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RimWorld => Releases => Mods => Outdated => Topic started by: XeoNovaDan on November 18, 2017, 08:10:18 AM

Title: [B18] Xeo's Genetically Engineered Plants v1.2.1 (26th Jan 2018)
Post by: XeoNovaDan on November 18, 2017, 08:10:18 AM
(https://i.imgur.com/c5wkpVv.png)

Multilingual Support
サポート日本語 (by Namsan)

Compatibility
Should work with any other mod since this mod is entirely new content, and no other mod has added plants that are like these.

This can also safely be added to existing savegames, but there may be issues removing this from a savegame if you've started any of this mod's research, have any artiveg or have sown any plants.


Download
GitHub (https://github.com/XeoNovaDan/XeosGeneticallyEngineeredPlants/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1204258045)

Like this mod? Check out my other mods here (https://ludeon.com/forums/index.php?topic=29503.0)!


Overview
Xeo's Genetically Engineered Plants adds four new plants to RimWorld, opening up new possibilities for both food production and resource production. As is the theme with all of my mods, I've put a lot of care into balancing this mod to fit with Vanilla. Now let's get into the details for each plant added!

Artiveg
(https://i.imgur.com/XyWzSo7.png)
Description: An extremely fragile, genetically engineered plant that grows poorly in any ground that's less than rich in nutrients, but grows exceptionally well in highly fertile environments. Widely used by urbworlds to feed their staggering population counts, in a bid to tackle their frequent food shortages.

Growing Skill to Sow: 12
Research Requirement: Artiveg (800 points, Spacer tech)
Fertility Sensitivity: 170%
Minimum Soil Fertility: 65%
Base Grow Days: 4.24
Mature Harvest Yield: 9x Artiveg
Health Points: 45
Other Notes: Has a 10% better nutrition output than rice in rich soil, and 30% in hydroponics. Falls behind the pack everywhere else.


Duraveg
(https://i.imgur.com/CLabdLj.png)
Description: A completely different strain of artiveg; duraveg was selectively bred and modified on glitterworlds, for the purpose of being distributed as a new means for a food supply on caveworlds, and even toxic worlds. This extremely hardy plant can survive many hostile conditions, is immune to blight, and can even grow in complete darkness, but has a very low food output compared to conventional crops when grown in reasonable bodies of earth.

Growing Skill to Sow: 8
Research Requirement: Artiveg (800 points, Spacer tech)
Fertility Sensitivity: 20%
Minimum Soil Fertility: 1%
Base Grow Days: 5.3
Mature Harvest Yield: 6x Artiveg
Health Points: 270
Other Notes: Doesn't die in the cold, grows fine in complete darkness, immune to blight and has an extremely long lifespan. Has a very low nutrition output though, even in gravel when compared to rice.


Branchvine
(https://i.imgur.com/hoNnAsD.png)
Description: Genetically engineered creeper plant that grows to become wood-like, and quickly at that. Unlike trees however, branchvines will die in the cold.

Growing Skill to Sow: 10
Research Requirement: Branchvine (600 points, Medieval tech)
Fertility Sensitivity: 50%
Minimum Soil Fertility: 30%
Base Grow Days: 6.95
Mature Harvest Yield: 15x Wood
Health Points: 150
Other Notes: 20% better wood output than poplar trees (the best tree in vanilla RimWorld to farm for wood). Less health than any other tree, and dies in the cold rather than shedding leaves.


Rocketree
(https://i.imgur.com/02pIutC.png)
Description: A genetically engineered tree that yields no usable wood, but a lot of chemfuel. Will combust violently when ignited, and also fragile.

Growing Skill to Sow: 8
Research Requirement: Rocketrees (700 points, Industrial tech)
Fertility Sensitivity: 50%
Minimum Soil Fertility: 30%
Base Grow Days: 30
Mature Harvest Yield: 50x Chemfuel
Health Points: 150
Other Notes: Will explode in a large fireball (3.5 radius) at 84% health or less, launching fuel everywhere. Lifted this from the cryptosleep revival briefing.


Credits
Draegon1993 - new Artiveg (plant), Branchvine and Duraveg textures.
Marnador for their great work with the RimWorld-style font.
Mehni - being 'The Real MVP' with assistance for the original art set.
Shotgunfrenzy - new Artiveg (yield) and Rocketree textures.

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: AeroHawkScreech on November 18, 2017, 09:27:36 AM
I made an account just to say how cool this mod looks. As a biotechnologist studying genetic engineering I already love it lol.
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: XeoNovaDan on November 18, 2017, 09:41:18 AM
Quote from: AeroHawkScreech on November 18, 2017, 09:27:36 AM
I made an account just to say how cool this mod looks. As a biotechnologist studying genetic engineering I already love it lol.

I'm flattered! Very much appreciated. :)
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: SpaceDorf on November 20, 2017, 03:26:31 AM
Amazing. I allready love the boom tree :)
So many tactical applications  ;D

I only have one question about your description :
Do Duraveg and Artiveg both yield the same crop ? Because you wrote that Duraveg yields 6 Artiveg when fully matured.

And what do they taste like ?
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: Canute on November 20, 2017, 03:57:25 AM
Who cares how they taste, they prevent you from starving at extreme situations.
And even with enough spice and meat you can made a fine meal out of them.
If you want better tasting fruits, terraform the gravel and plant appletrees ! :-)
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: SpaceDorf on November 20, 2017, 04:15:22 AM
Quote from: Canute on November 20, 2017, 03:57:25 AM
Who cares how they taste, they prevent you from starving at extreme situations.
And even with enough spice and meat you can made a fine meal out of them.
If you want better tasting fruits, terraform the gravel and plant appletrees ! :-)

Fluff cares :)
And maybe the pawns care too. 
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: XeoNovaDan on November 20, 2017, 06:48:03 AM
Quote from: SpaceDorf on November 20, 2017, 03:26:31 AM
Do Duraveg and Artiveg both yield the same crop ? Because you wrote that Duraveg yields 6 Artiveg when fully matured.

And what do they taste like ?

Yes they do. Duraveg and Artiveg are (very distantly) related, hence why they're also unlocked by the same research, and also to avoid stockpile bloat.

They taste just like any other veg.

Hope that's helped! :)
Title: Re: [B18] Xeo's Genetically Engineered Plants (18th Nov 2017)
Post by: SpaceDorf on November 20, 2017, 06:54:57 AM
Yup, that was helpful.

Thank you.  :)
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.1 (22nd Nov 2017)
Post by: XeoNovaDan on November 22, 2017, 12:35:31 PM
Updated to v1.1 (22nd Nov 2017)

Changes:
- Rocketree changes
    - harvestWork: 1000 -> 1600
    - tickerType: Normal -> Long (fixes an issue where rocketrees wouldn't grow)
- Branchvine changes
    - Health: 100 -> 150
    - Yield: 16 -> 15
    - harvestWork: 375 -> 500
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2 (17th Dec 2017)
Post by: XeoNovaDan on December 17, 2017, 10:34:31 AM
Updated to v1.2

Changes:
* New textures by Draegon1993 and Shotgunfrenzy
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2 (17th Dec 2017)
Post by: ZE on December 17, 2017, 01:24:35 PM
request : a meat fruit
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2 (17th Dec 2017)
Post by: Dagoras on December 17, 2017, 01:45:38 PM
Hey there, thats a nice mod, however i would like to have a request.

I am playing mainly in snow/ice biomes and wood is VERY scarce there aswell as other plant matter, maybe you could add a wood-plant that grows in snow/ice as the counterpart to the branchvine that yields only small amounts but grows in very cold climate, because currently i need to import all my wood :/ as trees dont die but neither grow... maybe add an option for the hydroponics aswell? As trees cant be grown in those and i mainly use them as they are the only really reliable vegetable income in snow/ice biomes.
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2 (17th Dec 2017)
Post by: wwWraith on December 17, 2017, 02:09:04 PM
Quote from: ZE on December 17, 2017, 01:24:35 PM
request : a meat fruit
https://ludeon.com/forums/index.php?topic=25056
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2 (17th Dec 2017)
Post by: Harry_Dicks on December 18, 2017, 10:31:24 AM
I love small, simple mods like this. They don't add too much of anything too crazy, and the art goes well with the vanilla assets and palette.
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2.1 (26th Jan 2018)
Post by: CrazyMalk on March 21, 2018, 02:21:24 PM
Hello! I'm getting the following error with this mod, can somebody help me?

Config error in PlantRocketree: CompExplosive requires Normal ticker type
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2.1 (26th Jan 2018)
Post by: XeoNovaDan on March 21, 2018, 03:46:06 PM
CrazyMalk - That's normal and won't cause any issues.
Title: Re: [B18] Xeo's Genetically Engineered Plants v1.2.1 (26th Jan 2018)
Post by: CrazyMalk on March 21, 2018, 03:50:52 PM
Oh, thanks! I'm getting some simillar errors with other mods ("Found no Verse.ThingDef named"). It's all ok, then?