medicines, I made a Patch (https://ludeon.com/forums/index.php?topic=33372.0) that adds them to the medical care options in the health tab.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Tanelorn on June 16, 2017, 06:11:03 PM
Hey Dismar, I love your VG mod of course (It has my ibuprofen in it!). But I disagree strongly with the composting process. As a composter myself you break a lot of well known composting rules. You can't have any proteins in the compost starter. On top of that, there's basically no such thing as a "starter", you just put excess veggies and leaves into the compost. But I understand you did that to simulate taking extra vegetables and making compost from them.

I highly recommend changing the ingredients list for making compost starter so it is just plants. Too bad the game doesn't let spoiled veggies stay (currently they just disappear when spoiled), because that would be ideal for the composting element. Anyway, thanks for all your work. Please consider restricting compost starter to just plants.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 17, 2017, 08:22:59 AM
Basicly it is possible that rotten meat/vegs don't vanish.
At     [A17] Rainbeau's Fertile Fields it happen, and you can made raw compost out of that. And with raw compost you made fertizier.

But basicly i don't see why you can't use non-rotten food to use for fertizier. Ok inside a combost-bin you don't got (much) oxygen so other bacteria are used to convert the food. But these shouldn't care about if the food is rotten or not.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: neltnerb on June 19, 2017, 03:50:39 AM
Why not have compost starter automatically produced as a byproduct of cooking? That seems pretty natural.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: 2xbon on June 19, 2017, 01:59:09 PM
where do i get the salt?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 19, 2017, 02:09:41 PM
Quote from: 2xbon on June 19, 2017, 01:59:09 PM
where do i get the salt?

Your can find salt in the world to mine. Or there is a Salt spot in Misc that you can Bill jobs to mine it on a rocky surface.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: 2xbon on June 20, 2017, 09:54:17 AM
Quote from: dismar on June 19, 2017, 02:09:41 PM
Quote from: 2xbon on June 19, 2017, 01:59:09 PM
where do i get the salt?

Your can find salt in the world to mine. Or there is a Salt spot in Misc that you can Bill jobs to mine it on a rocky surface.




ty man.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: jts1702 on June 20, 2017, 05:26:42 PM
Error code when using salt to cook things at a range.

Invalid count: -2147483648, setting to 1. Job was DoBill A=Thing_ElectricStove206005 B=Thing_ChunkSalt640261 C=(157, 0, 108)
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey4A9:<>m__789()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 20, 2017, 05:29:40 PM
Quote from: jts1702 on June 20, 2017, 05:26:42 PM
Error code when using salt to cook things at a range.

Invalid count: -2147483648, setting to 1. Job was DoBill A=Thing_ElectricStove206005 B=Thing_ChunkSalt640261 C=(157, 0, 108)
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey4A9:<>m__789()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Hi thanks that is fixed in the next version
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: jts1702 on June 21, 2017, 10:58:12 AM
Also quick question: Brewing table makes DISTILLED vodka from undistilled, but from where does one make undistilled vodka? The table certainly isn't.

*EDIT: Just re-read the description. You put potatoes directly into the barrel? Interesting.*
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: moonra on June 22, 2017, 01:57:11 AM
How do I use the Composter Box? There's no option to do anything and it doesn't seem to be doing anything either.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 22, 2017, 02:04:51 AM


For composter you need composter starter made at the butcher table.
For alcohol you need a starter made at the brewery table. But Vodka is made backwards. Potatoes into the barrel.
Then the pawns will load the proper barrel and poof done.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Tanelorn on June 22, 2017, 03:53:19 AM
I have an issue with the time it takes for salting and mining salt. Remember that salted meat and pickled vegetables are more ingredients than they are final products, even though you can eat them. The time it takes to salt meat is 17 work, compared to 10 work for pemmican. The time it takes for even a great miner to mine salt is tremendous. Add it all together and you spend LOTS of time salting and pickling especially if you don't have a local salt source.

Please consider revising the times it takes to mine salt and to salt / pickle. Especially in tribal games with no refrigeration this is the main way we keep our meat and veggies from rotting. But it takes way more effort to do so, which really harms the utility of it.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Tanelorn on June 22, 2017, 04:34:14 AM
Also, regarding the crafting spot. I apologize if this is from a different mod. You can craft tribal healing kits using cloth, smokeleaf, and one other item I've forgotten. But we can't make cloth until we research advanced clothing, which seems to make the crafting spot irrelevant as you can make bandage kits right there in the tailor bench. Plus of course you can just grow or forage healroot which (unrealistically) instantly gives you tribal medicine kits just from digging them up.

It's all so illogical. I would like to see VG at least make healroot yield "healroot" as an ingredient which must be turned into herbal medicine at some station. As for the cloth thing, I'm not sure of the best approach to that. There are some catch-22s when it comes to tribal situations.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: SpaceDorf on June 22, 2017, 04:51:04 AM
Are the garden ressources usable for A17 ?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 22, 2017, 08:48:42 AM
Quote from: Tanelorn on June 22, 2017, 03:53:19 AM
I have an issue with the time it takes for salting and mining salt. Remember that salted meat and pickled vegetables are more ingredients than they are final products, even though you can eat them. The time it takes to salt meat is 17 work, compared to 10 work for pemmican. The time it takes for even a great miner to mine salt is tremendous. Add it all together and you spend LOTS of time salting and pickling especially if you don't have a local salt source.

Please consider revising the times it takes to mine salt and to salt / pickle. Especially in tribal games with no refrigeration this is the main way we keep our meat and veggies from rotting. But it takes way more effort to do so, which really harms the utility of it.

You forget one thing, salt meat don't rot that fast, and you can made fine meals/stirfry out of them if you got vegetables. Thats more tasty then permican.
And you can made salted meat out of human meat, which remove the negative effect.
You should filter salted meat and dried fruits out of your pemmican recipes, and let pemmican made first. Then create fine meals/stirfry and then salt meat,dried fruits.
Once you got a freezer you don't have need for salted meat,dried fruits anymore.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: asquirrel on June 22, 2017, 10:29:25 AM
I remember a mod that would allow me to grow aloe and use it as a medicine?  Is this the one?  How do I grow it if this is the mod?  Do I need to research tier one plants?  Thanks!
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 22, 2017, 12:36:38 PM
Yes you were right the A16 version got Aloe als minor healing medicin and used for some other medicin recipes.
But at A17 the mod became a medcine overhaul and aloe isn't longer needed.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: asquirrel on June 22, 2017, 02:15:47 PM
Quote from: Canute on June 22, 2017, 12:36:38 PM
Yes you were right the A16 version got Aloe als minor healing medicin and used for some other medicin recipes.
But at A17 the mod became a medcine overhaul and aloe isn't longer needed.

Darn. My growers are too stupid to grow healroot and I was hoping to have aloe as a backup.  I saw the medicine kit and it looks like I'd have to grow a whole bunch of stuff to get any medicine for my colonists.  I think it was smokeleaf, cloth and hmm  .  .  . hops?  Something like that with the new recipe.  Oh well.  I still think the mod is good.  I just need to find something to save my colonists while they are working on the skill to grow healroot.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 22, 2017, 03:04:37 PM
So long you don't play harcore and take these pawn you got with the 1. rolling, roll roll roll until you got one with passion at growing.
Or use EdB PC, 1 for research, one for craft, one for constr. one for grow. and the last for animals :-)
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 23, 2017, 03:52:53 AM
dismar,
i notice you can use salt for most regular meal recipes as ingredent.
But salt don't got any nutri. and i tryed to made a simple meal just out of salt but that didn't work.
Looks like the cook just add salt randomly to the meal, if it is in reach.
If this isn't intended, i suggest to move salt from ingredent to resource.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: neltnerb on June 24, 2017, 03:33:30 AM
Probably a bug -- I planted olive trees, but they do not show up in the fruit category, I cannot make compost with them, and none of the recipes allow for them. But they do show up under the "Vegetarian" heading in the Stockpile menus. Seems unlikely that this was intentional.

Probably not a big -- I cannot use haygrass for making compost. Probably you intended it that way.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: hoaxdream on June 24, 2017, 04:43:50 AM
hi guys where/what category is digging spot used for gathering soil? i cant find it, or do i need to research something first?

if disable the mod RF-Fertile Fields the digging spot showed up, not compatible?

nvm its fine now
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Wafflerim on June 24, 2017, 01:42:46 PM
Uh, hello. I'm experiencing a rather annoying bug in which I can't research the electric stove and the other buildings in that research. Using A17B.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 24, 2017, 02:54:06 PM
Quote from: Wafflerim on June 24, 2017, 01:42:46 PM
Uh, hello. I'm experiencing a rather annoying bug in which I can't research the electric stove and the other buildings in that research. Using A17B.

Hi! the electric stove doesn't have research in my mod anymore. And are you just not seeing the research under my tab?

Quote from: neltnerb on June 24, 2017, 03:33:30 AM
Probably a bug -- I planted olive trees, but they do not show up in the fruit category, I cannot make compost with them, and none of the recipes allow for them. But they do show up under the "Vegetarian" heading in the Stockpile menus. Seems unlikely that this was intentional.

Probably not a big -- I cannot use haygrass for making compost. Probably you intended it that way.
The olives were a bug that I found. But hay should be in the compost recipe. I will look into both.

Quote from: Canute on June 23, 2017, 03:52:53 AM
dismar,
i notice you can use salt for most regular meal recipes as ingredent.
But salt don't got any nutri. and i tryed to made a simple meal just out of salt but that didn't work.
Looks like the cook just add salt randomly to the meal, if it is in reach.
If this isn't intended, i suggest to move salt from ingredent to resource.

HI canute! I spend the week fixing all the weird salt related bugs. In the next release they should all be gone. thnx
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: 2xbon on June 24, 2017, 03:54:03 PM
Hello mod author, is it possible to like "disassemble" this mod to smaller mods?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Canute on June 24, 2017, 05:24:13 PM
In what kind of part do you want it ? Maybe some other mod allready exist for your wishes.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: neltnerb on June 24, 2017, 05:33:57 PM
Quote from: dismar on June 24, 2017, 02:54:06 PM
The olives were a bug that I found. But hay should be in the compost recipe. I will look into both.

The specific situation is using a compost machine and a hopper. The hopper storage does not allow for hay (or olives).
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: jts1702 on June 24, 2017, 10:01:02 PM
Yet re-reading the mod description. Just realized that you intended chocolate muffins to be baked as batches of 12?
Last time I recall, they came in batches of 4.
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Vane on June 25, 2017, 12:53:38 PM
Can't seem to find the download for A17?
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: dismar on June 25, 2017, 12:59:12 PM
Quote from: Vane on June 25, 2017, 12:53:38 PM
Can't seem to find the download for A17?

The big "Download version 5.4" link on the main page is a17
Title: Re: [A17] Vegetable Garden [5/28/17]
Post by: Vane on June 25, 2017, 01:07:49 PM
Quote from: dismar on June 25, 2017, 12:59:12 PM
Quote from: Vane on June 25, 2017, 12:53:38 PM
Can't seem to find the download for A17?

The big "Download version 5.4" link on the main page is a17

Ah thanks heaps mate! I was looking at the bottom :/
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dismar on June 25, 2017, 10:27:06 PM
This might not be save friendly! Backup and be warned!
Build 8 now on the forums!! Steam uploads tomorrow.

Lots of patching!
-Cuprodrinks will merge the coffees together now. His grow in the wild, mine are grown. Only one type of coffee bean. His coffee is brewed at the electric stove and mine at a prep table or campfire. If both mods are loaded.

-Animal Feed Trough if loaded now adds Silage to it's list.

-Fishing Industry Added a new sushi recipe and adds fish to the other sushi recipes.

-Fallout patch added the vegetables and fruits to my recipes.

6/25/17 Build 8
- Sushi fully added (recipe, patches, items)
- Compost Starter, added animal feed
- tribal medicine kit recipe adjusted.
- Fallout Patch added.

6/23/17
- Sushi added. 3 types.
- Patch added for Fishing Industry.

6/17/17
- Salt issues fixed.
- Patch added for Animal Feed Trough.

6/10/17
- coffee reworked to work with cuprodrinks
- patch removes planting of cupro coffee trees
- old rawwcoffee replaced with coffee beans.

6/6/17 Build 7
- Recipe work around fixes game breaking bug.
- Always on sunlamps added.
- Electric research for the fertilizer machine.

6/5/17 Build 6
- Recipe fix

6/4/17 Build 5
- bulk bandage recipe
- olives fixed.
- fixed bases for sunlamps etc.

6/3/17 Build 5
- Chinese lang. added
- Plasteel Thread added
- Research for advanced cloths added
- Recipes changed for advanced cloths
- Glitterworld medicine and research added
- Ambrosia research and sowing added
- Immature art work for over 17 plants added
- Vastly reduced the steel used at the canned table
- Salt moved to resource cat. issue with recipes

5/30/17 Build 5
- Spelling error
- herb med kit now tribal med kit. crafting spot / drug lab.
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: Tanelorn on June 25, 2017, 11:17:09 PM
Great! What changed with compost starter?
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: cuproPanda on June 25, 2017, 11:28:09 PM
Can confirm, didn't work on my save using the old version. I want that nigiri though!

EDIT: Actually, I forgot to change the load order. Make sure the new version is loaded at the same position as the old one. It's working for me now :)
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.
The action descriptions for sushi-making are still "making a fine meal."

Also, recommend you give some health benefits to the new sushi recipes to balance with other existing bulk menus.
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dismar on June 26, 2017, 04:18:50 PM
Quote from: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.

You have to load the fishing mod to get fish.
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: jts1702 on June 26, 2017, 09:41:03 PM
Quote from: dismar on June 26, 2017, 04:18:50 PM
Quote from: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.

You have to load the fishing mod to get fish.
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?


(Aside: can't all mod makers standardize? So far I've already got two kinds of "cheese" - one from VG and one from Medieval. Would love to have only one)
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dismar on June 27, 2017, 01:22:27 AM
Quote from: jts1702 on June 26, 2017, 09:41:03 PM
Quote from: dismar on June 26, 2017, 04:18:50 PM
Quote from: jts1702 on June 26, 2017, 04:15:23 PM
New sushi: Your recipes for vegetarian and normal makimono are the same - the regular ones offer no fish.

You have to load the fishing mod to get fish.
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?


(Aside: can't all mod makers standardize? So far I've already got two kinds of "cheese" - one from VG and one from Medieval. Would love to have only one)

Really most modders never talk to each other. And if you want to work nicely with each other a patch would have to be wrote. I spent three weeks writing patches to get mods to work nicely with mine or add features. There just a lot of mods out there...
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dburgdorf on June 27, 2017, 01:28:04 AM
Quote from: jts1702 on June 26, 2017, 09:41:03 PM
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?

I'll be updating "Basic Bridges" soon, and I should be able to set it to use the sushi recipe from "Vegetable Garden" instead of its own sushi recipe, if "Vegetable Garden" is present in the mod list. A simple patch should be sufficient for the purpose. ;)
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dismar on June 27, 2017, 01:44:13 AM
Quote from: dburgdorf on June 27, 2017, 01:28:04 AM
Quote from: jts1702 on June 26, 2017, 09:41:03 PM
Ahh - I use the fishing spot from Basic Bridges, which offer large and small fish, eel, and squid.
Any way to get compatibility for that?

I'll be updating "Basic Bridges" soon, and I should be able to set it to use the sushi recipe from "Vegetable Garden" instead of its own sushi recipe, if "Vegetable Garden" is present in the mod list. A simple patch should be sufficient for the purpose. ;)

Ah see I didn't even know dburgdorf had fishing lot alone recipes for it! I was just re-adding my very old Sushi recipes from like alpha 11ish for cuproPanda! which all the art is credited to him.
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: Canute on June 27, 2017, 03:24:14 AM
I miss the good ol times of modpacks.
When some motivated modder create packs with nearly most mods and made them compactible to each other and remove double feature.
But dismar keep up your good work, i bet most of the modded colonies your mod feed the pawns ! :-)
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: onerous1 on June 28, 2017, 11:53:15 AM
Any idea how to make the wild healroot in the game look like the artwork in Vegetable Garden?
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: Jedi0n on June 28, 2017, 12:01:42 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
dismar Mods

Change log : Moved to About folder in MOD.

It's hard to follow your update methods. It may seem easy to you and is understandable. Many developers early on don't realize how confusion is off putting to many. Please for the love of all, set up a Github (or if you're intuitive and brave enough an SVN repository!!!) so we can all get your latest updates with ease! Thank you for the great work here otherwise!
Title: Re: [A17] Vegetable Garden [6/25/17]
Post by: dismar on June 28, 2017, 12:05:14 PM
Quote from: Jedi0n on June 28, 2017, 12:01:42 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
dismar Mods

Change log : Moved to About folder in MOD.

It's hard to follow your update methods. It may seem easy to you and is understandable. Many developers early on don't realize how confusion is off putting to many. Please for the love of all, set up a Github (or if you're intuitive and brave enough an SVN repository!!!) so we can all get your latest updates with ease! Thank you for the great work here otherwise!

nope
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: dismar on June 28, 2017, 07:43:26 PM
6/28/17 Build 9
- Small code issue fixed.

6/28/17 Build 8
- Mead patch added.
- alcohol barrels have better descriptions.

6/26/17 Build 8
- sushi recipe updated.
- added cupro's newest coding for alcohol barrels (fixes hauling issues)
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: Mufflamingo on June 28, 2017, 08:07:03 PM
Quote from: dismar on June 28, 2017, 12:05:14 PM
Quote from: Jedi0n on June 28, 2017, 12:01:42 PM
Quote from: dismar on May 07, 2015, 10:52:34 AM
dismar Mods

Change log : Moved to About folder in MOD.

It's hard to follow your update methods. It may seem easy to you and is understandable. Many developers early on don't realize how confusion is off putting to many. Please for the love of all, set up a Github (or if you're intuitive and brave enough an SVN repository!!!) so we can all get your latest updates with ease! Thank you for the great work here otherwise!

nope

Oh my god. I love that reply.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: PreDiabetic on July 02, 2017, 08:43:56 PM
I thought let's give VG another chance. But what I didn't like it that VG17 doesn't use new Xpac feature. It just re-add defs that cause compatibility issues with core or other mods. For example Stoves/campfire/brewery table etc.

I wish there is an alternate file only add Researches, Plants and Growing Boxes.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: Canute on July 03, 2017, 02:28:22 AM
Polenta , useless ??
Polenta is one of the potent nutration of the modpack. You can feed the most pawns if you grow corn, made bulk cornmeal, made bulk polenta and use polenta in your regular fine meal/sirfry/stew recipes as vegetable.
And Candy isn't bad either, give alot of joy your pawns are faster at work with one candy then when they play horseshoes or billiard.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: faltonico on July 03, 2017, 04:40:07 AM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?
Tough I would love to see how to do that... It can be a lot worst, like getting a dozen wooden feet from EPOE =s
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: moonra on July 03, 2017, 05:59:07 PM
It's useless when I have 200 fine meals, yes, I don't want my colonists having to go to the walk-in fridge to get it and I'm not gonna make another refrigerator to keep in the dining room.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: dismar on July 03, 2017, 08:01:53 PM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?

I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 03, 2017, 08:29:56 PM
I have spent all day writing patch's so that no vanilla table coding is over written in my mod. I also wrote a patch for anyone using Expanded crops. If anyone has a mod that needs a patch for mine let me know. I have around 6 or 7 already.

Thanks!

7/3/17
- meat pie added to oven and campfire
- barrels code by cupro ~ updated (errors gone)
- all vanilla tables patched out of the mod.
- Expanded crops patch.
- passive cooler "stuffed" any wood.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: faltonico on July 03, 2017, 08:39:01 PM
Thanks for the update!

Quote from: dismar on July 03, 2017, 08:01:53 PM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?

I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.
What i have noticed is that it looks as if the amount of stuff dropped depends on the value of the stuff, is there a hard coded value in silver? i have yet to receive an advanced power arm on one of those (lots of wooden crap though xD )
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: dismar on July 03, 2017, 08:44:32 PM
Quote from: faltonico on July 03, 2017, 08:39:01 PM
Thanks for the update!

Quote from: dismar on July 03, 2017, 08:01:53 PM
Quote from: moonra on July 02, 2017, 10:36:25 PM
I really like this mod but, man, it's pretty annoying that all I get from cargo pods now is a bunch of useless Polenta or some candy, is there any way to remove the food from this mod from the "loot table" for the cargo pods?

I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.
What i have noticed is that it looks as if the amount of stuff dropped depends on the value of the stuff, is there a hard coded value in silver? i have yet to receive an advanced power arm on one of those (lots of wooden crap though xD )

I believe it's like the raid system. Based on the wealth.

So your not going to get a bunch of plasteel at the start. More likely a bunch of leather or food. But later in the game i've seen gold and plasteel and costly things like that.

Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: faltonico on July 03, 2017, 09:18:10 PM
Thanks for the reply! I'll keep an eye on it, just out of curiosity.
And again thanks for the improvements =)
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: moonra on July 05, 2017, 12:22:38 AM
Quote from: dismar on July 03, 2017, 08:01:53 PM
I've been digging around and pretty much no. the loot from those pods are random from any item in the game tho they are weighted more for leathers cloth / food. but just glancing at the code it could be and item from the resource pool. hard coded in the game.

so if your game has it turned on. you will get some random thing in your pod.

Thanks for the explanation, I'm sad that I can't disable it because I think that will make me disable this mod. I like everything else about it, I just really don't care about all the different meals and candies and getting that in cargo pods all the time made me a bit salty towards this mod, quite the shame. Oh well, best of luck, dismar.
Title: Re: [A17] Vegetable Garden [6/28/17]
Post by: Canute on July 05, 2017, 12:51:49 AM
Quote from: moonra on July 05, 2017, 12:22:38 AM
Thanks for the explanation, I'm sad that I can't disable it because I think that will make me disable this mod. I like everything else about it, I just really don't care about all the different meals and candies and getting that in cargo pods all the time made me a bit salty towards this mod, quite the shame. Oh well, best of luck, dismar.
Or try to disable the cargo pod event at the scenario editor before you start your next colony.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Canute on July 06, 2017, 05:03:47 PM
I just notice, fruits got a nutri. of 0.12.
Is this a special reason for this number ? 
You will have alot overflow when you cook with fruits since most recipes are a based on the 0.05 value.
If this intend, forget this post, if not why not change fruits to 0.2 or 0.1 and adjust the harvest yield.

Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 06, 2017, 06:00:30 PM
Quote from: Canute on July 06, 2017, 05:03:47 PM
I just notice, fruits got a nutri. of 0.12.
Is this a special reason for this number ? 
You will have alot overflow when you cook with fruits since most recipes are a based on the 0.05 value.
If this intend, forget this post, if not why not change fruits to 0.2 or 0.1 and adjust the harvest yield.

fruits have had a nut of .12 since like alpha 11.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: SpaceDorf on July 08, 2017, 01:16:26 PM
@dismar
Concerning your Ressource Plants, would you consider moving the harvested plants to the "plant matter" bit of the raw ressources tree ?
It just makes more sense and helps me keep things in order, also having the ressource and ressource plants next to each other is really really confusing sometimes.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: jts1702 on July 09, 2017, 11:14:22 PM
Re: Drug recipes

I noticed that you added bulk recipes for Ibuprofen, FluEz, Neutroflower-Neutronamine, and Antibiotics. Great.
But, Penoxycyline and other vanilla drugs (including go-juice, the coke psychoid drugs, etc. do not have bulk recipes. Can you rectify this by providing bulk recipes for them too?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Canute on July 11, 2017, 06:30:30 AM
dismar,
if you get bored. Why not install the new sunlamp power policy to the adv. hydroponics too ? When the sunlamps get turned off, the adv. hydroponic reduce their power to 70W like the standard hydroponics.

Btw. hydroponcis + Skylight from dubwise is like cheating, you don't need a sunlamp. But the light events affect them.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: stigma on July 11, 2017, 10:30:44 AM
Quote from: Canute on July 11, 2017, 06:30:30 AM
dismar,
if you get bored. Why not install the new sunlamp power policy to the adv. hydroponics too ? When the sunlamps get turned off, the adv. hydroponic reduce their power to 70W like the standard hydroponics.

Btw. hydroponcis + Skylight from dubwise is like cheating, you don't need a sunlamp. But the light events affect them.

It's essentially just the same as putting hyroponics outdoors isn't it? So I don't see it as an exploit. Of course - if you are in a very cold climate and need to artificially keep your crops warm then you can't easily keep the roof of to allow sunlight in (well, you can, but you will need MUCH more heating). The skylights just let you make a effectively a greenhouse. Sunlamps are still a little bit more efficient at delivering optimal light even during dusk and dawn.

Maybe the skylights should be unable to provide full daylight to make it more of a tradeoff - and maybe cost a bit more (but that's not a part of vegetable garden after all).

-Stigma
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: AngleWyrm on July 11, 2017, 10:49:41 AM

(https://s-media-cache-ak0.pinimg.com/564x/28/f3/a3/28f3a3884886a71532cca7d2d9c4852d.jpg)
Quote from: stigma on July 11, 2017, 10:30:44 AM
Quote from: Canute on July 11, 2017, 06:30:30 AM
...hydroponcis + Skylight from dubwise is like cheating, you don't need a sunlamp. But the light events affect them.

It's essentially just the same as putting hyroponics outdoors isn't it? So I don't see it as an exploit.

The way I heard it,
It's only cheating if it's good for you.
If it's bad for you then it's a challenge.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: stigma on July 11, 2017, 12:26:56 PM
After using vegetable garden for a little bit now I have a few quick points of feedback:

CRAFTING CONFUSION
- Some of the crafting stuff added is very unintuitive when it comes to skills. After having to experiment a lot I've figured out that mining salt is a mining priority - yet it seemingly uses crafting skill (improved crafting mod helped me here by telling me what skill is relevant). Unless you just happen to have a pawn that is both set up to craft and mine you can easily not be able to get anyone who is actually good at this job do it because they are technically not miners - and this can be VERY confusing an is never explained anywhere as far as I can see. I think that either a single skill should be used for everything if possible - or if it is technically difficult to make this work then a clear description in the worktask is desperately needed.

-Crafting tribal medicine kits is a little similar. A crafting priority, but seems to use medicine as the relevant skill-check. I think a better description in the worktask would make this clearer.

TRIBAL MEDICINE KITS (ingredients)
- The recipe for tribal medicine kits seems a bit weird. Currently 2 hops, 2 smokeleaf and some leather. It does not use any healroot. Why? It would be much more intuitive if this upgraded your herbal medicine (and maybe stretched it out a bit to provide a better amount of medicine pr healroot) rather than being totally separate. As it is, healroot becomes pointless once you start producing tribal medicine kits. Maybe it should be 3hop/3smokeleaf/1leather/2healroot => 2-3 tribal medicine or something along those lines so that healroot and herbal stays relevant but you can improve quality and effective use by upgrading it with work.

INFORMATION OVERLOAD / FLUFF
- Consider having a "light" version of the mod. While a lot of the basics in this mod are great and offer completely new functionality and possibilities the sheer amount of new crops and recipes can be daunting. I almost passed on it because I felt it looked "too bloated" (I'm glad I didn't now, but it took me hours to figure out what crops and recipes to focus on and which ones are there mostly for extra flavor and options). I think that a "light" version that trims down many of the plants and recipes that do pretty similar things would be a great way for new people to see if they like it before they go balls-to-the-wall and get like 30 crops they have to decide between when they start planting - not to mention even more recipies.

While I appreciate that advanced players can have a lot of flavor variety to play with I think that a LOT of both the crops and the recipes (especially the high-level baking and treats) could probably be cut down by as much as 60-70% and still retain most of the essentials - just with less variety.

There can be such a thing as "too many options" and I think a sign of a quality mod is to trim the fat where it can. Stuff like squash and tomato being virtual carbon-copies of eachother is just an especially poignant example.

SOIL BALANCE
- First of all the info on this page is out of date it seems. Description says the enhanced soils are 150%/200% but in my game now (using latest version build 10) it is 120%/160%. I like that it doesn't seem overpowered now. If anything it's maybe a little weak for all the work and resources you need to make fertilizer. Maybe a +10% to both would be in order, but it is hard to say without numbercrunching.

My main complaint is that garden soil (120%) for 10 fertilizer seems to be totally outclassed by plowed soil (160%) for 15 fertilizer. Except that you need one extra research - why would you ever want to spend valuable fertilizer on garden soil? I am always going to saving it for plowed soil as far as I see it. It doesn't seem like it would ever be worth it to use garden soil as a stepping stone - and NEVER useful once you can make plowed soil (much less extra fertility added pr. fertilizer so it is very inefficient use even not considering that you eventually want to upgrade).

My opinion is that garden soil should use much less fertilizer than plowed soil so that even if you have both they can both be viable. Garden soil if you have a lot of space but little fertilizer, plowed if you need maximum yield in a small package. That way they are both useful and relevant options and not just a straight upgrade.

Maybe something along these lines:
- Keep plowed soil at 15 fertilizer (no change)
- Change garden soil to 3 fertilizer. It seems a drastic change, but I think it needs this to remain a viable option.

With these values:
- Plowed soil is 3x more dense in terms of added fertility (+60% vs +20% pr tile), so great for space/travel efficiency or if you just have loads of fertilizer.
- Garden soil +67% more efficient use of fertilizer (for 15 fert. you can get a total of +100% fertility added instead of +60%). Very effective use of limited resources if you have much space and manpower.

Before you think "+67% seems like a lot" - keep in mind that it is much more optimal to give super-sensitive crops very high fertility than to let most of your crops have +20% because many plants can't benefit as much from it - so there is inherently a lot of weakness in spreading out the fertility instead of being able to focus it - and not just in terms of needing extra space.

MOATS
Very cool - but very powerful.

I think maybe they should need some resources to build other than work. Anything that you can build with nothing but work is very powerful (and efficient due to not needing any hauling at all).

Maybe should require some "pile of dirt" ? 2 or 3 units perhaps?

CROP BALANCE
- After having made a huge spreadsheet (actually updating one for vanilla made by another user to include vegetable garden) I think that crop balance seems pretty good so far. overall At least not much jumps out at me as being obviously overpowered. I still feel that meat-substitutes (while a good idea) are a little OP mostly because red lentils (0.12 nut.) have a nutrition/day yield that is about the same - or even slightly better - than many vegetable crops like potatoes/tomatoes/corn ect. While it is cool to have a growable meat as an option I don't think it should be nearly this convenient. Meat ought to be significantly harder to come by than vegetables since you need it to make fine and lavish meals for mood bonuses. If you can make "meat" as easy as vegetables then you never have a reason to want to make simple meals. I think the nutrition of red lentils (and mushrooms to a lesser extent) need to go down by maybe as much as half for this to be better balanced, to keep meat as a relative luxury in cooking, and to not trivialize hunting, animal farming and other sources for meat.

I still haven't played long enough to get to many of the advanced crops (trees mostly) and the fancy cooking - I will provide feedback on that when I feel I have a stronger grasp on it.

If people want to look at "my" spreadsheet breakdown of yields and work effectiveness let me know if there is a demand. I am happy to share - but I will need to clean it up a bit and add a few missing crops here and there to make it complete before I feel it is good enough to publish.

Sorry for the wall of text - but hopefully this provides good feedback.
If you think I am wrong about something here - let me know and tell me why. It is perfectly possible I have just misunderstood something. I am still new to vegetable garden :)

-Stigma
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: stigma on July 11, 2017, 12:35:08 PM
Quote from: AngleWyrm on July 11, 2017, 10:49:41 AM
The way I heard it,
It's only cheating if it's good for you.
If it's bad for you then it's a challenge.


I guess it depends a lot on what climate you play.
In a jungle it's basically just outdoor hydroponics - so no big deal.
On an ice-sheet it's amazingly powerful in terms of saving power (and yea, probably removes a lot of the food difficulty there).

I think I will contact the author of that mod and see if maybe it could be a good idea to make skylights make less light - so they work more like a energy-free lamp and less like an energy-free sunlamp (or maybe something half-way between with an increased buildcost).

-Stigma
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: carpediembr on July 13, 2017, 09:18:16 AM
Not sure where I should be asking, but I'm runing Vegetable garden + Seeds Please and I'm having trouble trying to find "useless coffee beans"

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


Anyone got an idea?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 13, 2017, 09:26:04 AM
Why do you need a useless coffee bean? It's not useful or used in anything
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: carpediembr on July 13, 2017, 09:38:06 AM
Quote from: dismar on July 13, 2017, 09:26:04 AM
Why do you need a useless coffee bean? It's not useful or used in anything
In order to craft Coffee seeds.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: lorebot on July 13, 2017, 02:11:07 PM
Quote from: carpediembr on July 13, 2017, 09:18:16 AM
Not sure where I should be asking, but I'm runing Vegetable garden + Seeds Please and I'm having trouble trying to find "useless coffee beans"

Anyone got an idea?

I believe that's a conflict between the 2 mods. Vegetable Garden has 2 coffee beans in the mod atm, one of them is old and the other is new. The old one is being phased out and has been changed to a 'useless' variety that you can't obtain without using Dev Mode or buying it from certain traders that still have it listed in their available items stock lists. It looks like Seeds Please is trying to use the old beans to extract seeds from instead of the new beans. That's something that'll need to be addressed by the mod authors.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: scyther on July 19, 2017, 08:04:26 PM
I don't know if I'm missing something, but I can't seem to get the compost starter actually IN the compost box. I've got a whole bunch (>250) of compost starter, but none of my pawns are putting it in the boxes. Help?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Cayprol on July 22, 2017, 08:49:07 AM
Hi, I recently came across your mod and made a few short runs out of it.
Thank you very much for the effort.

Just want to report sort of a bug I found.
The item Bread has two spoil time.
I think that's because in Items_meals.xml, Bread is inheriting VG_MealRottable which already uses class CompProperties_Rottable for allowing rotten , but adding another will simply add one more line of spoil time.

[attachment deleted by admin due to age]
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 22, 2017, 12:30:45 PM
Quote from: Cayprol on July 22, 2017, 08:49:07 AM
Hi, I recently came across your mod and made a few short runs out of it.
Thank you very much for the effort.

Just want to report sort of a bug I found.
The item Bread has two spoil time.
I think that's because in Items_meals.xml, Bread is inheriting VG_MealRottable which already uses class CompProperties_Rottable for allowing rotten , but adding another will simply add one more line of spoil time.
thanks
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Sefiriot on July 23, 2017, 01:53:05 PM
Quote from: stigma on July 11, 2017, 12:35:08 PM
Quote from: AngleWyrm on July 11, 2017, 10:49:41 AM
The way I heard it,
It's only cheating if it's good for you.
If it's bad for you then it's a challenge.


I guess it depends a lot on what climate you play.
In a jungle it's basically just outdoor hydroponics - so no big deal.
On an ice-sheet it's amazingly powerful in terms of saving power (and yea, probably removes a lot of the food difficulty there).

I think I will contact the author of that mod and see if maybe it could be a good idea to make skylights make less light - so they work more like a energy-free lamp and less like an energy-free sunlamp (or maybe something half-way between with an increased buildcost).

-Stigma

IIRC he can't do that due to some coding issues from the base game; seems to be all or nothing.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Lelanti on July 31, 2017, 05:41:46 PM
Hey, I need a little help with this mod

I just started using this mod, and before Winter I need to make parkas. I was going to use cotton but with this mod cotton plants don't give you actual cotton, I received cotton bolls. I made a loom, but it says I don't have the materials to make cotton, it requires cotton fibre but all I harvested from the cotton plant was cotton bolls and it doesn't seem to work when I want to use the cotton bolls.

Can you guys help?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 31, 2017, 05:57:55 PM
Quote from: Lelanti on July 31, 2017, 05:41:46 PM
Hey, I need a little help with this mod

I just started using this mod, and before Winter I need to make parkas. I was going to use cotton but with this mod cotton plants don't give you actual cotton, I received cotton bolls. I made a loom, but it says I don't have the materials to make cotton, it requires cotton fibre but all I harvested from the cotton plant was cotton bolls and it doesn't seem to work when I want to use the cotton bolls.

Can you guys help?

Some other mod is overwriting what my cotton plants produce. You'll have to post the list here or figure out on your own which mod is doing it. So we can figure out how they make cloth.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Lelanti on July 31, 2017, 06:03:36 PM
https://i.gyazo.com/d03fea53c3508eacb7db35bf71e9910d.png

There is all my mods
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on July 31, 2017, 06:11:25 PM
Quote from: Lelanti on July 31, 2017, 06:03:36 PM
https://i.gyazo.com/d03fea53c3508eacb7db35bf71e9910d.png

There is all my mods

Oh you have extended fabrics running.  I think you just make cloth at the tailoring station in that one.

It will conflict with my mod making some of the loom recipes unusable. But you can make cloth still! :P
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Lelanti on July 31, 2017, 06:19:16 PM
I think that was it! Thanks for your help :D
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Wilponderroci on August 05, 2017, 09:23:45 AM
I love this mod.

I have stopped using it though.

I actually have a huge problem with not using it. (its just so good)

I find it has to many overlaps with other mods that use similar things.

it overlaps with any gardening centric mod or fertilizer production system, food production mod or anything that adds extra plants or cultivatable flora.

it is specifically not acting in a harmonious fashion with TropicKAPP or Medieval Times.
Two of the most essential mods out there.     

I also do not appreciate the resource plants. I love the idea! Dont get me wrong. I WOULD REALLY appreciate them IF I ever played flat maps... you see, I would totally dig it. (literally) :)

This mod deserves to be on the front page of the releases Thread every day! (it is in steam too!)

Please make it more modular or give it an options menu so we can select which cheese makes pizza, which cloth or bench does what or what type of coconuts you can get milk from. (there are many others)

As well as a number of other little tweaks.  (Some of what stigma says makes sense). 

For now I have, with a very heavy heart taken my first favorite mod out of my rotation. :'(

This is one of the types of work I would be willing to throw coffee money at if it was improved because I really dont want to not use it.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: LiteEmUp on August 06, 2017, 02:33:15 AM
Quote from: Wilponderroci on August 05, 2017, 09:23:45 AM
I love this mod.

I have stopped using it though.

I actually have a huge problem with not using it. (its just so good)

I find it has to many overlaps with other mods that use similar things.

it overlaps with any gardening centric mod or fertilizer production system, food production mod or anything that adds extra plants or cultivatable flora.

it is specifically not acting in a harmonious fashion with TropicKAPP or Medieval Times.
Two of the most essential mods out there.     

I also do not appreciate the resource plants. I love the idea! Dont get me wrong. I WOULD REALLY appreciate them IF I ever played flat maps... you see, I would totally dig it. (literally) :)

This mod deserves to be on the front page of the releases Thread every day! (it is in steam too!)

Please make it more modular or give it an options menu so we can select which cheese makes pizza, which cloth or bench does what or what type of coconuts you can get milk from. (there are many others)

As well as a number of other little tweaks.  (Some of what stigma says makes sense). 

For now I have, with a very heavy heart taken my first favorite mod out of my rotation. :'(

This is one of the types of work I would be willing to throw coffee money at if it was improved because I really dont want to not use it.

question since i use both medieval times and vegetable garden mod: what "problems" does this mod do with medieval times??
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Wilponderroci on August 07, 2017, 03:18:33 PM
the similar food items (cheese) that are created at different workbenches cannot be used with vegetable garden. All dried foods and jerked meats etc will be considered regular ingredients for recipes and consumed as well as canned, pickles etc. They are considered as one ingredient instead of a meal.  The little differences you might not notice. They certainly "work fine" meaning no errors. They do not work however as far as being aware of each others ingredients and using them accordingly. For instance I can make salted meat which takes 10 meat. I can then turn that into jerked meat and vice versa. I can also have 50 cheese and 200 tomatoes and all the flour etc I need to make pizza and I cant make a pizza bc its cheese from the medieval mod (correct me if im wrong but it was shit like this that made me stop using it, and the silly massively labor intensive resource plants).  I really wish I could have the oven and the prep table included with just the neutro flowers and extra vegetables in a stand alone.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Madman666 on August 08, 2017, 03:25:18 AM
I must say plowed soil now is damn hard to construct with 15 fertilizer per tile. Unless you are getting raided literally every 5 minutes and making fertilizer out of lead stuffed raiders. Even one sunlamp worth of land needs 1300+ fertilizer, which is kind of crazy, in fact to the point of hydroponics being easier to construct and having better grow times. Its not only the sheer amount of food\wood you need for fertilizer, its the time you need to process all that into compost starter and then to fertilizer as well. I guess its balanced in its own way, but I liked it more, when it was straightforward nutrition to fertilizer, not to compost then fertilizer. Too much worktime for cooks. Plowed soil price could use a small decrease, because no matter how ridiculous it sounds - you can get steel and components faster than fertilizer in required amounts - so hydroponics are better.

But thats just my thoughts after latest run, thanks as always for this awesome mod)
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: alsoandanswer on August 08, 2017, 08:43:57 AM
i cant replace soil on marsh

it says the terrain here cannot support this
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on August 08, 2017, 06:50:57 PM
Quote from: alsoandanswer on August 08, 2017, 08:43:57 AM
i cant replace soil on marsh

it says the terrain here cannot support this

You have another mod over writing the terrain def. You can try moving the load order of my mod around... but more then likely it's just broke due to the other mod.

And Thanks for the feed back Wilponderroci and Madman666. I will be looking into those things for the future. Like Medieval patch and soil cost. I don't currently use the medieval so it will take me time to look though it and see what is being done.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Canute on August 09, 2017, 02:52:17 AM
Madman666,
did you try to use the VG together with Fertile field mod ?
https://ludeon.com/forums/index.php?topic=33063.0
This will adust some fertilizer cost and how fertizlier are made.
Make sure that "Fertile Fields" appears *after* "Vegetable Garden" in your mod load order.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Madman666 on August 09, 2017, 02:15:15 PM
Quote from: Canute on August 09, 2017, 02:52:17 AM
Madman666,
did you try to use the VG together with Fertile field mod ?
https://ludeon.com/forums/index.php?topic=33063.0
This will adust some fertilizer cost and how fertizlier are made.
Make sure that "Fertile Fields" appears *after* "Vegetable Garden" in your mod load order.

Thanks for the advice, I guess I'll try it out next run.

As for the feedback - I am glad to provide it, it is a fun experience playing with VG. Couple more things I would like to point out - vanilla Rimwolrd A17 changed some values in growtimes and crop yields, couple most worth of note - devilstrand got 100% fertility sensitivity and cotton as well. You adjusted devilstrand to vanilla level, but left cotton with 70% sensitivity and flax with atrocious 40%, which is a bit harsh considering you also need to process raw ingredients into cloth types. And it also takes away the sweetness from advanced hydroponics, which are not easy to set up en masse. Not to mention devilstrand is kind of easier to get lategame than flax now, because of raised sensitivity. I'd raised sensitivity on both flax (at least to 70-80% to let players take advantage from hydroponics) and cotton (to vanilla 100% my mistake, vanilla actually has 70%, instead maybe lower work amount needed for processing cotton a bit... by 1\4 or 1\3). Purely my own opinion again, its quite pleasantly playable even now, just a few rough edges here and there.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: neltnerb on August 11, 2017, 02:18:06 AM
Quote from: Madman666 on August 09, 2017, 02:15:15 PM
Not to mention devilstrand is kind of easier to get lategame than flax now, because of raised sensitivity. I'd raised sensitivity on both flax (at least to 70-80% to let players take advantage from hydroponics) and cotton (to vanilla 100% my mistake, vanilla actually has 70%, instead maybe lower work amount needed for processing cotton a bit... by 1\4 or 1\3). Purely my own opinion again, its quite pleasantly playable even now, just a few rough edges here and there.

I would concur, in my experience trying to balance flax/devilstrand/cotton to make hyperweave I'm surprised that I need nearly as many flax field space as devilstrand, with barely any cotton field. Even with making bandage kits for medicine.

I haven't done the math, but intuitively I'd expect that field space would be more like 1:2:5 rather than 1:5:5.

Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on August 11, 2017, 11:00:02 AM
Well you guys figure out a good balance and let me know  I've been busy at work no time to mod...
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Madman666 on August 11, 2017, 04:11:17 PM
I'll fiddle around with values, but balancing is rather subjective thing, what feels right to me, might be completely wrong for pretty much everyone else. I feel like stat wise flax should be between cloth and devilstrand, since it gives better stats than cloth, but not nearly as good as devilstrand. Because of high sensitivity, you can actually grow devilstrand slightly faster than flax which doesn't feel right. So I think a slight adjustment to flax's sensitivity is in order. Or devilstrand sensitivity nerf. I don't really like insanely long grow times (since it makes you use much larger fields to get what you need in one go and that can be done only on a big map, which often makes my PC suffer), so I'd go for flax sensitivity buff. I guess I'll fiddle around with values for my own run and if I find illusive equilibrium - I'll make a suggestion. Having fun with it anyways.

By the way - will you be implementing a universal fermenting barrel anytime soon? I think I saw you posting in a universal barrel mod thread. Just interested.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on August 11, 2017, 04:26:39 PM
I already have the base code from the barrel built into my mod. No need to use that one.

And yes balancing does suck.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: lakajadiwa on August 11, 2017, 05:42:40 PM
Is there any possibility of decreasing the chances of food spawning with cargo pods? This is honestly one of my main issues with the mod, that cargo pods constantly land with things like chocolate or tea. Thanks!
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Madman666 on August 11, 2017, 06:37:09 PM
Quote from: dismar on August 11, 2017, 04:26:39 PM
I already have the base code from the barrel built into my mod. No need to use that one.

And yes balancing does suck.

Good to know about the barrel. I guess working my ass off left me out of the loop. I'll say it again - having tremendous fun with the stuff this mod provides. I can't believe I used to avoid mods which add too much stuff. The only problem I am still having - breaking my eyes trying to choose the plant I want to sow in the zone. Small adaptable fonts are gouging my eyes out. I guess you didn't have the time or a way to circumvent that problem?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Canute on August 12, 2017, 03:25:49 AM
Quote from: lakajadiwa on August 11, 2017, 05:42:40 PM
Is there any possibility of decreasing the chances of food spawning with cargo pods? This is honestly one of my main issues with the mod, that cargo pods constantly land with things like chocolate or tea. Thanks!
No, if it can be traded, the trader will drop their junk into space and land before your feet.
If you don't want it at your base, keep it forbidden.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: SpaceDorf on August 12, 2017, 08:26:11 AM
Quote from: lakajadiwa on August 11, 2017, 05:42:40 PM
Is there any possibility of decreasing the chances of food spawning with cargo pods? This is honestly one of my main issues with the mod, that cargo pods constantly land with things like chocolate or tea. Thanks!

I always get Bricks from cargo pods .. do you want to trade ?
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: dismar on August 15, 2017, 03:56:38 PM
I always seem to get cloth or leather :(


I've been working on 3 huge patches today.
Medieval Times
TropiCKAPP
And another cupro patch for drinks. (a fix)

Should be out tonight.
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: kaptain_kavern on August 15, 2017, 04:05:54 PM
Seriously? You rock buddy.

About a timing, I was about to just start to think about compatibility between TropiCKAPP and VG.

If there is anything I can do about that on my side, just tell me. Thank you again ;-)
Title: Re: [A17] Vegetable Garden [7/3/17]
Post by: Fisty on August 15, 2017, 07:32:52 PM
Quote from: dismar on August 15, 2017, 03:56:38 PM
I've been working on 3 huge patches today.
Medieval Times
TropiCKAPP
And another cupro patch for drinks. (a fix)

Thank you dismar and kaptain_kavern!  :-*
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: dismar on August 15, 2017, 11:51:11 PM
Build 12 added to the Forums!

8/14/17
-Soil costs lowered
-Very large Medievil Timer patch added (still need to add medievil-cheese to some of my recipes)
-Soda garden items have been fixed/patched
-TropiCKAPP Rainforest patch added

7/28
- Ironwood removed from fuels

7/20
- bulk drugs recipes and research added
- bread fixed
- ironwood fixed
- misc other changes.

7/11/17
- lentils balance adjusted

Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: kaptain_kavern on August 16, 2017, 12:18:06 AM
Thank you for your time on the compatibility patch with my mod, buddy.

I've left a note on my workshop asking my users to keep rating your mod ;-)
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Madman666 on August 16, 2017, 01:45:03 AM
Oh, how nice! Medieval Times patch! Aaawesome.
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: InsanePlumber on August 16, 2017, 01:47:18 AM
Hello dismar,

As your modification uses a lot of PNG files I would like to draw your attention to a very cool free tool     
JPEG & PNG Stripper (http://www.steelbytes.com/?mid=30) that allows you to get rid of all metadata information (https://en.wikipedia.org/wiki/Extensible_Metadata_Platform).

Example for Build 12:
[scanned 320 image files, total 4 MB, shrunk 280 files, saved 879 KB, avg 3 KB, errors 0, warnings 0]

Maybe it's not much but it's always something in the direction of optimization and modified files are not subject to any quality deterioration.

Regards
Insane
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Hydromancerx on August 16, 2017, 02:02:23 AM
(http://i.imgur.com/92NLXXZ.png)

What category is the Digging Spot under?
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Fisty on August 16, 2017, 06:16:32 AM
Garden tools
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Fransalvo on August 16, 2017, 07:10:43 AM
many thanks to dismar for your effort into this mod,
i've been using your resource crop mod since a16, and it's better than some infinite drill IMO..
is there any update for the resource mod for a17 ? dropbox link showing a16 version only..

thank you so much for your attention and/or consideration :D
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Hydromancerx on August 16, 2017, 12:48:05 PM
Quote from: Fisty on August 16, 2017, 06:16:32 AM
Garden tools

I don't see that. I also use Rainbeau's Fertile Fields. Note i loaded it after VG. Is that mod blocking the Digging Spot?
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: voncruxz on August 16, 2017, 04:42:27 PM
Hi guys. Need to double-check something. The candies, Hard Candy, Caramel and Taffy, used to give a visible mood boost for me in earlier versions of VG but they don't right now for me. Is this something that is no longer visible in the mood buffs list or is it some of my other mods screwing it up? ^^

Worth mentioning, I'm not running the latest release of VG, it is atleast a month or two old so if it something that was fixed within that span of time, let me know and I'll just update and hope save stays right ^^
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Fisty on August 16, 2017, 09:15:26 PM
Quote from: Hydromancerx on August 16, 2017, 12:48:05 PM
Quote from: Fisty on August 16, 2017, 06:16:32 AM
Garden tools

I don't see that. I also use Rainbeau's Fertile Fields. Note i loaded it after VG. Is that mod blocking the Digging Spot?

Most likely
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: dismar on August 16, 2017, 09:38:42 PM
Most likely
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: laokangz2 on August 16, 2017, 10:41:30 PM
thank you ,very like your mod, but I can not download from drop, could you upload as attachment or upload to Git hub? thank you
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Chaos17 on August 17, 2017, 03:21:58 AM
Quote from: dismar on August 15, 2017, 11:51:11 PM
Build 12 added to the Forums!

8/14/17
-Soil costs lowered
-Very large Medievil Timer patch added (still need to add medievil-cheese to some of my recipes)
-Soda garden items have been fixed/patched
-TropiCKAPP Rainforest patch added

7/28
- Ironwood removed from fuels

7/20
- bulk drugs recipes and research added
- bread fixed
- ironwood fixed
- misc other changes.

7/11/17
- lentils balance adjusted

Hi,

I've already your mod intalled can I just copy pasta this update ? I'm asking this because some mods recommend to remove orignal file.
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Canute on August 17, 2017, 03:36:07 AM
You allways should delete the old before you copy over the new one. Yes it it a bit more work, but you will avoid problems.

Quote from: laokangz2 on August 16, 2017, 10:41:30 PM
thank you ,very like your mod, but I can not download from drop, could you upload as attachment or upload to Git hub? thank you
Could you just try to replace the "0" at the end of the link with a "1", that force dropbox to send you the file direct without opening the drobbox window.
Here the modified link:
https://www.dropbox.com/s/33re5ii0m32te46/Vegetable%20Garden%205.4build12.zip?dl=1
When this works for you, you know how to get stuff from drobbox in future :-)
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Chaos17 on August 17, 2017, 06:33:43 AM
Thanks for the reply.
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: laokangz2 on August 21, 2017, 11:29:25 PM
also can not download it, by change 0 to 1 , the Nexus seems can download ,but the version is lower, can U update a lasted version ,very thanks
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: dismar on August 21, 2017, 11:37:16 PM
Quote from: laokangz2 on August 21, 2017, 11:29:25 PM
also can not download it, by change 0 to 1 , the Nexus seems can download ,but the version is lower, can U update a lasted version ,very thanks

Sure give me a day and I'll up load the next version.
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: Canute on August 22, 2017, 10:13:46 AM
about vegan egg substitute.
It is the first time i made them so far, because i want vegan food for my bee's beside their honey. And i just found them at cargo pods before.
I though you need tofu + pumpkin/banana, tofu for the white and  pumpkin/banana for the yellow.
But the current recipe just need one of the the things.
Title: Re: [A17] Vegetable Garden [8/15/17]
Post by: dismar on August 22, 2017, 07:41:43 PM
Quote from: Canute on August 22, 2017, 10:13:46 AM
about vegan egg substitute.
It is the first time i made them so far, because i want vegan food for my bee's beside their honey. And i just found them at cargo pods before.
I though you need tofu + pumpkin/banana, tofu for the white and  pumpkin/banana for the yellow.
But the current recipe just need one of the the things.

yea tried to keep it simple and give you a large choice of different things to make them.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: dismar on August 22, 2017, 09:27:16 PM
AH CRAP UPDATE!
Small update finishing off stuff some ppl asked for.  Steam, forums, and Nexus all up-to-date!!!

8/18/17
- cheese now called VG cheese
- medieval times patch complete
- language folder updated
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: ChJees on August 23, 2017, 06:25:08 AM
The greatest thing with this mod is that with sweet-rolls and coffee i can make quite Swedish colonies :P . Nothings like a good fika!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Sh1ne on August 28, 2017, 10:46:48 AM
I've been wondering, if all the different types of alcohol all count towards the same addiction? same with smokeleaves and cigarillos. As I don't want any addictions on my colonists. Also I was wondering which stuff I could stack up and how often my colonists can safely drink / smoke that stuff without addictions, like the information found for the vanilla drugs on the game wiki.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Madman666 on August 28, 2017, 12:13:44 PM
Quote from: Sh1ne on August 28, 2017, 10:46:48 AM
I've been wondering, if all the different types of alcohol all count towards the same addiction? same with smokeleaves and cigarillos. As I don't want any addictions on my colonists. Also I was wondering which stuff I could stack up and how often my colonists can safely drink / smoke that stuff without addictions, like the information found for the vanilla drugs on the game wiki.

Firstly all alchohol types count towards "alchohol addiction" and alchohol related health states, the way flake and yayo count towards psychoid addiction. And secondly there is no drinking\smoking "safely" as far as I know. Each time an item with addictiveness rate is consumed it rolls for addiction based on that rate. Ok, thats not right... At least for beer, smokeleaf, ambrosia and even wake up. I guess my info is outdated.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Sh1ne on August 28, 2017, 12:25:03 PM
Quote from: Madman666 on August 28, 2017, 12:13:44 PM
Quote from: Sh1ne on August 28, 2017, 10:46:48 AM
I've been wondering, if all the different types of alcohol all count towards the same addiction? same with smokeleaves and cigarillos. As I don't want any addictions on my colonists. Also I was wondering which stuff I could stack up and how often my colonists can safely drink / smoke that stuff without addictions, like the information found for the vanilla drugs on the game wiki.

Firstly all alchohol types count towards "alchohol addiction" and alchohol related health states, the way flake and yayo count towards psychoid addiction. And secondly there is no drinking\smoking "safely" as far as I know. Each time an item with addictiveness rate is consumed it rolls for addiction based on that rate. If you're unlucky - you can get an addiction from the first ever bottle of beer your guys gulped down.

according to the rimworld wiki on drugs you can have:
beer - 1 every 2.13 days safely -> so set to 1 every 3 days and you should never get an addiction if your colonists follow your drug plan,
smokeleaf every 2 days safely -> so set to 1 every 2 days,
wakeup every 3 days safely
ambrosia every 1.6 days safely -> so set to 1 every 2 days.

only go juice, yayo and flake are never safe and you can get an addiction from the first use if unlucky.

so now I am wondering if smokeleaf and cigarillos count towards the same addiction, and what the addiction values for the alcoholic drinks from this mod are. I would post a link to the wiki, but unsure if it would violate the forum rules.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Madman666 on August 28, 2017, 12:30:56 PM
Yeah, I get what you're wanting to know. Basically question is - can you use x of both tobacco and smokeleaf each N days safely or you need to choose one and not use other, because both count towards same addiction... Good question, I'd like to know that too. But most probably each dose of any type of alchohol does count towards same addiction, since they cause same moodlets, same health states and same addiction. The tolerance per dose values might be different though.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Divenity on September 01, 2017, 09:40:13 PM
Ran into a bit of an issue. Tribal medicine kits take leather to make, but they can't use blended leather. Not sure if this is an oversight or an intentional punishment for mindlessly setting "make blended leather forever" on a Tailor's Loom.

Sidenote, the tribal medicine kits say they take bandages, hops and smokeleaf to make on the front page of this thread, but they actually take leather instead of bandages, not sure if that was just changed at some point and the graphic on the OP was never updated to reflect that but not a big deal, figured I'd say something so it could be fixed if necessary.


Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: dismar on September 01, 2017, 09:45:05 PM
Quote from: Divenity on September 01, 2017, 09:40:13 PM
Ran into a bit of an issue. Tribal medicine kits take leather to make, but they can't use blended leather. Not sure if this is an oversight or an intentional punishment for mindlessly setting "make blended leather forever" on a Tailor's Loom.

Sidenote, the tribal medicine kits say they take bandages, hops and smokeleaf to make on the front page of this thread, but they actually take leather instead of bandages, not sure if that was just changed at some point and the graphic on the OP was never updated to reflect that but not a big deal, figured I'd say something so it could be fixed if necessary.

Weird about the blended leathers!

And the front page is Only updated at the start of an alpha. Sorry!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: kuroiyuki on September 10, 2017, 05:04:40 AM
how do u remove the soil since i dont want it anymore?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kori on September 19, 2017, 10:24:03 PM
God I love this mod, everything about it! Would never play without it anymore.

Thank you so much!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on September 20, 2017, 03:20:02 AM
Another believer !! :-)
No more larvish meals, Stew,pizza and burger for all !! :-)
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: tonsrd on September 20, 2017, 02:54:59 PM
only thing I dislike is making 1x or 2x meals ( I like 4x or 8x ) for less work (im using higher stack mod )
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Lexmechanic on September 20, 2017, 04:58:01 PM
In terms of compatibility, would it be possible to make mead from Apini (https://ludeon.com/forums/index.php?topic=31076.msg318241#msg318241) honey?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on September 21, 2017, 04:03:50 AM
Quote from: tonsrd on September 20, 2017, 02:54:59 PM
only thing I dislike is making 1x or 2x meals ( I like 4x or 8x ) for less work (im using higher stack mod )
If you got the resources, you can just made pot of stew, that give 8 meals.

Quote from: Lexmechanic on September 20, 2017, 04:58:01 PM
In terms of compatibility, would it be possible to make mead from Apini (https://ludeon.com/forums/index.php?topic=31076.msg318241#msg318241) honey?
Apini honey is allready a meal, not a resource.
You should mention it at the Apini mod, that it is label as vegetanle resources, like Insect jelly.
But i am happy with apini honey like it is, the perfect travel food.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kori on September 21, 2017, 06:06:06 AM
It would be very nice if we could see the special effects of each meal (higher metabolism, ...) as part of their ingame description.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Smellfungus on September 21, 2017, 08:46:42 AM
Something that's really been bugging me... Mushrooms are not a plant. They're a fungus.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on September 21, 2017, 09:06:23 AM
No Mushrooms are a plant, in the term you can plant and harvest them.
I think you mean they arn't vegetables, yep, and thats why you can use them as meat-replacement.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Smellfungus on September 21, 2017, 09:41:48 AM
*facepalm* I mean that mushrooms are not a plant, they are a different kingdom altogether. Plants, animals, fungi... others I can't call to mind right now. But I'm growing "mushroom plants," and that's totally wrong. Mushrooms ARE NOT a plant.

Also, you dont plant mushrooms, you cultivate them. It's handy to produce them in a growing zone, but really it would take a lot of work, depending on the mushroom. They generally require a quite precise heat, humidity, light and nutrient balance, and gettong them to grow can be terribly frustrating. Growing mushrooms on logs is particularly annoying, because of it fails you'll have spent 9 months nurturing nothing.

Regarding meat replacement: mushrooms contain all of the amino acids, unlike plant matter. They're what a mean when we talk about protein, and they make up all of our DNA. Their are precious few sources of all the amino acids beyond meat, but mushrooms are one of them. Another way to get all the amino acids are milk, eggs, and having a balance of beans and grains. Each give four of the seven kinds of amino acids iirc, and between the two you'll get the full range you need. This is the big reason why you get unhealthy vegetarians: they don't eat a balance of grains and beans. But yes, mushrooms are full of protein, and are pretty much the equivalent of meat when it comes to having a healthy diet! But they are definitely NOT PLANTS. It's like saying an oak tree is a majestic animal.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on September 21, 2017, 09:54:08 AM
Looks like we got a real fungi cultivator here ! :-)

Then you suggest to remove mushrooms from the growing zone list, and maybe add a special fungi-plant box with a smaller temperature range.

Or do you want anything like it is, and just mention that mushrooms are a fungus and not a plant ?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Smellfungus on September 21, 2017, 10:38:12 AM
Well, I  used to be vegetarian, have studied a bit of physics and chemistry and do want to try growing mushrooms but haven't the space. :p personally, I'd settle for losing the plant identifier, but it could be fun to have a proper mushroom growing set up. You can grow some mushrooms in a field type set up, ones that grow on manure particularly, by I'm only a bit familiar with ones that grow on dead wood so I couldn't tell you anything about it. :p Just so long as they're not called plants in happy!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Emagmo on September 22, 2017, 05:44:54 AM
This mod is always a must-have for me, but I would have few suggestions, if I may :)
First was the thing mentioned before, about mushrooms. They not only should be planted in different way - as fungus, they don't need much light to grow, so you should be able to cultivate them in dark areas and on unfertile ground also. Think about real life mushrooms, for example ones that grow in pine forests - soil in such places is in most cases just sand, under shallow layer of humus (It is in Poland at least, where a lot of forest areas are man-made on post agricultural areas), and yet the mushrooms grow well ;)
Also, there is one addition I would love to see in this mod. So, you're able to make may types of alcohol, but i thought about two more types: moonshine, and pure ethanol. Moonshine should be very cheap, and easy to make in large quantities, but very addictive, and slowly destructive for organs (Not sure if you can make something like this). Pure ethanol, on the other hand should be hard to produce (in real life it requires muti-step distillation), expensive and also addictive, but it can be used to fight infections (antibiotics are hard to obtain, especially in early game). I would love if you consider adding something like that to your mod ;)
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Smellfungus on September 22, 2017, 07:22:15 AM
Quote from: Emagmo on September 22, 2017, 05:44:54 AM
Moonshite
:P ;D ;D
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Emagmo on September 22, 2017, 08:54:03 AM
Just misclick, edited :D But "Moonshite" would be nice name for this kind of alcohol XD
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: SpaceDorf on September 22, 2017, 01:07:30 PM
Quote from: Emagmo on September 22, 2017, 05:44:54 AM
- soil in such places is in most cases just sand, under shallow layer of humus

Mushrooms grow there because of the shallow layer of humus and the very controlled and even climate beneath the pine trees.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Emagmo on September 22, 2017, 04:52:56 PM
Of course, almost every plant need humus (there are some exceptions), as it contains minerals required for growth. But there are many types of soil, and this type I was talking about, that one under pine forests (called "fallow soil"), isn't very fertile. So I just said, that mushrooms generally don't require very fertile soil.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kori on September 22, 2017, 06:57:43 PM
Quote from: Emagmo on September 22, 2017, 05:44:54 AM
Pure ethanol, on the other hand should be hard to produce (in real life it requires muti-step distillation), expensive and also addictive, but it can be used to fight infections (antibiotics are hard to obtain, especially in early game). I would love if you consider adding something like that to your mod ;)

+1
I really like the idea of ethanol to fight infections in the early game until you can produce antibiotics! That's great!
Cheap moonshine also sounds very good, as long as the negative effects aren't over the top (imo a mildly higher addiction rate would be enough).
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Jake on September 26, 2017, 01:46:06 AM
I'm a big fan of this mod, to the point where the old "Soda Garden" add-on inspired me to go and hit up Amazon to see if I could try out the more exotic ones in real life. But one thing has always bugged me: The way tea and coffee are handled. Making it in large batches and then sticking it in storage... As a dedicated coffee snob and a stereotypically English tea drinker, this disturbs me at a fundamental level.

Would it be feasible to create a "coffee machine" or "tea urn" building that functions a bit like the nutrient paste dispenser, in that pawns walk up to it and it dispenses tea or coffee while consuming some beans or tea leaves?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Empherasu on September 27, 2017, 10:46:09 PM
I've made a small patch for your mod so Vegetable Garden changes the thingCategories of Animal Feeding - NutriKibble (https://ludeon.com/forums/index.php?topic=35827.0) from Foods to AnimalFeed. It's really just a small change so NutriKibble is sorted correctly.
Feel free to add it to your next release.

[attachment deleted by admin: too old]
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: BlackCatTheGreat on October 03, 2017, 02:18:11 AM
Probably something that has already been asked, but can you make it so that the Tribal medicine kit counts as the Herbal medicine instead of normal medicine in the medicine priorities tab?? From what i can tell it seems the game takes medicine potency in account instead of being defined in the code or whatever for when medicine should be used. I have plenty of tribal medicine but none of it gets used because normal medicine gets a higher priority in the way it is. I could forbid my medicine stockpiles but i have a semi decent amount were i use it for more normal colonists, but not enough to use Willy Nilly.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kori on October 03, 2017, 07:59:52 AM
Quote from: BlackCatTheGreat on October 03, 2017, 02:18:11 AM
Probably something that has already been asked, but can you make it so that the Tribal medicine kit counts as the Herbal medicine instead of normal medicine in the medicine priorities tab?? From what i can tell it seems the game takes medicine potency in account instead of being defined in the code or whatever for when medicine should be used. I have plenty of tribal medicine but none of it gets used because normal medicine gets a higher priority in the way it is. I could forbid my medicine stockpiles but i have a semi decent amount were i use it for more normal colonists, but not enough to use Willy Nilly.

What you need is the Mod Medicine Patch (https://ludeon.com/forums/index.php?topic=33372.0).
It will show all additional medicine types in the health tab so you can set tribal medicine kits as default.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: BlackCatTheGreat on October 09, 2017, 07:02:52 AM
Sweet, thanks.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Divenity on October 10, 2017, 08:31:39 PM
Here to report the issue of: The bulk recipe for tribal med kits requires bandages, but the single craft recipe requires leathers. 
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Backstab1993 on October 14, 2017, 01:44:40 AM
Hi. First i wanna say that i have really enjoyed your mod. In depth and a variety of stuff to add on really makes it so much better than just making lavish meals. The Depth of gardening tools to farm faster and more efficient. just some great stuff.

That being said, i have finally decided to update to A17 now that most of the mods i use are Updated as well. Ive also gotten some more mods to check out and they are a bit daunting, not to mention additions to mods ive previously used. Due to a major change in the 'colony manager' mod, my play-style has severely shifted. Since i cannot queue up my workstations, my play-style has drastically changed and become much more daunting. Iwas wondering if you have any intentions to make the small standalones like resource plants, and stuff updated to A17? If so would a standalone based around the medicines be plausible/possible?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: BlueTressym on October 14, 2017, 01:37:33 PM
Quote from: Jake on September 26, 2017, 01:46:06 AM
I'm a big fan of this mod...
... one thing has always bugged me: The way tea and coffee are handled. Making it in large batches and then sticking it in storage... As ... a stereotypically English tea drinker, this disturbs me at a fundamental level.

Would it be feasible to create a "coffee machine" or "tea urn" building that functions a bit like the nutrient paste dispenser, in that pawns walk up to it and it dispenses tea or coffee while consuming some beans or tea leaves?

Seconding!  I also notice that a "teetotaller" can't drink tea!  This is terrible!  Is there any way to change this?  It just doesn't feel right for someone to see flake and tea as the same "ugh, drugs!"
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on October 14, 2017, 01:42:32 PM
Then they need to change that coffee/tea don't give an addiction anymore.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Madman666 on October 14, 2017, 03:41:41 PM
I agree. I do see the point in coffee\tea being addictive as you CAN get addicted to coffeine. But thats still at a habit level, that you can shake off without going berserk on every little thing. It should be like chocolate - just give a smallish boost to mood.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: RequiemFang on October 14, 2017, 06:56:44 PM
Be nice is Silage could be bulk made like kibble is.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Crustypeanut on October 18, 2017, 03:10:20 PM
Quote from: Jake on September 26, 2017, 01:46:06 AM
I'm a big fan of this mod, to the point where the old "Soda Garden" add-on inspired me to go and hit up Amazon to see if I could try out the more exotic ones in real life. But one thing has always bugged me: The way tea and coffee are handled. Making it in large batches and then sticking it in storage... As a dedicated coffee snob and a stereotypically English tea drinker, this disturbs me at a fundamental level.

Would it be feasible to create a "coffee machine" or "tea urn" building that functions a bit like the nutrient paste dispenser, in that pawns walk up to it and it dispenses tea or coffee while consuming some beans or tea leaves?

The problem with that, although a 100% amazing idea, is that the nutrient paste dispensor is very difficult to replicate since it uses old and clunky code from when Tynan first made Rimworld.  It would require quite a bit of C# fuckery to get working - and I don't know about Dismar, but I sure don't have those skills lol.  My skills right now are limited to XML and the art.

Still would be awesome to see happen though.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: cst89 on November 05, 2017, 07:06:10 AM
Hello!

Many thanks for this lovely mod! I installed it so my vegan girlfriend would play this game, but unfortunately she does not speak english very well :(

Would it be possible to release a Czech languague version of the mod if I completely translated all the texts for you to Czech? I would totally appreciate that <3 Thank you and have a nice day!

Dan
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: dismar on November 05, 2017, 09:29:58 AM
Quote from: cst89 on November 05, 2017, 07:06:10 AM
Hello!

Many thanks for this lovely mod! I installed it so my vegan girlfriend would play this game, but unfortunately she does not speak english very well :(

Would it be possible to release a Czech languague version of the mod if I completely translated all the texts for you to Czech? I would totally appreciate that <3 Thank you and have a nice day!

Dan

Hello!
I would wait till the new alpha before you translate it. I am releasing a whole new version of my mod!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: cst89 on November 05, 2017, 12:10:45 PM
Cool, thanks! I will come back when the new Alpha is released.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kori on November 05, 2017, 04:33:51 PM
Quote from: dismar on November 05, 2017, 09:29:58 AM
I am releasing a whole new version of my mod!

Whole new version?  :o
With new stuff?
PLEASE tell us more!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Madman666 on November 07, 2017, 12:57:24 AM
Quote from: dismar on November 05, 2017, 09:29:58 AM
Hello!
I would wait till the new alpha before you translate it. I am releasing a whole new version of my mod!

Can you spoil us a bit of whats coming up?))
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Canute on November 07, 2017, 04:24:13 AM
It will be your xmas surprise, so no spoiler for you ! :-)
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: dismar on November 07, 2017, 05:34:13 PM
Quote from: Madman666 on November 07, 2017, 12:57:24 AM
Quote from: dismar on November 05, 2017, 09:29:58 AM
Hello!
I would wait till the new alpha before you translate it. I am releasing a whole new version of my mod!

Can you spoil us a bit of whats coming up?))

You are on my steam friends list. so you can see my private workshop items... hint hint.
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: kaptain_kavern on November 07, 2017, 11:32:55 PM
Nice to see you still have more content to add. I don't know if people realize you maintain one of the biggest mod out there in term of content.

Cheers and Keep up ;-)
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Heni on November 11, 2017, 03:35:48 PM
Thanks for your work pal, i cant play rim world without your mod, excelent work, wild fruits save my colony many times, i dont have seen any mods with that stuff (good as your mod).
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Madman666 on November 15, 2017, 01:19:56 PM
Quote from: dismar on November 07, 2017, 05:34:13 PM
You are on my steam friends list. so you can see my private workshop items... hint hint.

Gosh, I am an idiot. Hint taken!:)

UPD: Those changes are amazing! Absolutely amazing. I said it already and I'll say it again - VG is an essential mod for me at this point along with EPOE. And now it got even better!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Kelemvor on November 16, 2017, 12:15:22 AM
I can´t play this game without this mod, pls update to alpha 18 T_T
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: Pectus Solentis on November 16, 2017, 09:26:21 PM
Why there are no Electric Oven, Electric Blender?
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: cst89 on November 30, 2017, 05:00:17 PM
Just a quick bump, I'm ready and willing to translate the mod to Czech ;) But I will need some proper instructions for a beginner. Thanks a lot!
Title: Re: [A17] Vegetable Garden [8/22/17]
Post by: dismar on November 30, 2017, 05:19:09 PM
Quote from: cst89 on November 30, 2017, 05:00:17 PM
Just a quick bump, I'm ready and willing to translate the mod to Czech ;) But I will need some proper instructions for a beginner. Thanks a lot!
this mod is discontinued.

Please head over to its new home:
https://ludeon.com/forums/index.php?topic=36926.0