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RimWorld => Mods => Releases => Topic started by: notfood on August 16, 2016, 01:39:39 AM

Title: [1.0] SeedsPlease!
Post by: notfood on August 16, 2016, 01:39:39 AM
(http://i.imgur.com/ogfwAJD.png?1)
For your immersion pleasure

 (http://i.imgur.com/YOuvIWX.png)

Adds gameplay surrounding planting crops.  For most of the basic crops, you now need seeds. Easy to modify. Comes with the plant processing bench to extract seeds from your favorite fruits.


 (http://i.imgur.com/nE9s6IP.png)

Writing your own

Code: [Select]
  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, and harvest product. The defaults make a vanilla experience. I've included all the core plants that yield a harvest.


 (http://i.imgur.com/RpnPFFp.png)

 (http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935732834) Latest (https://github.com/notfood/RimWorld-SeedsPlease/releases/latest)


 Older Releases (https://github.com/notfood/RimWorld-SeedsPlease/releases)

Source code (https://github.com/notfood/RimWorld-SeedsPlease)

 (http://i.imgur.com/0OTbohs.png)
Title: Re: [A14] SeedsPlease!
Post by: Master Bucketsmith on August 16, 2016, 05:19:18 AM
Noice.
Title: Re: [A14] SeedsPlease!
Post by: kaptain_kavern on August 16, 2016, 05:49:19 AM
That is just awesome! Thanks

Writing your own

Code: [Select]
  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, and harvest product. The defaults make a vanilla experience. I've included all the core plants that yield a harvest.

Let me say that I like how you work, this is genius and simple to use!
What's to want beside that ?

Please keep up the good job  ;D
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 16, 2016, 02:13:30 PM
Hey notfood, I've been and had a look through some of the Vegetable Garden files and gathered some information that I could find for you. Hopefully you can use it to balance the seeds for VG.

(https://i.gyazo.com/d95fbe406e85b28ddbde5c44cfd553f6.png)

Maybe base the seed value off the produce values and the seed drops off the amount of produce they drop? (reverse it with the trees as you'd want the lower yielding trees dropping more seeds).
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 16, 2016, 02:15:00 PM
Also, how do you designate a harvesting area below a tree on your map in which to get seeds from it? Or are they automatically collected on chopping the tree?
Title: Re: [A14] SeedsPlease!
Post by: Elysium on August 16, 2016, 03:43:11 PM
This looks good, felt like farming was a bit too easy.  Going to try this out on my next colony.
Title: Re: [A14] SeedsPlease!
Post by: Etherdreamer on August 16, 2016, 04:28:23 PM
There it´s no way that actually the mod recognize automatically the plants and add a seed for it?
Title: Re: [A14] SeedsPlease!
Post by: JT on August 17, 2016, 03:08:33 AM
I don't think it's possible in this game dynamically to create new Things -- they have to be prototyped in XML first.  Admittedly it's been years since I've fired up a compiler in anger, so I haven't done a massive amount of delving through the code to see what sorts of magic might be possible.
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 17, 2016, 03:37:25 AM
Thanks gillsminnow! I'll definitely use it.

You can create new Things from scratch as long as there is a Def allowing it to be saved/serialised. I used to do it with Miniaturisation until I discovered the "better method"tm

I could make it so it can detect every plant and give it seeds. But how do we balance it? Market value and the genome need some human intervention.
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 17, 2016, 05:45:00 AM
Absolutely love this mod and can't wait to start a proper game with it and vegetable garden.

Are you able to get seeds to drop for the generic Raspberry bushes around the map? I play a game with one survivor, landing with no meals or tools. I then, with Vegetable Garden installed, have to research Agriculture and then harvest nearby mushrooms for a food source and to plant my first lot of seeds. Mushrooms require Level 4 growing though. There doesn't seem to be anything on the map that grows and is able to be harvested that doesn't require any form of growing skill.
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 17, 2016, 06:44:48 AM
Hey notfood, could you please detail exactly what each of the following does for me?

<harvestFactor>1.0</harvestFactor> - I have no idea what this line does
<seedFactor>1.0</seedFactor> - Is this the amount of seeds dropped per plant?
<baseChance>1.0</baseChance> - I think a setting of 1.0 will be 100% likely a seed is dropped
<extraChance>0.1</extraChance> - Does this make it 10% more likely you gain an extra seed? Or is it the extra chance of doubling the seed factor?

Thank you :)
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 17, 2016, 11:54:57 AM
notfood I've had a go at balancing everything for you in both Vanilla and VG. Have a look at this.

(https://i.gyazo.com/5064e1ea35887515a60a932b29b76ac5.png)
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 17, 2016, 12:51:42 PM
Harvest factor increases the yield of the plant by % amount. It was part of the genome of the old version. Setting it to 1.0 for most is fine. It's there so you can make certain plants yield more or less depending on how much seeds you get from them. mostly for balance.

base chance is the chance for a seed to drop 1 seed.
extra chance is the chance for a seed to drop a second seed.
It's all multiplied by seed factor.

Can I have the spreadsheet?
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 17, 2016, 01:09:21 PM
Yeah sure you on steam or something? Same username for me, I'm online.
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 17, 2016, 06:48:36 PM
Just attach it here to the post in the options. I rarely talk in steam.
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 17, 2016, 07:29:48 PM
Ahh didn't know you could do that. Excellent.

[attachment deleted by admin - too old]
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 18, 2016, 01:34:02 AM
(http://i.imgur.com/9Sntean.png?1)

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



[attachment deleted by admin - too old]
Title: Re: [A14] SeedsPlease!
Post by: Dolore9000 on August 18, 2016, 02:04:08 AM
Fur Queen Marble less, thank you!
Title: Re: [A14] SeedsPlease!
Post by: gamedesign69 on August 18, 2016, 06:21:44 AM
Why do seeds cost so much? I see strawberry seeds for sale for like $75. That strikes me as really bizarre- to start up even a small farm that's like $750, am I missing something?
Title: Re: [A14] SeedsPlease!
Post by: Warforyou on August 18, 2016, 06:46:38 AM
Why do seeds cost so much? I see strawberry seeds for sale for like $75. That strikes me as really bizarre- to start up even a small farm that's like $750, am I missing something?

This feels balanced as it is bringing you the constant food source.
Title: Re: [A14] SeedsPlease!
Post by: JT on August 18, 2016, 12:40:32 PM
Why do seeds cost so much? I see strawberry seeds for sale for like $75. That strikes me as really bizarre- to start up even a small farm that's like $750, am I missing something?

First thing I changed after I downloaded was reducing all of the costs by a factor of five. =)

I get that one lone seed can produce $(crop_value*yield) worth of product (ignoring for a moment that sale prices are only 55% at "normal" Rough difficulty, so it should actually be $(crop_value*yield*0.55) to represent the final sale cost)... but since seeds are dropped automatically in excess of the crop size, it is essentially free for abstracted offworld farmers and growers to produce viable seeds: any excess of seeds that they don't require is of no value to them, so any price they charge is mostly related to what they expect the market will bear and to recoup distribution costs from the sale.

Since space travel in the Rimworld universe appears to be relatively low-cost -- why else would we have dozens of spaceships visiting a planet on the extreme fringes of transstellar space every year, let alone every planet on the rim sporting a half-dozen or more population entities -- even the transport costs would be comfortably low.

So, if the price would be what the market will bear, $75 for a square metre of strawberry plants is not particularly bearable for me. ;-)  $15, while a bit pricey, does reflect the fact that you're buying a whole square metre's worth and it was carted halfway across the galaxy to get there.  Typical Earth seed packets actually involve even more processing (entire crops are grown entirely to go to seed) but far less distribution, and are only ~$1.50 for common cultivars per square metre.

Frankly, they could even be entirely *free* and it would still be balanced, since the extra step required in acquiring them from traders or salvaged pods is more than enough to serve to justify the raison d'être of the mod in the first place -- it nerfs the ability to plant all crops from the very beginning of the game, and instead requires you to "unlock" them all.
Title: Re: [A14] SeedsPlease!
Post by: Adalah217 on August 18, 2016, 01:37:07 PM
Frankly, they could even be entirely *free* and it would still be balanced, since the extra step required in acquiring them from traders or salvaged pods is more than enough to serve to justify the raison d'être of the mod in the first place -- it nerfs the ability to plant all crops from the very beginning of the game, and instead requires you to "unlock" them all.

Huh. That totally makes sense. I mean, I still enjoy the prices being so high so I don't unlock all the seeds right away upon the first seed trader I see though.

I'll never get over the one time my colony was running low on food on a desert map (with the beta of this mod). I had finally begun to have a decent farm size on a lone patch of dirt outside my colony, and a blight took a sizable portion of the crops. I had yet to store away extra seeds because I was trying to expand the farm as fast as possible. This led to starvation as I couldn't plant anything more.

Blights are a nuisance in vanilla, but something you must prepare for in this mod. If you don't set aside seeds for a bad day, someone will have to feed the colony for a day.
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 18, 2016, 01:40:52 PM
I carried over the prices from the A13 made by Dismar. Which were between 50 to 150 for most, with a few exceptions that jumped to 500.

It never seemed excessive considering you only need to buy it once. I'll considering halving it depending on the feedback.
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 18, 2016, 07:43:29 PM
You don't buy it once though.

(https://i.gyazo.com/d516c83a5eb3186d224b08964d9659a0.png)

Silver Leaf seed at 650 Silver. The Silver Leaf seed yields approx 16 silver leaves. It's 4 leaves to turn into one piece of silver, meaning each plant only generates 4 silver. Leaving you 646 silver out of pocket with three sets of work time thrown in (sowing, harvesting and smelting). It's not self sustaining either.

The base chance of it yielding another seed is 15% (needs to be above 50% to be anywhere near self sustaining) and the chance of a second seed dropping is a further 15%. So you could spend 650 on a silver leaf seed and only have a 15% chance of getting another at the end of all that work.
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 18, 2016, 08:17:02 PM
I put some insane values for the metals. What'd be good numbers? I didn't like how low you put them in the spread sheet when it's offering a huge renewable source of metals.
Title: Re: [A14] SeedsPlease!
Post by: gillsminnow on August 19, 2016, 05:26:06 AM
That's fair enough, it doesn't work out to be insane though because of the chances of getting a seed from the harvest.

I've gone through and put all the core and vegetable garden info in the appropriate files if you want me to upload them (this is the first time I've altered a mod, this mod interested me enough to have a play around).

I think I've set silver for example to be $4 a seed and a 40% chance of generating a seed on harvest.

So you buy 10 seeds for $40, generate $40 back for the three sets of work (sowing, harvesting and smelting). And based on percentages you'd get an extra 4 seeds back ($16) that you'd have to sow, harvest and smelt again to get that extra. So for purchasing the seeds you get a reward of $16 profit for 6 steps of work process which I think is fair.

Also on a sidenote, notfood. Would you have any idea how to change the bulk/weight of the item? I downloaded Combat Realism to play which has a customisable inventory/loadout/backpack feature (which I'm in love with, allows you to get colonists to carry meals around with them and not have to return during mining to pick some up). And all the seeds weigh 1kg each which is probably a default value for generic items.
Title: Re: [A14] SeedsPlease!
Post by: Etherdreamer on August 19, 2016, 04:46:50 PM
The autobalancing could be done, taking how fast the plant grows, yield, how temp range, nutrition and utility (like if the plant can be used as cloth with some little "nutrition" example marihuana that give chemical joy and hemp cloth).
Title: Re: [A14] SeedsPlease!
Post by: Mentol on August 21, 2016, 06:04:00 AM
Is it possible to sow with raw foods? like sowing potatoes with raw potatoes.

I am going to make lighter version sowing with the plants' raw foods, but it is hard to code because I am kinda noob at coding..
Title: Re: [A14] SeedsPlease!
Post by: notfood on August 21, 2016, 11:30:34 PM
The work giver only cares about the blueprintDef field. It doesn't have to be a seeddef. They are there to automatically add themselves to blueprintDef. You could put mechanisms or even dead bodies and they will be used.

set the blueprintDef to PlantPotato of the PlantPotato def.

Remove the potatoseed def to avoid your changes being overwritten.

Your pawns will use potatos to plant potatos.


About the autogeneration of market value. I can do it that way. Here are the variables, can you come with an interesting formula?
plant.harvestedThing.BaseMarketValue
plant.harvestedThing.IsIngestible (boolean)
plant.harvestYield (count of things)
plant.growDays (0 to many days)
plant.fertilityFactorGrowthRate (0 to 1)
plant.sowMinSkill (0 to 20)
plant.growOptimalGlow (0 to 1)

Those are the most relevant variables. There are some more.
Title: Re: [A14] SeedsPlease!
Post by: Muramas on August 23, 2016, 10:41:47 AM
The original seedplease dev was talking about the possibility of changing the genetics of seeds.

Do you think that in the future it would be possible to improve the seeds by...
-increase crop growth
-cold resistant
-increase harvesting yeald
-etc
Title: Re: [A14] SeedsPlease!
Post by: GrumpyProgrammer on August 27, 2016, 06:00:18 AM
About the autogeneration of market value. I can do it that way. Here are the variables, can you come with an interesting formula?
plant.harvestedThing.BaseMarketValue
plant.harvestedThing.IsIngestible (boolean)
plant.harvestYield (count of things)
plant.growDays (0 to many days)
plant.fertilityFactorGrowthRate (0 to 1)
plant.sowMinSkill (0 to 20)
plant.growOptimalGlow (0 to 1)

Those are the most relevant variables. There are some more.

I can give it a shot.

MarketValue = RoundUpToNearestHundredth(BaseMarketValue * UtilityValue) * (harvestYield / growDays) * (SeedsProduced * SeedChance * (1 + ExtraChance)) * (21 - sowMinSkill)

UtilityValue = 1 + (IsColonistIngestible * 0.1) + (IsAnimalIngestible * 0.05) + (craftingRecipesCount * 0.01) + (IsMedicinal * 0.1)

Let's look at an example: potatoes with the spreadsheet provided kindly by gillsminnow in the first comment page and the vanilla game values for growDays. I'll assume BaseMaketValue is equivelant to ProduceValue for this example and that there isn't any crafting recipe that uses potatoes beyond the three meal types (like vodka or something in a mod -- would this be programmatically possible to discover? Ask Ringworld how many crafting recipes exist with [plant] as a possible ingredient?)

First, the Utility Value: 1 + (1 * 0.1) + (1 * 0.05) + (3 * 0.01 ) + (0 * 0.1)

UtilityValue = 1.18

This means that potato seeds are actually 18% more valuable than the BaseMarketValue of potatoes themselves. Now let's use it in the MarketValue calculation:

MarketValue = RoundUp((1.5 * 1.18) * (8 / 4.90) * (1 * 0.58 * (1 + 0.1)) * (21 - 0))

MarketValue = RoundUp(38.71748)

MarketValue = 38.72

So, the final value of potato seeds is 38.72 silver per packet. It's braindead easy to grow, grows fairly quickly, is edible by both animals and people, and can be used in three types of recipes. Not a bad or unfair price for such a useful little plant, I must say.

A few cavats: you'll need to put in some kind of sane minimum value for growDays; obviously, 0 won't cut it. If it has zero grow days, then maybe something like a default of 0.01. That will balloon up the price nicely for such an insane turn around.

I'm clearly making a few assumptions here; mainly that there is a way to tell if a plant is animal ingestible vs colonist ingestible, as well as if it can be used as medicine, a crafting ingredient, and how many of those. I honestly don't know if any of that is possible to get.

As a bonus, let's do the same calculation, but for Devilstrand. I'm assuming Devilstrand has a minimum skill requirement of 10, (but I don't know if that's accurate) and its only use is to make devilstrand fiber.
 
UtilityValue = 1 + (0 * 0.1) + (0 * 0.05) + (1 * 0.01) + (0 * 0.1)

So the UtilityValue is 1.01, really close to its BaseMarketPrice.

MarketValue = RoundUp((6.4 * 1.01) * (3 / 22.5 ) * (1 * 0.55 * (1 + 0.1)) * (21 - 10))

MarketValue = 5.735722667

MarketValue = 5.74

And here we see that because Devilstrand is hard to grow, takes forever to mature, and has very limited utility it's cheap to get the seeds. The seeds are actually cheaper than the Raw Devilstrand itself! Which makes a lot of sense, considering how much of a hassle to cultivate the plant is -- most people would rather just get the damn Raw Devilstrand and let some other sucker deal with trying to grow the persnickerty plant, so the demand for seeds would be low.

Out of curiosity, what does plant.growOptimalGlow measure? How much light is needed for the plant to grow optimally?
Title: Re: [A14] SeedsPlease!
Post by: notfood on September 05, 2016, 10:53:59 AM
Hmmm something is wrong with the formula, I'm getting strange results. Even if I remove the utilty factor.

The number of recipes is... not very accurate, a lot of duplicates and food has none. Wood has constant 18 recipes for example while potato has 0. There is only 1 recipe for health that's the herbal medicine because there is only 5 tipes of medicine in vanilla Rimworld.

Code: [Select]
float utility = 1f;
if (plant.plant.harvestedThingDef.ingestible != null) {
if (plant.plant.harvestedThingDef.ingestible.HumanEdible) {
utility += 0.1f;
}
if (plant.plant.harvestedThingDef.ingestible.nutrition > 0f){
utility += 0.05f;
}
}

/*var recipes = (
from recipe in DefDatabase<RecipeDef>.AllDefs
where recipe.IsIngredient(plant.plant.harvestedThingDef)
select recipe
);

int recipeCount = recipes.Count ();

utility += recipeCount * 0.01f;

var medicinalRecipes = (
from recipe in recipes
where recipe.defName == ""
select recipe
);

int medicinalRecipesCount = medicinalRecipes.Count ();

if (medicinalRecipesCount > 0) {
utility += 0.1f;
}*/

float marketValue = plant.plant.harvestedThingDef.BaseMarketValue * utility;

if (plant.plant.growDays > 0) {
marketValue *= plant.plant.harvestYield / plant.plant.growDays;
}
marketValue *= seed.seedFactor * seed.baseChance * (1 + seed.extraChance) * (21 - plant.plant.sowMinSkill);

BaseMarketValue = Mathf.Round(marketValue);

Log.Message ("> " + plant + " has " + BaseMarketValue + " seed value for " + utility + " utility");
Code: [Select]
  PlantPotato has 133 seed value for 1.15 utility
  PlantCorn has 132 seed value for 1.15 utility
  PlantRice has 106 seed value for 1.15 utility
  PlantHaygrass has 107 seed value for 1.05 utility
  PlantStrawberry has 55 seed value for 1.15 utility
  PlantCotton has 66 seed value for 1 utility
  PlantDevilstrand has 6 seed value for 1 utility
  PlantHealroot has 15 seed value for 1 utility
  PlantHops has 82 seed value for 1.05 utility
  PlantTreeOak has 46 seed value for 1 utility
  PlantTreePoplar has 55 seed value for 1 utility
  PlantTreePine has 62 seed value for 1 utility
  PlantTreeBirch has 62 seed value for 1 utility
  PlantTreeTeak has 61 seed value for 1 utility
  PlantTreeCecropia has 94 seed value for 1 utility
  PlantPotato has 133 seed value for 1.15 utility
  PlantCorn has 132 seed value for 1.15 utility
  PlantRice has 106 seed value for 1.15 utility
  PlantHaygrass has 107 seed value for 1.05 utility
  PlantStrawberry has 55 seed value for 1.15 utility
  PlantCotton has 66 seed value for 1 utility
  PlantDevilstrand has 6 seed value for 1 utility
  PlantHealroot has 15 seed value for 1 utility
  PlantHops has 82 seed value for 1.05 utility
  PlantTreeOak has 46 seed value for 1 utility
  PlantTreePoplar has 55 seed value for 1 utility
  PlantTreePine has 62 seed value for 1 utility
  PlantTreeBirch has 62 seed value for 1 utility
  PlantTreeTeak has 61 seed value for 1 utility
  PlantTreeCecropia has 94 seed value for 1 utility
  PlantPotato has 133 seed value for 1.15 utility
  PlantCorn has 132 seed value for 1.15 utility
  PlantRice has 106 seed value for 1.15 utility
  PlantHaygrass has 107 seed value for 1.05 utility
  PlantStrawberry has 55 seed value for 1.15 utility
  PlantCotton has 66 seed value for 1 utility
  PlantDevilstrand has 6 seed value for 1 utility
  PlantHealroot has 15 seed value for 1 utility
  PlantHops has 82 seed value for 1.05 utility
  PlantTreeOak has 46 seed value for 1 utility
  PlantTreePoplar has 55 seed value for 1 utility
  PlantTreePine has 62 seed value for 1 utility
  PlantTreeBirch has 62 seed value for 1 utility
  PlantTreeTeak has 61 seed value for 1 utility
  PlantTreeCecropia has 94 seed value for 1 utility
Title: Re: [A14] SeedsPlease!
Post by: GrumpyProgrammer on September 05, 2016, 01:11:50 PM
Hmmm something is wrong with the formula, I'm getting strange results. Even if I remove the utilty factor.

The thing to do here would be the verify each part of the formula separately to see where the calculation goes wonky (ideally with an automated unit test). Eliminating the utility function is a good first step and you've already broken up the calculation into steps in your code, so you should be able to just check each stage of the calculation to make sure it's correct. The calculation should give 32.81 as the value for potato seeds without the utility function if you're using the revised values listed here: https://embed.gyazo.com/5064e1ea35887515a60a932b29b76ac5.png.

That would be my first guess as to why the calculation is not producing expected values; you're using the original vanilla values, rather than the revised ones from that image.

Quote
The number of recipes is... not very accurate, a lot of duplicates and food has none. Wood has constant 18 recipes for example while potato has 0.

Interesting. Does vanilla not specify what goes into meals? Since every colonist edible plant can also be used in all three meal types (not counting nutrient paste), you could just add in +3 to the recipe count if a plant produces colonist edibles. It's a bit of a hack and will break for a mod which adds a plant that is edible but not cookable, but I think that's reasonably rare to ignore (and if vanilla doesn't specify what can go into a meal, then it likely assumes anything colonist edible is cookable as well, so you won't ever get that situation in the first place).

Quote
There is only 1 recipe for health that's the herbal medicine because there is only 5 tipes of medicine in vanilla Rimworld.

That's to be expected, yes? The only plant that produces medicine of any type in vanilla is the HealRoot, and it produces herbal medicine. The utility function only calculates one level deep in production chains (though I suppose you could recursively walk down the recipe list to get a count of absolutely everything that the plant and its sub-products could be used for, but that seems excessive).
Title: Re: [A14] SeedsPlease!
Post by: laokangz2 on September 11, 2016, 10:34:57 PM
I very like your mod, can you make a upgrade for A15? very thanks .
Title: Re: [A14] SeedsPlease!
Post by: notfood on September 13, 2016, 04:03:40 PM
I'm just struggling with this formula. I'll just do it manually for now.

edit... I remembered I was waiting for CCL. This mod without traders makes no sense.
Title: Re: [A14] SeedsPlease!
Post by: nailertn on September 22, 2016, 10:15:16 AM
I'm just struggling with this formula. I'll just do it manually for now.

edit... I remembered I was waiting for CCL. This mod without traders makes no sense.

Actually it does. You can start off your colonists with a couple of seeds and let them go from there. This mod does to crops what components do to electric devices: it puts a limit on rapid early expansion. You can't just cover the map in crops on day 1 and never worry about food again. I'm surprised it's not part of the base game yet, for some reason Tynan recognized one as a problem but not the other.

A15 has been out for almost a month and the CCL update isn't even in sight yet. Does updating this mod take a lot of work or is it just adding in manually the new crops?
Title: Re: [A14] SeedsPlease!
Post by: Mackinz on September 22, 2016, 03:57:46 PM
I'm just struggling with this formula. I'll just do it manually for now.

edit... I remembered I was waiting for CCL. This mod without traders makes no sense.
Did CCL allow for unique traders? Well, while a seeds-specific trader might be cool, I think allowing Bulk Goods and Exotic Goods traders to have the seeds would work just fine. Additionally, if it is possible, the seeds could also drop on a successful crop harvest.
Title: Re: [A14] SeedsPlease!
Post by: notfood on September 22, 2016, 05:52:53 PM
It needs to overwrite the traders.

I'm planning to release Mod Friendly Overrides and make this mod depend on that.
Title: Re: [A14] SeedsPlease!
Post by: Adalah217 on November 30, 2016, 10:54:06 PM
It needs to overwrite the traders.

I'm planning to release Mod Friendly Overrides and make this mod depend on that.

Does the SeedsPlease mod currently work in A15 without traders?
Title: [A15] SeedsPlease!
Post by: notfood on December 12, 2016, 11:03:39 PM
Testing release for A15. Requires ModFriendlyOverrides for A15 instead of CCL. A16 follows...

Everything seems to work.

ModFriendlyOverrides 0.15.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17235)
Seeds Please 0.15.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17236)

Load MFO before SeedsPlease.


[attachment deleted by admin due to age]
Title: [A16] SeedsPlease!
Post by: notfood on December 13, 2016, 12:11:06 AM
Beta release for A16.

ModFriendlyOverrides 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17240)
Seeds Please 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17241)

Load MFO before SeedsPlease.

[attachment deleted by admin due to age]
Title: Re: [A15] [A16] SeedsPlease!
Post by: Thundercraft on December 13, 2016, 12:49:05 AM
I see a SeedsPlease Vegetable Garden Addon for 0.14.1 on page 2. However, I don't see a Vegetable Garden Addon for A15. Was it ever made? Is it even needed? (Was support of VG integrated into the base mod?)
Title: Re: [A15] [A16] SeedsPlease!
Post by: notfood on December 13, 2016, 12:52:23 AM
It's version independant, it'll complain when you select it but it'll still run. Although it requires some balance...
Title: Re: [A15] [A16] SeedsPlease!
Post by: Fafn1r on December 13, 2016, 03:27:44 PM
There's an error while loading the game (A16) saying "Found no usable data when trying to get defs from file OverrideTraders.xml".

Then I got a bunch of errors while trading - "...reference not assigned to an object" and I assumed it's because of that earlier error. Though I wasn't even trading seeds at the time.
Title: Re: [A15] [A16] SeedsPlease!
Post by: notfood on December 13, 2016, 05:51:43 PM
Did you put MFO before SeeedsPlease? That error comes when you haven't loaded MFO but not that list of "...reference not assigned to an object"

I tested it without MFO and no error when trader arrives or you initiate trade... Are you using any other mods?
Title: Re: [A15] [A16] SeedsPlease!
Post by: Adalah217 on December 14, 2016, 04:04:23 AM
I see a SeedsPlease Vegetable Garden Addon for 0.14.1 on page 2. However, I don't see a Vegetable Garden Addon for A15. Was it ever made? Is it even needed? (Was support of VG integrated into the base mod?)

Also, if you use the A14 edition, it'll work, but it will complain about the lack of cannabis (don't we all?). I think you can just change it to smokeleaf, and don't forget to add in psycholeaf seeds too.

Is there any way to get each individual seed to use a new graphic path without having to go back and change the XML data of each seed by hand? Like, can I have it directed to something along the lines of Textures/Things/Item/Seeds/*nameofseed* in the base definition?
I'd like to have unique textures for all seeds without having to do it by hand.
Title: Re: [A15] [A16] SeedsPlease!
Post by: Fafn1r on December 14, 2016, 05:02:01 AM
Did you put MFO before SeeedsPlease? That error comes when you haven't loaded MFO but not that list of "...reference not assigned to an object"

I tested it without MFO and no error when trader arrives or you initiate trade... Are you using any other mods?

At the time I were also using Prepare Carefully, Enlighten, Better Pathfinding, Miniaturisation and Infused.

I weren't using MFO, but traders had seeds. I'll see if the bug occurs again, with MFO activated.
Title: Re: [A15] [A16] SeedsPlease!
Post by: notfood on December 14, 2016, 09:32:56 AM
Hm. None of those mods touch traders. And without MFO/CCL you can't really have trader seeds if you haven't added them manually to the traders. Something wonky going on there.
Title: Re: [A15] [A16] SeedsPlease!
Post by: notfood on December 14, 2016, 07:43:11 PM
Seed sowing bug fix.

SeedsPlease A16 Beta 2 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17288)

[attachment deleted by admin due to age]
Title: Re: [A14] SeedsPlease!
Post by: notfood on December 21, 2016, 03:06:22 AM
(http://i.imgur.com/9Sntean.png?1)

Download (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17666)





[attachment deleted by admin due to age]
Title: Re: [A15] [A16] SeedsPlease!
Post by: Zakhad on December 21, 2016, 04:51:13 PM
"Ignore the error that appears in the log if you don't use CCL/MFO. If you want the error gone, delete Defs/ModHelperDefs."

Is that relevant to alpha 16 version?

Because I have this error log full of bad references? and not sure whether to ignore it or report it.

I'm using this mod VG with Seeds please-VGA and MFO as required. All freshly downloaded like 30 minutes ago as of this posting.



[attachment deleted by admin due to age]
Title: Re: [A15] [A16] SeedsPlease!
Post by: Krolon on December 21, 2016, 05:05:12 PM
Is this save-friendly?
Title: Re: [A15] [A16] SeedsPlease!
Post by: notfood on December 21, 2016, 07:36:12 PM
"Ignore the error that appears in the log if you don't use CCL/MFO. If you want the error gone, delete Defs/ModHelperDefs."

Is that relevant to alpha 16 version?

Yeah, I deleted that file already.

Because I have this error log full of bad references? and not sure whether to ignore it or report it.

I'm using this mod VG with Seeds please-VGA and MFO as required. All freshly downloaded like 30 minutes ago as of this posting.
Mmmmm I am guessing your load order is incorrect. Vegetable Garden must be before SeedsPlease, then SeedsPlease-VG Addon.

Is this save-friendly?

Yes. It doesn't add MapComponents or anything that affects saves. You can even remove it after deleting every seed from the map and removing the table.
Title: Re: [A16] SeedsPlease!
Post by: Zakhad on December 22, 2016, 03:36:06 AM
I had VG & Seeds please VG addon - but I didn't think that I would need Seeds please (base) as well. I see you went for the modular system, (You download the base mod and pick what addons you want) which is smarter it's just not a standard practice that I'm accustomed too, (I'm used to mods that do this practice, e.g. Seeds please "With" VG addon as a optional download to the main seeds please, So I would download both as one mod) which is why I was confused, no harm done, I've figured it out now.

I have another question - I'm trying to grow strawberry seeds indoors. When I'm trying to grow the seeds indoors they require a light level of 50, yet a torch that produces 50 light (I have hovered over that location it says 50 light) doesn't satisfy its needs? it keeps saying it needs a light level of 50, and remains at 0% grown.
Title: Re: [A16] SeedsPlease!
Post by: Love on December 22, 2016, 04:09:11 AM
Seeds Please's Vegetable Garden addon is generating short hash collisions due to a Core bug, so here is a temporary fix while notfood works on a more robust fix.

https://mega.nz/#!j1whyJRD!cRt8V3xh2RYrWhJjCUO--c8HIWTNtX_l5q_IxmfM6pI
Title: Re: [A16] SeedsPlease!
Post by: Zakhad on December 23, 2016, 04:44:28 AM
Haygrass isn't giving seeds by default when harvested via growing zone, only when extracted via plant processing bench. Is this a case of being overlooked, or was it intentional?
Title: Re: [A16] SeedsPlease!
Post by: deckcainyolo on December 23, 2016, 02:25:44 PM
Is there a way to change the weight of the seeds? Can't find it anywhere in the files.

Thanks !

Edit: Just found out, you can add a <Mass></Mass> tag and it works
Title: Re: [A16] SeedsPlease!
Post by: notfood on December 24, 2016, 02:54:09 AM
From now on. SeedsPlease requires HugsLib 2.1.4 or above to fix this: https://ludeon.com/mantis/view.php?id=2872
Title: Re: [A16] SeedsPlease!
Post by: Falcon24 on December 24, 2016, 10:24:16 AM
Is this mod on Steam Workshop? And if not, will it be?

I've been a fan of this mod as it's progressed through the alphas. Thank you for continuing it!
Title: Re: [A16] SeedsPlease!
Post by: notfood on December 24, 2016, 12:57:02 PM
Yeah. Soon.
Title: Re: [A16] SeedsPlease!
Post by: Adoelrome on December 31, 2016, 08:34:00 PM
Found no usable data when trying to get defs from file OverrideTraders.xml

Who knows why this error?
As I understand it, this should be added the seed to merchants.
and I have never seen seeds from the merchants.
How to get the seeds, which are not present on the planet, nor the merchants?
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 03, 2017, 10:30:19 PM
You need MFO, it's in the first post.

If you don't want to use it, you can use the plant processing bench to harvest seeds from fruits. All fruits will be there.
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 03, 2017, 11:31:40 PM
New release: 0.16.1.0

(http://i.imgur.com/ogfwAJD.png?1)
For your immersion pleasure

- New feature: Auto pricing. If MarketValue is 0, it'll give the seed a reasonable price depending on its uses.
- Price rebalance. All seeds range between 10 to 50 with some exceptions.
- Seeds have a proper mass now.

 (http://i.imgur.com/RpnPFFp.png)

 A16 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease_0.16.1.0.zip) Requires ModFriendlyOverrides MFO (A16) (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17660) and due to A16's shorthash bug (https://ludeon.com/mantis/view.php?id=2872) HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) 2.1.4 or above


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



This addon adds seeds for every plant and tree in Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0). Load after HugsLib, MFO, SeedsPlease and VegetableGarden.

 (http://i.imgur.com/RpnPFFp.png)

 A16 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease-VG_0.16.1.0.zip) Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0), ModFriendlyOverrides (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17660), SeedsPlease (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease_0.16.1.0.zip) and Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)


(http://i.imgur.com/dSEmP3X.png)



For Hardcore SK A16 Jewel, covers most plants and trees. Since HardcoreSK is in constant change, some may be missing. Load after HugsLib, MFO, SeedsPlease and CoreSK.

 (http://i.imgur.com/RpnPFFp.png)

 A16 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease-SK_0.16.1.1.zip) Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0), CoreSK (https://github.com/skyarkhangel/Hardcore-SK/) and SeedsPlease (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease_0.16.1.0.zip).
Title: Re: [A16] SeedsPlease!
Post by: ambivalence on January 03, 2017, 11:48:47 PM
All requirements are met. Seeds + Seeds VG.

Code: [Select]
XML error: <fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <seedEmitMTBDays>2</seedEmitMTBDays> doesn't correspond to any field in type PlantProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <seedEmitMTBDays>2</seedEmitMTBDays> doesn't correspond to any field in type PlantProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <tastesRaw>false</tastesRaw> doesn't correspond to any field in type IngestibleProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <Bed_HealTickInterval>2100</Bed_HealTickInterval> doesn't correspond to any field in type BuildingProperties.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 04, 2017, 12:08:05 AM
huh... I don't have fertilityFactorGrowthRate or seedEmitMTBDays anywhere in my mods. I just looked at it with grep and nowhere to be found in my files. You may be using an older version, make sure you are using 0.16.1.0.
Title: Re: [A16] SeedsPlease!
Post by: sidfu on January 04, 2017, 08:58:11 AM
for sk version getting this

Duplicate code-linked translation key: CanSurviveFrost in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

thre about 5 of them in total. think it might be my load order of the mods posted what i put the load order at over on sk thread
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 04, 2017, 11:59:37 AM
That error is harmless. An issue with duplicate translation keys we share in common, I'll see what I can do about it but you can ignore them.


Heads up. SeedsPlease-SK Addon doesn't need ModFriendlyOverrides, it's included already in Core_SK
Title: Re: [A16] SeedsPlease!
Post by: sidfu on January 05, 2017, 06:18:57 AM
That error is harmless. An issue with duplicate translation keys we share in common, I'll see what I can do about it but you can ignore them.


Heads up. SeedsPlease-SK Addon doesn't need ModFriendlyOverrides, it's included already in Core_SK

im one of those that follows that even iff its harmless never know when it bight u in butt later  :P
Title: Re: [A16] SeedsPlease!
Post by: Zakhad on January 05, 2017, 12:00:21 PM

For Hardcore SK A16 Jewel, covers most plants and trees. Since HardcoreSK is in constant change, some may be missing. Load after HugsLib, MFO, SeedsPlease and CoreSK.


I wonder why It hasn't been included in hardcore sk yet. I've been porting it manually but thank you for the update / new features.
Title: Re: [A16] SeedsPlease!
Post by: Azzarrel on January 08, 2017, 11:07:17 AM
is there a steam workshop version / will there be one ?

I know about the horrible self-update problems the workshop has but for someone like me, playing this game only short periods before pausing a few months, it is waaay easier to find all these great mods again, if you already subscribed them ;)
Title: Re: [A16] SeedsPlease!
Post by: ambivalence on January 08, 2017, 11:15:44 PM
Noticed that some seeds cannot be hauled to stockpiles, even if all the foods are allowed (raw too). When everything is allowed pawns haul them though. To be more specific, it was some kind of snow berries + vegetable garden is loaded too (with your compatibility mod).
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 08, 2017, 11:23:23 PM
How odd, SeedsPlease doesn't mess with anything hauling related. It's merely another item. It's possible some other mod is messing.
Title: Re: [A16] SeedsPlease!
Post by: gillsminnow on January 09, 2017, 07:44:13 AM
I think also you can grow fruit trees from Vegetable Garden without requiring seeds aslong as you have it researched.
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 09, 2017, 11:34:49 AM
I think you haven't installed the addon. You need both SeedsPlease and SeedsPlease-VG
Title: Re: [A16] SeedsPlease!
Post by: leestriter on January 09, 2017, 04:01:04 PM
Why doesn't it affect smokeleaf and psychoid plants?
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 09, 2017, 04:14:05 PM
wow you are right. I'll fix it.
Title: Re: [A16] SeedsPlease!
Post by: Skissor on January 13, 2017, 12:28:00 PM
Is there any chance that this might come to steam?
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 17, 2017, 08:33:24 PM
New release: 0.16.1.1

(http://i.imgur.com/ogfwAJD.png?1)
For your immersion pleasure

- Balance for Seeds
- Seeds for drug plants, they lack recipe to extract from leafs, it's intentional.
- Mote timeout fix
- parse_plant.py updated to handle plants behind research and put the seeds behind that research

The addons don't need update.

 (http://i.imgur.com/RpnPFFp.png)

 A16 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.1/SeedsPlease_0.16.1.1.zip) Requires ModFriendlyOverrides MFO (A16) (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17660) and due to A16's shorthash bug (https://ludeon.com/mantis/view.php?id=2872) HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) 2.1.4 or above
Title: Re: [A16] SeedsPlease!
Post by: Fafn1r on January 17, 2017, 08:52:56 PM
Heh, an update just as I'm uploading another release of my mod pack. I guess it's gonna wait.

How's the balance now? Before I was always short on seeds, because harvesting always yielded less of them than planting.
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 17, 2017, 08:59:27 PM
It still depends on the skill of your harvester. Low skilled will lose you seeds.

at +75% of getting a seed with +25% for extra seed when harvest is succesful, it should be positive. It all depends on Harvest Fail Chance stat of the colonist harvesting it. Just have that number low and your seeds will be positive.
Title: Re: [A16] SeedsPlease!
Post by: minakurafto on January 19, 2017, 12:33:11 AM
75 seed per stack is too few, 500 per stack like silver seems better
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 19, 2017, 01:10:32 AM
Yeah but vanilla has that limitation. Unless they changed it? It needs a detour to up the stack limit.
Title: Re: [A16] SeedsPlease!
Post by: Killerdoom14 on January 19, 2017, 01:23:34 AM
Maybe im just dumb, but I cant seem to locate the button for Seeds Please, Vegtable Garden Add on. Can anyone point to the specific location on the post for me?  ;D
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 19, 2017, 02:34:46 AM
Click the A16.

https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease-VG_0.16.1.0.zip
Title: Re: [A16] SeedsPlease!
Post by: minakurafto on January 19, 2017, 09:48:06 AM
i tried copy paste <stackLimit>500</stackLimit> and <smallVolume>true</smallVolume> from vanilla Items_Resource_Stuff.xml (silver) to Items_Seeds_Base.xml (seedbase) , and it can be carried 500 per stack like silver
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 19, 2017, 10:32:07 AM
In that case, I'll do that.
Title: Re: [A16] SeedsPlease!
Post by: faltonico on January 19, 2017, 06:42:04 PM
One healroot seed gives one plant which in turn gives 1/5 of a seed when processed (25 healroot to produce 5 seeds) and destroys all the product... ¿is that intentional or am i doing something wrong?
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 19, 2017, 09:55:39 PM
hmmm true, it gives one plant. I'll up it massively.

Changes are updated in github source.
Title: Re: [A16] SeedsPlease!
Post by: faltonico on January 19, 2017, 10:00:42 PM
hmmm true, it gives one plant. I'll up it massively.

Changes are updated in github source.
Thank you!
Title: Re: [A16] SeedsPlease!
Post by: minakurafto on January 21, 2017, 10:11:36 AM
seed base chance below 1.0 is harsh, unless all yield is at least doubled, it's easy to run out of seed without skilled farmer.
harvest fail chance and blight are already enough to balance it.
if the reason is to limit seed stock, maybe make seed only last for some years, and to make it last longer put it on fridge or package it in special container
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 21, 2017, 01:54:54 PM
Yeah, if your farmer isn't skilled you need to rely on the bench to extract more seeds.
Title: Re: [A16] SeedsPlease!
Post by: gillsminnow on January 21, 2017, 04:43:14 PM
For some reason i can still plant all the fruit trees with no seeds.

https://i.gyazo.com/c20bc27095f0e2faa133684b5dd00eee.jpg

Only mods listed here:
https://i.gyazo.com/40700d2c6520cb171bc30c1461689492.png
Title: Re: [A16] SeedsPlease!
Post by: notfood on January 21, 2017, 06:10:39 PM
How odd, did Dismar add more trees? or did he change their defnames? I'll investigate.

-edit

Yeah, these are new. VG addon needs an update.
Title: Re: [A16] SeedsPlease!
Post by: Skissor on January 22, 2017, 08:18:32 AM
There is something weird going on with this mod + Vegetable garden.

You can extract strawberry, blueberry, gooseberry seeds etc. but you have no option to plant any of these plants in the growing zones.
Title: Re: [A16] SeedsPlease!
Post by: gillsminnow on January 22, 2017, 08:50:00 AM
There is something weird going on with this mod + Vegetable garden.

You can extract strawberry, blueberry, gooseberry seeds etc. but you have no option to plant any of these plants in the growing zones.

Have you done the agriculture research?
Title: Re: [A16] SeedsPlease!
Post by: ArthoriusBalen on January 22, 2017, 10:46:41 PM
Hi! How do i get neutroamine seeds from Vegetable Garden?
Title: Re: [A16] SeedsPlease!
Post by: GreatAlucard on February 04, 2017, 05:14:25 PM
So I'm using this mod among several others from a modpack "Rimworld ++" to be precise and I've noticed that seeds are mostly extremely scarce, I've read previous pages and you said that with a high skill farmer that wouldn't happen but, I've tested it on 2 games, going for around 2 years on each both times starting with a farmer at skill 10~12, with a passion for it (which at the start is around 2% harvest fail chance) and still it was never enough for a sustainable income of seeds.

Of course the difficulty has some cause here since extreme gives 90% crops only but in reality a scenario where crops don't provide enough seeds for an even bigger set of crops simply does not exist, I'm fine with balancing for the game, of course, but at the moment it appears that even when gathering all seeds, and transforming all the crops into seeds with the workbench there is a net loss of seeds and no income in the form of crops, which just doesn't make sense. With healroot this is even more severe, I started with 40 seeds, all got sowed and harvested, all herbal med kits got transformed into seeds and in the end of it I had around half the number I started with (?)

I like the mod and plan on using it more but the amount of seeds that each crop gives back needs a significant increase, as a matter of fact the average seed payout of a crop being 1 or lower doesn't make sense (I understand it being low for gameplay reasons but if after planting and harvesting 9 potatoes someone can't plant other 9 potatoes for a lack of seeds farming lost all it's purpose).

When a pawn has low growing skill forcing the conversion of crops into seeds is a nice balancing workaround, but not in the ratio that it currently happens, which is 25 to 5, or 5 plants to 1 seed.

The modpack I'm using does include the vegetable garden addon, in case that is important.

Since I'm using a very large set of mods I always need to at least consider that the problem is a conflict on my end, so if the problem happens only with me please disregard everything I said.

On another note, If I am doing something terribly wrong and there is a better way to create a steady income of seeds, also disregard what I said, but in this case that information would be very welcome.

Other than that, great work on the mod, cheers!
Title: Re: [A16] SeedsPlease!
Post by: Oragepoilu on February 04, 2017, 07:55:31 PM
Hello,

First of all, thx for this mod, I find it really cool.

However, I end up having too much "random difficulty" because once associated with other mod (I'm talking about SK hardcore),

between meteorite shower, biome location, randomness of trader, fire spread (because of raid etc), and incapacitation of my pawn with hight skill I end up not being able, after 3 years, to get any income of plants of any kind beside tree (as they can take more damage).

The best I had was a few peach & berry as I they grow wild, mostly useless for me (they quickly go away and I can't do anything with it beside some juice that is meh :P)

My question is : Will it be troublesome for my save if I remove this mod, after editing my save file and remove instance of your mod inside it ?

I am actually trying it regardless, and atm it looks like it run, but I'm not a modder and don't know if I'll be missing something else. If it's the case, I would appreciate to be aware about it.

thx for reading :)
Title: Re: [A16] SeedsPlease!
Post by: Skissor on February 07, 2017, 05:37:11 PM
There is something weird going on with this mod + Vegetable garden.

You can extract strawberry, blueberry, gooseberry seeds etc. but you have no option to plant any of these plants in the growing zones.

Have you done the agriculture research?

Nope, thanks for solving this though  ::)
Title: Re: [A16] SeedsPlease!
Post by: RagingLoony on February 09, 2017, 08:18:10 PM
Got an odd bug, not gamebreaking or anything, kinda funny actually. It's to do with eaither Seeds or MFO, as this didn't happen before adding them just now. When combined with MApReroll, when you reroll your character(s) will be naked lol. Everything else is fine, except they're naked after reroll. they have thei clothes on intial spawn, but after reroll their clothes are lost to space and time.

EDIT: I assume this has absolutely nothing to do with Seeds, and is something to do with MFO, but I thought I'd say I added them both for transparency purposes
Title: Re: [A16] SeedsPlease!
Post by: faltonico on February 10, 2017, 12:19:19 AM
One healroot seed gives one plant which in turn gives 1/5 of a seed when processed (25 healroot to produce 5 seeds) and destroys all the product... ¿is that intentional or am i doing something wrong?
hmmm true, it gives one plant. I'll up it massively.

Changes are updated in github source.
Hi there!
The change you made didn't seem to be noticeable even with a grower level 17, i'm using version 0.16.1.1 (from the download link), MFO and the vegetable garden addon. I ended up changing the extract recipe in the bench, otherwise i would be growing just to use the meds... It reminded me of what Monsanto does with its crops. Maybe they founded a branch in the Rim, "Rimsanto" xD
Thank you for your continued efforts!
Title: Re: [A16] SeedsPlease!
Post by: onerous1 on February 10, 2017, 08:03:53 AM
Hi there!
The change you made didn't seem to be noticeable even with a grower level 17, i'm using version 0.16.1.1 (from the download link), MFO and the vegetable garden addon. I ended up changing the extract recipe in the bench, otherwise i would be growing just to use the meds... It reminded me of what Monsanto does with its crops. Maybe they founded a branch in the Rim, "Rimsanto" xD
Thank you for your continued efforts!

Who do you think those pirate raiders work for? You can't just use seed from the harvest for next year's crop. It's their property, thief, and those raiders are to make sure Rimsanto gets their cut. No freebies here.
Title: Re: [A16] SeedsPlease!
Post by: faltonico on February 10, 2017, 04:27:51 PM
Hi there!
The change you made didn't seem to be noticeable even with a grower level 17, i'm using version 0.16.1.1 (from the download link), MFO and the vegetable garden addon. I ended up changing the extract recipe in the bench, otherwise i would be growing just to use the meds... It reminded me of what Monsanto does with its crops. Maybe they founded a branch in the Rim, "Rimsanto" xD
Thank you for your continued efforts!

Who do you think those pirate raiders work for? You can't just use seed from the harvest for next year's crop. It's their property, thief, and those raiders are to make sure Rimsanto gets their cut. No freebies here.
They should have hired Mercenaries, Talons, Federation or even Cesarstwo Wschodnie instead, their organs are only making me richer and the crops are still growing >=D

EDIT: In another matter, i am getting this error when harvesting haygrass:
Code: [Select]
Spawned thing with 0 stackCount: SeedHaygrass3245610
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
SeedsPlease.<HarvestSeedsToil>c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Sometimes it doesn't spawn seeds.
Title: Re: [A16] SeedsPlease!
Post by: ambivalence on February 14, 2017, 04:24:00 PM
Could you add seeds for ZWCannaHerb (https://ludeon.com/forums/index.php?topic=28382.0) (link (https://dl.dropboxusercontent.com/u/7717507/RimWorld/ZWCannaHerb_feb15.zip)), please? And it's also would be very kind of you, if you make tobacco seeds for Jecrell's Tobacco and Cigarettes (http://steamcommunity.com/sharedfiles/filedetails/?id=764301651) (link (https://dl.dropboxusercontent.com/u/7717507/RimWorld/JecrellsTobaccoandCigarettes.zip)). Thank you in advance.
Title: Re: [A16] SeedsPlease!
Post by: dnks on February 14, 2017, 09:19:17 PM
Hi notfood! Thanks for mantaining the awesome mod, keep it up.

I know that you intentionally made it so that psychoid and smokeleafs don't have a seed extraction job, but, if I were to edit it for my game, how exactly should it look like?

I followed the Recipes Base and took a look at the other and I'm almost sure that I restarted the game after I made the changes (to Recipes_Plants_Processing.xml) don't know if I'm missing anything.

Code: [Select]
<RecipeDef ParentName="ExtractSeed">
    <defName>ExtractSeedSmokeleaf</defName>
    <label>Extract Smokeleaf Seeds</label>
    <description>Extract seeds from Raw Smokeleaf.</description>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>RawSmokeLeaf</li>
          </thingDefs>
        </filter>
        <count>25</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>RawSmokeleaf</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <SeedSmokeleaf>5</SeedSmokelead>
    </products>
  </RecipeDef>

<RecipeDef ParentName="ExtractSeed">
    <defName>ExtractSeedPsychoid</defName>
    <label>Extract Psychoid Seeds</label>
    <description>Extract seeds from Raw Psychoid.</description>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>RawPsychoid</li>
          </thingDefs>
        </filter>
        <count>25</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>RawPsychoid</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <SeedPsychoid>5</SeedPsychoid>
    </products>
  </RecipeDef>

Also, I'm probably going to use the spreadsheet someone else used to make some balances (cost of seeds, raw plant and possibly food), I don't know if others would be interested in it, but, would it be okay to send it to you so that you can put it on the first post if I end up making it? I wouldn't consider balancing a mod worthy of being posted in a new thread.

EDIT: I think the mistake is that the plants are called SmokeleafLeaves and PsychoidLeaves, I haven't checked any further tbh.

If anyone is interested in the seed balance: Here's a spreadsheet (https://docs.google.com/spreadsheets/d/1RuovyWGvwReNuMJfTQKmchUWIdwCG5b-qkx3v_jAqrM/edit?usp=sharing)
As of right now, there's some basic math involved using the numbers that I found in the mod files and the games economy print out using the dev tools, it made sense to me for some reason, hope others can also make sense of it. There's some "Hardcore" values, maybe some people will think it's too easy or that the numbers could be a bit higher, so I've taken that into account, maybe there can be 2 diferent balance mods for it.
A few of those values might need to be modified by hand for realism, haven't gotten into that.
Title: Re: [A16] SeedsPlease!
Post by: Gauln on February 19, 2017, 11:02:35 AM
Hi!
Found that pawns don't receive XP for skill "growing", when "harvesting" plants, however, when they "cut" the plant, the experience added.
Title: Re: [A16] SeedsPlease!
Post by: burnsieslife on February 22, 2017, 06:09:22 PM
EDIT: In another matter, i am getting this error when harvesting haygrass:
Code: [Select]
Spawned thing with 0 stackCount: SeedHaygrass3245610
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
SeedsPlease.<HarvestSeedsToil>c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Sometimes it doesn't spawn seeds.


Hey, When harvesting haygrass i found that i had this issue aswell. Did you find a fix for it ?
While looking in debug mode i also found this.

Code: [Select]
Got ThingsListAt out of bounds: (325, 0, 313)
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ThingGrid:ThingsListAt(IntVec3)
Verse.GridsUtility:GetPlant(IntVec3, Map)
WM.SyncGrowth.GroupsUtils:_Iterate(Plant, List`1)
WM.SyncGrowth.GroupsUtils:TryCreateCropsGroup(Plant)
WM.SyncGrowth.Detour.Plant:TickLong()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

They both happen at the same so i presume they are related.

Aswell does any one know what the number behind haygrass means?
Code: [Select]
Spawned thing with 0 stackCount: SeedHaygrass460423

Edit:
Just tried to spawn a new colony with haygrass and i get the ThingsListAt out of bounds: error.
Title: Re: [A16] SeedsPlease!
Post by: br1zz on February 25, 2017, 09:08:26 AM
Thank you for this awesome mod !
im new to rimworld but i found this mod together with vegetable garden a great addition already !
i downloaded seedsplease with the newest commits, the balance changes make more sense now.


are there balance changes for the vegetable garden addon tho ? couldnt find any.

Title: Re: [A16] SeedsPlease!
Post by: Sinza on March 14, 2017, 06:29:42 AM

Aswell does any one know what the number behind haygrass means?
Code: [Select]
Spawned thing with 0 stackCount: SeedHaygrass460423

I'm getting the same error.
@notfood is there any ad hoc fix for this?

Greetings
Title: Re: [A16] SeedsPlease!
Post by: GideonHidolka on April 05, 2017, 03:38:55 PM
Hi!
Found that pawns don't receive XP for skill "growing", when "harvesting" plants, however, when they "cut" the plant, the experience added.

This, its a bit of a big deal. Im not a modder but I looked into the xml files to see if its something I can fix but I could not.  Could anyone maybe point me in a direction to look?
Title: Re: [A16] SeedsPlease!
Post by: notfood on April 05, 2017, 05:04:17 PM
I remember XP being only given when harvesting in vanilla. Otherwise you could cheat your way to max skill in minutes, I guess now that you need seeds, it'd be good to get xp when planting. I'll do so.
Title: Re: [A16] SeedsPlease!
Post by: GideonHidolka on April 05, 2017, 05:35:46 PM
The problem is were only getting XP when using the cut command. Were not getting it for harvesting wood and or plants.
Title: Re: [A16] SeedsPlease!
Post by: henk on April 05, 2017, 09:41:43 PM
can t download MFO without loggin in :(
can t write a comment without loggin in either :D
Title: Re: [A16] SeedsPlease!
Post by: Kindar on April 22, 2017, 05:13:21 PM
Hi, NotFood.

First off, I love this mod. Now, I have Version 16.1.1, and I've noticed that mushrooms don't have seeds. I've checked the items seed core.xml file and it isn't in there. I tried putting it there myself, but it doesn't seem to do anything. If I create a growing field for mushrooms, my spawns will plant them even though I have no seeds.

I haven't seen anyone else mentioning them, so am I simply missing the mod that includes mushrooms? I do have the vegetable Garden addon, I got it from the Steam workshop.
Title: Re: [A16] SeedsPlease!
Post by: goadpercussion on April 30, 2017, 04:16:39 AM
Ok, I feel like an idiot, but I am going to ask. I really want to play A16 with this mod, but I don't understand how I am suppose to install it into my game. Can someone please help me?
Title: Re: [A16] SeedsPlease!
Post by: goadpercussion on April 30, 2017, 09:20:24 AM
P.S. I am on a Mac
Title: Re: [A16] SeedsPlease!
Post by: goadpercussion on April 30, 2017, 09:35:11 AM
Figured it out, here is a repost of an article I found:
Here's how it's done for Macs. What you need to to first is open up Steam, and then navigate to your library tab once Steam is up and running. Then, on the list that's on the left where all your games are listed, right click the game that you want to apply the mod to. A mini menu will pop up showing a list of options. At the very bottom there is an option called "properties." Click that, and Steam will open up a separate window showing the properties of your selected game. In that window are five tabs. General, updates, local files, betas, and DLC. In this scenario, you want to go to the local files tab. In that tab there are four buttons. Browse local files, back up game files, delete local game content, and verify integrity of game cache. Click "browse local files" and Finder will open up a window that shows the game's own dedicated folder with all of its files needed to play. If any ONE of those files are missing, the game might not play properly, so be careful. Finally, drag what ever mod you want to add and you're done. Only thing left to do now is to boot the game up and see if it worked. I tried this with the uncensored mod for HuniePop, and it worked splendidly. HOWEVER!! Be warned that if the mod does not function properly or at all, the reason is most likely because it is incompatible with the current version of the game, if it gets any updates that is. In this scenario, I would suggest giving the developer a heads up. Not the developer of the game itself, but the specific mod. Chances are they'll try to fix it to make it compatible with the updates. Hope this helps!
Title: Re: [A16] SeedsPlease!
Post by: dburgdorf on May 07, 2017, 03:50:29 PM
Question:

If you have two different plants that are technically the same thing, one the "cultivated" version and one the "wild" version, as with healroot in a17, can things be defined such that they both drop the same seed? Or will "Seeds Please" have no choice but to treat them as two distinct plants?

I'm hoping that they can be grouped, not only because it matters for healroot now, but also because if that's the case, it'll make it much easier for me to update my "Wild Cultivation" mod in a way that can't possibly conflict with "Vegetable Garden."  :D
Title: Re: [A16] SeedsPlease!
Post by: Hayden on May 07, 2017, 04:50:21 PM
I love the idea of this mod, but it hasn't been that great on this playthrough I've tried it with.

The issue is that seeds just seem to cost too much for me. Early on I have no hope of buying them due to the price.

Every now and then I'll get a trader who will have some seeds, but I'm looking at least 1k for like 9 corn seeds or whatever.

Is there a way I can change the seed prices to be lower overall?
Title: Re: [A16] SeedsPlease!
Post by: AnotherFireFox on May 22, 2017, 08:32:49 AM
Will this mod work well with MarsX? I already have a huge successful agridomes, so no worries on getting seeds. I just wanna make it a little bit harder.
Title: Re: [A16] SeedsPlease!
Post by: AngleWyrm on May 22, 2017, 09:42:01 AM
I embarked with a bunch of seeds, planted rice and healroot, and they sort of died out. I tried to make seeds with the harvest, but it seemed to use up all the harvest so that I wondered what I was doing it for.

Am I missing an important step to gardening with seeds please?
Title: Re: [A16] SeedsPlease!
Post by: Canute on May 22, 2017, 10:20:48 AM
I only played with seeds at the hardcore-sk modpack.
And then it is important that your best pawn with growning skill are harvesting. Better skill mean better chance to get seeds.

At hcsk you got a workbench you could create seeds from the products. You allways should have a min. stock of things at reserve just in case you need new seeds.

Title: Re: [A16] SeedsPlease!
Post by: Dr_Zhivago on May 22, 2017, 11:49:45 AM
Am I missing an important step to gardening with seeds please?

The mod itself isn't very optimized with seed drop rates... Try a patch for it.
Title: Re: [A16] SeedsPlease!
Post by: br1zz on May 22, 2017, 12:13:05 PM
yea Dr_Zhivago is right, theres a balance patch on the github site. at least i think its on the github. i installed the more balanced seeds ages ago, i can upload them if needed. are you using vegetable garden aswell ? seedsplease + vegetable garden is a must have in my opinion, the game feels just way too bland without it. the seeds mechanic should be part of the core game anyways, makes it much more interesting especially with vegetable garden, you never know which seeds you aquire next in each playthrough.

edit: the plant processing bench is part of seedsplease or vegetable garden, there you can extract seeds in the beginning. i always extract them until i have twice the amount of growing squares, in case of a blight. 2 or 3 harvests later you have enough seeds in stock and you can start using them for cooking. dont suspend the bill on the plant processing bench tho, in case you run low on seeds your pawns will balance them out again automatically that way.
Title: Re: [A16] SeedsPlease!
Post by: AngleWyrm on May 22, 2017, 12:17:12 PM
yea Dr_Zhivago is right, theres a balance patch on the github site. at least i think its on the github. i installed the more balanced seeds ages ago, i can upload them if needed. are you using vegetable garden aswell ? seedsplease + vegetable garden is a must have in my opinion, the game feels just way too bland without it.
Yes, I use vegetable garden as well; please do
Title: Re: [A16] SeedsPlease!
Post by: br1zz on May 22, 2017, 12:28:58 PM
There ya go, i uploaded you my seedsplease + seedspleasevg
https://www.file-upload.net/download-12512279/vg.rar.html

these are more balanced and additionally i changed the stack size of the seeds to 5000, because seeds are... small...
i recommend deleting your old folders and using this ones. but dont forget that you still need to have good growers to sustain yourself purely by harvesting, if you dont have good growers, you need to use the plant processing bench as i described in my edit on my previous post.
Title: Re: [A16] SeedsPlease!
Post by: AngleWyrm on May 22, 2017, 01:04:03 PM
(https://s-media-cache-ak0.pinimg.com/736x/be/86/73/be867357b890fe58bfee7a38bbf31c3e.jpg)Thanks bunches!
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 25, 2017, 03:02:52 AM
I rebalanced the seeds yet again using this (https://ludeon.com/forums/index.php?topic=30610.0). Added a processing chain for Healroot as well. Please tell me what you think about the balance.

(http://i.imgur.com/ogfwAJD.png)

        A17 Release: SeedsPlease 0.17.1.1 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.1/SeedsPlease_0.17.1.1.zip)

Doesn't require anything else. No MFO, no CCL, no HugsLib. Since it has no requirements, from the feedback here I'll push it to steam too.

I'll update the VG addon when Dismar is done changing things with Vegetable Garden.
Title: Re: [A17] SeedsPlease!
Post by: Mehni on May 25, 2017, 04:20:00 AM
Nice update!

You might want to dial down the trader stock so it's more in line with vanilla. I don't like to rob traders, but when they bring five times the amount of silver I will be tempted.
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 25, 2017, 05:45:01 AM
Yes, you are right. I didn't pay attention to that.

Fixed it. Pushed a minor release, get it from the links.
Title: Re: [A17] SeedsPlease!
Post by: onerous1 on May 25, 2017, 07:41:44 AM
I think Tynan said there were longer growing times but more abundant yields in A17. Was this taken into account with a number of seeds recovered/extracted and their market values?

I'll probably give this a whirl in a few days.
Title: Re: [A17] SeedsPlease!
Post by: AdamM88 on May 25, 2017, 09:14:59 AM
Sounds cool! Waiting for the Steam Workshop release.
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 25, 2017, 01:54:39 PM
I think Tynan said there were longer growing times but more abundant yields in A17. Was this taken into account with a number of seeds recovered/extracted and their market values?

I'll probably give this a whirl in a few days.

Seeds are a lot cheaper now. Chance to fail changed in A17, seems you fail a lot less. Let's see how it plays with cheaper seeds. I'm finding it very easy though...
Title: Re: [A17] SeedsPlease!
Post by: Hayden on May 26, 2017, 12:01:09 AM
Loved this mod on my last game. If I understand correctly, seeds now cost less and traders have more of them right? That's basically want I want.

Will you put this up on the steam workshop soon?
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 26, 2017, 01:19:55 AM
Yes, that's the plan. If no bugs are found, tomorrow will be up there. So please test it.
Title: Re: [A17] SeedsPlease!
Post by: br1zz on May 26, 2017, 04:59:12 AM
sweet, cant wait ! traders will have more of them ? in terms of quantity of the seeds they sell, or do they have more different seeds ? i liked how it was in A16, because it made seeds hard to get, and every playthrough was different in terms of which plants you would get at which point. cargo drop pods often dropped vegetables and fruits which you could extract for the seeds then aswell.
Title: Re: [A17] SeedsPlease!
Post by: Malaras on May 26, 2017, 09:53:05 AM
VG is updated

And Thanks much for your work on this.
Title: Re: [A17] SeedsPlease!
Post by: dismar on May 27, 2017, 12:34:06 PM
Quote
I'll update the VG addon when Dismar is done changing things with Vegetable Garden.

I guess we can at least agree on a working stable release? hahahahahaha
Title: Re: [A17] SeedsPlease!
Post by: Meerni on May 28, 2017, 08:19:12 AM
There is soybeans mod. Would it be possible to make addition to Seeds please with soybean seeds? Currently can't have soy because I don't want to have one plant that does not use seeds.
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 29, 2017, 04:47:42 AM
Just a minor fix, minor performance issue when loading patches. VG addon is out now. Added soybeans too. Watch out as VegetableGarden adds their own soybeans. You may not want to have them both at the same time.




(http://i.imgur.com/ogfwAJD.png)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935732834) SeedsPlease 0.17.1.2 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease_0.17.1.2.zip)



(http://i.imgur.com/9Sntean.png?1)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935733048) SeedsPlease-VG (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-VG_0.17.1.2.zip)



(http://i.imgur.com/Uf9CTP7.png?1)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935870529) SeedsPlease-SoyBeans (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-SoyBeans_0.17.1.2.zip)
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 29, 2017, 06:29:13 PM
I've uploaded it to Steam. Enjoy!
Title: Re: [A17] SeedsPlease!
Post by: Exploding_Potato on May 29, 2017, 11:05:49 PM
Hey,

I really like this mod and was wondering if you plan on uploading the Soybeans Addon to the Steam Workshop.
I'd be happy to endorse it on the Soybeans mod page.

Keep up the good work!
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 29, 2017, 11:54:23 PM
Ok, uploaded.
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 30, 2017, 01:28:15 PM
By request. For Expanded Crops (https://ludeon.com/forums/index.php?topic=4373.0)

(http://i.imgur.com/JkTG2RG.png)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=936202734) SeedsPlease-ExpandedCrops (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-ExpandedCrops_0.17.1.2.zip)
Title: Re: [A17] SeedsPlease!
Post by: onerous1 on May 30, 2017, 08:24:51 PM
I believe the formatting in your patch file(s) decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 30, 2017, 08:50:32 PM
I fixed that last release (https://github.com/notfood/RimWorld-SeedsPlease/commit/44c8557f41379dc4f51ecff3a9460816ba6b00f4). It's in the workshop, github and here as 0.17.1.2.
Title: Re: [A17] SeedsPlease!
Post by: Ixolan on May 31, 2017, 05:01:57 PM
Is there a way to change the skill needed for seed creation from cooking to growing or plant cutting? My problem is that most the time the crops get cooked before the pawns try to create seeds :) Or is there a way to make seed prodution a higher general priority then cooking?

rgds

And thx for the great mod.
Title: Re: [A17] SeedsPlease!
Post by: notfood on May 31, 2017, 05:48:36 PM
It's in SeedsPlease/Defs/WorkGiverDefs/WorkGivers.xml

It's at 65 priority but belongs to Crafting worktype. Cooking is at 100 with Cooking worktype. Cooking is always above Crafting.

Should the cooks be the ones doing the seed harvesting?

I trick I always do is reduce the area of resource gathering for cooking. You don't want your pawns walking all the map for cooking materials.
Then have an important designation that allows fruits near the plant processing bench.
Title: Re: [A17] SeedsPlease!
Post by: Ixolan on June 01, 2017, 04:47:51 AM
Thx, I changed it for me to the Growing workType, because this is for me the correct place, because the growers are the pawns who need the seeds to do anything (and not the crafters). Maybe you could add a option to the settings where you can select (the workType) out of: crafting, cooking and growing - with a default to crafting - then everybody can possible change the behaviour a little.

rgds
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 01, 2017, 09:19:24 PM
- Adds a new attribute for the SeedDef, sources, useful for wild plants that yield similar fruits.
- Made it so pawns clean the sowing area before actually sowing.

(http://i.imgur.com/ogfwAJD.png)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935732834) SeedsPlease 0.17.1.3 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.3/SeedsPlease_0.17.1.3.zip)
Title: Re: [A17] SeedsPlease!
Post by: ultra4 on June 03, 2017, 12:53:49 PM
With the seeds please, i seem to have lost some fruit trees from the vegetable garden: With prepare carefully can't bring banana seeds (one example),i can bring banana fruit though. And in plant processing bench, none of the fruit trees can create seeds. (can't find traders with those seeds either).
Title: Re: [A17] SeedsPlease!
Post by: dnks on June 03, 2017, 02:04:02 PM
With the seeds please, i seem to have lost some fruit trees from the vegetable garden: With prepare carefully can't bring banana seeds (one example),i can bring banana fruit though. And in plant processing bench, none of the fruit trees can create seeds. (can't find traders with those seeds either).
Can confirm, Banana is not on the lists.
As for other fruit trees, I saw several of them but am not sure if all of them are there. Also, do bear in mind that for most of the VG garden things you need to do some research on the bench first, most require Agriculture II.

Btw, notfood, seeds are getting a x 0.01 item sell price multiplier, is this intended? I think getting 1% back for selling seeds is kinda low... The <SellPriceFactor>0.01</SellPriceFactor> on Items_Seed_Base really bugs me out, some seeds are worth a few bucks in the market, just for selling you get .50 and depending on difficulty it goes even lower than that, could you consider setting it somewhere between 0.70 and 0.30? :)
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 03, 2017, 07:46:45 PM
Banana is not there hm...

I haven't touched SellPriceFactor since taking over the mod, it's pretty much legacy values when you used to get way too many seeds alphas ago. I'll check for balance.
Title: Re: [A17] SeedsPlease!
Post by: ultra4 on June 03, 2017, 08:26:46 PM
None of the fruit trees: apple, banana, Orange, Peach, Date, Cherries, Olives, Coconut, Fig

Can't make seeds from the fruit at the bench, can't "prepare carefully with them".
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 03, 2017, 08:29:35 PM
Yeah, I didn't add them. They were missed by my script, it means this addon isn't touching those. They should appear in your game.
Title: Re: [A17] SeedsPlease!
Post by: ultra4 on June 03, 2017, 08:58:08 PM
Yep... i didn't test it.... As soon as you research agriculture III, you can plant them without seeds. Seems weird though, i got into a seeds mindset and now its weird to plant directly from thin air. (could you add it? "seeds please")
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 03, 2017, 10:18:17 PM
Release for SeedsPlease Vegetable Garden addon.
- Adds the missing trees: Appletree, BananaTree, orangeTree, PeachTree, DateTree, FigTree, Cherrytree, Coconuttree, Olivetree
- Some spelling corrections.

(http://i.imgur.com/9Sntean.png?1)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=935733048) SeedsPlease-VG (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.3/SeedsPlease-VG_0.17.1.3.zip)

Title: Re: [A17] SeedsPlease!
Post by: ArthoriusBalen on June 05, 2017, 01:02:58 AM
Hi! I notice that the agave seeds are missing!
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 05, 2017, 04:32:21 AM
Agave is not sowable... Right?
Title: Re: [A17] SeedsPlease!
Post by: faltonico on June 08, 2017, 01:30:09 PM
Hi there!
Did you managed to balance the yield of healroot?
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 08, 2017, 08:27:54 PM
Healroot and wild healroot yield 5 raw healroot, it's proceesed 1:1 in the plant processing bench for medicine.
Title: Re: [A17] SeedsPlease!
Post by: faltonico on June 08, 2017, 10:25:41 PM
Healroot and wild healroot yield 5 raw healroot, it's proceesed 1:1 in the plant processing bench for medicine.
I'll give it a try, eventually xD
Thanks!
Title: Re: [A17] SeedsPlease!
Post by: dburgdorf on June 10, 2017, 12:25:44 PM
Just wanted to drop a quick note here to say that my "Wild Cultivation" mod is now fully compatible with "Seeds Please!" No patch mod is necessary. If "Seeds Please!" is in use, wild plants will drop seeds that can be used to grow their cultivated counterparts. And plants which can't be cultivated in vanilla RimWorld -- agave, saguaro cacti and ambrosia -- will drop seeds.

Many thanks to notfood for helping me get everything figured out! :D
Title: Re: [A17] SeedsPlease!
Post by: AllenWL on June 14, 2017, 12:40:45 PM
If I have a mod that adds a new plant along with seeds please, but seeds please doesn't have the seeds for it, what happens?
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 14, 2017, 02:17:12 PM
SeedsPlease only touches those plants that have a blueprintDef that points to "thing". You could even do the sowing with steel, chunks or even corpses if you so desire as long as the plant definition point there in the blueprintDef.

The SeedDef is there to help you add the blueprintDef to the plant, it's basically a convenient shortcut that gives you the seedbag texture and seed grouping.

Anyhow, you just got to know the defName of the plant you want to add then put the following in a new mod or the mod itself or even inside seedsplease Defs folder.
Code: [Select]
<SeedPlease.SeedDef><defName>MySeed</defName><plant>MyPlant</plant></SeedPlease.SeedDef>
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 14, 2017, 11:25:38 PM
my colonist wont sow, right clicking is not working on sowing, nothing pop up
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 14, 2017, 11:50:27 PM
Screenshot? Info of the seed? Type of the growing area? Mod list? I can't help you with so little details.
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 14, 2017, 11:58:28 PM
(http://i68.tinypic.com/141scy9.png)

i cant sow corn and cotton. when im right clicking nothing show
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 15, 2017, 12:04:27 AM
mods are:
-runtimegc
-edb prepare carefully
-hugslib
-colony manager
-stack merger
-advance power generation
-hospitality
-allow tool
-chemicals & neutroamine
-conduit deconstruct
-defensive position
-dubs hygiene and central heating
-efficient light
-Epoe
-hand me that brick
-nackblad inc rimhair
-more furniture
-more floors
-more beds vanilla
-organized research tab
-programmablevents
-smooth stone walls
-industrial rollers
-roofless
-ed laser drill
-fashionrimsta
-realistic rooms
-wanderer stat
-refugee stat
-a dog said
-area unlocker
-follow me
-quality builder
-seeds please
-vegetable garden
-medical tab
-work tab
-jtreplacewalls

in that order too
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 15, 2017, 12:23:05 AM
Screenshot? Info of the seed? Type of the growing area? Mod list? I can't help you with so little details.
sorry, thats all the details, please check, i really like to have your mod working. thank you
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 15, 2017, 01:35:55 AM
Where is your cotton seeds?

You need the Vegetable Garden addon to make those plants require seeds.
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 15, 2017, 02:00:43 AM
Where is your cotton seeds?

You need the Vegetable Garden addon to make those plants require seeds.

vegetable garden addon is different from just Vegetable garden? if so, where is the link please ty
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 15, 2017, 03:10:48 AM
https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.17.1.2/SeedsPlease-VG_0.17.1.2.zip

I repeat, where are your cotton seeds? I think you may not be understanding what this mod is about. All growing zones will require seeds to start sowing.
Title: Re: [A17] SeedsPlease!
Post by: hoaxdream on June 15, 2017, 09:46:08 AM
yup i got it now, thanks for the help
Title: Re: [A17] SeedsPlease!
Post by: Dark_Inquisitor on June 21, 2017, 05:15:29 PM
Hey, I've just found weird bug/glitch - when you designate a tree to be cut from the menu (architect > orders > chop wood > tree) a seed drops. BUT, when you first select a tree and then designate it to be cut (tree > chop wood), it does not happen :S
Title: Re: [A17] SeedsPlease!
Post by: onerous1 on June 22, 2017, 08:06:07 AM
Hey, I've just found weird bug/glitch - when you designate a tree to be cut from the menu (architect > orders > chop wood > tree) a seed drops. BUT, when you first select a tree and then designate it to be cut (tree > chop wood), it does not happen :S

Is that why I haven't been getting any tree seeds? Out of all the pines I've cut down I've only gotten one seed for my efforts. Must test this further.
Title: Re: [A17] SeedsPlease!
Post by: notfood on June 22, 2017, 08:32:09 AM
It depends on the growth. I don't remember the exact number but your chance to get the seed or two increases as the tree matures. It doesn't matter if you use the designator or the gizmo, both point to the same overrided designator.

https://github.com/notfood/RimWorld-SeedsPlease/blob/master/Source/JobDriver_PlantHarvestWithSeeds.cs#L59

You probably use the gizmo because your tree hasn't matured at all.
Title: Re: [A17] SeedsPlease!
Post by: onerous1 on June 22, 2017, 09:30:23 AM
I've just tested it and Dark_Inquisitor is right. I only chop down trees when they are 95% or higher. You do get more seeds if you use the tool in the Orders tab instead of clicking the tree first and clicking the chop tree button afterward. I've chopped many mature trees using the latter method and never received seeds. When I switched to using the Ordered tab button then I receive seeds regardless of the maturity of the tree. However, I haven't tested this with just Seeds Please so I don't know if it's a mod conflict.
Title: Re: [A17] SeedsPlease!
Post by: Dark_Inquisitor on June 23, 2017, 02:57:28 PM
I've just tested it and Dark_Inquisitor is right. I only chop down trees when they are 95% or higher. You do get more seeds if you use the tool in the Orders tab instead of clicking the tree first and clicking the chop tree button afterward. I've chopped many mature trees using the latter method and never received seeds. When I switched to using the Ordered tab button then I receive seeds regardless of the maturity of the tree. However, I haven't tested this with just Seeds Please so I don't know if it's a mod conflict.
I tested it in the dev mode (20 growing skill), one method was giving seeds every time, the other was not.
I'm pretty sure it's one of the quirks of the designation tools :S
Title: Re: [A17] SeedsPlease!
Post by: carpediembr on July 13, 2017, 09:17:55 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] SeedsPlease!
Post by: stigma on July 13, 2017, 10:03:08 AM
I don't use seeds please myself yet - but I guess the first thing you should do is make sure it's really a bug/problem, or if  you have just not been lucky to find the item due to random chance.

Use the devmode tools "replace all trade ships" to quickly cycle in new traders and check their inventory. After a few minutes of this you should be able to say pretty strongly if the items are appearing on traders as they should. If they aren't, make as detailed a bug report as you can.

And of course, if it turns out its broken and not spawning into the world correctly, you can work around that by deleting a bit of silver and spawning in handful of beans to start your crops - pretend you bought it :D

-Stigma
Title: Re: [A17] SeedsPlease!
Post by: Canute on July 13, 2017, 10:57:19 AM
Code: [Select]
<defName>RawCoffee</defName>
<label>useless coffee beans</label>
<description>useless coffee beans. nothing to do but sell them. how you even got them is a mystery. remove on next alpha.</description>
That entry is coming from VG, and since these entry use the RawCoffee it get used for seeds, the useable coffee beans are <defName>CPD_CoffeeBeans</defName>
Title: Re: [A17] SeedsPlease!
Post by: superscenic on July 20, 2017, 08:11:16 AM
Hi. Forgive me if this has been answered before.

I have started a new game with lots of mods and vegetable garden. I don't have seeds for vanilla crops like Potatoes and cotton. Do I have to buy vanilla crops first and then extract the seeds at the plant processing bench?

I'm asking because I am a still a way from forming caravans and will need crops for pemmican and cloth to progress. The "wild" plants on the map do drop seeds.

Much obliged.
Title: Re: [A17] SeedsPlease!
Post by: notfood on July 20, 2017, 09:34:31 AM
You can either buy them from the trader or extract the seeds if you get the fruits.
Title: Re: [A17] SeedsPlease!
Post by: faltonico on August 01, 2017, 08:38:26 PM
Hi there!
Are we supposed get seeds for a certain number of sowing/reaping cycles?
Is it that or something is happening to my crops, i have plenty of seeds in stock and suddenly i notice my fields are empty, i ran out of seeds to sow.

There is no animal allowed to go near the seeds, because i have seen that some can eat seeds on the the info tab, and only my best grower is allowed to harvest and it is level 15, i use worktab to separate sowing from harvesting.
There is no cold snaps nor blights and still, my fields eventually get empty.

Is it that a level 15 can't guarantee a seed on harvest? i have seen it do that so far.
Title: Re: [A17] SeedsPlease!
Post by: Chaos17 on August 02, 2017, 09:11:12 AM
Hi,

I tried your mod and I think it would be nice to have a notification somewhere that you've no seed to plant or least let you know how many seed you've have of a plant. If there is already a notification please forgive my ignorance because I couldn't found it.

I combined it with another mod that let harvest cotton in wildlife with other farmable seeds, was cool.
Title: Re: [A17] SeedsPlease!
Post by: Boundir on August 02, 2017, 04:21:24 PM
I've just tested it and Dark_Inquisitor is right. I only chop down trees when they are 95% or higher. You do get more seeds if you use the tool in the Orders tab instead of clicking the tree first and clicking the chop tree button afterward. I've chopped many mature trees using the latter method and never received seeds. When I switched to using the Ordered tab button then I receive seeds regardless of the maturity of the tree. However, I haven't tested this with just Seeds Please so I don't know if it's a mod conflict.
I tested it in the dev mode (20 growing skill), one method was giving seeds every time, the other was not.
I'm pretty sure it's one of the quirks of the designation tools :S

Got that one too. I think the work type is different whereas you use the order thing to chop wood (it will be growing job) or select tree then chop (plant cut) and I believe that's why we don't get seeds.
Title: Re: [A17] SeedsPlease!
Post by: Ynemo on August 13, 2017, 01:06:54 AM
hey,

i am looking way to rebalance seeds prices. Cant find it in mod files. Could someone help?
Banana seeds market value is 770 each. Looks like it should be 77? I am playing early cannibal colony and 20 banana seeds cost like 20% of all my colony value.
Title: Re: [A17] SeedsPlease!
Post by: Boundir on August 13, 2017, 04:17:50 AM
hey,

i am looking way to rebalance seeds prices. Cant find it in mod files. Could someone help?
Banana seeds market value is 770 each. Looks like it should be 77? I am playing early cannibal colony and 20 banana seeds cost like 20% of all my colony value.

Yup, noticed that price for seeds are higher than price for raw stuff. I feel like it should be the opposite.
I've checked the xml and found in \SeedsPlease\Defs\ThingDefs\Items_Seeds_Base.xml

Code: [Select]
<SeedsPlease.SeedDef Name="SeedBase" ParentName="ResourceBase" Abstract="True">
  <thingClass>SeedsPlease.Seed</thingClass>
  <label>unspecified seed</label>
  <description>These are genetically engineered seeds capable of thriving in a wide range of alien environments over multiple generations.</description>
  <graphicData>
    <texPath>Things/Item/Seeds/Seeds</texPath>
    <graphicClass>Graphic_StackCount</graphicClass>
  </graphicData>
  <statBases>
    <MaxHitPoints>15</MaxHitPoints>
    <Mass>0.015</Mass>
    <Flammability>1.0</Flammability>
    <DeteriorationRate>1</DeteriorationRate>
    <MarketValue>0</MarketValue>
    <SellPriceFactor>0.01</SellPriceFactor>
  </statBases>
  <soundInteract>Grain_Drop</soundInteract>
  <soundDrop>Grain_Drop</soundDrop>
  <thingCategories>
    <li>SeedsCategory</li>
  </thingCategories>
  <tradeTags>
    <li>Seeds</li>
  </tradeTags>
  <seed>
    <harvestFactor>1.0</harvestFactor>
    <seedFactor>1.0</seedFactor>
    <baseChance>0.95</baseChance>
    <extraChance>0.15</extraChance>
  </seed>
  <stackLimit>500</stackLimit>
</SeedsPlease.SeedDef>

Change \statBases\MarketValue to X (I tried 1 and Potatoes seed are sold 1.44 and meat 2.88) and you're done for every seed except for :
For seeds it's in \SeedsPlease\Defs\ThingDefs\Items_Seeds_Production.xml.
For raw it's in \SeedsPlease\Defs\ThingDefs\Items_Resource.xml

NB: As for Bananas I think it's from another mod (VG?). If the def is made like this you shouldn't have to modify anything from VG.
Code: [Select]
  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <label>potato seeds</label>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>
Title: Re: [A17] SeedsPlease!
Post by: The13thRonin on September 08, 2017, 09:30:40 AM
Is it possible to give individual descriptions to each type of seed or must all seeds share the same description?

I'd like to put some yield and fertility information in each seed.
Title: Re: [A17] SeedsPlease!
Post by: Blaze on September 08, 2017, 02:40:07 PM
Is there a way to fully uninstall the mod from a saved game?
I'm using both Seeds Please! and Vegetable Garden and the Addon.
The mod is amazigly immersive, but i've been struggling to get cotton and cloth.
Wild cotton plants would be really helpfull, as medicine depends exclusively on it.
Title: Re: [A17] SeedsPlease!
Post by: Boundir on September 08, 2017, 06:05:27 PM
Is there a way to fully uninstall the mod from a saved game?
I'm using both Seeds Please! and Vegetable Garden and the Addon.
The mod is amazigly immersive, but i've been struggling to get cotton and cloth.
Wild cotton plants would be really helpfull, as medicine depends exclusively on it.

Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960) might help there.
Title: Re: [A17] SeedsPlease!
Post by: Xiyn on September 18, 2017, 09:31:43 PM
Edit: I solved the problem.  It was an incompatibility with Achtung.  Planting works as intended now with it removed.
Title: Re: [A17] SeedsPlease!
Post by: Headshotkill on November 03, 2017, 10:02:51 AM
Is there an addon somewhere to gives seeds to vanilla wild crops, such as agave?
Title: Re: [A17] SeedsPlease!
Post by: bigheadzach on November 22, 2017, 04:18:28 PM
I want to say I've seen agave seeds in play, but since agave isn't coded to be planted (like raspberry bushes), I'm not sure there's anything you can do with them right now...
Title: Re: [A17] SeedsPlease!
Post by: dburgdorf on November 22, 2017, 04:34:32 PM
Is there an addon somewhere to gives seeds to vanilla wild crops, such as agave?

My "Wild Cultivation" mod allows many plants which only exist wild in vanilla to be cultivated (and also allows many which can only be cultivated in vanilla to show up in the wild). And it adds seeds (if "Seeds Please!" is in use, of course) for all those newly-cultivatable plants.
Title: Re: [A17] SeedsPlease!
Post by: Realta on November 22, 2017, 06:51:45 PM
Hi. First off, I absolutely love this mod. It adds a challenge to the game, an added element of difficulty. Thank you!
Secondly, in order to have other plant mods there has to be an addon for compatibility, or can you go in to the def file and add the SeedDef and it work?
I tried to add the SeedDef, but I could have done it wrong. On the other hand, I don't expect there to be a compatibility patch for every little plant mod, and am willing to wave them off in favor of seeds please.
Thank you for your help!
Also thank you Rainbeau for your wonderful mods as well!
Title: Re: [A17] SeedsPlease!
Post by: codexhound on November 22, 2017, 09:42:13 PM
Here's a zip of the mod updated for B18:

https://www.dropbox.com/s/nc1nhazt59bh6g1/SeedsPlease.zip?dl=0 (https://www.dropbox.com/s/nc1nhazt59bh6g1/SeedsPlease.zip?dl=0)
Title: Re: [A17] SeedsPlease!
Post by: notfood on November 23, 2017, 01:32:56 AM
B18 release SeedsPlease (https://github.com/notfood/RimWorld-SeedsPlease/archive/master.zip)

I'm working on the addons. Vegetable Garden became like 8 mods...
Title: Re: [A17] SeedsPlease!
Post by: Canute on November 23, 2017, 03:20:08 AM
notfood back on action ! :-)
But instead to create addons for each plant mod,
the mod should check one startup the availble plants and create seeds for them.
Other mod like

Omni Core Drill  (https://ludeon.com/forums/index.php?topic=34702.0) or
Mines - balanced mining (https://ludeon.com/forums/index.php?topic=34231.0)
doing a similar thing and allow to mine all the mineable minerals other mods add to the game.
Title: Re: [A17] SeedsPlease!
Post by: ptx on November 23, 2017, 08:47:24 AM
I like this mod since it solves the problem of growers able to conjure plants out of thin air.
So, thank you for this mod. Any kinds of realism are always welcome.

Even with this mod realism, there is still the 5% initial growth magic.
Plants do not grow from seeds (0%) into seedlings (5%) the moment you plant them.
A grower should germinates seeds to germination trays, growing + crafting job, transforming seeds into seedlings, 0 to 5% growth.
Growers then sow the seedlings on the field, hence the 5% initial growth.
Seedlings should have limited life, perishable, while seeds are storable just like the current system.

Another suggestion, the ability to take cuttings from wild plants, or fruits, or any other plants, and using tissue culture to create seedlings. Some plants do not have seeds, but tissue culture can be used to create the seedling.
Of course cuttings could also be used to make graft to plants. A single plant with multiple produce.

That's my thoughts anyway.  :)
Title: Re: [A17] SeedsPlease!
Post by: dburgdorf on November 23, 2017, 09:28:02 AM
Even with this mod realism, there is still the 5% initial growth magic.... Some plants do not have seeds....

I don't know how notfood feels about it, but these are points where I think the necessary abstraction of a game like RimWorld takes precedence over realism.

Having actual seeds for some plants, and bulbs for others, and cuttings for still others, etc., really wouldn't (to my mind) add much to the game beyond what the abstracted "seeds" of the mod already offer.  It would just become a pointless layer of complexity.  (And besides, who knows?  Maybe a few thousand years from now, mankind will have genetically altered every available plant so they *do* all actually grow from seeds.)  :D

As to the "instant saplings" thing, first, obviously, the time frame for many things in the game is sped up, anyway. But perhaps more importantly, I suspect it's also a matter of convenience. Having saplings appear the moment a plant is sown makes it immediately visually apparent that a tile is in use and what's being grown there.
Title: Re: [A17] SeedsPlease!
Post by: ptx on November 23, 2017, 09:39:41 PM
...these are points where I think the necessary abstraction of a game like RimWorld takes precedence over realism.
...

Sure, since my sniper can shoot a raider's head from 45 tiles away, but can't shoot a downed animal in front of him (unless modded). Sure, abstraction over realism. Why not.   ::)

So, these seeds would actually be fruit-seeds, which contains enormous amount of growth hormone to enable the initial growth spurt.
But, that would lead to another problem. The plant would absorbs large amount of soil nutrients. The soil's fertility would decrease. Overtime, the planet would become a desolate desert planet, without any forest.
Unless, there is a natural cycle to replenish the nutrient.
So, this game needs worms. Lots of it. Or a large one.  ;D
But then, some animals would adapt to eat the worms, instead of grass. IRL, Chicken rarely eats grass.

Since there are no worms, or periodic fertilizing, so I guess it's still magic. That would someway explains the psychic events.

Unrelated to this mod, regarding your bridge. Could you please make raiders not go after it.
Your bridge would be their first target, only some raiders would go after my colony front gate.
Thanks dburgdorf!  :)
Title: Re: [A17] SeedsPlease!
Post by: bigheadzach on November 24, 2017, 05:06:00 PM
Not so much a bug report but a question of compatibility: until the SeedsPlease VG Addon is updated to B18, will VG crops be sowable by skillreqs alone? I'm a tiny bit hesitant to get the addon for fear that Rainbeau's Wild Cultivation will not see fit to randomly gift me wild versions of the tier-locked crops (or a trader that sells them or the seeds).

Or am I overthinking this?
Title: Re: [A17] SeedsPlease!
Post by: notfood on November 24, 2017, 09:11:27 PM
Check github, the VG addon has been merged into the base mod. It will dynamically load the addons if they are detected by the patch system.

B18 SeedsPlease dev (https://github.com/notfood/RimWorld-SeedsPlease/archive/master.zip) It's on steam too.
Title: Re: [A17] SeedsPlease!
Post by: dburgdorf on November 24, 2017, 11:45:01 PM
I'm a tiny bit hesitant to get the addon for fear that Rainbeau's Wild Cultivation will not see fit to randomly gift me wild versions of the tier-locked crops....

I don't know how/if VG affects what's available from traders, but I can tell you that the presence or absence of VG in your mod list has no bearing on whether or not "Wild Cultivation" will put various crops on your map. :)
Title: Re: [A17] SeedsPlease!
Post by: Realta on November 25, 2017, 04:43:47 PM
I'm loving the new seed textures.

Is there any way to set up the mod to auto detect plantable type things and generate seeds for them? There are other plant mods i would like to try, but I don't want anyone to have to go through the trouble to make some special seed addon for each fancy new mod that comes along.

Thank you!
Title: Re: [A17] SeedsPlease!
Post by: notfood on November 25, 2017, 05:30:02 PM
I think so, the issue is the names, there is no standard. Tell me which plant mods you have in mind and I'll do what I can.
Title: Re: [A17] SeedsPlease!
Post by: Realta on November 25, 2017, 07:21:10 PM
Ah, I didn't realize there was no standard naming system. The two I was interested in were:

Xeo's Genetically Engineered Plants: https://ludeon.com/forums/index.php?topic=36913.msg378064#msg378064

And never mind on the second one. I'm a big dum dum and never realized it was a part of vegetable garden until now o.o (it was the metal plant mod)

Thank you!
Title: Re: [A17] SeedsPlease!
Post by: notfood on November 25, 2017, 08:48:06 PM
Ok I added it

https://github.com/notfood/RimWorld-SeedsPlease/commit/35db1e2b0956dee12a8f5f8f036866a45e86155c

B18 SeedsPlease dev (https://github.com/notfood/RimWorld-SeedsPlease/archive/master.zip)
Title: Re: [B18] SeedsPlease!
Post by: notfood on November 25, 2017, 09:11:20 PM
Updated the first post.
Title: Re: [B18] SeedsPlease!
Post by: Realta on November 26, 2017, 10:49:06 AM
Thank you! <3
Title: Re: [B18] SeedsPlease!
Post by: AlyfoxLP on November 26, 2017, 01:35:28 PM
I've started to use this mod, and holy cow does it make the game so much more difficult. Particularly since a single meal of a vegetable seems to use up 10 at a time.
Title: Re: [B18] SeedsPlease!
Post by: bigheadzach on November 29, 2017, 12:20:37 AM
Biggest hurdle I've found is that I've not been able to get a source of healroot with which to start planting.

What happens now when healroot is harvested? Is there a process by which raw healroot becomes herbal medicine?
Title: Re: [B18] SeedsPlease!
Post by: notfood on November 29, 2017, 12:59:38 AM
Yes, in the plant processing table
Title: Re: [B18] SeedsPlease!
Post by: AlyfoxLP on November 30, 2017, 11:54:33 PM
Biggest hurdle I've found is that I've not been able to get a source of healroot with which to start planting.

What happens now when healroot is harvested? Is there a process by which raw healroot becomes herbal medicine?

The Plant Production table, you can either convert 5 of the heal root bits into 1 heal root, or convert x amount (I havnt tried yet) into seeds
Title: Re: [B18] SeedsPlease!
Post by: bigheadzach on November 30, 2017, 11:58:32 PM
Makes sense. Just got a crappy map roll that has no wild healroot growing anywhere in my colony area. So I'll need to settle somewhere else (or use Setup Camp and see if I can manage to grab some elsewhere).
Title: Re: [B18] SeedsPlease!
Post by: onerous1 on December 03, 2017, 07:43:09 PM
I'm having some trouble with healroot while using Seeds Please and Vegetable Garden Project. Whenever I harvest healroot I either receive one raw healroot, 1 or 2 seeds, or nothing at all (not even a harvest failed message). Without VGP I receive the normal 5 raw healroot though I would have to check if I receive seeds in addition to the raw materials. Don't know if this is a VGP issue or a Seeds Please issue.
Title: Re: [B18] SeedsPlease!
Post by: notfood on December 04, 2017, 02:43:26 PM
Download the dev version from github. It's a bug I fixed already.
Title: Re: [B18] SeedsPlease!
Post by: onerous1 on December 04, 2017, 04:34:16 PM
Thank you for the bug fix.  :)
Title: Re: [B18] SeedsPlease!
Post by: Zalpha on December 16, 2017, 10:13:04 AM
Heard a lot about this mod, going to give it a try.
Title: Re: [B18] SeedsPlease!
Post by: ertzuiop on January 03, 2018, 12:16:29 AM
Hi i got an issue while harvesting healroot plants, they wont drop raw healroot, instead it gives herbal medicine.
Title: Re: [B18] SeedsPlease!
Post by: Gi1g4m3sh on January 21, 2018, 09:46:45 PM
Nice mod!! But I see one gameplay problem. As I've played a bit, initially we do become dependant of caravans to bring seeds to start our farm. As far as I saw, only mushrooms and big trees are spawning seeds but these won't grow for food (mushrooms need agriculture II [Vegetable Garden feature] to work].

Is there any way to maybe raise the chance of caravans or visitors to have seeds to sell? Or maybe better, make plants spawnable on the environment, even in minimal quantities. I searched the whole Release forum for one mod that does this but found none.

Thanks in advance!
Title: Re: [B18] SeedsPlease!
Post by: notfood on January 21, 2018, 11:56:20 PM
Check the WildCultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) mod by Rainbeau, to give you a headstart.
Title: Re: [B18] SeedsPlease!
Post by: Canute on January 22, 2018, 03:19:26 AM
Or just add a few seed with the scenario editor at your next gamestart.
Prepare carefully works too.
If you forget them at your current game, i think you can spawn 25 seeds of potatos with the dev tools without being called as cheating. :-)

Title: Re: [B18] SeedsPlease!
Post by: Gi1g4m3sh on February 09, 2018, 06:59:12 PM
Check the WildCultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) mod by Rainbeau, to give you a headstart.

Thanks notfood and Canuate for the hints. It gave me a good start for growing stuff!
Title: Re: [B18] SeedsPlease!
Post by: Kassidoo on February 11, 2018, 05:00:20 AM
Hii, if found an interaction with Achtung! that bypasses this mod. If you do "Sow this area/room" the will sow even without seeds, i noticed this when I tried sowing the few seeds I had and suddenly i had a full farm. I will just have to not use the sow are options for now I guess to not "cheat"
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on March 19, 2018, 06:53:14 PM
Wondering if theres a way to make it so colonists keep working on the seed processing bench after completing one seed extraction like how they continue cooking if you have a bill set to make multiple amounts of food? Seems its very low priority and my pawns would rather do something else after completing just one order, even if the bill is set to forever. At the moment ive resorted to just queuing a lot 
Title: Re: [B18] SeedsPlease!
Post by: Khargoth on April 03, 2018, 01:54:18 PM
Hi i got an issue while harvesting healroot plants, they wont drop raw healroot, instead it gives herbal medicine.
Had the same issue, fixed it for myself by editing the Cultivated_Plants.xml of Vegetable Garden Medicine, change harvestedThingDef from HerbalMedicine to RawHealroot and harvestyield from 1 to 5
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on July 17, 2018, 06:00:42 PM
how do i get seeds to my other colonies? Can I call in a specific seed merchant for them via trade beacon once I have power up? As it is Ive had no visiting merchants sell them and my people are starving
Title: Re: [B18] SeedsPlease!
Post by: Canute on July 18, 2018, 02:23:24 AM
Can't you just fill a transport pod with a variation of seeds and send it to the other colony ?
Or maybe Wild cultivation mod, to get seed's from wild growthing plants.
Title: Re: [B18] SeedsPlease!
Post by: makute on July 18, 2018, 09:17:50 AM
how do i get seeds to my other colonies? Can I call in a specific seed merchant for them via trade beacon once I have power up? As it is Ive had no visiting merchants sell them and my people are starving
You can buy seeds from other colonies.
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on July 28, 2018, 07:19:12 PM
Wondering if theres a way to make it so colonists keep working on the seed processing bench after completing one seed extraction like how they continue cooking if you have a bill set to make multiple amounts of food? Seems its very low priority and my pawns would rather do something else after completing just one order, even if the bill is set to forever. At the moment ive resorted to just queuing a lot
Title: Re: [B18] SeedsPlease!
Post by: raydarken on October 05, 2018, 10:51:09 AM
Any plans to keep this updated moving forward? I for one am looking forward to an update!  :)
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on October 11, 2018, 02:12:11 AM
same. this OHU planes, and razzle dazzle are must haves imo
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on October 17, 2018, 08:21:33 PM
can we expect a b19 version? I cant play without this anymore
Title: Re: [B18] SeedsPlease!
Post by: Khargoth on October 19, 2018, 12:44:40 PM
Im really hoping for a 1.0 release :)
Title: Re: [B18] SeedsPlease!
Post by: Vitvox on October 25, 2018, 12:51:02 PM
It's out!

Check here:

https://github.com/notfood/RimWorld-SeedsPlease
Title: Re: [B18] SeedsPlease!
Post by: Ruisuki on October 26, 2018, 11:29:57 AM
any problems using the 1.0 release with b19?
Title: Re: [B18] SeedsPlease!
Post by: Warforyou on October 27, 2018, 07:31:07 PM
It's out!

Check here:

https://github.com/notfood/RimWorld-SeedsPlease

Doesn't work for me. I get seeds but pawns don't seem to need them for planting anyways...
Title: Re: [B18] SeedsPlease!
Post by: notfood on October 27, 2018, 10:12:03 PM
Are you using Prison Labor?
Title: Re: [B18] SeedsPlease!
Post by: Warforyou on October 28, 2018, 05:38:49 AM
Are you using Prison Labor?
Yes, I do. I didn't try to force my prisoners to sow yet.
Title: Re: [B18] SeedsPlease!
Post by: zmadz on October 28, 2018, 05:52:16 AM
would be nice to updated title since you updated it to 1.0 yaaaay :)
Title: Re: [B18] SeedsPlease!
Post by: notfood on October 28, 2018, 01:50:08 PM
I want to iron out all the bugs first.

Prison labor has a conflict, they replace SeedsPlease sowing job. They use a patch for it so I can't do much from my side unless I want to break Prison Labor.
Title: Re: [B18] SeedsPlease!
Post by: Warforyou on October 30, 2018, 08:35:19 AM
It works fine without prison labor. I also turned off Achtung! mod as I remember it being incompatible. I was able to also load and use the old VG expansion. The only problem I now have is that wild plants from "Wild Cultivation" mod don't drop seeds as they used to. How do I fix that? )
Title: Re: [B18] SeedsPlease!
Post by: dburgdorf on October 30, 2018, 09:22:26 AM
The only problem I now have is that wild plants from "Wild Cultivation" mod don't drop seeds as they used to. How do I fix that?

Are you using the current version of "Wild Cultivation"? So long as it's being used in conjunction with "Seeds Please!," its plants should be dropping seeds, no matter which other mods are or aren't in your mod list....
Title: Re: [B18] SeedsPlease!
Post by: Warforyou on October 30, 2018, 05:39:21 PM
The only problem I now have is that wild plants from "Wild Cultivation" mod don't drop seeds as they used to. How do I fix that?

Are you using the current version of "Wild Cultivation"? So long as it's being used in conjunction with "Seeds Please!," its plants should be dropping seeds, no matter which other mods are or aren't in your mod list....

Thank you a lot! I didn't even notice it has updated.

UPD
Seems like it hasn't fixed my problem. I just updated and wil plants still don't seem to drop any seeds...
Title: Re: [B18] SeedsPlease!
Post by: notfood on October 31, 2018, 02:16:42 PM
Are you using Atchung and forcing them? Atchung overrides the force desgination
Title: Re: [B18] SeedsPlease!
Post by: sidfu on October 31, 2018, 04:03:58 PM
prison labor updated to fix the seed plz issue but havent tested to see if fixed yet
Title: Re: [B18] SeedsPlease!
Post by: Warforyou on October 31, 2018, 05:16:59 PM
Are you using Atchung and forcing them? Atchung overrides the force desgination

I have already mentioned that I am well aware of Achtung incompatibility so I am not using it anymore. Other than that the mod works just fine. I was able to process enough plants to seeds on the plant processing table to start my little farming for food supply.
Title: Re: [B18] SeedsPlease!
Post by: ivanovic77 on November 09, 2018, 12:29:41 PM
Is the mod updated to the 1.0 version? I downloaded this file: SeedsPlease_0.18.1.0.zip. Is it right?
Title: Re: [B18] SeedsPlease!
Post by: Canute on November 09, 2018, 12:35:37 PM
Yes it got updated but your version is for B18.
You need to download the master from Github.
Title: Re: [B18] SeedsPlease!
Post by: ivanovic77 on November 09, 2018, 01:00:08 PM
Yes it got updated but your version is for B18.
You need to download the master from Github.

Thanks!
Title: Re: [B18] SeedsPlease!
Post by: onerous1 on November 17, 2018, 06:46:11 AM
I'm not getting any seeds from trees unless I cut them down in a growing zone. Other wild plants like healroot drop seeds properly. I am also using Wild Cultivation, but Seeds Please loads afterwards (it's last in my load order).
Title: Re: [B18] SeedsPlease!
Post by: notfood on November 17, 2018, 11:49:49 AM
Modlist? Are you using an older version? I fixed that issue some time ago.
Title: Re: [B18] SeedsPlease!
Post by: onerous1 on November 18, 2018, 04:20:17 AM
When I expand the Plant cut column in the Work Tab it has Fell Trees, Cut Plants, and Harvest Secondary Resources from Plants in that order. My mod list is below.

Code: [Select]
<li>Core</li>
<li>HugsLib</li>
<li>Mod Manager</li>
<li>Giddy-up! Core</li>
<li>Miscellaneous 'CORE'</li>
<li>Siren</li>
<li>[KV] Configurable Maps - 1.0</li>
<li>[XND] Animal Alerts</li>
<li>Allow Tool</li>
<li>Animal Tab</li>
<li>Better Pawn Control</li>
<li>Color Coded Mood Bar</li>
<li>Better Workbench Management</li>
<li>Dubs Mint Menus</li>
<li>Food Alert</li>
<li>Heat Map</li>
<li>Interaction Bubbles</li>
<li>Medical Tab</li>
<li>Moody</li>
<li>More Planning</li>
<li>OgreStack</li>
<li>QualityBuilder</li>
<li>Relations Tab</li>
<li>Research Tree</li>
<li>Reverse Commands</li>
<li>RimHUD</li>
<li>Stuffed Floors</li>
<li>Work Tab</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>Spoons Hair Mod</li>
<li>Xeva's Rimhair</li>
<li>[FSF] Rain Washes Away Filth</li>
<li>[KV] Save Storage, Outfit, Crafting, &amp; Drug Settings - 1.0</li>
<li>[KV] Trading Spot - 1.0</li>
<li>[RF] Editable Backstories and Names [1.0]</li>
<li>[RF] Fishing [1.0]</li>
<li>[RF] Pawns are Capable! [1.0]</li>
<li>[RF] Tribal Pawn Names [1.0]</li>
<li>[SYR] Harvest Yield Patch</li>
<li>[SYR] Set Up Camp</li>
<li>[XND] Memorable Auroras</li>
<li>[XND] Use That Sniper's Scope!</li>
<li>[XND] Watermill Tweaks</li>
<li>Nature is Beautiful [rebalanced] v1.3 [1.0]</li>
<li>Animal Variety Coats</li>
<li>AnimalHarvestingSpot (Continued)</li>
<li>Animals Logic</li>
<li>Colony Manager</li>
<li>Defensive Positions</li>
<li>Faction Discovery</li>
<li>Fluffy Breakdowns</li>
<li>Mad Skills</li>
<li>MendAndRecycle</li>
<li>MinifyEverything</li>
<li>More Faction Interaction</li>
<li>My Little Planet</li>
<li>Pick Up And Haul</li>
<li>P-Music</li>
<li>Realistic Darkness 1.0</li>
<li>RunAndGun</li>
<li>Shelf Renamer</li>
<li>Simple sidearms</li>
<li>Sparkling Worlds Addon - More Events [1.0] - Standalone Addon</li>
<li>Tech Advancing</li>
<li>Therapy</li>
<li>Use Bedrolls</li>
<li>While You're Up [1.0]</li>
<li>A Dog Said... Animal Prosthetics</li>
<li>AnimalCollabProj</li>
<li>[RF] Advanced Bridges [1.0]</li>
<li>[RF] Concrete [1.0]</li>
<li>[RF] Packed Lunches [1.0]</li>
<li>[RF] Etched Stone Walls [1.0]</li>
<li>[sd] medicaddons</li>
<li>[SYR] Doormats</li>
<li>GloomyFurniture</li>
<li>[T] MoreBedsCloth</li>
<li>[XND] Proper Shotguns</li>
<li>Snap Out!</li>
<li>[XND] Survival Tools</li>
<li>AnimalCollabProj ADS Patch</li>
<li>Camping Stuff</li>
<li>Caravan Gear v1.6 [1.0]</li>
<li>CCP's Plant Stuff</li>
<li>CCP's Stone Tweaks Vanilla</li>
<li>Door Curtains</li>
<li>Dubs Bad Hygiene</li>
<li>Dubs Rimkit</li>
<li>FashionRIMsta</li>
<li>FFGermanShepherd</li>
<li>FFGermanShepherd Compatibility Patch for A Dog Said</li>
<li>Giddy-up! Battle Mounts</li>
<li>Giddy-up! Caravan</li>
<li>Giddy-up! Ride and Roll</li>
<li>LED Lights</li>
<li>Less Arbitrary Surgery</li>
<li>Medieval Times</li>
<li>More Furniture [1.0]</li>
<li>More Sculpture</li>
<li>No Burny (less flammable metals)</li>
<li>Outdoor Lighting</li>
<li>[1.0] Palisades </li>
<li>RIMkea</li>
<li>RimWriter - Books, Scrolls, Tablets, and Libraries</li>
<li>Run and Hide</li>
<li>Search and Destroy</li>
<li>Shear Those Corpses Vanilla</li>
<li>Shear Those Corpses ACP</li>
<li>Spotted</li>
<li>Storage Solutions</li>
<li>SZ_Floors</li>
<li>Tables+</li>
<li>Various Space Ship Chunk (Continued)</li>
<li>Wandering Caravans [v2.4.0]</li>
<li>Polarisbloc - Storyteller incidents pack</li>
<li>Animal Food Restrictions</li>
<li>Just Ignore Me Passing</li>
<li>Misc. Bees'n'Honey</li>
<li>Rah's Bionics and Surgery Expansion</li>
<li>VGP Vegetable Garden</li>
<li>VGP Garden Canning</li>
<li>VGP Garden Drinks</li>
<li>VGP Garden Fabrics</li>
<li>VGP Garden Gourmet</li>
<li>VGP Garden Medicine</li>
<li>VGP Garden Resources</li>
<li>VGP Garden Resources (Medieval Tech Patch)</li>
<li>VGP More Veggies</li>
<li>VGP Xtra Trees and Flowers</li>
<li>VGP Garden Tools</li>
<li>VGP_CoffeeTeaDrugs</li>
<li>Zen Garden</li>
<li>Hospitality</li>
<li>Progress Renderer</li>
<li>Prepare Landing</li>
<li>EdB Prepare Carefully</li>
<li>Real Ruins</li>
<li>Misc. MapGenerator</li>
<li>Map Reroll</li>
<li>Psychology</li>
<li>[RF] Wild Cultivation [1.0]</li>
<li>[RF] Fertile Fields [1.0]</li>
<li>SeedsPlease</li>
Title: Re: [B18] SeedsPlease!
Post by: Valeron on November 24, 2018, 07:05:51 AM
Hi,
I cant grow regular mushroom (the white one) in growing zone. I have mushroom seeds but there is no option for selecting mushroom. I also use Vegetable garden and Wild cultivation mods (latest versions), but even withount this two mods I am not able to grow mushrooms. Is it bug or you cant grow mushrooms at all?
Title: Re: [B18] SeedsPlease!
Post by: onerous1 on November 24, 2018, 07:24:07 AM
I believe mushrooms can only be grown in hydroponics. VG changed this recently.
Title: Re: [B18] SeedsPlease!
Post by: Tanelorn on November 24, 2018, 06:28:42 PM
I am using the steam version for 1.0. For some reason I have seeds but I have almost no options for planting other than potatoes.
I am running VG and wild cultivation. Below is a screenshot (or a link to it).

(https://steamuserimages-a.akamaihd.net/ugc/946215727608298695/C8858B4B4E656091FEF4790953515A9D734803A9/)

Title: Re: [B18] SeedsPlease!
Post by: Dr_Zhivago on November 24, 2018, 07:52:48 PM
I am using the steam version for 1.0. For some reason I have seeds but I have almost no options for planting other than potatoes.
I am running VG and wild cultivation. Below is a screenshot (or a link to it).

Aside from needing the seeds from "Seeds Please", you need the appropriate research done in order to plant with "VGP Vegetable Garden". Also, include the load order for those three mods. I load it like:
VGP
Seeds Please
Wild Cultivation
Title: Re: [B18] SeedsPlease!
Post by: Tanelorn on November 24, 2018, 11:58:29 PM
Aside from needing the seeds from "Seeds Please", you need the appropriate research done in order to plant with "VGP Vegetable Garden". Also, include the load order for those three mods. I load it like:
VGP
Seeds Please
Wild Cultivation

Thanks for the tips, I'll look into it and report.
Edit: WOAH, wild cultivatables require HEAVY research, making them a distant target for tribal starts. It takes 2 levels of research to do strawberries (which are what you get from vanilla berry bushes) and 3 levels to do "wild biome plants". That's a tall order. I think that maybe Seeds Please should have an override so that tribals can plant their seeds from wild plants immediately or at least sooner...
Title: Re: [B18] SeedsPlease!
Post by: Valeron on November 25, 2018, 08:16:14 AM
I believe mushrooms can only be grown in hydroponics. VG changed this recently.

You are right. Thanks for advice!
Title: Re: [B18] SeedsPlease!
Post by: Dr_Zhivago on November 25, 2018, 05:52:02 PM
Do you plan on adding compatibility for any other mods? Like "Nature's Pretty Sweet"?
Title: Re: [B18] SeedsPlease!
Post by: Tanelorn on November 25, 2018, 06:55:49 PM
Do you plan on adding compatibility for any other mods? Like "Nature's Pretty Sweet"?

Wait, I didn’t know NPS was incompatible... In what way?
Title: Re: [B18] SeedsPlease!
Post by: Dr_Zhivago on November 25, 2018, 07:50:55 PM
Wait, I didn’t know NPS was incompatible... In what way?

Some trees can be planted without seeds. Gum trees, redwood, old growth oak, hazelnut... I'm guessing every tree added is not covered. Doesn't break the game or anything, just makes growing trees easy.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on November 27, 2018, 10:51:47 PM
I'll check for NPS compatibility. I play with it.

Updated the OP btw.
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on November 28, 2018, 12:06:28 AM
I play with it.

Is it intentional that pincushion cactus from VGP are not effected by Seeds Please?
Title: Re: [1.0] SeedsPlease!
Post by: notfood on November 28, 2018, 01:56:37 AM
Yeah, if it has no yield I give it no seeds.
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on November 28, 2018, 02:56:50 AM
Yeah, if it has no yield I give it no seeds.

Gotcha. Must have been a more recent update then, but dismar added "<defName>RawCactusFruit</defName>" which comes from harvesting pincushion cactus. I made this as a temporary patch for myself, but maybe it'll give you some insight? I know you do your patches differently. Feel free to do whatever with it.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on November 28, 2018, 06:09:01 PM
My bad, there is 4 vanilla plants patched by VGP that my script didn't catch. I'm making it easier to detect the plants without seeds.

Updated on master.
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on November 28, 2018, 06:26:30 PM
Updated on master.

Thanks for keeping up with it!
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on December 04, 2018, 11:09:27 PM
(https://i.imgur.com/q4jdHIp.png)

Probably an accident due to automatic seed generation and "Nature's Pretty Sweet" dead redwood tree. Likely just shouldn't have seeds for dead trees haha. defName"TKKN_PlantTreeRedwoodDead"
Title: Re: [1.0] SeedsPlease!
Post by: notfood on December 05, 2018, 03:43:45 PM
Hahah that's insane. But it means they're sowable. The issue shows here but it's actually NPS having those trees as sowable.
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on December 08, 2018, 09:20:38 PM
Some other things I've noticed with the mod "RimCuisine". Two bugs so far.

You can extract "bee" seeds (from mature bee-hives which are produced from wild bee trees), which is probably another <sowTag> issue due to the bee-hives being harvested from a wild tree (non-sowable by pawns).

The other is that you can try to extract "cocoa" seeds.... but it won't truly work. It'll appear to work, but upon reloading your save it will disappear and break your save.

Edit: I think my guess was off, but the bug still exists.
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 26, 2018, 04:44:49 PM
Hello
I have an issue with farming, where i can plant without having seeds, or enough seeds.
For example, pawns plant a 5x5 growing zone full with potatoes, even though i just had 6 potato seeds.
Dunno what causes it, i have Vegetable Garden-SeedsPlease-Wild Cultivation in that order installed.
Much appreciated if you could point me in the right direction.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on December 26, 2018, 08:04:05 PM
Download master. It may be Atchung.
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 27, 2018, 04:39:26 AM
Dont have Atchung.
Tried the master, but the issue remains. Attached a screen you can see, how the pawn sows without having seeds.
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on December 27, 2018, 05:04:14 AM
Dont have Atchung.
Tried the master, but the issue remains. Attached a screen you can see, how the pawn sows without having seeds.

Try including a HugsLib log(share logs button), or copy the log (ctrl+f12+alt) and post in on a pastebin link. It'll help with diagnosis.
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 27, 2018, 07:39:10 AM
Here you go:
https://gist.github.com/HugsLibRecordKeeper/0e3fe23ff92b6fcf90dde2194333e94e

Edit:
Added a RCC, too. Hope it helps.
https://www17.zippyshare.com/v/gxqsQ35u/file.html
Title: Re: [1.0] SeedsPlease!
Post by: notfood on December 27, 2018, 10:24:29 AM
Take a screenshot of the WorkTab as you hold your mouse over PlantCut and Harvesting
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 27, 2018, 02:51:23 PM
Done
Title: Re: [1.0] SeedsPlease!
Post by: notfood on December 27, 2018, 09:36:07 PM
There is two sow crops, whichever mod is adding the first one is overriding it.

Do a text search for "sow crops" in all your mods defs.
Title: Re: [1.0] SeedsPlease!
Post by: Canute on December 28, 2018, 03:15:48 AM
From the hugslib log
Quote
WorkGiver_GrowerSow.ExtraRequirements: post: AlienRace.HarmonyPatches.ExtraRequirementsGrowerSowPostfix
You should maybe start search at the alien races.
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 28, 2018, 05:12:06 AM
Found it. AdvancedAnimalFramework
Title: Re: [1.0] SeedsPlease!
Post by: Canute on December 28, 2018, 05:38:43 AM
Good for Minions, bad for Seeds.
You should report it to Walking Problem.
I don't saw any mod that need the Framework, maybe i oversaw any.
Can't you just remove it ?

Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 28, 2018, 07:38:08 AM
Thats the question. Do i need to remove it entirely or ist it enough to delete the label in AdvancedAnimalFramework.
At the moment i just use Arachnid and Wild Animal Sex from Walking Problem. Which, i guess, doesnt need AAF.
But after its updated i would like to use Rimslaves, thats why i installed AAF in the first place.
So just delete "sow crops" from AAF?
Title: Re: [1.0] SeedsPlease!
Post by: Canute on December 28, 2018, 08:15:42 AM
Try it out, you still can replace it with the original file.
But Rimslaves and Minions will use the Sow feature, but maybe WP will adjust the framework if you report it to him.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on December 28, 2018, 12:33:13 PM
Why's it affecting humanlike? Isn't it an animal framework? Sounds like their bug.
Title: Re: [1.0] SeedsPlease!
Post by: ertzuiop on December 28, 2018, 02:14:38 PM
Send a PM now and replied on his outdated thread. Deleted it from my modlist for now. Case closed
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on January 05, 2019, 10:14:46 AM
Can you make it so this is only about "unlocking" a seed type, instead of having to count how many seeds you need to sow x plants? For example if you acquire one potato seed, you can plant any potatoes you want from here on. I'm only asking to make it an alternate option in the mod, not replace the existing system.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on January 05, 2019, 12:36:16 PM
It'd miss the point of the mod. Isn't it better to gate them through research? You should look into RimCuisine and VegetableGardenProject.
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on January 06, 2019, 11:39:34 AM
Unlocking seeds through research doesn't make sense, because it means you could get cocoa seeds even if you started in sea ice. Research gives you seeds out of thin air. Your system of extracting or finding them in their natural environment is better, if only it wasn't limited by quantity.
Title: Re: [1.0] SeedsPlease!
Post by: onerous1 on January 07, 2019, 10:20:13 AM
Unlocking seeds through research doesn't make sense, because it means you could get cocoa seeds even if you started in sea ice. Research gives you seeds out of thin air. Your system of extracting or finding them in their natural environment is better, if only it wasn't limited by quantity.

Is the issue not getting enough seeds to supply your colony? You can alter your start by allotting a certain number of seeds. Otherwise, your suggestion sounds like a normal vanilla start where you can plant anything you want if you have the skill or research unlocked. If you think you should get more seeds then one option is to edit the drop rates for harvesting.

I usually start with 50 of the basic seeds (corn, potatoes, rice, psychoid, hops) and the rest I explore different land masses to gather different plants. The first year isn't too bad to begin stocking up on seeds. My priority is to get to 100 seeds of the starter crops. Then only use half for next years planting season in case of bad events (blight, cold snap, toxic fallout, etc) so it doesn't kill your supply.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on January 07, 2019, 01:59:38 PM
Take into account that seeds availability is expotential. If you start with 1, next round you will get 4 if you process them into seeds. Then from 4 to 16. From there anything you want.

The trick is always in managing your produce. How much it goes into seeds and how much it goes into food.
Title: Re: [1.0] SeedsPlease!
Post by: ptx on January 07, 2019, 02:15:52 PM
I know it's easy to add additional seed defs for any mod, but I think this mod needs seed defs for Lord of the Rims and Smokeleaf Industry, since those are pretty large mods.
LoTRElves adds lembas plant and mallorn tree, LoTRHobbits adds pipeweed, LoTRDwarves adds earthbread and honeyroot, while Smokeleaf Industry adds its own smokeleaf seed resource, not plantable, exchanging that resource to smokeleaf seeds would be nice.
Title: Re: [1.0] SeedsPlease!
Post by: temple_wing on January 17, 2019, 08:20:42 AM
"Defs_OnDemand" should test the existence of a Def.

Mod "Syrchalis Blueberries" removes many defs from VGP. When I have both Syr and VGP, I will get a "def not found" error, because those defs are removed by Syr.
Would you please check the existence of a Def before run a auto-seed-creation?
Title: Re: [1.0] SeedsPlease!
Post by: RicRider on January 31, 2019, 11:45:20 AM
This mod is the best. Can't live without it. I love that you need to have multiple growing areas that deal with different seeds and plants and set up bills on multiple benches to get the most out of automating the seed generation project!

That being said, I've noticed there's some shenanigans with the mushrooms going on. I can't extract glowstool seeds and I can only buy them from traders. When I use raw fungus to extract Agarilux seeds I get Agarilux seeds that I can't seem to plant. Can you look into this?

Also, when I extract strawberry seeds I have to use the berries that I find wild on the map. But I don't know how to plant the wild berries. Is this intended?

Also I'm thinking of adding some other mushrooms to my game like the Noku mod and any others I find. Do you know of any other plant mods that work with your mod that I can add?
Title: Re: [1.0] SeedsPlease!
Post by: notfood on January 31, 2019, 09:16:44 PM
They should all work, they'll get handled by the auto seed generator.

It's best to do manually though, you can balance the prices and give them proper textures and correct names.
Title: Re: [1.0] SeedsPlease!
Post by: temple_wing on February 02, 2019, 03:17:29 AM
Will you add some genetically engineered seeds? I see "multiplier of yields" and "multiplier of seeds", that is designed for some "advanced seeds" right?
Title: Re: [1.0] SeedsPlease!
Post by: modderei53 on February 08, 2019, 03:25:32 PM
Hi Charlotte,

don't get any growing xp by harvesting with the mod active, regardless of load order.

Any idea what could cause it?
Title: Re: [1.0] SeedsPlease!
Post by: notfood on February 08, 2019, 03:39:57 PM
I've heard about it before. I don't know what could it be. I get a ton of xp because it's doubled. There isn't much room for mistakes here:

https://github.com/notfood/RimWorld-SeedsPlease/blob/master/Source/JobDriver_PlantWorkWithSeeds.cs#L45
Title: Re: [1.0] SeedsPlease!
Post by: Canute on February 08, 2019, 03:51:32 PM
modderei53,
try to move seedsPlease at the end of the modlist.
Maybe some other mod modify the harvesting.
Does you use Fertile field maybe, since FF got soil degrade on harvest i could imagine that it may conflict with others.
Title: Re: [1.0] SeedsPlease!
Post by: modderei53 on February 08, 2019, 05:29:34 PM
Deactivated all mods except Seeds Please and started a new game, nothing.

I'm clueless
Title: Re: [1.0] SeedsPlease!
Post by: temple_wing on April 01, 2019, 07:53:26 AM
Please auto-disable mushroom seeds if it's harvested by wild man. Or at least provide a menu option to disable it.
Title: Re: [1.0] SeedsPlease!
Post by: ksaturn on April 26, 2019, 01:08:52 AM
I am also having this problem with Seeds Please. First I moved it to the end of the mod list, which did nothing. Then I removed it, which allowed me to then gain XP from harvesting.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on April 27, 2019, 09:14:20 PM
It's been reported to me before, but I don't know what could be causing the missing xp. In my games it runs fine, the xp is doubled as usual.
Title: Re: [1.0] SeedsPlease!
Post by: ksaturn on April 28, 2019, 01:07:49 AM
I am running Rimworld 1.0.2150 on macOS Mojave (10.14.4)

To make sure I updated SeedsPlease 1.0.1.2 from 1.0.1.0. I loaded only SeedsPlease after core.

I get this in my log:
Malformed (correct format is Major.Minor) version string on mod SeedsPlease from notfood "1.0.0" - parsed as "1.0"

Nothing else in the (verbose) log mentions seeds please except load times and image cleaning.

Interestingly, I found that planting corn and poplar seeds provided xp, but harvesting corn, trees and berry bushes did not.

I've looked at your code sample and the pawn definition in a save file, but I'm just getting started with Rimworld code. Knowing nothing else about what your code is plugging into, L14 of JobDriver_PlantCutWithSeeds.cs looks suspicious.

`xpPerTick = 0f;`

https://github.com/notfood/RimWorld-SeedsPlease/blob/e1c5a15572558a3154fda605d8a7a9218c937c1a/Source/JobDriver_PlantCutWithSeeds.cs#L14

I poked around with a hex editor but it looks like I need to get set up with something that can decompile the dlls to get any further with local testing.
Title: Re: [1.0] SeedsPlease!
Post by: Canute on April 28, 2019, 01:55:49 AM
Quote
To make sure I updated SeedsPlease 1.0.1.2 from 1.0.1.0. I loaded only SeedsPlease after core.
Is Seed's please is the only mod you are using ?
Did you just test it out on a new colony, add hugslib and use the quickstart feature (Dev mode on, the top right icon) to create fast a test colony.
Setup a growing zone, use dev tools to pass 1-2 days until the plants are mature.
But i bet when they harvest they get XP.

So it is the fault of some other mod which might change the jobdriver.
Try SeedsPlease at last at the modlist with your colony, check if that change something.
Maybe a logfile made with hugslib (Share logs button at the logwindow) that provide modlist and patches, maybe there is something to see.

Title: Re: [1.0] SeedsPlease!
Post by: Iver on April 28, 2019, 07:42:35 AM
Can you please add plants from this mod as well? https://ludeon.com/forums/index.php?topic=33296.0
Title: Re: [1.0] SeedsPlease!
Post by: notfood on April 28, 2019, 10:19:48 AM
@ksaturn

That says, if it has seeds and it can yield now, grant xp, otherwise not. It's the same in vanilla except it doesn't test for seeds.
Title: Re: [1.0] SeedsPlease!
Post by: ksaturn on April 28, 2019, 05:37:41 PM
I've been determining xp gain by hovering over the plants skill while they are working and watching to see if the number changes. With only core it does while cutting trees or harvesting. With SeedsPlease I only get xp from planting.

@Canute

As stated, it was the only mod, Core+SeedsPlease, in that order. I created a new colony with this modlist through the normal means, not quickstart. I grew up the plants instantly using debug actions (which is a little graphically weird). As stated, when harvesting corn I got 0 xp. When planting corn however I did get xp. As far as I can tell no harvesting/cutting gives xp for me with the mod enabled, period. No other mod is at fault unless just being in the folder and not loaded by the modlist can affect the jobdrivers.

I will repeat with an otherwise empty Mods folder, Hugslib and quickstart when I have a chance.

@notfood

Sounds like that isn't the problem. By what you are saying, even if that was getting triggered inappropriately the core logic xp should still be happening. The xp for both Core and SeedsPlease logic is missing for plant cutting, so something in the mod is disrupting/preventing the Core seed xp logic too (on my system).
Title: Re: [1.0] SeedsPlease!
Post by: ksaturn on April 29, 2019, 04:25:42 AM
I ran it without anything else in the Mods folder except Core+HugsLib+SeedsPlease. I used `open /Applications/RimWorld2150Mac.app/ --args -quicktest` which worked as expected, like -quicktest on Windows.

It dropped me into a desert. There was a little soil, and I was able to plant daylilys there. This granted xp. I tried cutting a Saguro Cactus, and that provided 0 xp.

I spawned potato seeds and planted them (granting xp). I used 'T: Finsh plant growth' on them and harvested them, granting 0 xp. The first one dropped 11 potatoes and 1 potato seed.

Here is the gist from HugsLib, but I didn't see anything too interesting.
https://git.io/fjGwe
Title: Re: [1.0] SeedsPlease!
Post by: RicRider on May 02, 2019, 12:28:35 PM
Ksaturn I wonder if it has anything to do with the fact that you are running on a Mac. I'm running on a Mac and I have exactly the same issue. One of the first things I did when the last version of the game was released was download a fresh copy with a fresh config and install nothing but SeedsPlease. Same issue, no xp from plants.

I've noticed this in other games too. For instance, when I run the "Overhaul" mod for the game Terraria many of the enemies do only 1 damage and all my ranged attacks do one damage. Many Mac users are reporting the same thing.

I might be taking a wild guess in the dark here but it could have something to do with dlls not playing nicely on anything but Windows, or permission issues with things not being able to write to folders in the right place on Mac... or anything. I don't know.

Notfood does your mod use anything that could be playing badly with other operating systems than Windows?
Title: Re: [1.0] SeedsPlease!
Post by: ksaturn on May 02, 2019, 12:34:24 PM
Now I know I can get experience by planting. Planting requires rare, valuable seeds. As a difficulty boosting mod, this is really working, lol.

I suspect it's a Mac thing too. It's surprising so many things DO work here, and odd this one doesn't. I have a lot of mods installed.

If you don't have access to a mac to test this problem on it could be tricky, but changing how you do it (but ultimately doing the same thing) might dodge the problem. I'd be happen to test run an assembly now and then.
Title: Re: [1.0] SeedsPlease!
Post by: RicRider on May 02, 2019, 01:01:07 PM
I must admit for a long time I didn't even know that this was a bug, Ksaturn. I thought it was a feature on this mod! In fact I got so used to it it doesn't really bother me. It's not really game breaking, it just makes things more challenging. Hehe. It's not going to stop me using SeedsPlease!

@notfood perhaps a workaround for this would be to add some controls in the options setting for SeedsPlease to allow players to set the level of experience they want to get from planting, harvesting, etc. By doing this process you might find what's causing the issue because it would let you see the code that manipulates the core files and possibly figure out whether it works differently on different operating systems.
Title: Re: [1.0] SeedsPlease!
Post by: PhantomFav on May 20, 2019, 09:56:08 AM
Is it possible to increase quantity and types of seed that the caravans sell? In 2 full years of treading I could only buy 30 corn seed and 20 potato seed :(
Title: Re: [1.0] SeedsPlease!
Post by: Canute on May 20, 2019, 10:24:24 AM
You aware that you can create seeds out of vegetables ?
Even when a trader don't sell seeds, bulk goods should sell veggies which you can turn into seeds.
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on May 20, 2019, 11:22:34 AM
I don't get plant xp for cutting trees either, it's definitely because of this mod because I have no other that relates to planting. Also I don't run on Mac but windows 10 like everyone else, please be responsible and stop trying to find ridiculous excuses like blaming the OS for a simple function that has no need for system calls. @RicRider
Title: Re: [1.0] SeedsPlease!
Post by: PhantomFav on May 20, 2019, 12:20:22 PM
You aware that you can create seeds out of vegetables ?
Even when a trader don't sell seeds, bulk goods should sell veggies which you can turn into seeds.
yes, and vegetables are pretty expensive and occupy much space if you consider that you need 400 corn for only 40 seed.
Seriously, the only seed that you can buy and are abundant are the tree seed and they are pretty much useless in the majority of the cases.
Title: Re: [1.0] SeedsPlease!
Post by: RicRider on May 25, 2019, 08:27:30 PM
I don't get plant xp for cutting trees either, it's definitely because of this mod because I have no other that relates to planting. Also I don't run on Mac but windows 10 like everyone else, please be responsible and stop trying to find ridiculous excuses like blaming the OS for a simple function that has no need for system calls. @RicRider

That's insulting. Like really insulting. I'm just trying to help. I said in my post that I was clearly speculating. No need to go and assume I was being irresponsible or something. It's attitudes like yours that make it difficult to post on forums, because now I'm supposed to suck it up. And I can't. I just feel like reaching through the screen and choking you. Also what the hell does 'Windows 10 like everyone else' mean? Are you seriously going to do the Windows is better than Mac BS at me? Take a hike.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on May 25, 2019, 10:10:20 PM
No XP bug is fixed in master. Go test it.
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on May 27, 2019, 11:12:10 AM
Indeed it works now, thanks
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on May 29, 2019, 11:11:29 AM
You never have enough seeds even with experienced planters and constantly having to sacrifice half the harvest for seeds, this mod is plain unplayable.
Title: Re: [1.0] SeedsPlease!
Post by: notfood on May 29, 2019, 07:33:21 PM
No? I play with it all the time. You only need to sacrifice part of your harvest when you want to expand your farm. Otherwise it stays consistant and over time it grows anyhow there is only chance to gain more seeds over time.
Title: Re: [1.0] SeedsPlease!
Post by: nickdos on May 30, 2019, 09:07:17 AM
Sorry but I don't play in base builder difficulty and neither do the others that complained about the same thing itt
Title: Re: [1.0] SeedsPlease!
Post by: Canute on May 30, 2019, 10:33:12 AM
The difficult shouldn't have an impact on the harvest/seed.
It only made raids harder and more event's can happen.

Maybe another mod interfere with SeedPlease too.
nickdos, maybe post your modlist (use the green Share log button at the low window).
Notfood did you test it with Fertile Field, since that mod modify the harvest for plant scraps.

Title: Re: [1.0] SeedsPlease!
Post by: notfood on May 30, 2019, 12:16:55 PM
Seed management has nothing to do with difficulty, indeed. Growing a farm isn't something instant like in vanilla. You have to take time to grow it, try using plowing mods like Fertile Fields to increase the growing speed. This mod is a difficulty challenge, if you can't balance your produce between seeds and mouths to feed, you will have a hard time.
Title: Re: [1.0] SeedsPlease!
Post by: whyareuhere on July 18, 2019, 02:37:38 PM
I was wondering if Seeds Please had compatibility with the Combat Extended mod? I have seeds from T's mods (tomatoes and carrots), but none for blazebulbs in Combat Extended. Any help would be appreciated!
Title: Re: [1.0] SeedsPlease!
Post by: RicRider on August 07, 2019, 10:14:24 AM
@Notfood Big thank you for fixing xp gain from cut and harvest. Just replaced SeedsPlease folder in a running game with the one from Master (too lazy to wait for current colony to die) and all useless pawns are now getting plant xp.

Merci!
Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 18, 2019, 06:10:24 PM
does this latest release include support for rimcuisine? https://github.com/notfood/RimWorld-SeedsPlease/releases
just making sure since the latest update there was last year and cuisine released a few months ago
Title: Re: [1.0] SeedsPlease!
Post by: notfood on August 19, 2019, 06:00:32 AM
Use Master instead
Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 19, 2019, 07:19:37 AM
alright i will do that. Another question this time about the potato plant. I see the OP has some code I need to write somewhere, but im wondering where? Can you tell me which folder/file I need to add it to is?
Title: Re: [1.0] SeedsPlease!
Post by: Dr_Zhivago on August 20, 2019, 11:34:28 PM
alright i will do that. Another question this time about the potato plant. I see the OP has some code I need to write somewhere, but im wondering where? Can you tell me which folder/file I need to add it to is?

Only if you're creating new seeds for a mod. Otherwise you do not need to do anything.

If you are, you just need to add them into the Defs. I'd also suggest an extraction recipe.
Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 21, 2019, 03:03:42 AM
alright i will do that. Another question this time about the potato plant. I see the OP has some code I need to write somewhere, but im wondering where? Can you tell me which folder/file I need to add it to is?

Only if you're creating new seeds for a mod. Otherwise you do not need to do anything.

If you are, you just need to add them into the Defs. I'd also suggest an extraction recipe.
Do I not need to do it for potatos? I am able to sow them without any seeds on my new colony
Title: Re: [1.0] SeedsPlease!
Post by: Canute on August 21, 2019, 04:12:00 AM
Did you use any other mod, that maybe alter the potato plants ?
Did you try to move SeedsPlease at the end of the modlist ?
Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 21, 2019, 04:04:19 PM
Did you use any other mod, that maybe alter the potato plants ?
Did you try to move SeedsPlease at the end of the modlist ?
only one i can think of is rimcuisine i dont use vegetable garden or any other food mod. Yes its the last mod on the list

Edit: apparently i can sow more crops without the use of seeds
Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 23, 2019, 03:56:55 PM
another thing i wanna mention is with the mod survival tools (enabled hardcore mode which should mean i cant do jobs without the proper tools, so cant grow without sickle) I am able to bypass the requirement and can not only sow without seeds, but harvest without the tool equipped. It seems likely to be a conflict with that mod? Because ive also had crafting quality and quality builder mods be ignored by my colonists
Title: Re: [1.0] SeedsPlease!
Post by: Canute on August 23, 2019, 04:09:59 PM
You can try to move survival tools pretty high at the modlist, so other mods like Quality builder or Seedsplease patch the things survival tools allready patched before.
Maybe that help.

Title: Re: [1.0] SeedsPlease!
Post by: Tocato on August 24, 2019, 06:59:06 AM
i moved it higher, i still get seeds its just it bypasses their need altogether

It worked for wheat seeds but other seeds like from rimcuisine, and even vanilla like potatos, can be planted without them
Title: Re: [1.0] SeedsPlease!
Post by: makute on August 27, 2019, 11:30:42 AM
Is there a recommended load order when using SeedsPlease! along with Rainbeau's Fertile Fields, Rainbeau's Wild Cultivation and Extended Fabrics?

I had cotton seeds and balls back in B18, but can't get it to work in 1.0.

Thanks a lot.
Title: Re: [1.0] SeedsPlease!
Post by: Ruisuki on August 27, 2019, 11:24:37 PM
i moved it higher, i still get seeds its just it bypasses their need altogether

It worked for wheat seeds but other seeds like from rimcuisine, and even vanilla like potatos, can be planted without them
I'm having a similar problem. Seeds are required for: healroot, barley, wheat, onion, carrots, common mushrooms

Seeds not required for: potato(these are clicked by default but don't show up on the list when I click to see all crops, must mean I need to research them first but for some reason am bypassing it's seed requirements?) bush, pincushion cactus, low shrubs, tall grass, regular grass, cats eye plant, catnip plant,
And flowers like dandelion Rose daylily and geranium.

I'm also not using vg only rimcuisine
Title: Re: [1.0] SeedsPlease!
Post by: Canute on August 28, 2019, 02:36:39 AM
When it is only potato and not rice/corn, you maybe should look at your mod's if anyone change potato's.
Cat's eye and catnip are from other mods (Orassan i think) and would need a patch.

Generell this mod would need a detour patch methode and check for all plantable def entries and patch them. So it wouldn't need any speciel patch anymore.
Title: Re: [1.0] SeedsPlease!
Post by: sayheyjay on August 30, 2019, 09:49:27 PM
Try this patch to add extra seeds, including the Orassan ones.
https://steamcommunity.com/sharedfiles/filedetails/?id=1818720048
Title: Re: [1.0] SeedsPlease!
Post by: Ruisuki on September 01, 2019, 04:31:00 PM
When it is only potato and not rice/corn, you maybe should look at your mod's if anyone change potato's.
Cat's eye and catnip are from other mods (Orassan i think) and would need a patch.

Generell this mod would need a detour patch methode and check for all plantable def entries and patch them. So it wouldn't need any speciel patch anymore.
now that you mention it i dont see rice or corn as one of the plants I can sow. Hmmm i was thinking maybe rimcuisine locked it behind research but ill have to see.

@sayhey wow i didnt know gloomy furniture added something that would conflict with SP