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RimWorld => Mods => Releases => Topic started by: dismar on November 18, 2017, 12:49:20 PM

Title: [1.3] Vegetable Garden Project [10/23/2022]
Post by: dismar on November 18, 2017, 12:49:20 PM
Vegetable Garden Project Mods
Single downloads in table. All in one download below.























 
 
 
 
 
 
 
 
Vegetable Garden (http://bit.ly/37VmAAL)
Download (//http://)
Main core of my mod.
Requires Vegetable Garden loaded first. 
 
 
 
Coffee and Tea Drug Policy
Added to Main
Adds all my drinks to the Drug Policy
Gourmet Garden (https://ludeon.com/forums/index.php?topic=36926.msg378130#msg378130)
Download (http://bit.ly/37VmAAL)
Adds a ton of recipes and cooking tables.
Garden Canning (https://ludeon.com/forums/index.php?topic=36926.msg378130#msg378130)
Download (http://bit.ly/37VmAAL)
Adds two ways of canning food.
Garden Drinks (https://ludeon.com/forums/index.php?topic=36926.msg378131#msg378131)
Download (http://bit.ly/37VmAAL)
Adds a bunch of alcohol and sodas.
Garden Bulk Drinks
Added to Main
Adds bulk recipes to alcohol and sodas.
Does not require vegetable garden : 
 
 
Garden Medicine (https://ludeon.com/forums/index.php?topic=36926.msg378133#msg378133)
Download  (http://bit.ly/37VmAAL)
Adds a bunch of medicines and bulk drug recipes.
Garden Fabrics (https://ludeon.com/forums/index.php?topic=36926.msg378134#msg378134)
Download  (http://bit.ly/37VmAAL)
Reworks base game cloths, recycle appear and blend leathers.
Garden Fabrics Simplified (https://ludeon.com/forums/index.php?topic=36926.msg378134#msg378134)
Download  (http://bit.ly/37VmAAL)
Use instead of Fabrics mod. Does not rework the cloth plants. But has all the other features.
Garden Dyes (https://ludeon.com/forums/index.php?topic=36926.msg378134#msg378134)
Download  (http://bit.ly/37VmAAL)
Adds Dye table to change color of cloth. Unlocks colored Apparel.
Garden Dyes Expanded (https://ludeon.com/forums/index.php?topic=36926.msg378134#msg378134)
Download  (http://bit.ly/37VmAAL)
Expands the Dyes mod to other cloths.(requires Dye Mod)
Garden Resources (https://ludeon.com/forums/index.php?topic=36926.msg378135#msg378135)
Download  (http://bit.ly/37VmAAL)
Grow resources.
Soylent Production (https://ludeon.com/forums/index.php?topic=36926.msg378136#msg378136)
Download  (http://bit.ly/37VmAAL)
Craft food from...people?
Garden Tools! (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137)
Download  (http://bit.ly/37VmAAL)
New sunlamps, hydroponics, soil upgrades.
More Veggies! (https://ludeon.com/forums/index.php?topic=36926.msg378138#msg378138)
Download  (http://bit.ly/37VmAAL)
Adds even more vegetables!
Three Sisters Plants (https://ludeon.com/forums/index.php?topic=36926.msg378138#msg378138)
Download  (http://bit.ly/37VmAAL)
Adds new types of plants that can be harvested for up to 3 types of crops.
Xtra Trees and Flowers! (https://ludeon.com/forums/index.php?topic=36926.msg378138#msg378138)
Download  (http://bit.ly/37VmAAL)
Adds even more trees and flowers!



All-in-one Download Packs!
All my mods in one file for easier downloads. Version: 1.3!


(https://i.imgur.com/t1TKhhR.png) (https://www.dropbox.com/sh/oe0l8tm16jzk7b0/AAAfKMNqR7-YjFambbYvqsX3a?dl=0)
DropBox Lastest Pack Download (https://www.dropbox.com/sh/oe0l8tm16jzk7b0/AAAfKMNqR7-YjFambbYvqsX3a?dl=0)
DropBox Older Versions File Pack Downloads.  (https://www.dropbox.com/sh/oe0l8tm16jzk7b0/AAAfKMNqR7-YjFambbYvqsX3a?dl=0)

(https://i.imgur.com/SeLOS7g.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1185272266)
Steam Download (http://steamcommunity.com/sharedfiles/filedetails/?id=1185272266)

On Nexus!
(https://i.imgur.com/qDBM7ga.png) (https://www.nexusmods.com/rimworld/mods/90/?)

Nihao Cloud for Chinese Downloads! (https://app.nihaocloud.com/d/c24427470ba34630b510/)

License: (https://licensebuttons.net/p/zero/1.0/88x31.png)
All works that are not derivatives of RimWorld assets are licensed under a  Creative Commons Public Domain 1.0 Universal License (http://creativecommons.org/publicdomain/zero/1.0/)
All permissions granted



Want French artwork? It's here! Thanks to Joedox for this.
Download French Artowrk 18.5r!! (https://www.dropbox.com/s/5qrywzq6nz81nmi/Vegetable_Garden_B18.5r%20%20French%20Art.zip?dl=0)
French language added thanks to Team Scribio "https://discord.gg/Rty5RkW"


Like my mod and wanna support?
Buy Me a Coffee! (https://ko-fi.com/A4051PBT)


(https://i.imgur.com/O9BxqOx.png)
Vegetable Garden

The main piece of my project! Will have smaller bits of other mods built in. But tried keep the size down and still keep the spirit of the garden when used alone

Tier Crop Growth:
Starter Crops
-potatoes - grows well anywhere
-corn - long growing with high yields
-rice - fast growing
-barley - immune to blight and used to make ale in the drinks mod.

Tier 1 research "special property plants"
-snow beats - grows well anywhere, does not die from cold snaps
-lentils - meat substitute
-beans - many uses in the gourmet garden
-Olives - does not destroy plant when harvest, yield after first is faster

Tier 2 research fruits
-watermelon, grapes, blueberries, strawberries, agave

Tier 3 research fruit trees
-Apples, Bananas, Oranges, Peaches

Wild plants:
-Apples, Cherries, Bananas, Coconuts, Dates, Figs, Pineapple, Cloudberries, Gooseberries.
-Mushrooms are grown in the wild and in hydropnics Can be used as a meat substitute.


Ingredients Plants:
-Coffee and Tea

New Wood:
-Bamboo fast growing wood
-ironwood very beautiful but not for fuel


Other Features:
-Growable Grass
-Silage Animal Feed
-Bulk Meals: Makes 4x Simple, Fine, Lavish, Kibble, and Pemmican.
-Stir-Fry and Stew Recipes with added meal effects.
-New Categories for stockpiles.
-Coffee, Tea, and Fruit Drinks
-Bio-Fuel: fuel for fueled tables.
-New art work for items by Spoon.
-New Flower: Plumeria
-New Tree: Ironwood
-Hydroponic hay grass, ambrosia, and baby agarilux (cave mushroom).
-New Floors for bamboo, ironwood.

(https://i.imgur.com/bN7KiEA.png)
(https://i.imgur.com/oFKPpBP.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:49:27 PM
(https://i.imgur.com/YxOOFLe.png)
VGP Garden Gourmet
(Requires Vegetable Garden, loaded first)

Garden Gourmet adds a bunch of new worktables, recipes, food based joy items, and meal items into the game. Along with new ways to preserve them.

Plants :
Wheat
Cocoa
Sugarcane

Worktables and recipe :

Fueled Food Prep Table / Electric Food Prep Table
-Make Tofu (bulk)
-Make Polenta (bulk)
-Grind Sugar, corn meal,flour (simple)
-Make milk
-Make Cheese
-Pickle Vegetables
-Salt Meats
-Make Vegan eggs

New Cooking stove recipes
-Polenta
-Grilled Cheese Sandwhiches
-Cheeseburgers
-Tacos
-Porridge
-Maki Rolls

Oven / Electric Oven
-Bread
-Sweet Rolls
-Pizza
-Cookies
-Pie
-Bake Polenta
-Corn bread
-Muffins
-Dry Fruits

Campfire Recipes:
-Meat Pies
-Grilled Steak
-Grilled Vegetables
-Kabobs

Fueled Candy Table / Electric Candy table
-Hard Candies
-Caramels
-Taffies
-Ice Cream
-Yogurt
-Smoothies

Grinding Stone
-Bulk sugar
-Bulk cornmeal
-Bulk flour



And a Cooking tools table to boost the work speed of the other tables.



(https://i.imgur.com/vOjjROj.png)
(https://i.imgur.com/JLJheBx.png)

(https://i.imgur.com/9Hf8XEA.png)
VGP Garden Canning
(Requires Vegetable Garden, loaded first)

Garden Canning addes two ways of canning food. With reserach.

A canning stove that pawns can food at. It is powered by steel.

And a canning factory, which pawns will load with food and will automatically can the food after an amount of time.

Worktables and recipe :


Canning Table
-Canned meals
-Canned vegetables
-Canned meats
-Canned fruits

(https://i.imgur.com/OYJosB5.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:49:34 PM
(https://i.imgur.com/0Axv6A7.png)
Garden Drinks
(Requires Vegetable Garden loaded first)

Heavily uses Cupro's and Kubouch barrel system of fermenting alcohols. Like the vanilla system of beer.


Adds the following new alcohols:

-Apple cider made from Cider Must.
-Rum made from Cane Mash.
-Wine made from Wine Must.
-Spoon's Berry Wine made from Grape Must.
-WHIZ Sake made from Rice Mash.
-Syntria Vodka made from Vodka Precursor.
-Kitty's Tequila made from Agave Must.
-Quil's Whiskey made from Corn Wort.
-Barkey's Brown Ale made from brown malt.
-Fruitshine made from fruit mash.
-Kvass Soda made from fermenting.
-Ambrosia wine made from ambrosia must.

Soda Garden!
-Apple Soda
-Banana Soda
-Blueberry Soda
-Cherry Soda
-Cloudberry Soda
-Coconut Soda
-Date Soda
-Gooseberry Soda
-Grape Soda
-Orange Soda
-Peach Soda
-Pinneapple Soda
-Watermelon Soda
-Mystery soda made from any fruit combo
(https://i.imgur.com/IZcNr7g.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:49:44 PM
(https://i.imgur.com/Qn7JYNZ.png)
Garden Medicine
(Does not require Vegetable Garden)

Adds new Medicines and Drugs.

-Flu Ez a drug for blocking flu.
-Ibuprofen a drug for reducing pain.
-Antibiotics for reducing the amount of time for being sick.

Make Neutroamine. Grow Neutro-Flowers to refine neutroamine from at the drug lab.

Hydroponic Ambrosia. Used in glitterworld medicine.
Make Glitterworld medicine.
Make Bandage kits. Used in make medicines.
Grow Tobacco and make Cigarillos.

Research Bulk recipes:
-Medicine kits
-Garden Medicines: Flu Ez, Ibuprofen, and Antibiotics.
-Penoxycyline, go-juice, flake, yayo, wake-up, and smokeleaf joints.


Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:49:53 PM
(https://i.imgur.com/67USMkL.png)
Garden Fabrics
(Does not require Vegetable Garden)

Reworks the games cloth production.


Cotton and devilstrand plants produce fibers that can be processed into cloths at the loom.

-Unpowered loom and an electric loom.
-Adds Flax plant and linen Cloth.
-Adds plasteel thread. Used to make high-end cloths.
-Adds recipes for synthread and hyperthread cloths.
-Adds hemp cloth made from smokeleaf.
-Adds patchleather to looms
-Adds salvage apparel allowing you to destroy unwanted apparels.
-Adds blended wool
-Adds blending down into simple cloth.
(https://i.imgur.com/Mp4utuA.png)

Garden Dyes
(Does not require Vegetable Garden, Area Rugs, or Fabrics.)
(https://i.imgur.com/OuarEG2.png)
Adds a table to change the color of cloth.

I have removed the dye part of the Area Rugs mod to expand on it more.

The orignal mod can be found here:
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=934235098
Forum: https://ludeon.com/forums/index.php?topic=18657.0

This Mod adds a Dye barrel that unlocks with the Tailor bench.
The dye table allows you to change the color of Cloth.
Currently only Cloth can be changed and to the following colors:
Red
Pink
Ornage
Yellow
Green
Teal
Blue
Violet
Purple
Bleached White
Grey
Black

Garden Dyes Expanded!
(Does not require Vegetable Garden, Area Rugs, or Fabrics.)
(Load after Garden Dyes!!)
(https://i.imgur.com/TM0F4RR.png)

Adds colored Hyperweave
Adds colored Devilstrand
Adds colored Synthread



Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:50:01 PM
(https://i.imgur.com/vYhh77N.png)
Garden Resources
(Does not require Vegetable Garden)

Research Resource Plants:
-Steel Shrooms
-Plasteel Bulb Chunks
-Gold Fern Leaves
-Silver Flower Petals
-Uranium Root Bulbs
-Jade Leafs

-Adds new recipes added to the Electric Smelter to smelt plants.

Grow Resources:
- Grow plants, which soak up minerals from the ground.
- Extract the minerals into ores at the Electric Smelter. 
- Requires high growing and crafting skills.
(https://i.imgur.com/O0PIcuh.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:50:08 PM
(https://i.imgur.com/iqtScgj.png)
VGP Soylent Production
(Does not require Vegetable Garden)

A more advance version of the original mod.

- There aren't Soylent Cola and Soylent Medicine anymore. You can produce "Soylent Blue" (Animal Meat), "Soylent Purple" (Insect Meat), "Soylent Red" (Fruits  Vegetables) and "Soylent Yellow" (Animal Products) instead.
- You need to butcher the corpses (humans, insects and other animals) before you can "transfer" the meat into the corresponding "Soylent Type". So you will have some mood debuff.
- You can only process five pieces of ressource per action. So production time has been gone up quite a lot.
- Additionally "Soylent Products" aren't that OP anymore: one junk of meat / fruit / vegetable will be one piece of Soylent; Nutrition was reduced from 0.15 to 0.05.
- "Soylent Products" will rot eventually. But before they will last very long - even longer than pemmican (50% longer). And if you refrigate them, they will theoretically last forever.
- Research costs have been increased and electricity has been integrated as a research prerequesition.

But I also integrated some simplifications (and so raised the OPness of this mod):
- All "Soylent Products" will stack up to 500 items per tile.
- There is an additional research step: "Advanced Soylent Production". After researching that, you can mass produce all "Soylent Products" (100 pieces instead of five, at a 35% reduced production time). Also you will be able to produce "Survival Meals" out of "Soylent Products" and/or pemmican (at a higher ressource cost than regular "Survival Meal" production).


Orignal Mod made by master modder JuliaEllie. Maintain By dismar. Remastered by PhileasFogg!
(https://i.imgur.com/nQiyIWJ.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:50:17 PM
(https://i.imgur.com/dGZmex5.png)
Garden Tools
(Does not require Vegetable Garden)

Adds Many Tool into the Garden Tool category.

-Adds 3 sizes of efficient sun-lamps that turn off at night.

-Adds 3 sizes of researched heated sun lamps that run all the time and provide enough heat to keep the growing area warm.

-Adds 3 sizes of sun lamps that run all the time.

-Adds Planter boxes low fertile grow zone needs no power.

-Adds a 1x1 hydroponics basin can be built any size or shape.

-Adds an advanced hydroponic basin makes its own light.

-Adds Fertilizer that can be made from the Butcher table, burning corpses, or in a compost bin.

-Adds Compost Starter made at the butchers table and put into the compost bin.

-Adds a dirt digging spot to get dirt from.

-Adds Soil Reclamation researches.

Which allows you to:
Tier 1
-Place soil on Rough Stone
Tier II
-Reclaim soil allows you to place soil on any non water tiles
-Reclaim Water and Marsh allows you to place soil on any shallow water tiles.

-Use Fertilizer to create Plowed Soil, a rich soil tile.

(https://i.imgur.com/HNEzoCF.png)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 12:50:25 PM
(https://i.imgur.com/KLcJknc.png)
More Veggies!
(Does not require Vegetable Garden)

Adds even MORE vegetables into the game for those who just want some new plants, this is a perfect mod for you!

Adds :
-Squash
-Tomato
-Pumpkin
-Carrot
-Eggplant
(https://i.imgur.com/htso4im.png)
Three Sisters Plants
(Does not require Vegetable Garden or More Veggies)
Adds new types of plants that can be harvested for up to 3 types of crops.

Based on actual farming techniques used by Native peoples.

Idea brought to me by Hydromancerx.

Natives use this technique known as companion planting the three crops are planted close together and benefit from each other. The corn provides a structure for the beans to climb, eliminating the need for poles. The beans provide the nourishment to the soil, and the squash spreads along the ground, blocking the sunlight, helping prevent the establishment of weeds.

Adds Plants:

Blue Corn - A variety of corn that grows well in bad soil.
Pomato - A crop that produces potatoes and tomatoes.
Tomato
Squash
Pumpkin


8 types of Sister crops that will produce 3 crops:
-Corn Bean Squash
-Corn Bean Pumpkin
-Corn Lentils Squash
-Corn Lentils Pumpkin
-Blue corn Beans Pumpkin
-Blue corn Beans Squash
-Blue corn Lentils Pumpkin
-Blue corn Lentils Squash

Adds research
-3 Sisters Companion Farming
-3 Sisters Plant Grafting

Patches For:
-VG Gourmet Garden
-VG More Veg
-Medieval Times

Artwork:
Spoonshortage
Hydromancerx


(https://i.imgur.com/9vSeq6B.png)
Xtra Trees and Flowers
(Does not require Vegetable Garden)


Adds EVEN MORE flowers and trees! From the Xtra Plants mod from Igabod long ago! Art work from the great Spoonshortage.

Adds New Flowers:
-allium giganteum
-anthurium
-NymphHair
-PinkRimstalk
-Plumeria
-Sunflower

Adds new Trees:
-japanese maple
-cherry blossom
-camellia
-acacia
Title: Re: [B18] Vegetable Garden Project
Post by: Fruitn on November 18, 2017, 02:09:10 PM
Yay!
Title: Re: [B18] Vegetable Garden Project
Post by: Fruitn on November 18, 2017, 02:27:16 PM
https://gist.github.com/9aeb6eec3c42755947c1e28f24dc679b
I have some red errors when enabling several of the mods (in order: Garden, gourmet, fabrics, more trees etc, more veggies, tools).
Title: Re: [B18] Vegetable Garden Project
Post by: Void6425 on November 18, 2017, 02:35:52 PM
Am I blind or are there no (non-steam) download links, and if there are not, is it possible to put all the mods into 1 zip for download.
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 02:39:41 PM
Quote from: Void6425 on November 18, 2017, 02:35:52 PM
Am I blind or are there no (non-steam) download links, and if there are not, is it possible to put all the mods into 1 zip for download.

There wasn't. I was still writing the page.
Title: Re: [B18] Vegetable Garden Project
Post by: Void6425 on November 18, 2017, 02:41:53 PM
Thank you
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 02:46:11 PM
Quote from: Fruitn on November 18, 2017, 02:27:16 PM
https://gist.github.com/9aeb6eec3c42755947c1e28f24dc679b
I have some red errors when enabling several of the mods (in order: Garden, gourmet, fabrics, more trees etc, more veggies, tools).

Weird the errors are on an item that is no longer in my mod...

Are you on the steam version?
Title: Re: [B18] Vegetable Garden Project
Post by: shark510 on November 18, 2017, 02:47:21 PM
Man you are the best, this must be in core game, good luck for you!  ;D 8)
Title: Re: [B18] Vegetable Garden Project
Post by: Fruitn on November 18, 2017, 02:59:31 PM
Yes, I subscribed to the new entities on the Workshop.

E: Same things happening when using the link here on the forums. Disabling the Gourmet mod removes all but 1 of the red errors.
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 18, 2017, 03:26:36 PM
Quote from: Fruitn on November 18, 2017, 02:59:31 PM
Yes, I subscribed to the new entities on the Workshop.

E: Same things happening when using the link here on the forums. Disabling the Gourmet mod removes all but 1 of the red errors.

Did you happen to unsub the steam version before trying the forum version?
Title: Re: [B18] Vegetable Garden Project
Post by: Fruitn on November 19, 2017, 04:01:26 AM
I copy the mod folders into the Rimworld/mods for everything. I did remove the old folders before copying the forum version in for testing. I did not unsub the Steam version, I have not enabled the Steam linked version at any time, as I do love having a good copy residing in the mods folder.
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 19, 2017, 10:00:57 AM
Quote from: Fruitn on November 19, 2017, 04:01:26 AM
I copy the mod folders into the Rimworld/mods for everything. I did remove the old folders before copying the forum version in for testing. I did not unsub the Steam version, I have not enabled the Steam linked version at any time, as I do love having a good copy residing in the mods folder.

It's the fishing mod by Rainbeau. the patch is calling to the half coconuts that are not in my mod any more. Try replacing the file attached here in the fishing add-ons Patch folder..

[attachment deleted by admin: too old]
Title: Re: [B18] Vegetable Garden Project
Post by: SpaceDorf on November 20, 2017, 03:39:33 AM
Holy Guano,
It's finally modular.

Thank you so very much Dismar for that huge amount of great work you did there.
Title: Re: [B18] Vegetable Garden Project
Post by: SURU on November 20, 2017, 06:01:33 AM
I like this split very much. Thanks for awesome mods! (http://files.softicons.com/download/internet-cons/flag-icons-by-custom-icon-design/png/24/Poland-Flag.png)
Title: Re: [B18] Vegetable Garden Project
Post by: bigheadzach on November 21, 2017, 08:06:21 AM
If we get warning (yellow) log entries about duplicate translation keys (all of which have the VG_ prefix) which are due to them being defined by both Garden Drinks and Tools, we can ignore those, right?
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 21, 2017, 08:13:35 AM
Quote from: bigheadzach on November 21, 2017, 08:06:21 AM
If we get warning (yellow) log entries about duplicate translation keys (all of which have the VG_ prefix) which are due to them being defined by both Garden Drinks and Tools, we can ignore those, right?
Yes
Title: Re: [B18] Vegetable Garden Project
Post by: whitewolf_311 on November 21, 2017, 01:18:18 PM
How am I meant to make fertiliser?

Maybe I'm blind or something, but I just can't figure it out. I want to make good soil, but I can't do that without fertiliser, or at least compost to put in the compost box to make it? In fact, maybe the right question is how I get compost....
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 21, 2017, 06:19:45 PM
Quote from: whitewolf_311 on November 21, 2017, 01:18:18 PM
How am I meant to make fertiliser?

Maybe I'm blind or something, but I just can't figure it out. I want to make good soil, but I can't do that without fertiliser, or at least compost to put in the compost box to make it? In fact, maybe the right question is how I get compost....

you can ever make fertilizer by hand or make compost starter and put it in a compost bin.
Title: Re: [B18] Vegetable Garden Project
Post by: Pilz on November 22, 2017, 08:26:22 AM
One of the best mods for rimworld!

Question: With B18 there are a lot of new 'doodad' plants, like moss, clover and the underbrush from the rainforest biome.
Could you make those growable? I think they look quite nice and I'd like to decorate my base with them.


Quote from: whitewolf_311 on November 21, 2017, 01:18:18 PM
How am I meant to make fertiliser?

Maybe I'm blind or something, but I just can't figure it out. I want to make good soil, but I can't do that without fertiliser, or at least compost to put in the compost box to make it? In fact, maybe the right question is how I get compost....

First option: Make compost starter at the butcher table. Build compost box from 'garden tools' menu. Keep in mind that they need a proper temperature to work.

Second option: Cremate animal and human corpses into fertilizer at the electric crematorium. This one is faster. Very useful since you can simply gather all the rotten animal corpses that predators leave lying around.
Title: Re: [B18] Vegetable Garden Project
Post by: frenchiveruti on November 28, 2017, 07:15:42 PM
I have this exact same bug and I think it's your mod that's causing it.
https://steamcommunity.com/app/294100/discussions/0/1489992080503427562/
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 28, 2017, 07:36:35 PM
Quote from: frenchiveruti on November 28, 2017, 07:15:42 PM
I have this exact same bug and I think it's your mod that's causing it.
https://steamcommunity.com/app/294100/discussions/0/1489992080503427562/

idk why do you think that?

i have 5 running games in 18 and don't have this issue appear.

you can place two types of soil tiles with my mod but i don't mess with the filth.

And the two tiles the person is talking about are not in my mod they are core...
Title: Re: [B18] Vegetable Garden Project
Post by: frenchiveruti on November 28, 2017, 09:09:39 PM
Ah ok, sorry then.
I thought as the other user asked about it that yours was causing it.
Then I'll keep looking into what causes it. 
Thanks
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 28, 2017, 10:57:52 PM
Quote from: frenchiveruti on November 28, 2017, 09:09:39 PM
Ah ok, sorry then.
I thought as the other user asked about it that yours was causing it.
Then I'll keep looking into what causes it. 
Thanks
I'm not saying that it is not my mods fault, I would just need a lot more information. There are mods that mess with filth in the game they might but running. They don't list any mods they are using or a debug log. Could be a corrupt game file steam does that all the time with it's updates :)
Title: Re: [B18] Vegetable Garden Project
Post by: Mikuno on November 28, 2017, 11:18:28 PM
I saw disnof that get that bug on his stream, filth cleaned -3000x times and he does not run any VGP mods.
Title: Re: [B18] Vegetable Garden Project
Post by: frenchiveruti on November 29, 2017, 02:28:38 PM
Quote from: Mikuno on November 28, 2017, 11:18:28 PM
I saw disnof that get that bug on his stream, filth cleaned -3000x times and he does not run any VGP mods.
Good to know! Do you know what mods does he use?
Because is a very troublesome bug, you can easily fix it with the "destroy" dev tool but it gets annoying when you see an exhausted pawn who couldn't finish his job.
Title: Re: [B18] Vegetable Garden Project
Post by: AzharNoordin on November 30, 2017, 12:02:19 PM
Can i have tiny request??? Can you make a bulk recipe for the psychoid pekeo too?? thanks :)
Title: Re: [B18] Vegetable Garden Project
Post by: dismar on November 30, 2017, 03:23:02 PM
Quote from: AzharNoordin on November 30, 2017, 12:02:19 PM
Can i have tiny request??? Can you make a bulk recipe for the psychoid pekeo too?? thanks :)

done! next update as it.
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on November 30, 2017, 05:29:18 PM
UPDATE!!!!

11/30/17
-Veg Garden - Animal Feed trough patch added back.
-German (vegetable garden only) and Chinese added (all mods).
-Canning factory finished.
-Garden Meds - Cigarillos bulk added
-Garden Meds - Research for bulk Psychoid Pekoe brewing and recipe.

11/28/17
-Canning factory added.

11/24/17
-Garden Tools : Language file was cleaned up and patch was optimized.
-Garden Fabrics : Language file was adjusted.
-Flowers and Trees : Language file was adjusted.
-Solent Production : Language file was adjusted.
-Garden Resources : Language file was adjusted.
-Garden Medicines : Language file was cleaned up and patch was optimized.
-Garden Drinks : Language file was cleaned up and patch was optimized.
-Garden Drinks : Alcohol names simplified and flavor text updated.
-Garden Drinks : Alcohol prices increased.
-Garden Gourmet : Language file was cleaned up and patch was optimized.
-Vegetable Garden : Patch fixed and optimized.

11/23/17
-Vegetable Garden : Olive Tree sow tag.
-All mods english language files.
-Garden Medicines : Updated Cigarillos art and use code.
-Garden Fabrics " Loom graphics updated.
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: bigheadzach on November 30, 2017, 06:45:03 PM
The Dropbox link appears to be broken. Based on what I'm seeing in the Steam Workshop comments there may be a few bugs to iron out. Do I need to wait a day or two?
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on November 30, 2017, 06:58:29 PM
Quote from: bigheadzach on November 30, 2017, 06:45:03 PM
The Dropbox link appears to be broken. Based on what I'm seeing in the Steam Workshop comments there may be a few bugs to iron out. Do I need to wait a day or two?

I did have to make a small change but the link is updated.
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: cst89 on December 01, 2017, 01:16:44 PM
Hello, I would like to help with a translation of Vegetable Garden mod into Czech language. I'm ready for your instructions! Thank you for this awesome mod.
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: Spaceman on December 02, 2017, 06:28:45 AM
Found two small xml case-sensitive errors within VGP Garden Gourmet. In the file path Defs/ThingDefs/Def_Bases.xml, both the VG_TreeBase and VG_FruitTreeBase ThingDefs exhibit:

<visualsizeRange>...</visualsizeRange> which should be <visualSizeRange>...</visualSizeRange>
and
<wildClustersizeRange>...</wildClustersizeRange> which should be <wildClusterSizeRange>...</wildClusterSizeRange>

Essentially. the word 'size' needs to be 'Size' to prevent the errors occurring for mods which extend the functionality of your trees. Hopefully when you have time, you can make those small edits. These appear on both the Steam release and the releases linked here. I haven't checked through the other project mods except for the core Vegetable Garden where these case-sensitive errors did not appear.
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: Der Failer on December 02, 2017, 10:00:29 AM
Quote from: dismar on November 30, 2017, 05:29:18 PM
...
-Garden Meds - Cigarillos bulk added
...
And the recipe uses smokeleafs... that's the wrong kind of "Cigarillos" ;)

Some other Bugs/odd things i found:
Attempted to calculate value for disabled stat DrugProductionSpeed; this is meant as a consistency check, either set the stat to neverDisabled or ensure this pawn cannot accidentally use this stat (thing=Addy)
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.StatWorker:GetValueUnfinalized(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(Thing, Boolean)
RimWorld.StatExtension:GetStatValue(Thing, StatDef, Boolean)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I don't know if i pitched this idea before (if so can't find the post, so ...), but i think to balance advanced hydroponics basins a bit more, they should require some fertilizer to build. And if you feel like it and/or for the sake of consistency, make the normal hydroponics basins require some dirt. 'Cause you know it it's kind of hard to grow something on steel and some components. :)
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dburgdorf on December 02, 2017, 10:20:30 AM
Quote from: Der Failer on December 02, 2017, 10:00:29 AMI think to balance advanced hydroponics basins a bit more, they should require some fertilizer to build. And if you feel like it and/or for the sake of consistency, make the normal hydroponics basins require some dirt. 'Cause you know it it's kind of hard to grow something on steel and some components. :)

Adding fertilizer as a requirement for hydroponics basins is reasonable. (And I've done that myself in "Fertile Fields.") But requiring dirt makes no sense, as the whole point of hydroponics is that it's a method of growing plants *without* soil. ;)
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on December 02, 2017, 10:23:36 AM

And the recipe uses smokeleafs... that's the wrong kind of "Cigarillos" ;) I know 5 messages just this morning.

Some other Bugs/odd things i found:


I don't know if i pitched this idea before (if so can't find the post, so ...), but i think to balance advanced hydroponics basins a bit more, they should require some fertilizer to build. And if you feel like it and/or for the sake of consistency, make the normal hydroponics basins require some dirt. 'Cause you know it it's kind of hard to grow something on steel and some components. :)

Not really real hydroponic don't use dirt. They are normally made of plastic and have a nutrients in the water to feed the plants :) Like dburgdorf said maybe fertilizer but not dirt.
https://learn.woahstork.com/grow-cannabis/what-is-hydroponic-growing/
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on December 02, 2017, 10:27:56 AM
Quote from: cst89 on December 01, 2017, 01:16:44 PM
Hello, I would like to help with a translation of Vegetable Garden mod into Czech language. I'm ready for your instructions! Thank you for this awesome mod.

http://www.bilibili.com/video/av8997818/

Here is a video that will walk you thru how to make a translation. it's faster then explaining. 
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: cst89 on December 02, 2017, 12:07:41 PM
Quote from: dismar on December 02, 2017, 10:27:56 AM
Quote from: cst89 on December 01, 2017, 01:16:44 PM
Hello, I would like to help with a translation of Vegetable Garden mod into Czech language. I'm ready for your instructions! Thank you for this awesome mod.

http://www.bilibili.com/video/av8997818/

Here is a video that will walk you thru how to make a translation. it's faster then explaining.

Thanks, but I couldn't understand a single word :( Also the video is not very good visible..  I understand I have to download some kind of software and open respective documents where I replace the text in english with the translated ones between the <codes>. Any other tutorial available?
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: Heni on December 02, 2017, 01:29:12 PM
The reclaim Soil is not working on mud, and it says that work on mud, for now that is the only bug i have saw
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on December 02, 2017, 02:44:11 PM
Quote from: cst89 on December 02, 2017, 12:07:41 PM
Quote from: dismar on December 02, 2017, 10:27:56 AM
Quote from: cst89 on December 01, 2017, 01:16:44 PM
Hello, I would like to help with a translation of Vegetable Garden mod into Czech language. I'm ready for your instructions! Thank you for this awesome mod.


http://www.bilibili.com/video/av8997818/

Here is a video that will walk you thru how to make a translation. it's faster then explaining.

Thanks, but I couldn't understand a single word :( Also the video is not very good visible..  I understand I have to download some kind of software and open respective documents where I replace the text in english with the translated ones between the <codes>. Any other tutorial available?

AW CRAP! I meant to add, you only need to look at the video to see how to edit the language files.

So basically you need to go into the language folder, and copy English to say your desktop. Then Rename it to your language. Then you go into the files like the video shows and insert your language in place of the english as the video shows.

The example in the video shows Oven. And he changes it to Chinese.

Hope that is more help full!
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on December 02, 2017, 02:45:17 PM
Quote from: Heni on December 02, 2017, 01:29:12 PM
The reclaim Soil is not working on mud, and it says that work on mud, for now that is the only bug i have saw

What other mods you using that might be messing with it?

Have you tried moving Tools to the bottom of your mod load list?
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: cst89 on December 03, 2017, 06:44:57 AM
Quote from: dismar on December 02, 2017, 02:44:11 PM
Quote from: cst89 on December 02, 2017, 12:07:41 PM
Quote from: dismar on December 02, 2017, 10:27:56 AM
Quote from: cst89 on December 01, 2017, 01:16:44 PM
Hello, I would like to help with a translation of Vegetable Garden mod into Czech language. I'm ready for your instructions! Thank you for this awesome mod.


http://www.bilibili.com/video/av8997818/

Here is a video that will walk you thru how to make a translation. it's faster then explaining.

Thanks, but I couldn't understand a single word :( Also the video is not very good visible..  I understand I have to download some kind of software and open respective documents where I replace the text in english with the translated ones between the <codes>. Any other tutorial available?

AW CRAP! I meant to add, you only need to look at the video to see how to edit the language files.

So basically you need to go into the language folder, and copy English to say your desktop. Then Rename it to your language. Then you go into the files like the video shows and insert your language in place of the english as the video shows.

The example in the video shows Oven. And he changes it to Chinese.

Hope that is more help full!

Thanks, I understand the principle, but I can't find the application in the example (is the name "Oven" ?). Also I can't find the language folder in your mod Vegetable garden, as it was in previous versions. Does it mean that I have to go through every file to check if there are any texts available for translation?  Thank you for help!
Title: Re: [B18] Vegetable Garden Project [11/30/17]
Post by: dismar on December 03, 2017, 11:32:52 AM
Ever one of my mods has a Language folder in it. "\Vegetable Garden\Languages"
There is no program to download or use.
You just need notepad of word-pad.
Copy the English folder to somewhere to edit it.
Rename it to your language
Then just right click an xml file and change text inside the <label></label> like Rice to what rice is to your language...
(https://i.imgur.com/gBluLgG.png)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 03, 2017, 12:18:33 PM
Yay bugs fixes!

12/03/17
-Garden - Tea Adjusted
-Medicine - bulk cigs recipe fixed
-Medicine - A few drugs recipes have been fixed
-Resources - Jade plant added.
-Gourmet - Chair search radii increased
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Canute on December 03, 2017, 12:40:16 PM
QuoteEver one of my mods has a Language folder in it. "\Vegetable Garden\Languages"
Only the latest B18 versions from you got these.
I downloaded the all in once pack, nearly at the beginning, and only a few projects got them.

cst89, when you don't see/have these Languages folders, download the latest version.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: GrimTrigger on December 03, 2017, 05:49:51 PM
Has anyone else experienced flora not respawning after a winter?  Is there any known association with this bug and this mod?  The only other potential I can think of would be RF - Fertile Fields...

If someone can point me in the direction I would appreciate it.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 03, 2017, 06:21:28 PM
If your grow time is less then plants growth time and your on a larger map it will never reseed. Even without mods.

When you first start a game the map is full after one or two winters it will empty out. As the map seeds from the outside in.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: GrimTrigger on December 03, 2017, 06:38:28 PM
That makes sense, do you happen to know what those thresholds tend to be?

Edit:  So, I cant say that Im entirely convinced thats what I'm experiencing.  Ive seen parts of the edge of the map regrow already, after fires, while the center remains barren.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: pipex2 on December 10, 2017, 11:39:09 AM
Thx, Garden is reaally a great mod. I love to see my dining room full of all kinds of cuisines :)

But I hope I can grow coconut and apple and others plants, which are now listed as Wild plants... 

In A17 if I start on a snow map I would still build a greenhouse to grow every kind of plants n corps, just dun want to miss one of them.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: frenchiveruti on December 12, 2017, 10:34:17 AM
Hey @dismar is it too much to ask for instead of a whole zip file make a folder where I can just download the mod I want, I had to update VG medicine and had to download all the mods once again because you bundle them together :)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: braddensbane on December 15, 2017, 11:48:58 AM
Hi dismar! I've been a fan for VGP ever since I've started rimworld, it (combined with Fertile Fields, Seeds Please, and Wild Cultivation) has made agriculture an immensely rewarding challenge. I recently found a mod called Smokeleaf Industry that adds in Hemp Cloth (among other things) and I was wondering if it was compatible with VGP in general and VGP Medicine/Fabrics in particular. Thank you for all your hard work!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 15, 2017, 11:51:58 AM
Quote from: braddensbane on December 15, 2017, 11:48:58 AM
Hi dismar! I've been a fan for VGP ever since I've started rimworld, it (combined with Fertile Fields, Seeds Please, and Wild Cultivation) has made agriculture an immensely rewarding challenge. I recently found a mod called Smokeleaf Industry that adds in Hemp Cloth (among other things) and I was wondering if it was compatible with VGP in general and VGP Medicine/Fabrics in particular. Thank you for all your hard work!

Yes a I've worked with the author and you should have no issues.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Zalpha on December 15, 2017, 12:06:58 PM
Hi I love your mod (and so does my brother), so thanks for making it and keeping it updated.

I hope the error log with Expanded Woodworking will one day be fixed but it works so I guess it doesn't matter. That is about the only thing I can think of that is a slight issue I have with the mod.

Why doesn't your mod have lettuce?

Also any chance of alien plant life being introduced for cultivating and as natural wildlife? I alway found it weird that an alien planet has hardly any alien life forms. I wonder if plant life could attack in some way.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Colludo on December 17, 2017, 02:51:23 PM
Hello,

I love this Mod, my Colonists not (make Food and Food and Food, i will have everything :-D)
But can you change your Planterboxes to grow all Plants?
I´ve make this Quick and Dirty, but a Update is an Update ;)



[attachment deleted by admin: too old]
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Beddie on December 19, 2017, 01:30:57 PM
Am I blind or are there no more links to the individual mods?
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 19, 2017, 01:43:43 PM
Hmm I'll look into the planter box thing. I was planning some new flower boxes or something like that.

And there is only one download link on the front page. The links to the mods is only for descriptions.

I hope to have time this weekend to work on the mod but it is xmas time ...
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Beddie on December 19, 2017, 01:51:20 PM
Whenever you get a chance is fine. I'm playing with the full mod atm but wanted to start a different game with only the Garden Medicine mod that's why I asked :p. Found them on steam but i bought the game trough the website so can't download that ;)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Canute on December 19, 2017, 02:01:00 PM
In the time of gigabyte download, where is the problem to download these few megabytes ?
You just need to copy/unzip/activate the one you want.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 19, 2017, 02:09:18 PM
What Canute means is all the mods are in the zip file you download from the big button. You then can use which ever one you want from there.

It's easy just to have the one file for me :)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Beddie on December 19, 2017, 02:40:32 PM
Ach I see, turns out I am just blind :p. Thanks for the awesome mods!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neitsa on December 21, 2017, 06:49:02 AM
Hi dismar, excellent mod, I really love it!

Simple suggestion (although the implementation might not be so trivial): would it be possible to have the list of sow-able items lexicographically sorted?

The list tends to get "messy" when you are subscribed to the VGP project and have researched everything VGP can offer.

It might be easy for languages that allow easy lexicographical sort (latin alphabet), although I don't know how it would go on languages like Japanese for example (maybe using System.Globalization.CultureInfo and a StringComparer?).

In case I'm not clear (clickable image):

(http://i.imgur.com/uf7LoyUm.png) (https://imgur.com/uf7LoyU)

Once again, thanks a lot for your awesome mod!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Ozymandias on December 21, 2017, 08:20:01 PM
Here is my mod list: https://imgur.com/9VIV1F0 (https://imgur.com/9VIV1F0). Among others (https://imgur.com/OxhoTSJ) I've started getting these two bugs, I've been racking my brain trying to figure out why:

QuoteXML error: <altModNames><li>VGP Garden Gourmet</li><li>VGP Garden Fabrics</li><li>VGP Garden Medicine</li></altModNames> doesn't correspond to any field in type isModLoaded.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
ModCheck.Memory:init()
ModCheck.HarmonyStarter:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

QuoteXML error: <altModNames><li>VGP Garden Gourmet</li><li>VGP Garden Fabrics</li><li>VGP Garden Medicine</li></altModNames> doesn't correspond to any field in type loadOrder.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
ModCheck.Memory:init()
ModCheck.HarmonyStarter:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Despotism on December 22, 2017, 03:05:35 PM
This mod is great!!   But I'm wondering if you can include a "Randomized" option in your trees and cooking foods mods.

So I love micromanagement early stuff is great, but it's too micromanaged. In the middle of my colony I have a largish tree growing area, I do harvest the trees but I've manually created like 20 different zones JUST for different trees.

What I would absolutely LOVE is a little more "randomization". If there could be a "Any Tree" or "Any Fruit" or "Any Veg" type option as a growing spot in which the grower simply goes out and plants any available plant or seeds (I use the Seeds Please mod as well)

So if I needed to I could have a area of a particular plant say "Heal Root", and then right next to it an area that is simply "Any Veg" and the AI simply picks whatever they have on hand to plant.

What I specifically would like above all else is a "Any Tree" growing area, but I believe this could be applied to all growing fields.  Any Tree would make it look more natural than structured trees. And since they are harvested at different times your grower/cutters are not overwhelmed with a particular area. Take Rice for example it usually harvests a LOT of product, so what happens when you have 15-20 colonists is your gardens throw a LOT of produce at once and sometimes it'll rot because you couldn't haul it away, because you're harvesting a huge amount, or may even your fridge is full. With Seeds Please you need to save some of the product to gather seeds so you HAVE to have larger gardens...

Just an idea...

Also with "Cooking" I would simply love a "Cook Anything" option despite all these options I still end up telling them to simply cook fine or lavish meals because there is no real way to prioritize or randomize the priority of your Bills list. If I have 20 things to cook, the colonists never see any of the items beyond the top 5 on the list. Because once they eat the top one, they get replaced with more top choices. Actually I'd love a mod that randomly chooses anything from the bill list and it chooses that random item at the start of the job. So you say "Cook Anything" 20 times. For each of those 20 times it randomly chooses to cook an item from the overall options. If the product is not available to build it chooses another item until it can actually be made. Sure sometimes some useless simple meals may be the choice but who cares :)

Same can be done for clothing... Like there would always be a shirt, pants, jacket and hat always in stock (I usually have 2 in stock always) but then after those tasks are done there could be a "Make Anything" option which literally chooses from the entire bill options. If you've ever installed Apparello2 and FashionRIMsta together and go to the tailor bench and you'll see SO many choices but you're not going to go though and say "Yeah I want a chefs hat" and some shoulder pads etc. I just want to send my tailor in and for that tailor to be INSPIRED to create something from the entire menu of options they have at their disposal!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Canute on December 22, 2017, 03:41:44 PM
I think your idea is the foe of any gardener, they hate it when randomly appear some plants. And it is the Vegetable Garden Project and not the Vegetable Nature Project ! :-)

To your 2. idea, i made a similar suggestion at the past.
Pawn should get mood debuff if they eat the same meal again.
Since VGP offer different kind of simple/fine/lawish meal this should be doable.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 23, 2017, 12:34:30 AM
Quote from: Ozymandias on December 21, 2017, 08:20:01 PM
Here is my mod list: https://imgur.com/9VIV1F0 (https://imgur.com/9VIV1F0). Among others (https://imgur.com/OxhoTSJ) I've started getting these two bugs, I've been racking my brain trying to figure out why:


I've never seen the tag <altModNames> before. I'm not sure what mod is making that error.. I would have to figure out that before any fix could be found....
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 23, 2017, 12:38:26 AM
Quote from: Despotism on December 22, 2017, 03:05:35 PM
This mod is great!!   But I'm wondering if you can include a "Randomized" option in your trees and cooking foods mods.

I've tried stuff like this before and it just breaks the game. It's pretty much limited to how the billing works for table. It would take some magic (C#) to change how billing is handled. Like the management mod that allows you to set work for any table in a UI window.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 23, 2017, 12:43:32 AM
Quote from: neitsa on December 21, 2017, 06:49:02 AM
Hi dismar, excellent mod, I really love it!

Simple suggestion (although the implementation might not be so trivial): would it be possible to have the list of sow-able items lexicographically sorted?

The list tends to get "messy" when you are subscribed to the VGP project and have researched everything VGP can offer.

It might be easy for languages that allow easy lexicographical sort (latin alphabet), although I don't know how it would go on languages like Japanese for example (maybe using System.Globalization.CultureInfo and a StringComparer?).

Once again, thanks a lot for your awesome mod!

The issue is how the growing zones list it loaded. I hate it :) It load them in the order it sees the plant def file. So it loads core trees first the vegetable base mod items then whatever your have next, etc... down the list. So unless I put everything in order in one def file then it turns out like this. It would take an over ride of core to make that happen!

I have pushed for the ability to customize and have sub menu's on plants in the grow zone menu. But since the game only has a dozen or so plants it's not something to expect.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neitsa on December 23, 2017, 04:51:16 PM
Quote from: dismar on December 23, 2017, 12:43:32 AM
The issue is how the growing zones list it loaded. I hate it :) It load them in the order it sees the plant def file. So it loads core trees first the vegetable base mod items then whatever your have next, etc... down the list. So unless I put everything in order in one def file then it turns out like this. It would take an over ride of core to make that happen!

I have pushed for the ability to customize and have sub menu's on plants in the grow zone menu. But since the game only has a dozen or so plants it's not something to expect.

Thanks a lot, I appreciate you took time to answer my request! I understand now.

Also, I thought your mod(s) had some compiled (C#) code, but I see now they are XML-only (at least VGP Vegetable Garden) so I understand it's not possible. I'm probably gonna make a quick DLL just to get that list in order :p

And once again, thanks a lot for your mods, I really love them!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: BTAxis on December 25, 2017, 02:29:03 PM
Hi dismar, I've been using Vegetable Gardern for a while now and while I think it's pretty good overall I do have a couple of criticisms about the recipes.

Firstly, the stir-fry and stew recipes completely obsolete the vanilla fine and lavish meals, because they use the exact same amount of raw resources per meal while being objectively better. I tweaked the XML to make the recipes require a higher cooking skill, but even so I just don't even consider using the vanilla meals anymore. Also, these meals don't have a stack limit set, so they stack up to 75.

Secondly (and mainly), silage. I fear silage is rather TOO good. I don't usually complain about things being "overpowered" (I use embrasures and won't apologize for it), but sheesh. Look at this comparison chart I made:

(https://i.imgur.com/zFB8ruL.png)

Among the vanilla food types, raw crops are the worst, as they should be. Simple meals are the best animal food for animals with long food gauges while hay is the best for animals with short food gauges and kibble is sort-of okay for animals that won't eat raw hay, and for getting rid of insect/human meat. Silage though? It crushes everything. It more than quadruples the nutrient value of its input ingredients and has more nutrients per stack than anything period.

My suggestion to you would be to firstly slash the nutrient value of silage from 0.2 to 0.1, and also make it a little harder to produce. For instance, you could require that it be made from hay and corn specifically, and use a bit more of the latter. Corn is harder to grow than other vegetables because it can't be grown in hydroponics, which seems fair to me.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: theduck700 on December 26, 2017, 01:42:36 PM
Hello everyone ! Speaking of silage I've noticed a small oversight in the defs (Defs\RecipeDefs\Recipes_Butcher.xml) : the jobs "make silage" and "make bulk silage" share the same defName causing the bulk silage job to overwrite the regular silage job. Because of that there is no option to make regular silage on the butcher table.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: BTAxis on December 26, 2017, 07:11:42 PM
Oh also, maybe make coffee a drug? That way you can tell pawns to drink it every day.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 26, 2017, 11:49:45 PM
Quote from: theduck700 on December 26, 2017, 01:42:36 PM
Hello everyone ! Speaking of silage I've noticed a small oversight in the defs (Defs\RecipeDefs\Recipes_Butcher.xml) : the jobs "make silage" and "make bulk silage" share the same defName causing the bulk silage job to overwrite the regular silage job. Because of that there is no option to make regular silage on the butcher table.

I'll make a note to look into Silage later this week.

Quote from: BTAxis on December 26, 2017, 07:11:42 PM
Oh also, maybe make coffee a drug? That way you can tell pawns to drink it every day.

I've already made a patching mod for this. I like the option of not having it in the drug policy as teetotaler's will not use it. I posted on steam about a day or two ago for final testing. And will be packed into the rest of the mods on the next update.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Slaugveng Moriar on December 28, 2017, 11:48:39 AM
I would suggest adding potato pancakes and dumplings
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: props on December 29, 2017, 12:26:27 AM
So I saw a mod that I cant for the life of me find again. It allowed grass to grow/spread in your growing zones underneath whatever crops you were growing to increase overall grazing area without having to huge dedicated grass only growing zones. Could be a nice feature for your mod. ;P Also thank you for the drug policy mod!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 29, 2017, 12:29:58 AM
Quote from: props on December 29, 2017, 12:26:27 AM
So I saw a mod that I cant for the life of me find again. It allowed grass to grow/spread in your growing zones underneath whatever crops you were growing to increase overall grazing area without having to huge dedicated grass only growing zones. Could be a nice feature for your mod. ;P Also thank you for the drug policy mod!

Hmm I'll have to look for it and see and I should have the mods here and on steam up to date this weekend
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dburgdorf on December 29, 2017, 12:36:46 AM
Dismar:

I've come across a minor error in your terrain patches.

You're currently using the following:


<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
    <li Class="PatchOperationTest">
      <xpath>Defs/TerrainDef[defName = "Mud"]/affordances</xpath>
      <success>Invert</success>
    </li>
    <li Class="PatchOperationAdd">
      <xpath>Defs/TerrainDef[defName = "Mud"]</xpath>
      <value>
        <affordances />
      </value>
    </li>
    <li Class="PatchOperationAdd">
  <xpath>Defs/TerrainDef[defName = "Mud"]/affordances</xpath>
  <value>
      <li>Diggable</li>
  </value>
</li>
  </operations>
</Operation>


Unfortunately, if another mod has already added the <affordances> tag to the terrain, your operation sequence aborts after the first check, and the "Diggable" affordance is never actually added.

You should instead be using two distinct <Operation> tags:


<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>*/TerrainDef[defName = "Mud"]/affordances</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "Mud"]</xpath>
<value>
<affordances/>
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "Mud"]/affordances</xpath>
<value>
<li>Diggable</li>
</value>
</Operation>


This way, the <affordance> tag will be added if necessary, and then, regardless of the (silent) success or failure of that check, the actual "Diggable" affordance will be added.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on December 29, 2017, 08:32:21 PM
O M G dburgdorf,

I remember changing that during the pre-18 testing because of a bug and thinking hope I don't forget to change it back during release! lol Thanks for reminding me of this!
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neltnerb on January 01, 2018, 10:57:24 PM
Is the version of vegetable garden on the steam workshop the most recent?

I am wondering if olives are working as intended. They grow very slowly and the grow time doesn't change after the first harvest. Even with the speedup of only needing to grow the other 60% (forget exact number after harvest), it's still a long grow time for the yield.

But real olives grow slowly, so understood if intended. ;-)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: CrimsonPhalanx on January 02, 2018, 12:52:42 AM
Is there a way to stop my colonist from eating certain food items for joy?
like I have a few hundred garden teas, sodas and syrups and they still decide to eat like 4 bowls of stew for fun.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neltnerb on January 03, 2018, 04:54:50 PM
I just wanted to post how incredibly impressed I am with the tileset for the ironwood flooring. I don't know how you went about making it both so continuous across tiles while also making it a seemingly non-tiling image!

Very, very cool! Love the attention to detail!

[attachment deleted by admin: too old]
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on January 03, 2018, 05:53:40 PM
Quote from: neltnerb on January 01, 2018, 10:57:24 PM
Is the version of vegetable garden on the steam workshop the most recent?

I am wondering if olives are working as intended. They grow very slowly and the grow time doesn't change after the first harvest. Even with the speedup of only needing to grow the other 60% (forget exact number after harvest), it's still a long grow time for the yield.

But real olives grow slowly, so understood if intended. ;-)

Yes steam is my testing ground new version is always  there :) And thanks I love the ironwood flooring.

Quote from: CrimsonPhalanx on January 02, 2018, 12:52:42 AM
Is there a way to stop my colonist from eating certain food items for joy?
like I have a few hundred garden teas, sodas and syrups and they still decide to eat like 4 bowls of stew for fun.

Yeah I'm testing for these issues currently.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neltnerb on January 06, 2018, 11:21:50 AM
I've been trying to figure this out for ages but can't quite figure it out.

Okay, so let's talk about fruit trees versus red lentils, olives, and cloudberries, and how I might correctly balance relative field sizes to get equal amounts of meat and veggies for stew.

The debug tables show the following:

Planted Cherry Tree - 18 days to grow, 0.0833 nut/day (harvesting doesn't kill)
Red Lentils - 3.75 days to grow, 0.0533 nut/day
Olives - 14 days to grow, 0.0179 nut/day (harvesting doesn't kill)
Cloudberries - 6.25 days to grow, 0.0320 nut/day

So at first glance it looks like the way to get the most nutrition per day is with the cherry tree and red lentils, with 5 lentil squares for every 3 cherry tree squares to get about the same nutrition per day from each field. Let's assume I have optimal colony management and all squares are always fully sowed and harvested.

Except that there is only one cherry tree per nine tiles of the field. I suspect that the nut/day for the trees is per plant rather than per tile, so that means the cherry tree moves from the best to the absolute worst, even worse than the olive trees by ~2x despite being harder to research.

Because the trees are not dense in the field they just do terribly on a field size basis. This doesn't seem right, especially since they required more research and also bill themselves as really high yields if you can handle the long grow time. It doesn't make a ton of sense to me that I can switch over to olives for a 2x speedup (while maintaining harvesting without destroying and long grow times to reduce work) or switch to the most valuable fruit in the game (cloudberries) with a 4x speedup versus an apple tree.

Am I making bad assumptions about the math? Or is the intent that we'll just make an orchard 9x larger than an equivalent other crop?
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: BTAxis on January 08, 2018, 09:11:49 AM
One consideration is that fruit offers more nutrition per stack than vegetables: 6 for fruit vs 3.75 for vegetables.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neltnerb on January 08, 2018, 11:45:04 AM
I think (but am not sure) that this is accounted for in the plant stats table's reported nutrition/day, but if you mean that I can store the produce in less space sure =)
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: dismar on January 08, 2018, 11:58:08 AM
well Red Lentils is always supposed to be lower then most other plants. It is used only as a meat.
The olive tree in your debug says it takes 14 days to grow but in the coding it's set to 10...
But my version and your version of the mod maybe differ. So it might have been a "big" or "balance issue" that has been addressed and not published yet.

I am looking at over hauling the fruit trees in game. Cupro has a great piece of coding that lets  the tree be a tree. And also let you gather the fruit. But that is something I am working with him on and won't be for a while.
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: Lexmechanic on January 08, 2018, 05:00:25 PM
Hi dismar! Your veg garden has become a fundamental requirement for my enjoyment of Rimworld. Thank you for your work! <3 I have an additional crop suggestion. (I hope I haven't suggested it before, but I can't remember.) In Real Life™, almond milk is another common vegan milk variety and vegan cheeses are often made from tree nuts. I feel like almonds would make a good addition, since a tree-based option for milk/cheese production feels sufficiently different from beans to add another flavor to the world. :)
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on January 08, 2018, 10:15:41 PM
Quote from: Lexmechanic on January 08, 2018, 05:00:25 PM
Hi dismar! Your veg garden has become a fundamental requirement for my enjoyment of Rimworld. Thank you for your work! <3 I have an additional crop suggestion. (I hope I haven't suggested it before, but I can't remember.) In Real Life™, almond milk is another common vegan milk variety and vegan cheeses are often made from tree nuts. I feel like almonds would make a good addition, since a tree-based option for milk/cheese production feels sufficiently different from beans to add another flavor to the world. :)
I have almonds in the back of my mind for if and when I get the fruit trees changed out code wise.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on January 08, 2018, 10:17:34 PM
Wheeee lets get this up to date! lol Lots of changes please be careful adding to an existing save!

1/8/18
-Garden
Campfire recipe fix for tools.
Meal Recipes fixed (removed joy)
Drink Recipes fixed (removed nutrition)
Bamboo Plant art
Fine and Lavish has milk and cheese again (not bulk)

-Drinks
Drink Recipes fixed (removed nutrition)


12/31/17
-Drinks
Language file issues
Patch for DeCore

-Vegetable Garden
Patch for Curo's Survivalists
Patch for Decore



12/28/17
-Tools
Terrain patch corrected. Bridges and other mods should work again.
1x1 Modular flower boxes added.

-Vegetable Garden
Silage recipe adjusted
Bulk Silage recipe corrected.
Stuffed Workbenches patch added
Medieval Times patch added for fuels.

-Drinks
Stuffed Workbenches patch added

-Gourmet
Silage patch added.
Fallout Patch added.
Medieval Times patch added for recipes.
Canning meat recipe fixed

-CoffeeTeaDrugs patch
-Fruit Drink added

12/10/17
-Drinks:
Haplos Bee mead and honey added to the barrel system if loaded
Alcohol Precursor Base have their own stockpile zone under drugs now.
Chinese language updated
-Gourmet:
English updated
Canned recipes adjusted
Classic canning machine research added
Recipes for machine adjusted
Chinese language updated
-Garden
New Research for Wild Biome plants
Title: Re: [B18] Vegetable Garden Project [12/03/17]
Post by: neltnerb on January 09, 2018, 12:10:41 AM
Quote from: dismar on January 08, 2018, 11:58:08 AM
well Red Lentils is always supposed to be lower then most other plants. It is used only as a meat.
The olive tree in your debug says it takes 14 days to grow but in the coding it's set to 10...
But my version and your version of the mod maybe differ. So it might have been a "big" or "balance issue" that has been addressed and not published yet.

Oh! Sorry, I didn't mean to imply I thought lentils were off, just that trees seem that way.
Quote
I am looking at over hauling the fruit trees in game. Cupro has a great piece of coding that lets  the tree be a tree. And also let you gather the fruit. But that is something I am working with him on and won't be for a while.

Whoa. That sounds amazing!
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Ian_Suffix on January 09, 2018, 04:28:33 AM
Hey! I'm starting to transition over to B18 from A17 right now. Is there an all-in-one VGM available for B18? Or will I have to add each part of the mod separately?
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on January 09, 2018, 05:24:02 AM
Since the mod got modular, you need to translate most past one by one.
Just the download ist all in one.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Ian_Suffix on January 09, 2018, 05:37:44 AM
Whoa, how'd you know I was sniffing out translations? Ah well, I'll download them one by one.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on January 09, 2018, 06:16:55 AM
Ops, i just misread, transition  -> translation.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Viviox on January 11, 2018, 10:05:05 PM
Dropbox download link is not working.  :'(
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on January 11, 2018, 10:36:32 PM
Quote from: Viviox on January 11, 2018, 10:05:05 PM
Dropbox download link is not working.  :'(

Hmm seems i've hit my daily download limit. You'll have to try again tomorrow. Sorry about that!
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dodviper on January 12, 2018, 08:01:48 AM
Quote from: dismar on January 11, 2018, 10:36:32 PM
Quote from: Viviox on January 11, 2018, 10:05:05 PM
Dropbox download link is not working.  :'(

Hmm seems i've hit my daily download limit. You'll have to try again tomorrow. Sorry about that!

Its the other day ( ^^ ).. 'The person who shared it hit their daily limit of traffic or downloads. '
Any reason for using dropbox instead if google drive or github? So there is no day we can get your mod now? But you know we love it :/
Or atleast update the files on nexus please.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on January 13, 2018, 03:49:53 PM
dismar,
i just took a first look at the soylent, and i asked myself why does i should use it ?
Soylent green/blue  100 meat * 0,03 nut. vs. 20 soylent * 0,05 nut.
It destroy alot of nutri and for what ? Is there are hiddne bonus/mood i don't saw yet ?
Ok soylent green/purple is good for bad mood meat, but salting meat need less work and keep the same amount of nutri. And salt shouldn't be a big problem.

My suggestion, you use corpses for the production of Soylent, and you are geting half the corpse nutri into Soylent.
Since you need to do research, and the table need power it is just fair.
Maybe a side effect, no bad mood for butchering humans (adv. soylent research).

Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: asquirrel on January 18, 2018, 02:59:24 PM
Hey Dismar!
I'm not able to sell polenta to the traders.  I can sell grilled polenta and baked polenta but not plain old polenta.  Could you give me some troubleshooting tips in case I should be able to do it?  Thanks! :)
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on January 18, 2018, 03:59:55 PM
Hmm the last bulk good caravan wanted to buy polenta.
I think it count as resources not as meal.
While baked polenta is a meal.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: asquirrel on January 18, 2018, 04:06:47 PM
That's weird.  'Cuz my guys and gals are eating polenta and lovin' every minute of it like Loverboy.  I bet they would have bought it if it was bacon.  Hey, can someone make a bacon recipe?  Then I could make bacon and eggs and my pawns would be really happy. :)
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: sulusdacor on January 20, 2018, 11:10:04 AM
fixed the linked textures of hydro+planter:
https://www.dropbox.com/s/1w9ns9nbhmkmbco/VGP_Tools_b18%20sd%20edit%20hydro%20linked.7z?dl=0

folder with the art stuff: https://www.dropbox.com/s/6z63gt98q2ac5px/vgp_tools_set.7z?dl=0
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on January 20, 2018, 01:29:40 PM
Quote from: Canute on January 13, 2018, 03:49:53 PM
dismar,
i just took a first look at the soylent, and i asked myself why does i should use it ?
Soylent green/blue  100 meat * 0,03 nut. vs. 20 soylent * 0,05 nut.
It destroy alot of nutri and for what ? Is there are hiddne bonus/mood i don't saw yet ?
Ok soylent green/purple is good for bad mood meat, but salting meat need less work and keep the same amount of nutri. And salt shouldn't be a big problem.

My suggestion, you use corpses for the production of Soylent, and you are geting half the corpse nutri into Soylent.
Since you need to do research, and the table need power it is just fair.
Maybe a side effect, no bad mood for butchering humans (adv. soylent research).

Canute! I really haven't looked into the balance of the mod! Someone else rewrote it. :) But I can look into it.

The nexus link is fully up to date. As another mirror.

Quote from: asquirrel on January 18, 2018, 02:59:24 PM
Hey Dismar!
I'm not able to sell polenta to the traders.  I can sell grilled polenta and baked polenta but not plain old polenta.  Could you give me some troubleshooting tips in case I should be able to do it?  Thanks! :)
Should be able to Bulk trade it. But I'll see if there are any issues and maybe expand into other traders.

Quote from: sulusdacor on January 20, 2018, 11:10:04 AM
fixed the linked textures of hydro+planter:
https://www.dropbox.com/s/1w9ns9nbhmkmbco/VGP_Tools_b18%20sd%20edit%20hydro%20linked.7z?dl=0

folder with the art stuff: https://www.dropbox.com/s/6z63gt98q2ac5px/vgp_tools_set.7z?dl=0

Was there an issue with it? i'm not sure !
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: asquirrel on January 20, 2018, 03:00:31 PM
Thanks Dismar into looking into it for me.  Could you let me know when you modify your awesome mod to other traders?  Maybe I'm having some kind of mod conflict. I sell my food to traders but honestly, I get happy when I see my pawns having variety in their diet.  Especially when I can give them cookies, ice cream, yogurt and smoothies.  I need to start making them soda too.  Hey, I haven't made them tacos yet.  I think your mod has tacos, because I find them sometimes from a random cargo drop. :)
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: sulusdacor on January 20, 2018, 03:31:53 PM
Quote from: dismar on January 20, 2018, 01:29:40 PM
Was there an issue with it? i'm not sure !

the linked textures changed from a16 to a17 from size 256x256 to 320x320 resolution, having some borders basicly. (you still have 64x64 squares.) so you just have to readjust the textures, cutting out the 64x64 pieces and putting them in the new 320x - thats what i did. if you dont that the  256x textures still work (you get no error), but it cuts out borders basicly and looks funky. so technicly no issue in terms of it working properly, but optics matter^^ since i wanted to use the adv hydros in my playthrough and could not stand that, i did that for myself.

for comparison what i mean. i had the problem in with mechanical walls. if you look at the embrasures you see the difference with the missing borders:
256x256: https://i.imgur.com/ehpZbXQ.png
320x320: https://i.imgur.com/vlZx2el.png

otherwise great mod. love vegetable garden and one of the ones i usally use when playing myself. kepp up the good work ;)
cya

Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on January 21, 2018, 04:15:29 PM
Interesting sulusdacor! and thank you.


Quote from: Canute on January 13, 2018, 03:49:53 PM
dismar,
i just took a first look at the soylent, and i asked myself why does i should use it ?
Soylent green/blue  100 meat * 0,03 nut. vs. 20 soylent * 0,05 nut.
It destroy a lot of nutri and for what ? Is there are hidden bonus/mood i don't saw yet ?
OK soylent green/purple is good for bad mood meat, but salting meat need less work and keep the same amount of nutri. And salt shouldn't be a big problem.

I have looked into this! And the recipe label is misleading. You get 1 for 1 on all soylent production. So the bulk recipe takes 100 meat 0.05 nuts. and makes 100 soylents with 0.05 nuts. You remove all bad moods from certain meats and foods. And they take 120 game days to rot. From what i see.. seems ok?
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on January 21, 2018, 04:52:31 PM
Quote from: dismar on January 21, 2018, 04:15:29 PM
Quote from: Canute on January 13, 2018, 03:49:53 PM
dismar,
i just took a first look at the soylent, and i asked myself why does i should use it ?
Soylent green/blue  100 meat * 0,03 nut. vs. 20 soylent * 0,05 nut.
It destroy a lot of nutri and for what ? Is there are hidden bonus/mood i don't saw yet ?
OK soylent green/purple is good for bad mood meat, but salting meat need less work and keep the same amount of nutri. And salt shouldn't be a big problem.

I have looked into this! And the recipe label is misleading. You get 1 for 1 on all soylent production. So the bulk recipe takes 100 meat 0.05 nuts. and makes 100 soylents with 0.05 nuts. You remove all bad moods from certain meats and foods. And they take 120 game days to rot. From what i see.. seems ok?
You are right.
I even mislooked at the nutri. of the meat.
But at last the recipe label is wrong ! :-)

Since the rot factor isn't that important anymore, normaly people got a freezer at these state of research.
Like at the movie, the soylent process should use corpses not meat.
Maybe change it from a workbench into fermention barrels.

But since i am wrong with the nutri, that mod is good to remove the bad mood, and mass preservation food.
No need for a freezer anymore when you got your room full of soylent.


Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: henk on January 30, 2018, 05:00:09 PM
Could you add all of your mods to the modsync database?

Thanks!
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Kori on February 04, 2018, 11:56:05 AM
Some things I have noticed:

When I'm using the fermenting barrels, the progress bar remains completely empty (only the empty grey status bar background without the brown part that turns yellow over time) unless the barrel is 100% full.
As soon as it is full, the brown part of the bar appears as usual.
There are no log errors. Any ideas what this could be?


The electric oven should have electricity as a research requirement.
Also it should be crafted with stone like the unpowered version instead of only steel.
Maybe
    <costList>
      <Component>2</Component>
      <Steel>20</Steel>
    </costList>
   <stuffCategories>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>60</costStuffCount>



When you right click the food prep table, the forced job description says "canning". Is this intended?
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on February 04, 2018, 12:49:39 PM
The barrels sometimes will do that. It's not a huge issue and doesn't break the game so I have not pushed it back to the authors code.

In the current unreleased I have the issues of Electric stove electricity research and food prep table work verb has already been addressed. Thanks to others pointing it out.

The electric oven I did put thought into when I wrote it. It's not an upgrade to the stone. Its a modern oven and so I coded it as only metal.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Kubouch on February 04, 2018, 04:15:12 PM
Hi, I am the author of Universal Fermenter.

First of all, it is not a progress bar :D. It is more of a 'fullness-progress bar'. It displays how full the fermenter is. The color is brown when the product is not ready and turns yellow when it's finished.

I had this issue with the bar before but it should be fixed already in a17.6.0. Make sure you have the latest version (https://gitlab.com/rwmods/universal-fermenter/tags/b18.1.0). Although old a17 versions shouldn't work on b18 at all...

Personally, I couldn't reproduce this bug with my mods but I didn't test VG. Are there any other comps loaded with UniversalFermenter? How about if you include only one UniversalFermenter comp? There might be conflicts between different comps.

I am having a RimWorld break right now. However, there are things popping out so I think I'll review UF and give it a new version at some point in a relatively near feature. I added this to my list of issues (https://gitlab.com/rwmods/universal-fermenter/issues) to make sure it will be addressed in the next version.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Harry_Dicks on February 04, 2018, 05:45:24 PM
Quote from: Kubouch on February 04, 2018, 04:15:12 PM
I am having a RimWorld break right now. However, there are things popping out so I think I'll review UF and give it a new version at some point in a relatively near feature.

Dude, you're awesome :)

If only all mod authors cared this much!
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on February 04, 2018, 06:04:06 PM
Quote from: Kubouch on February 04, 2018, 04:15:12 PM
Hi, I am the author of Universal Fermenter.

First of all, it is not a progress bar :D. It is more of a 'fullness-progress bar'. It displays how full the fermenter is. The color is brown when the product is not ready and turns yellow when it's finished.

I had this issue with the bar before but it should be fixed already in a17.6.0. Make sure you have the latest version (https://gitlab.com/rwmods/universal-fermenter/tags/b18.1.0). Although old a17 versions shouldn't work on b18 at all...

Personally, I couldn't reproduce this bug with my mods but I didn't test VG. Are there any other comps loaded with UniversalFermenter? How about if you include only one UniversalFermenter comp? There might be conflicts between different comps.

I am having a RimWorld break right now. However, there are things popping out so I think I'll review UF and give it a new version at some point in a relatively near feature. I added this to my list of issues (https://gitlab.com/rwmods/universal-fermenter/issues) to make sure it will be addressed in the next version.

Haha yeah I took the coding and updated it to 18. I believe it was based on the last a17 coding you wrote. I sent you a message a while back. Asking for permission to do all that. There are no errors run multi version of the UF coding as most of them where customized for each of my mods they are in.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: isavegas on February 06, 2018, 06:26:11 AM
Could you replace the `’` character in the About.xml for VGP Garden Drinks with a regular single quote mark? It looks like your text editor (Word/WordPad?) is using a "private use two" character instead of the single quote. It's causing encoding issues due to not being within the UTF-8 charset that your XML file is promising you adhere to. :)

http://www.fileformat.info/info/unicode/char/92/index.htm
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Joedox on February 07, 2018, 03:17:39 AM
Hello dismar,

I have translated all the mods of '' Vegetable Garden '' in French. Would it be possible to add a dropbox link on the homepage?
https://www.dropbox.com/sh/biuekkz0ewsv9n8/AABM9TBmc5u807syy7vIKw6ba?dl=0

Thank you in advance for your answer.

Joedox
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on February 07, 2018, 06:11:27 PM
Quote from: isavegas on February 06, 2018, 06:26:11 AM
Could you replace the `’` character in the About.xml for VGP Garden Drinks with a regular single quote mark? It looks like your text editor (Word/WordPad?) is using a "private use two" character instead of the single quote. It's causing encoding issues due to not being within the UTF-8 charset that your XML file is promising you adhere to. :)

http://www.fileformat.info/info/unicode/char/92/index.htm

Hmm i didn't know there was special characters in the about! there is not suppose to be. And i'll look into it. THanks@#!@#@!

Quote from: Joedox on February 07, 2018, 03:17:39 AM
Hello dismar,

I have translated all the mods of '' Vegetable Garden '' in French. Would it be possible to add a dropbox link on the homepage?
https://www.dropbox.com/sh/biuekkz0ewsv9n8/AABM9TBmc5u807syy7vIKw6ba?dl=0

Thank you in advance for your answer.

Joedox

Hello! I'll be adding in the language files into the next update and will post a link for the images for those that want to use them. Thanks!
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Gi1g4m3sh on February 09, 2018, 07:06:01 PM
Very nice work indeed! Been playing with VGP and Seeds Please + Rainbeau's Wild Cultivation to turn growing more realistic! It's awesome!!

Althought, I got a question. Thanks to Seeds Please mod, most every wild mushroom I harvest gives me a seed to start my own cultivation. But I don't see nor here nor ingame the option to plant mushrooms (the grey ones). Not sure if there was any incompatibility of sort, but I'd like some help. Already searched throught all options of planting menu and, important thing, my Agriculture research is at lv 2 now.

See attachment for the list of growable plants on my menu

Thanks in advance for any help!!

[attachment deleted due to age]
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on February 09, 2018, 07:46:04 PM
Mushrooms in my core mod are hydroponic only both the day type and the cave type. Not sure if that helps.

I'm not around my pc to check thingz.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: isavegas on February 11, 2018, 12:42:55 AM
I am somewhat confused about the meat pies. They cost 10 meat and 6 flour, but they only give you one food item, which has 17 nutrition. The vast majority of the pie is going to waste.
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: Canute on February 11, 2018, 03:02:26 AM
The bill name say "Bake two meat pies", you sure you just get 1 pie ?
2 x 0,7 nutri  (pie)  vs 2 x 0,6 (grilled steak).
Title: Re: [B18] Vegetable Garden Project [1/8/18]
Post by: dismar on February 11, 2018, 11:31:51 AM
Quote from: Canute on February 11, 2018, 03:02:26 AM
The bill name say "Bake two meat pies", you sure you just get 1 pie ?
2 x 0,7 nutri  (pie)  vs 2 x 0,6 (grilled steak).
Quote from: isavegas on February 11, 2018, 12:42:55 AM
I am somewhat confused about the meat pies. They cost 10 meat and 6 flour, but they only give you one food item, which has 17 nutrition. The vast majority of the pie is going to waste.

I have looked at the coding and It does in fact make two pies.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 11, 2018, 08:59:45 PM
Many Many Hours burned today!!

Some notes:
Big update and some of the source coding had to be changed. I try very hard not to break saves. So as always back up your stuff before upgrading!! You may have to DEV mode remove old tables if they are broken ie, (Barrels,Can Factory,Composter) items.

Also I may be bit slow responding, if there are issues, as I will be working a lot :) Nexus is also being updated next.

2/11/18
French language added thanks Joedox.
All Assemblies (Barrels,Can Factory,Composter)
-Issues with ruined not reseting, code added reseting properly now!
-Error with dup job labels fixed!
-Work job strings corrected!
Gourmet
-
Drinks
-About had a special character removed.
-Kvass drinks finished.
-New Fermentation Durations and Cost of Drinks.
-Industrial fermenting barrels and research.
Garden
-Traders adjusted. Buy/Sell ingredents better.


1/29/18
Artwork and Logos updated.

1/27/18
Gourmet
-Silage recipe patch fixed/reworked.
-Canned Meal no longer use "Ingredents"
-Electric Oven req electricity research now
-Prep station work label

-Tools
Linked artwork updated c/o Sulusdacor

1/21/18
-Vegetable Garden
New patcher greatly reduces loading time.
Pemmican bulk recipe adjust to match core.
-Drinks:
Kvass drinks coding began
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: eDream on February 12, 2018, 06:39:42 AM
A debug log occur after the Mod is updated.
I try to find out the problem...And I try to delete all the Mods...
The result is ...After I delete all of my Mods(except Hugslib 4.0.1), the Debug log(lots of red colors) still occur...

I don't know what the problem is. I copy parts of the debug log(Red) in here to seek for some help...

Could not find type named ModFinder.PatchOperationFindMod from node <li Class="ModFinder.PatchOperationFindMod"><modName>Stuffed
XML error: <modName>Stuffed Workbenches</modName> doesn't correspond to any field in type PatchOperation.
Could not find type named ModFinder.PatchOperationFindMod from node <li Class="ModFinder.PatchOperationFindMod"><modName>DeCore
XML error: <modName>DeCore B18</modName> doesn't correspond to any field in type PatchOperation.
Attempted to use PatchOperation directly; patch will always fail
...
...
Backstory translation exactly matches default data: UrbworldUrchin35
Backstory translation exactly matches default data: VoidRaider31
Backstory translation exactly matches default data: StarSquire93
...
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 12, 2018, 06:55:12 AM
I'll have to check into this error later.. Are you only running vegetable garden or are you loading other parts of my mod as well?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: eDream on February 12, 2018, 07:09:10 AM
Yes, I am ONLY running vegetable garden(except Hugslib 4.0.1)
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 12, 2018, 07:17:38 AM
Thanks that very helpful. It looks like I might have not put the modfinder.dll in the garden mod itself.

I will have it fixed after work today !
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Hadley on February 12, 2018, 08:06:36 AM
I got the same Errors with missing StuffedWorkbenches and DeCore. I replaced my SteamVersion with the Dropbox Version and no Errors again...
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Kori on February 12, 2018, 08:16:28 AM
dismar, the workAmount for canned meals is only 1000 now (was 1500 before, still 1500 for vegetables and meat). Is this setting intended?

Since you have added fixes for the fermenting barrels, have you been able to fix their status bar with this update?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: eDream on February 12, 2018, 08:35:05 AM
Dismar,
for your reference:
I try to use Vegetable Garden(18.4) instead of 18.5. It is work for me!
It seems that the problem comes from the context of the update.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 12, 2018, 06:18:22 PM
I've repacked my mod with a change in coding and tested it all by itself with no errors and it loads faster.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: eDream on February 12, 2018, 08:40:12 PM
Nice! It is working!
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Holothurin on February 13, 2018, 01:23:03 AM
I went for the Wild Biome Plants Research and noticed something strange happening there. Before the research there were no wild Cherry trees on the whole map but as soon as it finished they started to pop up in the wild. They don't show up as plantable trees though. Actually.... none of the wild biome trees like Coconuts, Dates, Figs and Pineapple are plantable. Is that intended? Because mushrooms do show up from the beginning of the game.
I'm using Nature's Pretty Sweet and Jec's Tobacco and Cigarettes mod as well but above VGP in the load order. Not sure if thats the issue?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Harry_Dicks on February 13, 2018, 07:26:38 AM
Quote from: Holothurin on February 13, 2018, 01:23:03 AM
I'm using Nature's Pretty Sweet

I really don't know if this has anything to do with it, and this will probably be the last time I mention it because I don't want to feel like I am going around bashing it all the time because it does have some great work in it from what I can tell. But NPS author has been MiA for a bit and there seems to be a lot of issues people were having from his mod. If I were anyone else and I am having strange things like this happen in my game, one of my first things to try would be removing NPS and see if this fixes the issues. I don't know if what NPS does only applies to it's biomes, but I remember reading about it doing a lot of weird stuff with terrain changes and the weather and such, so this would definitely be a red flag for me.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 13, 2018, 06:54:21 PM
Mushrooms are always available! Just requires hydroponics. But I will look into all this soon. Thanks
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: VincentJ on February 25, 2018, 07:55:17 PM
Hello

I just had cider must from pod and I would like to turn it into cider. What should I do ?
I searched brewery but found nothing to do with it.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 25, 2018, 08:48:50 PM
Build a fermenting barrel and set it to Cider
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: ultra4 on February 27, 2018, 08:57:14 AM
My prep table dosn't include the soy milk recipe.... danm.... why? has both the tofu recipies.

I'm actually going for a game called "vegan challenge", because rimworld is so easy (...) , so is the only milk available the coconut? Has this been removed? you can survive without any milk, but seems like a bug since it clearly says it's there
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: PASorenson on February 28, 2018, 05:12:11 PM
Love the crap out of your mods, especially Garden Fabrics since that allows for recycling deadman's clothing and conversion of crappy leather types into a single type for better storage, but one problem arising out of that is you then end up with tons of hemp, fur and other things which aren't necessarily useful and hog up space. Next time you take a hammer to garden fabrics, any chance you could introduce a sister bill to making blended leather to let you convert all those furs and cloths into regular Cloth for easier storage and utilization elsewhere (repair kits for the repair mod, various medicine production mods that use bandages and the like, so on)?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on February 28, 2018, 07:09:35 PM
Quote from: ultra4 on February 27, 2018, 08:57:14 AM
My prep table dosn't include the soy milk recipe.... danm.... why? has both the tofu recipies.

I'm actually going for a game called "vegan challenge", because rimworld is so easy (...) , so is the only milk available the coconut? Has this been removed? you can survive without any milk, but seems like a bug since it clearly says it's there

HI! the item soy milk is gone! BUT the recipe is still in game make seven milks. takes (soy) beans and turns them into milk.

Quote from: PASorenson on February 28, 2018, 05:12:11 PM
Love the crap out of your mods, especially Garden Fabrics since that allows for recycling deadman's clothing and conversion of crappy leather types into a single type for better storage, but one problem arising out of that is you then end up with tons of hemp, fur and other things which aren't necessarily useful and hog up space. Next time you take a hammer to garden fabrics, any chance you could introduce a sister bill to making blended leather to let you convert all those furs and cloths into regular Cloth for easier storage and utilization elsewhere (repair kits for the repair mod, various medicine production mods that use bandages and the like, so on)?

yes I can look into that.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Canute on March 01, 2018, 03:46:21 AM
Blended/bleached fabric, made out of all fibre material like wool,hemp,cloth,devil...
Just the question about the stats, should it be like cloth, then you don't even create a new fabric and just create a recipe "Blend fabric into cloth".
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: dismar on March 03, 2018, 12:13:15 PM
Thanks guys! I really like these ideas.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Joedox on March 07, 2018, 05:04:43 AM
Hello Dismar,

Would it be possible to add a menu in the barrels of fermentation to choose the type of alcohol (menu as for the walls (wood, iron, granite ...)).

Joedox
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: ultra4 on March 08, 2018, 07:29:45 PM
Quote from: dismar on February 28, 2018, 07:09:35 PM
(...)
HI! the item soy milk is gone! BUT the recipe is still in game make seven milks. takes (soy) beans and turns them into milk.
(...)
Didn't see it..  :o ;D thnks, it was hard to miss

Have a sugestion, could you add some last tier recipies to use with the "more veggies" mod? Like make the pizza use flour+cheese+meat equivalent + tomato(?), extra hard, so with the best buffs, like: move, manipulation, filtration...
Sometimes when you reach that hard recipie doesn't mean the colony can keep making it, stuff happens.... frequently, it's good to have simple options too, but those super meals with many different stuff is a great goal+reward

Does anyone has an updeated spreadsheet?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: na921004 on March 09, 2018, 06:10:08 PM
Is there a way to allow tamed animals to eat the harvested crops in storage?
I use Smarter Food Selection mod with a custom XML that makes tamed animals prefer eating crops over others.

Is it just because the two mods are incompatible? If I get rid of Food Selection will my animals be able to consume crops from this mod?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: na921004 on March 09, 2018, 07:07:46 PM
Quote from: na921004 on March 09, 2018, 06:10:08 PM
Is there a way to allow tamed animals to eat the harvested crops in storage?
I use Smarter Food Selection mod with a custom XML that makes tamed animals prefer eating crops over others.

Is it just because the two mods are incompatible? If I get rid of Food Selection will my animals be able to consume crops from this mod?

Disregard the above reply.
I started a new game with a timber wolf pet and didn't take into account that timber wolves are carnivores, so they never eat crops.
I just got some huskies through an event and they consume crops just fine.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: lex1975 on March 14, 2018, 03:45:15 PM
It is a pity that mods is not on github.
My plofile:
https://github.com/lex1975

Actual translation mod for 18.5. Russian and English localization files.

app.box.com/s/9mow8f9wgkywthsm7l7h92vadwrldf1j
folder VGP
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: IWannaChaos on March 25, 2018, 10:09:36 AM
Is it normal for garden tea to have -7 beauty?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: ultra4 on April 06, 2018, 03:19:53 PM
Almost everything has negative beauty on the floor. That's what shelfs are for... now get yo'food out tha'floor boi
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Trigon on April 06, 2018, 03:23:37 PM
To be fair I'm never a fan of food laying around on the floor.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Call me Arty on April 10, 2018, 01:01:45 AM
  Nuts.

Now that I (hopefully) have your attention, I love your mod, Dismar. When everything comes down to it, this is my second favorite and most "necessary" mod beneath the allow tool. I really appreciate all of the work and variety you've put into it. I look forward to any and all additions.

That being said, have you considered nuts? Hear me out, I think they'd fit.

I hope you've got the time to consider the idea of a nut-pack, despite the fact that I don't even like the things that much (I just had a eureka moment after realizing they wouldn't fit in vanilla, but be right at home when your contributions). You don't owe me anything and you've got your own life, but I hope that I've done enough to persuade you.

I don't want to push my luck, or spam this post with ideas that take a while to write/read if there's no chance of suggestions making it into the mod, but I've also got some ideas on some crops of the "stronger" variety, namely peppers (I put a lot of thought into them as not just foodstuff, but as ingredients in weapons, defenses, and medicine too), but also things like garlic, onions, horseradish, and mustard, to a lesser extent. They're too "grand" for vanilla, but just interesting enough for this series, or at least I think so.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: actwactw on April 11, 2018, 11:48:24 AM
why does sugar have an expiration date?
and why does it take meat to make pizza?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Call me Arty on April 11, 2018, 03:09:49 PM
Quote from: actwactw on April 11, 2018, 11:48:24 AM
why does sugar have an expiration date?
and why does it take meat to make pizza?

In a perfect world, sugar would last forever. However, it doesn't do so well with moisture, pests, yeast, or the heat. Going stale doesn't just mean "not as chewy".

Meat on pizza? It's because a lot of the most popular pizza flavors have meat on them, it's a topping. Similarly, you can make some kinds of pizza with no sauce or cheese. If you have a personal problem with it, tofu and mushrooms are a viable replacement.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Canute on April 12, 2018, 03:10:44 AM
I think the most common pizza is the Pizza salami and not the Pizza Margarita.
Thats why you need meat of it.

If you got some skills at XML editing, you just could made your own pizza and just duplicate the pizza entry and modify it a bit to fit your toping.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: rambo on April 24, 2018, 09:41:21 AM
can add this to an existing save?
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Call me Arty on April 24, 2018, 02:42:37 PM
Quote from: rambo on April 24, 2018, 09:41:21 AM
can add this to an existing save?

Think it should be fine. As a general rule: Games that don't add new systems (how weapons function, completely alter world generation, new organs on humans, etc). It just adds new crops and recipes.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Suicide-Squirel on April 30, 2018, 09:09:03 PM
love the mod I've been using it since A14 when I got the game. I wanted to bring to your attention a bug I've found that popped up since the 4/28/18 update. The VGP garden drinks mod seems to be conflicting somehow with Kura's extra stone. It's turning all the obsidian on the map to mystery soda. If anyone has an idea as to how to fix it I would love to know. So far mod order doesn't work. Deactivating Garden drinks works but constantly throws errors once it's deactivated and I can't open the drug policy window.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Canute on May 01, 2018, 04:19:40 AM
Did you try to change the modload order ?
But since it is only this one stone you should address it at the extra stone mod too.
Mineable Soda drinks, forgotten from the ancient advanced civilisations :-)
Did you found mineable Larvish meal too ? :-)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on May 05, 2018, 12:24:09 AM
Sorry I've been quite here! I stopped getting notify post.
Been super Busy at work and no time to mod...or game :(

But I do have a super large update! Bunch of bug fixes and balance stuff. A few new items!
This will Probably be my last update for this version of the game!

4/28/18
Fabrics
-jobstrings and recipe names grammmmmmmmmmmer changes
Drinks
-Ambrosia wine added. Drunk and high!
-Ambrosia must added.
Garden
-Cooking skills req adjusted
-Food poinsoning removed from drinks.
Gourmet
-Cooking skill req. added / adjusted

4/24/18
Garden
-Grammmmmmer error in research
Fabrics
-Recipes costs boosted
Drinks
-Industry Barrels finished. 4x at 25% faster
Drugs
-Bulk drugs Intellectual work to match core recipes.

3/3/18
Fabrics
-New blended wool with recipe added to loom.
-Blend Fabrics into cloth recipe.
-Rebalance cloth recipes time.
Drinks
-Mystery Soda recipe added.
-Syrup recipe adjusted.

2/25/18
Garden
-wild biome plants adjusted and now apear again.
-research wild biome plants adjusted.

2/16/18
Garden
-small patch was re-wrote for the butcher table.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: matheryn on May 05, 2018, 01:31:23 AM
hey,

Love your mod I always add it to my M A N Y mod packs I create however I do not add the ore generating expansion as I prefer to mine ore but to each his or her own.

One thing though I have noticed you have started to branch out from food to asthetics in your packs and was wondering if you would also consider branching (pun intended lol) out a little further into defense side of things - for instance growing a bramble patch which acts like barb wire fencing but natures version which damaged enermies that pass through it and you could also add a genetically altered venus fly trap that grow larger than the normal version that grabs hold of any enemy that passes too close to it and damages it for x amount of turns till the enemy breaks free or if it doesn't break free the plant kills its victim leaving the victims contents on the ground but no corpse because it was eaten. Another one is you could grow a vine wall that acts like well a wall. Another you could add toxic plants that if an enemy walks near it then its bulbous spore explodes into a toxic poison cloud poisoning any that are in the cloud or pass through it.

These are just a few ideas that I though you might be able to iterate into your plant based theme pack and the accual defence plants could be made into a VGP Defence pack.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Call me Arty on May 05, 2018, 02:51:11 PM
Quote from: matheryn on May 05, 2018, 01:31:23 AM
. . . for instance growing a bramble patch which acts like barb wire fencing . . . could also add a genetically altered venus fly trap . . . could grow a vine wall that acts like well a wall. . .could add toxic plants.

Sounds neat, but keep in mind that there are sort of. . . "Classes" of modders, who do what they do well and don't branch-out well. If you go and ask the guy (EdB) behind Prepare Carefully to make a gun mod, you're not going to have the easiest time convincing them. No offense to Dismar - whom I adore and has provided me with dozens of extra hours of gameplay that helped the game from going stale when I put-in almost a thousand hours - though, I don't think that defense is his area of expertise, and the contents of his mod are fairly grounded in comparison to other mods (most of the vegetables are standard produce, the ore plants are the craziest things get). If I were you, I'd poke around a couple other mods looking for something like that, from authors with work a bit more in-line with what you'd expect. I suggest an author specializing in animals or turrets for that fly trap, as an example.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: reteo on May 26, 2018, 10:07:52 AM
Quote from: Call me Arty on April 10, 2018, 01:01:45 AM
That being said, have you considered nuts? Hear me out, I think they'd fit.

Don't listen to this guy... he's nuts. ;)

Seriously, I think it would be useful, and we could add a recipe for trail mix (nuts and dried fruits), which could be an improvement on pemmican for caravanning.

On an unrelated note, in the vanilla game, cloth, when formed into clothing, often resulted in differently-colored clothing.  However, with the cloth produced by this mod, clothing is always gray.  It'd be nice if the "color randomizing" effect of cloth were restored (and possibly also passed onto the blended leather/wool).  I'm currently using the dye vat to compensate, but I really don't want to keep multiple stacks of colored cloth about.
Title: Re: [B18] Vegetable Garden Project [2/11/18]
Post by: Call me Arty on May 27, 2018, 02:41:54 AM
Quote from: reteo on May 26, 2018, 10:07:52 AM
Quote from: Call me Arty on April 10, 2018, 01:01:45 AM
That being said, have you considered nuts? Hear me out, I think they'd fit.

Don't listen to this guy... he's nuts. ;)

Seriously, I think it would be useful, and we could add a recipe for trail mix (nuts and dried fruits), which could be an improvement on pemmican for caravanning.

On an unrelated note, in the vanilla game, cloth, when formed into clothing, often resulted in differently-colored clothing.  However, with the cloth produced by this mod, clothing is always gray.  It'd be nice if the "color randomizing" effect of cloth were restored (and possibly also passed onto the blended leather/wool).  I'm currently using the dye vat to compensate, but I really don't want to keep multiple stacks of colored cloth about.

SOMEBODY FINALLY RECOGNIZED THAT COMMENT'S EXISTENCE!

I mean, uh,
I never really noticed it until you said it, but I do have an awful lot of grey colonists. Can't help but feel it's a tad justified. Now that we have Linen, Hemp, Blended Leather, Synthread that's easier to acquire, and the existing Devilstrand, more colors of cloth might confuse things a bit. Considering how rare the spacer fabric was in the base game, you basically just had leather and Devilstrand to stick-out from cotton, but now there's a lot more colors than red or some variety o brown to worry about.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: reteo on May 27, 2018, 09:39:46 AM
Maybe, but keep in mind that not all of those fabrics will be made at the same time; it's easiest and most convenient to make a huge batch of cloth, because it is not just used in fabrics; there are a number of articles of furniture that are fashioned from cloth.  It's also convenient to make a huge batch of blended leather, in order to cut down on the space the disparate variances of leather take up, since each one will have its own stack.  And those two specific fabrics seem to be "white" and "whiter."  As for linen... the hot lavender color really doesn't appeal to me.

If cloth can once again adopt a random color per article of clothing, that would cut down on what eventually will become uniformity.  And as for blended leather, wouldn't brown be a more appropriate color?
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Call me Arty on May 28, 2018, 03:16:10 AM
Quote from: reteo on May 27, 2018, 09:39:46 AM

  • Maybe, but keep in mind that not all of those fabrics will be made at the same time;
  • As for linen... the hot lavender color really doesn't appeal to me.
  • If cloth can once again adopt a random color per article of clothing, that would cut down on what eventually will become uniformity.
  • And as for blended leather, wouldn't brown be a more appropriate color?
Numbers added for ease and clarity of response.

Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: reteo on May 28, 2018, 10:49:35 AM
Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
While you are most likely not producing all of those fabrics at the same time, it's unlikely that between crop rotations, you are either exhausting, selling, or burning through your entire stock of all the spare scraps of the last  batch and all of the clothing and other such materials made from the specified material.

Depends on the size of the crop zones involved.  If you grow an enormous amount of cotton, then it's likely that you'll have a near-permanent supply. 

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
Fine with color, I've just never grown it due to the fact that it seems like it wouldn't mesh too well with modded/vanilla recipes that need cloth. Shirts are nice, but I can also use standard cloth for carpeting, some prosthetics, joy objects, etc.

I would prefer to keep linen and hemp on hand for clothing, but green and hot lavender really tend to clash.

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
This opens the argument from the other side of the camp, which wants uniformity. While I'm fine for the most part, the all-too-bright shade of green for hemp is still too much for me. I'm not saying I want all my clothing to greyscale, but I'd prefer if there wasn't the occasional too-green article of clothing on someone's otherwise ordinary outfit. I usually sell my hemp stuff ASAP. Plus, it's just a lot easier to tell what you're looking at right away. Sending a pawn in synthread/hyperweave/devilstrand to go and stab a raider versus one in cloth can mean the difference between bruises and lost limbs.

I use the psychology mod.  Among the mood debuffs is "same outfit," in which two or more colonists are wearing the same colors.  If half the colony is wearing the same outfit, the debuff can reach -12 for all involved.

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
Not sure if this amount of thought went into it, but white is the color spectrum equivalent of a rainbow, it's a little bit of every color mixed in just right. This makes sense if we had lizard-greens, bear-browns, elephant-greys, and Yorkie-yelllows all mixing together. While brown is probably the more accurate color, as that's what you get when a preschooler mixes all the colors together instead of an optician, it's also the color of a lot of other leathers. I guess it's the same deal with linen looking a lot like cloth, and they wanted to make it stick out more, so you could tell from a glance if you had a blended leather jacket or a grizzly bear jacket.

Keep in mind that lights are additive colors, while colored objects are subtractive; if all colors of light are applied to an area, the light that is applied becomes white.  On the other hand, adding dyes to a white paper will absorb more light, leaving less to reflect.  While combining all colors in dye form would theoretically produce black, in reality, the result is actually a muddy color within the vicinity of medium-dark gray; usually the brown color comes from the presence of more red and green then blue.

Still, identifying clothing material by its color is a losing game, no matter what you do; how do you tell the difference between elk-skin and deer-skin?  Or squirrel-skin?  Or cow-skin?  They are all minor variations on the color brown.  There's no easy way to tell at a glance; only by clicking on the article of clothing (if it's on the ground) or looking in the character's gear (if it's being worn) will tell you anything about it.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Call me Arty on May 28, 2018, 09:02:29 PM
Quote from: reteo on May 28, 2018, 10:49:35 AM
Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
This opens the argument from the other side of the camp, which wants uniformity. While I'm fine for the most part, the all-too-bright shade of green for hemp is still too much for me. I'm not saying I want all my clothing to greyscale, but I'd prefer if there wasn't the occasional too-green article of clothing on someone's otherwise ordinary outfit. I usually sell my hemp stuff ASAP. Plus, it's just a lot easier to tell what you're looking at right away. Sending a pawn in synthread/hyperweave/devilstrand to go and stab a raider versus one in cloth can mean the difference between bruises and lost limbs.

I use the psychology mod.  Among the mood debuffs is "same outfit," in which two or more colonists are wearing the same colors.  If half the colony is wearing the same outfit, the debuff can reach -12 for all involved.

Can't really argue against many of your points without getting petty, I either agree with them or they're pretty solid. Otherwise, I've never found that debuff. I personally blame the Mending (https://ludeon.com/forums/index.php?topic=22894.0) mod for that. If you asked me why I had hemp clothes in my colony despite not liking them, it's because I don't make or buy them. Almost all of my clothing is normal-or-above quality stuff I take of dead raiders. Once you fully mend them, it also removes the deadman debuff. Point being, the colony wardrobe is a patchwork.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on May 29, 2018, 02:21:01 PM
I'm actually going to make all the blended clothes and such be a random color generator like cloth. I did not much care for the fact that all my pawns in my last play thru were running around in green hemp lol

as for the recipe issue with core items. Like the pool table needing cloth. Its a small limit on current coding that stops me from messing with those recipes for now. Might be something I look at in version 1.0. But for now it was one of the reasons for the convert other clothes to cloth recipe I added.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Call me Arty on May 29, 2018, 03:28:45 PM
Quote from: dismar on May 29, 2018, 02:21:01 PM
I'm actually going to make all the blended clothes and such be a random color generator like cloth. I did not much care for the fact that all my pawns in my last play thru were running around in green hemp lol

If by "blended", you mean things like the blended leather/wool/cloth, I kinda support you. Same deal if you mean that hemp would be random colors like cloth. I think that a gradients would be a preferable choice. For example, blended leathers wouldn't be any kind of blue, green, or purple (even with mods, those are definite outliers), but some random of brown, grey, white, or similiar things in that range. Similarly, rather than a random color or a single shade of harsh green, hemp should be on a gradient of greens and tans. Some hemp fibres look like you just got a drop or two of green in your bucket of tan paint, but others look more like dry broccoli. Something like that would be real neat, if possible (not a modder, so I'm generally speculating on whether or not my suggestions are even possible!).

Oh, and if Cannibals (and bloodlusters too, I think) get pleasure from wearing human-leather clothes, is there anyway to, say, give those who are chemically interested a mood boost for wearing hemp outfits? It would be a neat and welcome detail.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: reteo on May 29, 2018, 04:57:43 PM
Quote from: dismar on May 29, 2018, 02:21:01 PM
I'm actually going to make all the blended clothes and such be a random color generator like cloth. I did not much care for the fact that all my pawns in my last play thru were running around in green hemp lol

^ FTW!

Quote from: dismar on May 29, 2018, 02:21:01 PM
as for the recipe issue with core items. Like the pool table needing cloth. Its a small limit on current coding that stops me from messing with those recipes for now. Might be something I look at in version 1.0. But for now it was one of the reasons for the convert other clothes to cloth recipe I added.

I don't understand.  Your cloth works just fine on the cloth-recipe furniture.  My only concern was the Psychology mood debuff on uniformity.  And it's not like I can't grow cotton at the same time as other forms of fiber for fabrics. (As well as my fatigue at white, green, and hot lavender)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Canute on June 05, 2018, 02:52:08 AM
Maybe for a furture update.
Create Psychic tea, need Medicin 3 but give Intellectual skill.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: TelekineticSloth on June 07, 2018, 12:31:31 AM
I can not find any download for this :(
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Canute on June 07, 2018, 02:47:11 AM
TelekineticSloth,
you are too slothful to check the first posting and see the realy big button for dropbox or nexus ?
The button's are there and working.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: CreativeUsername on June 09, 2018, 02:57:19 PM
Hi,

I was just cheating to make my life easier when I noticed there is a typo in the recipe description for bulk make jade it reads:

Use heat to separate useful minerals from jade crystal plants. \n\nMakes 4 Jade from 16 crystals.

When it should be:

Use heat to separate useful minerals from jade crystal plants. \n\nMakes 16 Jade from 64 crystals.

Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: WolfgangPolska on June 11, 2018, 06:25:49 AM
Is making bread, only to it it bland even viable? It seems like awful waste of time  and wheat.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Canute on June 11, 2018, 09:11:03 AM
You will need bread for some other recipes.
Or do you like to eat plain burger breads ? :-)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: tonsrd on June 12, 2018, 08:16:50 PM
I just noticed I can craft infin fine meals and 4x fine meals,

the rice and meat are meant to be used up but aren't so my cook goes back and forth.

not sure if its just VG or another mod , ill figure out how to post mod list 2morow.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Canute on June 13, 2018, 03:39:36 AM
tonsrd,
it is another mod. Do you use Infinity storage maybe ? Then update that mod.

To post a modlist
- if you installed Hugslib press CTRL-F12 or use the Share log button
- post/attach the modconfig.xml
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: tonsrd on June 13, 2018, 06:03:56 AM
https://git.io/vhKkN

no infin storage, just stack xxl.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Canute on June 13, 2018, 09:31:21 AM
The problem is know since a while.
https://ludeon.com/forums/index.php?topic=37747.0
But it isn't realy known if this is a vanilia bug or just an unlucky mod combination.
At last there was some issue with Infinity storage , but since you don't use it.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Spaps on June 15, 2018, 11:23:14 AM
Is it possible to only get the canning station and canned food? Or do I need to download the whole mod?

The canning station is a very good way of food preservation, I bet some people like me, that don't want lots of mods, would like to have this in their game.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: SetArk on June 16, 2018, 06:15:46 PM
Hail!
Quick question, where does i get salt?
Only from traders?
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on June 16, 2018, 06:20:54 PM
Quote from: SetArk on June 16, 2018, 06:15:46 PM
Hail!
Quick question, where does i get salt?
Only from traders?

There a small work spot in Misc that will let you mine it.


Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: SetArk on June 16, 2018, 06:39:42 PM
Holly molly!
I must be blind to have not seen it.
Really sorry for stupid question :X
Just installed a ton of mods and.. Well, the menus became a little overwhelming =x
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on June 17, 2018, 01:00:27 PM
Weeell damn. Unstable 1.0 is here and of course there was a plant rebalance... Will you be doing VGP plants overhaul as well Dismar?
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on June 17, 2018, 04:15:20 PM
Quote from: Madman666 on June 17, 2018, 01:00:27 PM
Weeell damn. Unstable 1.0 is here and of course there was a plant rebalance... Will you be doing VGP plants overhaul as well Dismar?

I am behind! lol But I do have the base mod updated to no errors with some of the new stuff added already. I have been waiting to compile till unstable was released.

Atm I am working way too much to get time to update. But Will be finishing up the big project at work in a week. So will have time to get everything up to date for 1.0 release.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on June 17, 2018, 04:36:11 PM
Well, no rush there, it ll take some time for most essential mods (obviously this one included) i play with to update anyway. Just interested about what plant balance will look like :P
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: tonsrd on June 18, 2018, 09:48:34 PM
Quote from: Canute on June 13, 2018, 09:31:21 AM
The problem is know since a while.
https://ludeon.com/forums/index.php?topic=37747.0
But it isn't realy known if this is a vanilia bug or just an unlucky mod combination.
At last there was some issue with Infinity storage , but since you don't use it.

I removed R3 and VG and foods back 2normal for an hour now. ill do a 6h run 2morow see if that was it.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on June 27, 2018, 12:31:26 PM
Thanks for changing the verbs in fabrics to weave, much appreciated.

One thing about the fabrics mod I would really love to see: A lite version.
Basically a version where the plants yield the fabric directly (like in vanilla) and you can combine the fabrics to synthread/hyperweave (instead of the unfinished products) - you could possibly even remove the loom and throw the recipes in the tailor benches. So basically a simplified version.

I personally don't mind the mechanics too much, but I am also a sucker for simplicity and the extra step is just extra micro and work for me, so I would definitely use it. Not sure what other people think about it though.

I know you're kinda busy updating everything and in general, but once you're done maybe you could do this, if some others like the idea too?
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: ultra4 on July 11, 2018, 08:37:52 AM
Dismar please, jump on the veggy 1.0 i can't do rimworld without them veggies
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on July 13, 2018, 08:38:41 PM
I just wanted to let you know i've been busy.... and no release yet still working...

1.0 isn't really out yet and my mod gets broke every few days so no plans to release. Always looking for suggestions!

Release 1.0 Update Changes
-Coding updated. (plus a bunch more small changes to make it run in 1.0)
-C# scripting corrected for new version. Coding reworked for each mod.
-Text for C# corrected. Wording Corrected.
-Patches add artwork for vanilla plants
-Patches add artwork for vanilla vegetable items
-Trees color coding added for Fall
-All vanilla coding is removed from mod and now is patched in. Minus a few recipes.
-Blended leather remove: patchwork in vanilla
-Cocoa plant and chocolate recipes removed. In vanilla.
-Fabrics art patched for plants
-Fabric like plants harvest patched to fibers.
-Fabric cost adjusted for vanilla. Balanced recipes
-Salvage Clothing add also to Tailoring tables.
-Tree and flower research spilt for vanilla.
(all trees under sowing, flowers in flower research in VG tab)
-Recipe added to stonecutting table Bamboo > Wood
--Canning tech's renamed to table and factory
-Canning has been removed from Gourmet and Made into its own mod.
-Plants are now list in categories
-Description changes to many items.
-Smooth floor requirement removed from Place soil, Work has been greatly increased to match this change.

Research across all mods have been moved around:
--Adv Cooking rename Candy Making to reflect what it does.
--Ultratech crafting recipe research renamed from Glitter meds

Category  Changes:
-Sweets and drinks renamed to sweets
-All alcohol has been moved to it's own group under "Drugs"
-All Soda's has been moved to it own group Under "Drugs"
-All meals from mod under Meals based on type (simple,fine,lavish)

Changes thanks to Syrchalis suggestions:
-Coffee, Tea, and Fruit Drinks art is smaller and uses "stackcounts" now.
-When drinking above pawns not long set bottles/cups on table or rotate them.
(https://i.imgur.com/05a0Mdd.png)
(https://i.imgur.com/FtQ4I5g.png)



Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on July 14, 2018, 01:45:43 AM
Hey, awesome news, @dismar, been waiting for this! :D Though Ultratech was already renamed back to Glittertech in vanilla. Also i highly suggest you patching trees to more or less B18 values (growing in any biome, under roof and x1 sow time instead of x5, otherwise theres really not much sense in ever trying to grow trees outside year-round grow time :().

Also please, please can you reconsider moving salvage apparel bill to talioring bench? I always have tons of apparel on that bench, so bills get incredibly cluttered up. I really liked how you used your own crafting stationg for those...

Thanks for your hard work!
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 14, 2018, 04:55:24 AM
Current sow work is 12000, that is really annoying. I play with 4000, which seems fair. (I have my own personal mod which patches tons of values and adds a few things from vegetable garden to 1.0, for example coffee, that's why I made those textures =p).

I also have made a few textures for immature plants:
(https://i.imgur.com/S5J0Jnq.png)(https://i.imgur.com/KTHJGBa.png)(https://i.imgur.com/YzXqmKA.png)(https://i.imgur.com/loeiyHE.png)(https://i.imgur.com/msfh3eW.png)(https://i.imgur.com/XIBOyqj.png)(https://i.imgur.com/spOOPxs.png)

https://www.dropbox.com/s/r3ndcp2s0kwvsgf/Immature.zip?dl=0
Healroot is a bit recolored to better go along with the color of the other plants.

Quote from: dismar on July 13, 2018, 08:38:41 PM
Changes thanks to Syrchalis sugestions:
-Coffee, Tea, and Fruit Drinks art is smaller and uses "stackcounts" now.
-When drinking above pawns not long set bottles/cups on table or rotate them.
Just wanting to note I'm just responsible for those two, not the descriptions or place soil thing =p

Here is a picture of pawns using the new coffee/fruit drinks:
(https://i.imgur.com/IZElmnv.png)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: ultra4 on July 14, 2018, 06:24:44 AM
just a user imput,
Quote from: Syrchalis on July 14, 2018, 04:55:24 AM
(...) textures for immature plants:
(https://i.imgur.com/S5J0Jnq.png)(https://i.imgur.com/KTHJGBa.png)(https://i.imgur.com/YzXqmKA.png)(https://i.imgur.com/loeiyHE.png)(https://i.imgur.com/msfh3eW.png)(https://i.imgur.com/XIBOyqj.png)(https://i.imgur.com/spOOPxs.png)
:D :D ;D ;D 8) Syrchalis, I absolutely love these, a visual cue!!! Usually vegetables keep growing and growing, but then are they ripe? Now you can look at them are in a glance.... why wasn't this in the game  ::)

Dismar please take your time to make it good, it's my favorite mod, rimworld needs vegetable garden to be complete
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 14, 2018, 06:29:38 AM
Yeah that's the whole idea behind immature plant textures - so it's clear when they are past the 66% threshold of being able to be harvested.

Also thanks, my assets usually suck, but this time I feel like I've done an acceptable job.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on July 15, 2018, 09:44:48 AM
Quote from: Syrchalis on July 14, 2018, 06:29:38 AM
Yeah that's the whole idea behind immature plant textures - so it's clear when they are past the 66% threshold of being able to be harvested.

Also thanks, my assets usually suck, but this time I feel like I've done an acceptable job.

I've added this into the mod and went ahead and did most of the rest of the plants to have the shading for growth....
(https://i.imgur.com/EFXUCpq.png)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 15, 2018, 10:53:28 AM
I could probably come up with something for potatoes and hops too. Would probably just take a moment and some inspiration. Quick'n'dirty solution would be using the vanilla potato/hops as immature or ripe variant haha.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on July 15, 2018, 11:05:04 AM
i'm really surprised that potatoes didn't get a new graphic for 1.0
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on July 15, 2018, 11:06:51 AM
The most noticeable change in 1.0 to plantlife was making trees unavailable mostly :(
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on July 15, 2018, 11:26:33 AM
Quote from: Madman666 on July 15, 2018, 11:06:51 AM
The most noticeable change in 1.0 to plantlife was making trees unavailable mostly :(

My trees will still be everywhere!
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on July 15, 2018, 11:33:15 AM
If they can't be grown under roof and use tree base class, which was made to take 12000 amount of work to sow... I ll probably be tweaking the values =) That change was rather useless. I wonder what did Tynan try to achieve with it. Aside from making wood more rare of a resource.

Also i like the idea of immature plants graphic representation, that rather cool :D
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 15, 2018, 12:35:48 PM
Quote from: Madman666 on July 15, 2018, 11:33:15 AM
If they can't be grown under roof and use tree base class, which was made to take 12000 amount of work to sow... I ll probably be tweaking the values =) That change was rather useless. I wonder what did Tynan try to achieve with it. Aside from making wood more rare of a resource.

Also i like the idea of immature plants graphic representation, that rather cool :D

I'm going to talk him out of it =p

Either way, 4000 work is good, I tested it multiple times and it feels it's fair. More than B18, but bearable.
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on July 15, 2018, 12:42:34 PM
I highly doubt he ll listen to you. He made it so quite deliberately, to make wood much more of a rare resource, so that people ll stop making profits of wooden art is my guess. Especially since you can't grow trees under roof, so in biomes with cold winters its double rare and harsh biomes just make wood non-existent. He also killed any profits from trading meals, so its like you call in a trader and can't do shit, because you don't have anything they want to buy lately... Its only clothing, drugs and weapons people still buy =(
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 15, 2018, 12:55:30 PM
Well I suggested he focuses research more on the core projects, makes the side-projects cheaper, buffs the simple research bench to 75% and makes endgame research longer again. And he did just that, exactly all those things.

Either way, if he doesn't... it's REALLY easy to mod tree sow work.

   <Operation Class="PatchOperationReplace">
        <xpath>*/ThingDef[@Name = "TreeBase"]/plant/sowWork</xpath>
        <value>
<sowWork>4000</sowWork>
        </value>
    </Operation>
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Madman666 on July 15, 2018, 01:03:38 PM
He tends to like accepting suggestions that might make the game a bit harder (research amounts he made all take x2 time)

But yeah, i already have a solid actively growing list of things i am 100% gonna change and tree sowing, no trees under roof restriction and clothing change delays are all on that list already ;)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: Syrchalis on July 19, 2018, 05:28:07 PM
Got another one: Mature Bamboo. Current bamboo can be used as immature and this one as mature.

[attachment deleted due to age]
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: sejuhasz on July 29, 2018, 12:53:58 PM
Hey Dismar, I'm sure you're busy, but any update on Vegetable Garden?

Last mod I need before my 1.0 run. Very excited!
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: CH3N9 on July 29, 2018, 01:14:25 PM
Quote from: sejuhasz on July 29, 2018, 12:53:58 PM
Hey Dismar, I'm sure you're busy, but any update on Vegetable Garden?

Last mod I need before my 1.0 run. Very excited!

Previous page.

Quote from: dismar on July 13, 2018, 08:38:41 PM
I just wanted to let you know i've been busy.... and no release yet still working...

1.0 isn't really out yet and my mod gets broke every few days so no plans to release. Always looking for suggestions!

Release 1.0 Update Changes
-Coding updated. (plus a bunch more small changes to make it run in 1.0)
-C# scripting corrected for new version. Coding reworked for each mod.
-Text for C# corrected. Wording Corrected.
-Patches add artwork for vanilla plants
-Patches add artwork for vanilla vegetable items
-Trees color coding added for Fall
-All vanilla coding is removed from mod and now is patched in. Minus a few recipes.
-Blended leather remove: patchwork in vanilla
-Cocoa plant and chocolate recipes removed. In vanilla.
-Fabrics art patched for plants
-Fabric like plants harvest patched to fibers.
-Fabric cost adjusted for vanilla. Balanced recipes
-Salvage Clothing add also to Tailoring tables.
-Tree and flower research spilt for vanilla.
(all trees under sowing, flowers in flower research in VG tab)
-Recipe added to stonecutting table Bamboo > Wood
--Canning tech's renamed to table and factory
-Canning has been removed from Gourmet and Made into its own mod.
-Plants are now list in categories
-Description changes to many items.
-Smooth floor requirement removed from Place soil, Work has been greatly increased to match this change.

Research across all mods have been moved around:
--Adv Cooking rename Candy Making to reflect what it does.
--Ultratech crafting recipe research renamed from Glitter meds

Category  Changes:
-Sweets and drinks renamed to sweets
-All alcohol has been moved to it's own group under "Drugs"
-All Soda's has been moved to it own group Under "Drugs"
-All meals from mod under Meals based on type (simple,fine,lavish)

Changes thanks to Syrchalis suggestions:
-Coffee, Tea, and Fruit Drinks art is smaller and uses "stackcounts" now.
-When drinking above pawns not long set bottles/cups on table or rotate them.
(https://i.imgur.com/05a0Mdd.png)
(https://i.imgur.com/FtQ4I5g.png)
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: megidoladyne on August 08, 2018, 09:55:06 PM
For some reason, (only) the flower planter box shows up in an empty tab in the architect menu by itself, instead of with the other planter boxes and other related items. Is this intended or something's weird on my end maybe? I'm using the latest B18 version
Title: Re: [B18] Vegetable Garden Project [5/5/18]
Post by: dismar on August 08, 2018, 11:48:09 PM
Quote from: megidoladyne on August 08, 2018, 09:55:06 PM
For some reason, (only) the flower planter box shows up in an empty tab in the architect menu by itself, instead of with the other planter boxes and other related items. Is this intended or something's weird on my end maybe? I'm using the latest B18 version

This is what my game looks like with 60ish mods on... see attachment

[attachment deleted due to age]
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: dismar on August 28, 2018, 07:53:26 PM
Hello,

It's me again. The nexus has been uploaded. And the Box has been uploaded.

The mod is 100% working. Save some art and descriptions and minor changes. And of course the ever balance changes that you will let me know about in the coming days. Also I will be working to change art and descriptions
on the forum and steam pages, as needed, over the next week.

And btw ...
BOOM B19!!!
Release 19 Update Changes
-Coding updated. (plus a bunch more small changes to make it run in 1.0)
-C# scripting corrected for new version. Coding reworked for each mod.
-Text for C# corrected. Wording Corrected.
-Patches add artwork for vanilla plants
-Patches add artwork for vanilla vegetable items
-Trees color coding added for Fall
-All vanilla coding is removed from mod and now is patched in. Minus a few recipes.
-Blended leather remove: patchwork in vanilla
-Cocoa plant and chocolate recipes removed. In vanilla.
-Fabrics art patched for plants
-Fabric like plants harvest patched to fibers.
-Fabric cost adjusted for vanilla. Balanced recipes
-Salvage Clothing add also to Tailoring tables.
-Tree and flower research spilt for vanilla.
(all trees under sowing, flowers in flower research in VG tab)
-Recipe added to stonecutting table Bamboo > Wood
--Canning tech's renamed to table and factory
-Canning has been removed from Gourmet and Made into its own mod.
-Plants are now list in categories
-Description changes to many items.
-Smooth floor requirement removed from Place soil, Work has been greatly increased to match this change.
-almost all plants now have a Immature art to show life cycle.
-Hydroponic art fixed
-Rebalnce VG crops to match new vanilla
-Planter box's Graphic fixed
-Planter box's Error fixed
-Soda and alcohol code changes.
-salvage cloth on loom again
-bamboo bridge
-bamboo campfire icon
-artwork japanese maple touched up
-Pincushion Cactus now plantable and harvests into cactus fruit.

Research across all mods have been moved around:
--Adv Cooking rename Candy Making to reflect what it does.
--Ultratech crafting recipe research renamed from Glitter meds

Category  Changes:
-Sweets and drinks renamed to sweets
-All alcohol has been moved to it's own group under "Drugs"
-All Soda's has been moved to it own group Under "Drugs"
-All meals from mod under Meals based on type (sweet,simple,fine,lavish)

Changes thanks to Syrchalis suggestions:
-Also a ton of help with art changes!!!!!!!!
-Coffee, Tea, and Fruit Drinks art is smaller and uses "stackcounts" now.
-When drinking above pawns not long set bottles/cups on table or rotate them.
-added some Immature artwork
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: Madman666 on August 31, 2018, 10:56:12 AM
I think i won't be alone, if i ask to replace vanilla cocoa tree texture with one by spoon. In any case - amazing work as always, @dismar! Thank you for your time.


Also small note for people like me, who hate cluttered grow zone UI when this fabulous mod is on - Dubswise made an amazing mod called "Mint menus" that solves this exact problem completely. Just get it from Dub's thread (https://ludeon.com/forums/index.php?topic=29043.0) throw it in and enjoy:

(http://i101.fastpic.ru/big/2018/0831/cb/_300bb5220bf9628244e7f2d6079426cb.jpg?noht=1)
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: dismar on September 01, 2018, 12:28:05 AM
I have not decided what to do with the cocoa plants from old yet.

and thanks for the mod suggestion!
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: talshiarr on September 02, 2018, 12:35:52 AM
Hi Dismar, thanks for all the work on this! It's my favorite mod in the game. One thing in v19 that I think changed is the generic "berry bush" no longer produces raspberries. The item that spawns is just called "berries" and cannot be dehydrated like all the rest. Is that intentional?
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: platipuss on September 02, 2018, 01:50:47 AM
hello
is there anyone else who can not mine salt
bill is not showing any option in salt mine interface
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: temple_wing on September 02, 2018, 02:32:40 AM
Would you please provide more download? Dropbox and steamworkshop is banned by chinese gov, nexus requires money.
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: temple_wing on September 02, 2018, 02:33:46 AM
I suggest sourceforge or github. I really like your mod.
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: Canute on September 02, 2018, 02:53:57 AM
Quote from: temple_wing on September 02, 2018, 02:32:40 AM
Would you please provide more download? Dropbox and steamworkshop is banned by chinese gov, nexus requires money.
I don't need to pay money for nexus, just need to be logged in.
And if the chinese gov banned them, why not working to ban the chinese gov instead ? :-)
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: temple_wing on September 02, 2018, 04:08:32 AM
nexus use google API to generate captcha, which is banned by Chinese gov. I can't register.
Title: Re: [B19] Vegetable Garden Project [8/28/18]
Post by: dismar on September 02, 2018, 11:19:24 AM
Quote from: temple_wing on September 02, 2018, 04:08:32 AM
nexus use google API to generate captcha, which is banned by Chinese gov. I can't register.

I do have a Chinese friendly cloud service:
https://app.nihaocloud.com/d/c24427470ba34630b510/

It has the last B18 and B19.2 that I will be updating today.

Quote from: platipuss on September 02, 2018, 01:50:47 AM
hello
is there anyone else who can not mine salt
bill is not showing any option in salt mine interface
Hi! I did find this error and is fixed in 19.2 which i'm uploading today.

Quote from: talshiarr on September 02, 2018, 12:35:52 AM
Hi Dismar, thanks for all the work on this! It's my favorite mod in the game. One thing in v19 that I think changed is the generic "berry bush" no longer produces raspberries. The item that spawns is just called "berries" and cannot be dehydrated like all the rest. Is that intentional?

Actually the berry bush use to be called raspberry bush in the wild. And strawberry bush if you grew it. Both made "berries". There was no difference. But I will look into, I did make some changes to all the core coding, before I push 19.2 to the world :)
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: bigheadzach on September 03, 2018, 06:48:27 PM
Noticed some quirkiness with the "Cook 4 Meals" bill - it requires a Cooking Skill of 4, but even a tasked Cook with the appropriate skill won't automatically consider it - they must be prioritized to do the task.

Normal single meal bills are discovered and worked on fine.

Mod List:
  <activeMods>
    <li>MOD-E-master</li>
    <li>Core</li>
    <li>JecsTools-1.1.0.1</li>
    <li>HugsLib</li>
    <li>Vegetable Garden</li>
    <li>Miscellaneous_Core</li>
    <li>GiddyUpCore-1.0.5</li>
    <li>RBSE - Lite Edition 1.9</li>
    <li>NamesGalore-master</li>
    <li>MorePlanning</li>
    <li>MoreHarvestDesignators</li>
    <li>Moody</li>
    <li>ModSyncRW</li>
    <li>ModSwitch</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>MendAndRecycle</li>
    <li>MedicalTab</li>
    <li>MarvsUghYouGotMe</li>
    <li>LayRightHere-master</li>
    <li>LabelsOnFloor.0.19.2.0</li>
    <li>A_Dog_Said_B19</li>
    <li>AllowTool</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>BirdsAndBees</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Canning</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Tools</li>
    <li>VGP_Trees_Flowers</li>
    <li>battlemounts-1.0.5</li>
    <li>Xeva's Hair</li>
    <li>WorkTab</li>
    <li>TradingSpot</li>
    <li>Blueprints</li>
    <li>CameraPlus-master</li>
    <li>CleaningArea</li>
    <li>ColonyManager</li>
    <li>ConcreteWalls-master</li>
    <li>ConduitDeconstruct</li>
    <li>CraftingQualityRebalanced</li>
    <li>DamageIndicators-master</li>
    <li>DefensivePositions</li>
    <li>Detailed Body Textures II (B19)</li>
    <li>DoorsExpanded-1.19.0.1</li>
    <li>Dubs Mint Menus</li>
    <li>Dubs Rimkit</li>
    <li>ED-Embrasures</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedRoofing-master</li>
    <li>FashionRIMsta_B19</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>Galaxy Life_B19</li>
    <li>Galaxy Life ADS Patch_B19</li>
    <li>FreshStockpileFilter-master</li>
    <li>GiddyUpCaravan-1.0.2</li>
    <li>GiddyUpRideAndRoll-1.0.3</li>
    <li>HMTBLite</li>
    <li>Hardworking animals B19</li>
    <li>Hospitality-B19</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_BeeAndHoneyX Urban</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>MoreFactionInteraction-master</li>
    <li>Pharmacist</li>
    <li>PathAvoid</li>
    <li>Playable Settlers Faction</li>
    <li>PrepareLanding</li>
    <li>ProstheticIcons</li>
    <li>Psychology</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>Quarry-master</li>
    <li>RIMkea_B19</li>
    <li>RT_Fuse-B19-1.2.0</li>
    <li>RT_PowerSwitch-B19-1.0.9</li>
    <li>PowerSwitch</li>
    <li>RangeFinder-master</li>
    <li>RelationsTab</li>
    <li>ResearchPal</li>
    <li>RimFridge</li>
    <li>RimQuest</li>
    <li>Rimsenal_Hair</li>
    <li>RunAndGun-1.0.3</li>
    <li>SYR_SetUpCamp</li>
    <li>SameSpot-master</li>
    <li>SeasonalWeather-master</li>
    <li>ShowHair</li>
    <li>Spoons_Hair_Mod_B19</li>
    <li>SteelIsIron</li>
    <li>T-MoreFloors</li>
    <li>TechAdvancingA19</li>
    <li>Toolboxifier</li>
    <li>Rimsenal_Vanilla</li>
    <li>SparklingWorlds Full Mod</li>
    <li>HelpTab</li>
  </activeMods>
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on September 04, 2018, 02:26:55 AM
bigheadzach,
- do you notice hugslib with the share log function is a better way to share your modlist ? .-)
- FreshStockpileFilter-master, do you know the B19 got fresh at vanilla gameplay now ?
- i saw a few mod's and i don't even saw a B19 update for them like Quarry/MOD-E you besure they are working well ?

Dismar,
can confirm his problem, some error. And no modconflict since only VGP is activated.
RimWorld.WorkGiver_DoBill provided target Thing_ElectricStove25549 but yielded no actual job for pawn Doog. The CanGiveJob and JobOnX methods may not be synchronized.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fA4V9
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 04, 2018, 04:53:12 AM
That's odd. The recipe is a simple one and my model does not change anything about the cook stove. Do you still have issues without huglib being loaded?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on September 04, 2018, 04:57:32 AM
Without hugslib they works fine.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: deliveryservice on September 04, 2018, 08:29:40 AM
Most likely the dll files from other mods that causes the bug.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: bigheadzach on September 04, 2018, 08:43:37 AM
Quote from: dismar on September 04, 2018, 04:53:12 AM
That's odd. The recipe is a simple one and my model does not change anything about the cook stove. Do you still have issues without huglib being loaded?

I've noticed a number of weird behaviors that probably are also due to this config files from B18 interfering, and also some weirdness involving extracting ZIP files from Github via Mac that are just absurd. I'm going to wipe my save folder clean and bring the mods back in one at a time.

TLDR It's probably me but I have no earthly idea what the actual culprit could be.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on September 04, 2018, 08:58:31 AM
bigheadzach,
you hit the bullseye.
Deleting the Config and hugslib settings folder solve the problem.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 06, 2018, 12:10:04 PM
thanks guys, seems like old settings not being cleaned up maybe?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: RicRider on September 06, 2018, 05:31:08 PM
Old settings definitely not being cleaned up. I've changed my modlist at least 5 times in the past few weeks and have gotten used to simply reexpanding the RimWorld zip I get from Sendowl and dragging clean mods into a clean RimWorld folder every time I want to test different things. When I disable mods in the mod window it doesn't remove settings from the game. I'm also on a Mac so have no idea if this applies to other operating systems.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 06, 2018, 06:48:41 PM
Quote from: RicRider on September 06, 2018, 05:31:08 PM
Old settings definitely not being cleaned up. I've changed my modlist at least 5 times in the past few weeks and have gotten used to simply reexpanding the RimWorld zip I get from Sendowl and dragging clean mods into a clean RimWorld folder every time I want to test different things. When I disable mods in the mod window it doesn't remove settings from the game. I'm also on a Mac so have no idea if this applies to other operating systems.

mac options are in this folder

"/Users/[username]/Library/Application Support/RimWorld/"

so deleteing your game or uninstalling it does not normally remove the settings folders
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: RicRider on September 06, 2018, 07:18:36 PM
Yes by default they are there. I use a custom location though which is in the root folder of the game so I can have multiple versions of RimWorld installed.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 13, 2018, 10:12:10 PM
The steam folks have found an issue with bills if you are currently using the quality surgeon mod btw guys.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Amnesiac on September 18, 2018, 03:01:20 AM
Hello, Love this mod!

Is there some way to see the effects of Coffee and Tea in-game?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: rawrfisher on September 18, 2018, 03:10:17 AM
Dismar would you be able to add some kind of raised garden?
I have a screenshot if your interested in what I mean.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: ultra4 on September 18, 2018, 04:50:32 AM
Quote from: Amnesiac on September 18, 2018, 03:01:20 AM
Hello, Love this mod!

Is there some way to see the effects of Coffee and Tea in-game?

I think it's a +5 mood for about 12 hours and a joy refill of about a quarter of the bar. (if i remember it right)
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 18, 2018, 10:59:49 AM
Quote from: rawrfisher on September 18, 2018, 03:10:17 AM
Dismar would you be able to add some kind of raised garden?
I have a screenshot if your interested in what I mean.

yeah im not sure what you mean
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: rawrfisher on September 18, 2018, 11:02:40 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1516080403

I had to combine 3 mods to make these.
Should mention that what I had in mind would be just 1 of those structures
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on September 18, 2018, 11:50:16 AM
I don't see any special at that pic.
8 rooms 13x13 unroofed (or with transparent roof/skylights).
Why do you need 3 mods for that ?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on September 18, 2018, 11:55:33 AM
Yeah, walls and doors look new, probably from something like UN colony right? Otherwise I dont see anything special as well.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: rawrfisher on September 18, 2018, 01:04:12 PM
Walls are from bunker front line
pavement is from UN colony
Soil is from VG


While the pavement isn't needed for it the appearence is nice
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on September 18, 2018, 01:11:20 PM
Bunker walls for your garden? O_o
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: rawrfisher on September 18, 2018, 01:17:24 PM
Yea they have the appearance of being sloped
Thats the key to them being "raised"

Sure I'm probably gonna be stepping over the line but I miss my ascetic mods -_-  Also a modular system where these can be built kinda like the hydroponics are so they can be used for walkways to plant flowers in would be a great touch for ascetics.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 21, 2018, 11:04:56 PM
Big update! lots of patching! Becare as always upgrading to the new version. Delete old version before adding new!

9/21 19.3
All
-Coding rebuilt with B19 files.
Gourmet
-Thanks for all the Fish adds fish to sushi recipes.

9/18/18 Patches are back!
French language added thanks to Team Scribio "https://discord.gg/Rty5RkW"

Gourmet
-cookies label reflects number made.
-Medieval Times patch added back
-recipes salted meat,dry fruit,pickled veg now cannot be made from themselves.
-sweetbun joy reduced.
-sugar,sugarcane,flour, and cornmeal removed from basic and bulk meals recipes.
-preserved foods are no longer selected by default on basic/bulk meals.
(Pickled Veg, Salted Meat, Canned Veg, CannedMeat, CannedFruit, and dried fruit)


Fabrics
-patchleather on looms
-bandage kits can be made at crafting spot again
-bandage kits can be made out of any cloth now. default is cotton.

Drinks
-alcohol stack to 75 normally now
-Ambrosia wine is in drug policies.
-brewery table art updated. will cause an error. just destory it and rebuild it.
-Mead recipes added Patch if you load Bee's and Honey from Haplo

Garden
-Decore patch was added. Grass still throws an error till other author fixes his patch.

Tools
-Fertilizer recipe added bamboo campfire

Canning
-Recipes updated and cleaned up
-Skill level 4 req for canning now.



9/9/18
Garden
-ironwood tree fixed
Tools
- devilstrand,corn,haygrass added to hydroponics
Gourmet
- tweeked the values for pawns and animals eating "ingredents"
Fabrics
- hemp cloth has stats again
Canning
-canned fruit has return made at both stations.
More Veggies
-added to pickle recipe in Gourmet.

9/3/18
-marsh code updated
-shallow waters added to reclaim soil

9/2/18
-Art for berries worked on
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on September 22, 2018, 06:37:51 AM
Hey, @dismar! Thanks a lot for your time once again.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 22, 2018, 10:46:04 AM
Small bug fixed and cocoa added. You only get the bug if you were not using all my mod together!

9/22/18
Canning/Gourmet
-canning patch fixed

Garden
-cocoa bushes added
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: carpediembr on September 29, 2018, 08:48:19 AM
Is the coffee/tea a standalone mod by itself?

I tried adding only it, without the "core" and it didnt load.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: kornpat_2002 on September 29, 2018, 10:19:15 AM
Found some annoying bug

https://pastebin.com/CJfHj1JK

It's seem that my colonist hauling only 1 ingredient rather than all it need to cook.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: ogogo on September 29, 2018, 04:31:26 PM
y but as far as i found out they will only do it for the standart meals
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on September 29, 2018, 08:22:04 PM
you have only given me the error and nothing more. no mod list no other errors etc.. please check out this post about errors with bills:


https://steamcommunity.com/workshop/filedetails/discussion/1185265132/3317353727674857505/
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Jake on September 30, 2018, 10:54:02 AM
Quote from: dismar on September 21, 2018, 11:04:56 PM
-recipes salted meat,dry fruit,pickled veg now cannot be made from themselves.
-sugar,sugarcane,flour, and cornmeal removed from basic and bulk meals recipes.
-preserved foods are no longer selected by default on basic/bulk meals.
(Pickled Veg, Salted Meat, Canned Veg, CannedMeat, CannedFruit, and dried fruit)
Yippee! The lack of that has been bugging me for a while.

QuoteCanning
-Recipes updated and cleaned up
-Skill level 4 req for canning now.

Speaking of canning, I noticed a minor oversight: The canning factory will accept canned fruit (and possibly canned meat and veg) as an ingredient when making canned meals. So would the canning table last time I looked, but I could at least disable that.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on October 01, 2018, 10:03:34 PM

QuoteCanning
-Recipes updated and cleaned up
-Skill level 4 req for canning now.

Speaking of canning, I noticed a minor oversight: The canning factory will accept canned fruit (and possibly canned meat and veg) as an ingredient when making canned meals. So would the canning table last time I looked, but I could at least disable that.
[/quote]
nah canned fruit was just added. so it just needs fixed :)
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 02, 2018, 02:40:23 AM
Hi,
Compost barrel, since now most of vanilla workbenches are moveable, shouldn't the barrel moveable too ?
If i remember right the B18 version was moveable, but the B19 one not.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Jake on October 02, 2018, 05:10:01 AM
Quote from: dismar on October 01, 2018, 10:03:34 PMnah canned fruit was just added. so it just needs fixed :)
Thank you. Oh, and it applies to the canning factory recipe for canned vegetables as well if you didn't already catch that. Just noticed that yesterday.

Quote from: Canute on October 02, 2018, 02:40:23 AMHi,
Compost barrel, since now most of vanilla workbenches are moveable, shouldn't the barrel moveable too ?
If i remember right the B18 version was moveable, but the B19 one not.
As a workaround, try one of the "reinstallable everything" mods.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 03, 2018, 12:54:36 PM
Anyone else got the problem,
that the VG meal's don't show up at the caravan packing window ?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Amnesiac on October 03, 2018, 02:03:23 PM
Any way you can change the time it takes to sow ironwood trees? it takes days just to sow a small plot because each tree takes way too long to sow
Also, if you want your positive effects from coffee/tea etc to look like positive effects rather than negative effects, add this line to your <HediffDef>

<defaultLabelColor>(1,0,0.5)</defaultLabelColor> This color is Magenta, but you can make it whatever
Also hope its okay to report these to you, they aren't a big deal at all, but there's another typo in Hediffs_FruitDrink.xml
Line 34 should be "Healthy Drink" instead of <label>Healty Drink, Feeling Better.</label>
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on October 03, 2018, 05:21:26 PM
Quote from: Canute on October 03, 2018, 12:54:36 PM
Anyone else got the problem,
that the VG meal's don't show up at the caravan packing window ?

yeah i've heard something about it. its in my notes to look at this weekend.

Quote from: Amnesiac on October 03, 2018, 02:03:23 PM
Any way you can change the time it takes to sow ironwood trees? it takes days just to sow a small plot because each tree takes way too long to sow
Also, if you want your positive effects from coffee/tea etc to look like positive effects rather than negative effects, add this line to your <HediffDef>

<defaultLabelColor>(1,0,0.5)</defaultLabelColor> This color is Magenta, but you can make it whatever
Also hope its okay to report these to you, they aren't a big deal at all, but there's another typo in Hediffs_FruitDrink.xml
Line 34 should be "Healthy Drink" instead of <label>Healty Drink, Feeling Better.</label>

oh yeah my trees still have the pre release sow work :) Ill be cutting it half for the next update! and yeah I'm looking at coffee for the next update as well. i'll get that changed as well!

all added to the todo list, thanks
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Amnesiac on October 07, 2018, 12:56:47 AM
Awesome, thank you!

I also found a bug with Olive trees, they seem to "rot away" after a year or so even when they've been harvested and they aren't fully grown.

https://i.imgur.com/CeNDD6g.png (https://i.imgur.com/CeNDD6g.png)
https://i.imgur.com/tB5nDG2.jpg (https://i.imgur.com/tB5nDG2.jpg)
https://i.imgur.com/y29RrVo.png (https://i.imgur.com/y29RrVo.png)
Maybe some hidden max timer for harvestable plants?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Syrchalis on October 07, 2018, 03:27:10 PM
It's just the plant's lifespan. It was 6x the growth time by default, but could be changed. I think it got changed to 9x by default in B19. Still, you can set it to anything.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 11, 2018, 06:58:54 AM
will any future updates also be applied to b19? i am afraid i cant resist starting a new campaign :p
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on October 11, 2018, 04:25:17 PM
Hey @dismar two issues worth looking into:
- Tynan renamed psychoid pekoe to psychoid tea (in your research its still pekoe), moved its recipe to stove (your own bulk pekoe recipe is still at crafting spot). Also bulk psychoid tea can be unlocked before Psychite Brewing, which probably should be fixed.
- Trees in VG not only still use Tynan's crazy sowing times, but also can be sowed right next to each other like crops, which both looks and feels somewhat wrong. Nevermind. That adjacent sowing thing isn't VG thing, its some other mod. Sorry.

P.S. Sorry about not making side version of canning factory sprite - i was a bit preoccupied. I'll upgrade it a bit, i am not really satisfied with it as it is.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 12, 2018, 08:42:43 AM
hello i grew bored with the minimal attention cooking has in vanilla and am now inclined to try this as it looks very expansive. I am only wondering if all these additions have any effect on difficulty? Does it make it easier to survive since there are a couple crops that dont die as quickly compared to vanilla?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 12, 2018, 09:49:18 AM
As long time VG user, i can say VG made it a bit easier.
Some beginning recipes like Grilled steak/kabob are very effective, and you are geting more nutri out of the resources then with simple meals.
And all VG meal's got some special bonis like increased manipulation or blood filtration.
And if you like variation, your pawn's will enjoy it when you made pizza or tacos for them, and later chocolate muffins.

Not to speak that VG allow's you to place rich/plowed soil and/or advanced hydroponics.


Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on October 12, 2018, 12:54:02 PM
They do affect difficulty hugely. Mainly by wastly expanding not only recipes, as Canute mentioned, but also by diversifying foraging. You can easily feed and heal people early game relying on foraging wild fruits, berries and healroot.

So if you like it brutally harsh and merciless - you probably won't like it much.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 12, 2018, 07:23:12 PM
oh no! Maybe I should try a modular version then
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on October 12, 2018, 08:03:37 PM
Also its a drug mod. Once you stick it in your modlist - it stays there.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 12, 2018, 11:56:18 PM
oh! that means its not able to be deactivated without corrupting save yes
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Madman666 on October 13, 2018, 01:36:16 AM
Quote from: Ruisuki on October 12, 2018, 11:56:18 PM
oh! that means its not able to be deactivated without corrupting save yes

No it means once you tried it, you don't wanna get rid of it :P
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 13, 2018, 03:28:25 AM
It is a drug for you, not for the game ! :-)
You won't miss the Grilled Steak's on early colonies. And that they can stack upto 75.
Sure Bulk simple meal are good, but steak get more Nutri out of the meat.

But yes if you made some of the soil or VG items you need to get ride of them before you could deactivate VG for your current colony. But that count for any other mod that add stuff.

Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Amnesiac on October 13, 2018, 08:39:05 AM
My doctor is using antibiotics to remove organs, is this intended behavior? I thought they were supposed to use medicine https://i.imgur.com/p2x9Op3.jpg
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 13, 2018, 10:02:57 AM
I think it is more a mod conflcit with one of your medicin mods.
Pharmacist maybe ?
It would be nice if you could include a hugslib share log, that show your modlist, if you report similar in the future.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: RicRider on October 13, 2018, 10:38:34 AM
Is this the mod that adds rotted mush? I have a lot of mods so I can't remember but I think so. In any case it would be great if this stuff was auto forbidden when random animal corpses rot all over the map. My haulers are always running out to the middle of nowhere to pick up rotted mush and I don't always catch them doing it, follow their line and forbid it manually. I suppose when you have an army of huskies this could be a useful feature to leave it unforbidden as they'll just stack up rotted mush for you quickly but would be great if there was a way to have an auto forbid/unforbid option.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on October 13, 2018, 11:39:42 AM
No rotten mushrooms here
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 13, 2018, 11:40:49 AM
Fertile fields do that.
You can use it to made Raw compost.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: RicRider on October 13, 2018, 11:56:47 AM
D'oh! Thanks guys, okay, I'll go complain in the right place. :0
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 15, 2018, 03:00:58 AM
are there any recipes made specifically for the more veggies submod? with all the new foods and types of recipes that this mod adds I figure new traits and dietary preferences (vegan, vegetarian) would fit nicely.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Call me Arty on October 15, 2018, 10:43:28 AM
Quote from: Ruisuki on October 15, 2018, 03:00:58 AM
are there any recipes made specifically for the more veggies submod? with all the new foods and types of recipes that this mod adds I figure new traits and dietary preferences (vegan, vegetarian) would fit nicely.

To my knowledge, no new recipes or traits. Might be neat, though I believe that the other VG mods add enough recipes, the extra produce is just for ahem flavor. "Vegetarian" would fit nicely with the mod as a trait, however, I'd recommend finding a standalone trait mod. Vegetarian is pretty common amongst those.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Epson on October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on October 15, 2018, 11:11:23 PM
Quote from: Epson on October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?

I have spent days trying to find a work around. As you see ALL my descriptions have change to Rough stone. As of right now I have no solution. If you made smooth you can only replace it with the Dev mode tool.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 16, 2018, 01:53:24 AM
I have a question about the drink submod. Are the alcoholic drinks shown in game named after users on the forum, like barky's brown ale for example? Also about the coffee submod, can I use that without the alcohol/soda drinks activated?
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Canute on October 16, 2018, 03:06:22 AM
Quote from: Epson on October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?
I think that was a balancing decision together with the Coop with Fertile Field mod.
So on any stone ground you can't plant anymore with VG only and need to use hydroponics.

But if you use Fertile Field, you can place topsoil on smoothed ground.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: dismar on October 16, 2018, 09:40:00 PM
So I will be out of town tomorrow, Just to let you know as of today all my mods will work on ver1.0
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Ruisuki on October 17, 2018, 05:23:59 AM
so right now in b19 food benches(campfires too, butcher table from vanilla and vg stations) dont seem to respect forbidden items and end up using them anyway. Is this a bug from the main game that will be addressed in 1.0 today or a mod conflict?
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 19, 2018, 12:20:19 AM
10/18  1.0!
-All mods updated to 1.0
-Tree sow has been adjusted to core.
-All health effects are now green.
-All coding compiled with 1.0

Canning
-canning factory no longer accepts canned fruit
-Madman666 has created new art for the factory.

Tools
-Reclaim soil will now work on any non water tiles
-Reclaim Water and Marsh added and works on any shallow water tiles.

Gourmet
-Flour spelling corrected in language file.

More Veggies
-removed raw tomatoes and carrots "Ate raw food"

Garden
-Health drink spelling issue
-coffee and tea rebalanced. Blackout happens after 7-8 cups. Rest reduced.
(you no longer get more rest in a day before blacking out)
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: vandal on October 19, 2018, 01:07:22 AM
can b19 benefit from those updates?
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 19, 2018, 09:03:29 PM
Quote from: vandal on October 19, 2018, 01:07:22 AM
can b19 benefit from those updates?

yes and no.

the updates were wrote in B19.

But the version number has moved in the mods to 1.0 so you'll get an error there.

And the Three mods Canning, Drinks, and Tools have been compiled with the new version so you'd have to use the old .dll from B19.
Title: Re: [B19] Vegetable Garden Project [9/2/18]
Post by: Epson on October 21, 2018, 12:15:42 PM
Quote from: dismar on October 15, 2018, 11:11:23 PM
Quote from: Epson on October 15, 2018, 10:50:21 PM
So I've noticed you can't actually place dirt on smooth floors anymore. Ran into a bit of a problem because you can't 'unsmooth' floors. My workaround was to try and change the VG_PlaceSoil entry in Terrain_TilledSoil.xml to:

<terrainAffordanceNeeded>SmoothHard</terrainAffordanceNeeded>

As it was in the old version. However I run into all sorts of errors. My workaround is:

<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>

But that lets me place soil on top of soil so it isn't great either. How would I allow the soil being placed on smooth stone and floor tiles again?

I have spent days trying to find a work around. As you see ALL my descriptions have change to Rough stone. As of right now I have no solution. If you made smooth you can only replace it with the Dev mode tool.

I'm glad I wasn't the only one baffled by it. I kept trying to tweak stuff to make it work but I couldn't come up with anything either.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: Ruisuki on October 21, 2018, 01:15:18 PM
Quote from: dismar on October 19, 2018, 09:03:29 PM
Quote from: vandal on October 19, 2018, 01:07:22 AM
can b19 benefit from those updates?

yes and no.

the updates were wrote in B19.

But the version number has moved in the mods to 1.0 so you'll get an error there.

And the Three mods Canning, Drinks, and Tools have been compiled with the new version so you'd have to use the old .dll from B19.
Ah of the three i only use canning but i think i should finish up this game before going to 1.0 then.

I have a question about the drink mod though. Are the alcoholic drinks named after users on the forum, like barky's brown ale for example?  If so, do they show up with those names in game. Also about the coffeeteadrugs submod, can I use that without the alcohol/soda drinks activated?
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 21, 2018, 02:35:59 PM
All of the drinks are named after someone who promoted and supported the early versions of the mod. But in game the names are only in the descriptions. So rum is Rum etc..

The drug policy is a large patch file that looks for whats instlled and adds it to the drug policies.

So if you are only using VG it finds and adds coffee,tea, and fruit drinks.

But if you load drinks it adds soda. etc
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: Ruisuki on October 21, 2018, 02:48:01 PM
thats great to hear thank you
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: Epson on October 21, 2018, 10:56:40 PM
Noticed a bit of an oversight in the pricing of one of the goods. The $ value of the alcohol precursors seems to be $10 a unit for all of them. With most alcohol:

25 Corn ($25) > 5 Corn Wort ($50) > 5 Whisky ($95)

At each stage, value is added because 25 raw crops is turned into 5 precursors into 5 product. With vodka the ratios are different because the alcohol precursor comes OUT of the barrel.

25 potatoes ($25) > 25 undistilled vodka ($250) > 5 vokda ($75)

So you actually lose a whole bunch of value because undistilled vokda priced too high.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 22, 2018, 06:27:38 PM
Ah yes you have caught on!

I repriced everything to make profit by making goods.

Thanks for the oversight. I'll adjust for it.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: reteo on October 23, 2018, 09:15:27 AM
One thing I noticed: Most of the regular trees in the game have a +1 beauty modifier.  However, the fruit trees seem to have a -1 beauty modifier.  Is it possible to change the fruit trees so they have the same beauty modifier as the others?  I like to make paths lined with trees to improve the beauty value outdoors, but it would be even better if I could line paths with fruit trees to improve beauty and provide an ingredient source at the same time.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: viperwasp on October 23, 2018, 02:38:01 PM
Quote from: reteo on October 23, 2018, 09:15:27 AM
One thing I noticed: Most of the regular trees in the game have a +1 beauty modifier.  However, the fruit trees seem to have a -1 beauty modifier.  Is it possible to change the fruit trees so they have the same beauty modifier as the others?  I like to make paths lined with trees to improve the beauty value outdoors, but it would be even better if I could line paths with fruit trees to improve beauty and provide an ingredient source at the same time.

Well I give up. In the past I have modified many mods in small ways for myself. So I thought it would be easy for me to lookup what you need to change. And then just tell you how to do it easily. Because modding a single value in an existing mod is often as easy as opening it in text.doc and making the change. But in this case I can't seem to find the value needed. lol I did a search for <Beauty>-1</Beauty> and just Beauty and I also searched for Fruit Tree. I found plenty of files in the package but none seemed to be what I we were looking for. Which means somehow it's less obvious or somehow this mod did not even add a Beauty and it's pulling from core or something like that. Some default value and that default value was what they wanted anyhow so they did not bother to put it in there code. IF that is true than someone like me can't change this. I personally don't want to change it. I was just trying to help. Good luck. lol
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 23, 2018, 10:50:42 PM
Quote from: reteo on October 23, 2018, 09:15:27 AM
One thing I noticed: Most of the regular trees in the game have a +1 beauty modifier.  However, the fruit trees seem to have a -1 beauty modifier.  Is it possible to change the fruit trees so they have the same beauty modifier as the others?  I like to make paths lined with trees to improve the beauty value outdoors, but it would be even better if I could line paths with fruit trees to improve beauty and provide an ingredient source at the same time.

Sure next update (this weekend or sooner) i'll fix this!
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: cura123 on October 27, 2018, 11:28:42 AM
I love this mod so much it not only brings some immersive diversity of the foods' ingredients but it also makes my colonies' garden pop. Thank you so much.

I have a question regarding the new update though. What happened to the gorgeous rose retexture? Can you bring it back with the other textures for the rest base game flowers?
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: dismar on October 28, 2018, 08:38:52 AM
OMG I just check and like two flowers are missing. So thats I'll code them back in!
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: annageckos on November 01, 2018, 08:15:13 PM
I may very well be missing something but is there a way to add the drugs from these mods to the drug policy? I was going to schedule them in for my pawns but they are not on the list. I have some drugs/coffee/tea/cigarettes made up but I can add them to the drug policy I have set up.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: bigheadzach on November 01, 2018, 11:04:29 PM
the Coffee & Tea Are Drugs mod inside the archive does this exact thing. They are labelled Garden Coffee and Garden Tea respectively.
Title: Re: [1.0] Vegetable Garden Project [10/19/18]
Post by: annageckos on November 02, 2018, 06:22:46 AM
So it was me, I had to start a new policy. I was trying to edit the existing drug policies I had in place.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on November 04, 2018, 04:18:46 PM
Big update! Be careful updating your old saves. Backup you old saves before changing. Delete old mods don't overwrite.

If you as using Fertile Fields the patch has not been updated and you will have errors. Until RF updates. So you might wait to upgrade if using both.

11/3 1.0a Release
Spanish / Latin language added thanks to Canaleta
- Pizza now works with Medieval Times and More veggies
(more veggies must be loaded after gourmet for the patches to work in the right order)
- Advanced planting box added. Req research and uses fetilizer and soil.

10/31
healer mech serum will no longer remove my positive health effects.(all VGP mods)

10/28
More German Language files thanks to Tausret.
Garden
-Day lily art re-added. 5 new colors.
-Rose art re-added.
-Iron wood re-balanced
Tools
-Garden soil returns. 4 fertilizer 125% Fert.
-Tech level of Soil 1 research lowered.
(Easier to use Garden Soil and Place soil as Tribal)
-Planter Box blueprint fixed.
More Veggies
-If Gourmet is loaded Pizza uses Tomatoes.


10/25
-Trees have a base Beauty across mods
Tools
-Compost starter can use bamboo now
-Reclaim mud tile added
Medicines
-bulk psychite tea research corrected
-psychite tea added to bamboo campfire and prep table
Garden
-Bio-fuel recipe changed
Drinks
-Vodka prices changed
-Ambrosia wine recipe and cost changed

10/21
Canning
-Canning factory had extra code not letting it run.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: cyberian on November 08, 2018, 03:50:45 AM
Hello I am a little overwhelmed by the number of VGP submods. What should I install for the base experience so shich would you recommend and which submods are more peripheral/experimental?
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 08, 2018, 06:06:32 AM
You need at last the basic core mod : Vegetable Garden
Then i suggest : Gourmet for extra meal, special the Grilled Steak/kabob are very handy at beginning colonies. Later Stir-fry (cook 4 at once) or Stew (cook 8 at once).

Garden Tools!, to enhance the soil with fertitizer.
Garden Fabrics, to salvage old appareal and to craft synthred/hyperweave after some research.

Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Madman666 on November 08, 2018, 06:31:08 AM
I also recommend the drinks submod. I mean it adds tea. TEA!. And coffee. And allows to make booze from nearly everything your people can harvest. Without tea any game feels bland.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 08, 2018, 06:59:16 AM
Arn't Tea and coffee part of the core or gourmet mod too, drinks add soda and harder stuff.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Madman666 on November 08, 2018, 07:54:37 AM
I was sure Tea and Coffee both came with drinks mod, maybe it was that way earlier. But eh, anyway drinks are nice to have. I don't really use sodas much, but i quite like being able to make booze from corn, potatoes etc. I mean you can have whiskey from corn!
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on November 08, 2018, 10:17:40 AM
Coffee and Tea are in the base.

I personally can't play with out the mods below:

Vegetable Garden
Garden Fabrics
Garden Resources
Garden Tools

The rest of the mods expand on systems in the game already.
But these 4 Adds to the game things I feel like it is missing.
I set up the Garden mod to have a little of everything from my old mod. A lot of ppl just use it and love it.

Hope that helps!
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: BurntBraai on November 09, 2018, 04:12:32 AM
can you please add a feature where your pawns will take the raw compost straight to the compost barrel because i have noticed in my game there is this very unsustainable way that my colonist are using the compost barrel, my compost barrels is in a building next to my freezer where the plant scrapes are stored, they use the butcher table to make compost which is right outside the freezer, they walk to the other end of my colony to store it in my stockpile, they then pick up the same compost that they just stored then walk back the area that they came from to put it in the compost barrel, they are going from A to B to A, please fix it so instead of making compost > storing compost > taking stored compost to compost barrel they instead make compost > take it to compost barrel and the only time they should take compost to the storage is when there are no empty barrels
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: cyberian on November 09, 2018, 05:11:18 AM
So in the simple stove I now have these two options:

"Create 4 simple meals"
"Create four simple meals"

some with many other food options

I guess one of them is from the VGP Gourmet mod and one from Feed the Colonists?
So Gourmet mod makes Feed the colonists not required right?
I hope I can remove "Feed the Colonists" without issues.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 09, 2018, 09:10:54 AM
Quote from: RedEyeTiger01 on November 09, 2018, 04:12:32 AM
can you please add a feature where your pawns will take the raw compost straight to the compost barrel
That don't work, the barrel's arn't any storage places like stockpiles or shelf's.
They get filled with a hauling job.
You should let the butcher drop the raw compost on the ground. So he don't need to move that long way every time he made compost.
Then a free hauler can fill up the barrel or haul it near a stockpile next to the barrels.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 11, 2018, 12:18:48 PM
Sorry but the pic only show there is something wrong.
Let me get my crystal ball so i might can take a peek at your PC ! :-)

So please could you attach a logfile+modlist maybe, or try to use the Share log button (CTRL-F12 do the same) so we can maybe see what's going on.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: RobustAndRun on November 12, 2018, 06:49:10 PM
Is there any way to disable the sodas in Garden Drinks?
I love making alcohol from any given plant, but I find the sodas to be a bit cluttering on the drug menus etc.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Operative85 on November 14, 2018, 01:09:05 AM
Hi, Dismar!

Would you be interested in a little addon for Garden Drinks?

I basically just added corresponding icons for Sodas when they stack up. I'll send you the files if you're interested.

I'd also like for permission to distribute my addon to sites like reddit. All credit will be given to you.


Thank you very much!
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: NoCanDo on November 14, 2018, 05:23:02 AM
I don't know what's going on, but I placed soild and reclaimed soil in sand: https://i.imgur.com/QSwrztP.jpg

And now my Garden pawn don't plant anything at all, I have to force them to sow. What gives?
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 14, 2018, 03:45:12 PM
QuoteBig update! Be careful updating your old saves. Backup you old saves before changing. Delete old mods don't overwrite.
Basicly i don't care about steam user.
But they cry at the bug/support forum instead at the steam discussion.
Someone got
XML error: Could not find parent node named "VG_CookingProductBase" for node "ThingDef". Full node: <ThingDef ParentName="VG_CookingProductBase"><defName>Rawsugarcane</defName><label>sugarcane</label><description>Harvested canes from the sugarcane plant.</description><graphicData><texPath>Things/Veg/sugarcane</texPath></graphicData><statBases><MarketValue>2.0</MarketValue></statBases><comps><li Class="CompProperties_Rottable"><daysToRotStart>60</daysToRotStart><rotDestroys>true</rotDestroys></li></comps></ThingDef>

XML error: Could not find parent node named "VG_PlantDef" for node "ThingDef". Full node: <ThingDef ParentName="VG_PlantDef"><defName>Plantsugarcane</defName><label>sugarcane plant</label><description>Cane plant refines into sugar.</description><graphicData><texPath>Things/Plants/sugarcanePlant</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><plant><harvestedThingDef>Rawsugarcane</harvestedThingDef><harvestYield>5</harvestYield><sowMinSkill>7</sowMinSkill><growDays>3.75</growDays><fertilitySensitivity>0.6</fertilitySensitivity><visualSizeRange><min>0.25</min><max>1.00</max></visualSizeRange></plant></ThingDef>

So i think he got remain from the old version that the workshop didn't cleared.
Is that true ?
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on November 18, 2018, 11:57:23 PM
Quote from: RobustAndRun on November 12, 2018, 06:49:10 PM
Is there any way to disable the sodas in Garden Drinks?
I love making alcohol from any given plant, but I find the sodas to be a bit cluttering on the drug menus etc.

I'm thinking of adding a soda table and moving all the non-alcoholic drinks to it. I feel that the brewing table is crowded as well. Just want some feed back.

Quote from: NoCanDo on November 14, 2018, 05:23:02 AM
I don't know what's going on, but I placed soild and reclaimed soil in sand: https://i.imgur.com/QSwrztP.jpg

And now my Garden pawn don't plant anything at all, I have to force them to sow. What gives?

Not sure I'd have to know more about your issue. like is it in season? is sowing for the zone clicked on? etc

Quote from: Operative85 on November 14, 2018, 01:09:05 AM
Hi, Dismar!

Would you be interested in a little addon for Garden Drinks?

I basically just added corresponding icons for Sodas when they stack up. I'll send you the files if you're interested.

I'd also like for permission to distribute my addon to sites like reddit. All credit will be given to you.


Thank you very much!
Sure I have been meaning to update the art work for the sodas for stacking. just takes time away from other coding:)
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Operative85 on November 19, 2018, 02:05:32 AM
I've sent it via PM! :)
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Heymom on November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mobs allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.

regards.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Dr_Zhivago on November 22, 2018, 06:21:21 PM
Hello Dismar. Firstly, the hard work you've done to put together these mods is much appreciated. Secondly, I have created two patches for "VGP Garden Fabrics". They just add the wool from various animals in "Animal Collab Project" and "Thrumbo Extension" to the blended wool recipe on the loom, IF the mods are installed alongside VGP Garden Fabrics. I'll give you a link to my github, and if you want to include them in your mod, please let me know so I can take them out of my personal patch. They are named "VGPGardenFabrics_AnimalCollabProj.xml" and "VGPGardenFabrics_ThrumboExtension.xml".

You may also notice I'm also looking at removing the cooking tools and bamboo campfire given that "more linkables" and "expanded woodworking" are installed, respectively. However those are not functioning yet.

Github Link to DocWorld Patches (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on November 22, 2018, 08:18:48 PM
Quote from: Operative85 on November 19, 2018, 02:05:32 AM
I've sent it via PM! :)

Holiday weekend :) But i did receive the files ty.

Quote from: Heymom on November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mods allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.
regards.

I'm not sure what it did? where you able to make food from body parts?
Quote from: Dr_Zhivago on November 22, 2018, 06:21:21 PM
Hello Dismar. Firstly, the hard work you've done to put together these mods is much appreciated. Secondly, I have created two patches for "VGP Garden Fabrics". They just add the wool from various animals in "Animal Collab Project" and "Thrumbo Extension" to the blended wool recipe on the loom, IF the mods are installed alongside VGP Garden Fabrics. I'll give you a link to my github, and if you want to include them in your mod, please let me know so I can take them out of my personal patch. They are named "VGPGardenFabrics_AnimalCollabProj.xml" and "VGPGardenFabrics_ThrumboExtension.xml".

You may also notice I'm also looking at removing the cooking tools and bamboo campfire given that "more linkables" and "expanded woodworking" are installed, respectively. However those are not functioning yet.

Github Link to DocWorld Patches (https://github.com/DrZhivago1/DocWorld/tree/master/Patches)

Sounds cool. I will take a look at them this weekend.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on November 23, 2018, 03:45:26 AM
Quote from: dismar on November 22, 2018, 08:18:48 PM
Quote from: Heymom on November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mods allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.
regards.

I'm not sure what it did? where you able to make food from body parts?
Basicly yes.
You are geting minced meat out of them. Mosttimes without cannibalistic food flag (stupid, prisoner got organ harvested and at lunch we are geting hamburger).

I think people want use to get more meat out of their prisoner.
But i don't see any other use, since when you organ harvest prisoner you loose standing with that faction so the faction gain if you release it afterwards is pointless.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Heymom on November 23, 2018, 10:52:04 AM
Quote from: Canute on November 23, 2018, 03:45:26 AM
Quote from: dismar on November 22, 2018, 08:18:48 PM
Quote from: Heymom on November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mods allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.
regards.

I'm not sure what it did? where you able to make food from body parts?
Basicly yes.
You are geting minced meat out of them. Mosttimes without cannibalistic food flag (stupid, prisoner got organ harvested and at lunch we are geting hamburger).

I think people want use to get more meat out of their prisoner.
But i don't see any other use, since when you organ harvest prisoner you loose standing with that faction so the faction gain if you release it afterwards is pointless.

Whatever people use the feature for is irrelevant i think. Personally i just like to play with the cannibalise trait, and for that its nice that i can actually eat the organs i harvest from prisoners.
I think its EPOE2 that has the recipe for the stove "Mince Organs". But i dont use that mod, so it would be nice to have the feature in a mod that actually is themed around food.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: fivepennies on November 25, 2018, 01:04:29 PM
I get this error when pawns try to eat stirfry:

JobDriver threw exception in initAction for pawn Riggs driver=JobDriver_Ingest (toilIndex=14) driver.job=(Ingest (Job_736970) A=Thing_stirfry166872 B=(89, 0, 60)) lastJobGiver=RimWorld.JobGiver_GetFood
System.NullReferenceException: Object reference not set to an instance of an object
at FacialStuff.PawnExtensions.CheckFaceForAddedParts (Verse.Hediff,FacialStuff.CompFace,Verse.BodyPartRecord,Verse.BodyPartRecord,Verse.BodyPartRecord) <0x00020>
at FacialStuff.PawnExtensions.CheckPart (System.Collections.Generic.List`1<Verse.BodyPartRecord>,Verse.Hediff,FacialStuff.CompFace,FacialStuff.CompBodyAnimator,bool) <0x00580>
at FacialStuff.PawnExtensions.CheckForAddedOrMissingParts (Verse.Pawn) <0x0053d>
at FacialStuff.Harmony.HarmonyPatchesFS.ResolveAllGraphics_Postfix (Verse.PawnGraphicSet) <0x0004d>
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch2 (object) <0x006c8>
at AlienRace.HarmonyPatches.CheckForStateChangePostfix (Verse.Pawn_HealthTracker) <0x00102>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x008ab>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x000c8>
at RimWorld.IngestionOutcomeDoer_GiveHediff.DoIngestionOutcomeSpecial (Verse.Pawn,Verse.Thing) <0x00210>
at RimWorld.IngestionOutcomeDoer.DoIngestionOutcome (Verse.Pawn,Verse.Thing) <0x00059>
at Verse.Thing.Ingested (Verse.Pawn,single) <0x00191>
at RimWorld.Toils_Ingest/<FinalizeIngest>c__AnonStorey9.<>m__0 () <0x00404>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0072f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay_Patch1(Object)
Verse.Root_Play:Update()

Any suggestions?
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on November 26, 2018, 10:33:57 AM
fivepennies: dunno looks like a mod conflicting.


Been working long and hard over the holiday on the mods. One thing ppl have been asking for a while now is Kiwi and Mango fruits added. And I have the base for each done now. They will be added to the More veggies mod for anyone to use.
https://imgur.com/jC5z8XN
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on December 01, 2018, 03:47:07 AM
dismar,
so far i remember the bill "Weave twenty-five cloth from other fabrics" is from VG fabrics mod.
But you allow cloth as input reagent, so you can made 20 cloth into 25 cloth.

Edit:
Plant scrap's are consumeable by animals like hay.
So i think you should move the scraps to the Animal Feed categorie like Hay too.
And maybe add it to the recipe for silage too.

Reason, i just try out the Animal Food Restrictions mod
https://ludeon.com/forums/index.php?topic=46440.0
and can't assign a resource to a food policy.
*dang can't find "scraps" at the defs so i can't change it self.*
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on December 02, 2018, 05:55:32 PM
Quote from: Canute on December 01, 2018, 03:47:07 AM
dismar,
so far i remember the bill "Weave twenty-five cloth from other fabrics" is from VG fabrics mod.
But you allow cloth as input reagent, so you can made 20 cloth into 25 cloth.

Edit:
Plant scrap's are consumeable by animals like hay.
So i think you should move the scraps to the Animal Feed categorie like Hay too.
And maybe add it to the recipe for silage too.

Reason, i just try out the Animal Food Restrictions mod
https://ludeon.com/forums/index.php?topic=46440.0
and can't assign a resource to a food policy.
*dang can't find "scraps" at the defs so i can't change it self.*

I looked up the recipe and it is fine on my end, see attachment.

And i don't have plant scraps in any mod

[attachment deleted due to age]
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on December 02, 2018, 06:05:06 PM
Dang i allways mess VG and FF.
FF got the plant scrap. I will ask dorf about it.

But i have no idea what mess up the recipe, and i use the latest downloadable release.
When it looks fine at your side, i just will ignore it.
Sorry for the trouble.


Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Dr_Zhivago on December 04, 2018, 10:35:17 PM
Can you add "Cactus fruit" to the "Dehydrated fruits" option for ovens?

Edit: I see they're classified as a vegetable, so perhaps you prefer them to not be in that category. Also note that when "RF Wild Cultivation" is installed alongside your mod, and with "SeedsPlease!" there is a minor conflict of 2 types of Agave seeds being generated. I've also let that mod author know.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Melrick on December 07, 2018, 11:12:38 PM
yo Dismar, i love your mods but, i would REALLY like it if you would make a full version of all the Vegetable Garden Project mods combined into one. why? so my modlist doesnt look like it has way too much mod in it.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dkurage on December 11, 2018, 04:52:11 AM
I second a unified mod. I use all of them anyway, so it'd def help clean up my mod list a bit and help keeping it organized a lot easier.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on December 11, 2018, 05:20:50 AM
And you know there are more then just you 2, who dislike an all in one mod and want seperated mods !
When you keep all the VGP mods together at your modlist, it looks clean and compact.
And when you allready using 100+ mod's it doesn't made a different anyway.

At last all the VGP mods don't cause any "known" trouble like many other mods do, so you should more at mod's that cause error's at your logwindow them to look how clean your mod list are.

Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Smexy_Vampire on December 11, 2018, 06:37:02 AM
if you guys ask nicely he may do an all in one pack agin but it was a good idea to brake the main project up so people could pick and choose what they wanted to use.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: qinlongfei on December 11, 2018, 06:23:06 PM
I would also be extremely grateful if dismar would release an 'all in one' version for Vegetable Garden Project since I use most of the plug-ins (and would surely use the rest if it's in an all-in-one version) since that makes rearranging my mod order much easier. That being said, with how much stuff this mod pack has it's probably not feasible to keep a separate plug-in version and a collected version while dismar is still adding new things.

Personally, I'd love to see some more food variation added to the Gourmet Garden plugin for late game lavish tier food. Don't get me wrong, I love what that plugin already does and seeing all these new food type added make my mouth waters in real life. Although I'd love it more where most new food doesn't become simple eye candy in late game where I have a settler with 15+ cooking skill and can make mass stew.

What I think would be very cool is maybe add some lower skill tiered recipe to upgrade some of the existing simple to fine tier meal into lavish tier (maybe add a 'lavish' or 'gourmet' in front of the food's name). Steak, Kabobs, burger and the two different kind of sushi rolls immediately come to my mind for a lavish tiered upgrade since pizza and cookie tend to be fairly cheap food in our real life but are lavish food in this mod.

Also kind of curious, which fishing mod is supported for Nigiri? I use RF Fishing and can't seem to find Nigiri in the stove.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Canute on December 12, 2018, 03:45:55 AM
QuoteAlso kind of curious, which fishing mod is supported for Nigiri? I use RF Fishing and can't seem to find Nigiri in the stove.
I use RF fishing mod and got "Prepare four Nigiri" at the stoves.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: qinlongfei on December 12, 2018, 06:21:10 AM
Probably my load order in that case. If I remember correctly I installed Vegetable Garden Project before RF Fishing (in hindsight, that was pretty dumb) and was too lazy to properly organize it with how long Rimworld load whenever I rearrange its load order. Thank you very much for the confirmation.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: Melrick on December 13, 2018, 02:26:16 AM
Quote from: Canute on December 11, 2018, 05:20:50 AM
And you know there are more then just you 2, who dislike an all in one mod and want seperated mods !
When you keep all the VGP mods together at your modlist, it looks clean and compact.
And when you allready using 100+ mod's it doesn't made a different anyway.

At last all the VGP mods don't cause any "known" trouble like many other mods do, so you should more at mod's that cause error's at your logwindow them to look how clean your mod list are.

Now, im not saying that he should remove the seperated mods...
but it would be nice to have a seperate download with all of the mods in one AND still keeps the download for the seperated ones.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: dismar on December 13, 2018, 11:03:46 PM
This mod use to be one mod. And it got so big that a lot of ppl wanted it broke into parts. It took me two months of coding and patching between alpha builds to make this mod into the piece that it is.

It's not as simple as putting it back together. Some of this mod only happens in patching now.  And looking at the numbers a lot of the small pieces of mod are not used by everyone. Some ppl only wanted certain pieces of my mod to begin with. :)
I have no plans to recombine and run two versions of the mod.

I am also working on a new version of my mod lots and lots of patches to make it work better with other mods and a few other things ppl have asked for. Hopefully a weekend release for non-steam users.
Title: Re: [1.0a] Vegetable Garden Project [11/4/18]
Post by: bigheadzach on December 14, 2018, 10:12:39 AM
Quote from: dismar on December 13, 2018, 11:03:46 PMI am also working on a new version of my mod lots and lots of patches to make it work better with other mods and a few other things ppl have asked for. Hopefully a weekend release for non-steam users.

Christmas coming a week early! EEEEEEEE
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on December 22, 2018, 11:56:50 PM
Very large Update I've been working on for a while. As always backup you game if you are loading into an old save. Delete past version, do not copy over the old files!

All sources are being uploaded tonight. And I'll be working on a few pages like FAQ and Patches for Other mod pages. There was a ton of patches I've been writing for my mods.

12/22/18 1.0b
Garden /Tools
-Hydroponic plant coded changes
Fabrics
-New category in Raw resources for raw fibers.
-AnimalCollabProj patch for wool
-Thrumbo Extension patch added for wool
Resources
-New category under Plant matter for resource plants.
Drinks
-Wort moved to procursor in stockpile
-Mango and kiwi sodas added
(can only make them if more veggies is loaded.)

12/12
Tools
-Error with flower boxs fixed.

12/9
Drinks
-Patch for Misc robots++ added for Brewing
Gourmet
-Bucther spot and table now uses cooking tools instead of tool cabinet

11/30
Canning
-Small patch for LotR Unlimited. Canned meat was game breaking.

11/26/18
More Veggies
-Kiwi and Mangos added.
(If garden is loaded they become like other fruits, needing research, etc..)

11/25/18
Stuffed Workbenches and Decore mods no longer conflict.
Tools
-Hydro tables Fertility adjusted to match core. 280%/310%
-Planter box stuff cost adjusted
Drinks
-drinks missing from "joy givers" added
-soda's moved to new soda table.
-Brewing job added. Brewery,Soda table, and Barrels.
(Patch for Complex Jobs added for new work bill)
-Soda art uses stack count now. Thanks to Operative85!
Garden
-veg and fruit values adjusted value adjusted.
Gourmet
-Fishing Industry added back to recipes
-Project Fallout patch added back.
Fabrics
-Door Curtains patch added

11/18
Medcine
-Bulk Pys. Tea recipe stats corrected.
-healer mech won't cure my drugs
-color corrected for hediffs
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Madman666 on December 23, 2018, 06:56:20 AM
Awesome update, @Dismar, thank you for your time! Although adv. hydroponics for their cost 30% fertility boost to 310% is kinda of "meh" at best. Not worth it, imo.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on December 23, 2018, 12:15:28 PM
Quote from: Madman666 on December 23, 2018, 06:56:20 AM
Awesome update, @Dismar, thank you for your time! Although adv. hydroponics for their cost 30% fertility boost to 310% is kinda of "meh" at best. Not worth it, imo.

30% better and does not need a light source?
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on December 23, 2018, 01:23:35 PM
I got 356% on Plowed soil with sprinkler and Biosolid fertilizer from Dub's hygiene.
I never liked the adv. hydroponics because of their high power need.
But when you got a good power supply, they are worth it.

But dismar i think you greatly hit your 2. goal with the modupdate.
The loading times got reduced !
Previously:
https://gist.github.com/HugsLibRecordKeeper/c82fb0ebec1d2396ca26fa902d701880
642ms Loading assets of type UnityEngine.Texture2D for mod Vegetable Garden
224ms Loading assets of type UnityEngine.Texture2D for mod VGP_Fabric
273ms Loading assets of type UnityEngine.Texture2D for mod VGP_Garden_Gourmet
31ms Loading assets of type UnityEngine.Texture2D for mod VGP_Medicine
288ms Loading assets of type UnityEngine.Texture2D for mod VGP_Tools

Now:
https://gist.github.com/HugsLibRecordKeeper/4a9bb53c8ed2d2c0b8facf6101eecb0d
239ms Loading assets of type UnityEngine.Texture2D for mod Vegetable Garden
27ms Loading assets of type UnityEngine.Texture2D for mod VGP_Fabric
56ms Loading assets of type UnityEngine.Texture2D for mod VGP_Garden_Gourmet
11ms Loading assets of type UnityEngine.Texture2D for mod VGP_Medicine
92ms Loading assets of type UnityEngine.Texture2D for mod VGP_Tools

Some other times at the log got improved too.
Great work !!
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Madman666 on December 23, 2018, 05:28:20 PM
Quote from: dismar on December 23, 2018, 12:15:28 PM
30% better and does not need a light source?

I don't really see that as a big enough advantage. It is convenient, but still not worth the steel. Building standart greenhouses (plowed soil...) with sunlamps (which cost nigh to nothing in steel) might be a bit more power and space demanding, but you save heaps of steel and get nigh same fertility. And don't forget how fragile hydroponic plants are. Imo hydroponics could use a rebalance.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Melrick on December 30, 2018, 09:54:49 AM
I have a Suggestion!
i think Hot Cocoa would be a great addition besides tea and coffee, maybe you can craft it using Chocolate obviously,with Milk, and/or Sugar.
Maybe the effects it will give is Cold resistance or reduce Hypothermia and some other effects that i cant think of.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: douglasw on December 31, 2018, 10:32:15 AM
so i just noticed that ironwood has a beauty of 300%, is that right? doesn't it defeat the point of jade and gold?

also this set of mods is a godsent
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 04, 2019, 10:59:16 PM
Quote from: douglasw on December 31, 2018, 10:32:15 AM
so i just noticed that ironwood has a beauty of 300%, is that right? doesn't it defeat the point of jade and gold?

also this set of mods is a godsent

So yes it has a beauty of 300% but it do not have the extra modifier that gold and jade has. So the end product of anything built will be lower. I did a quick test and everything built from the 3, ironwood was the lowest 16, jade was 6 points higher at 22, and gold was over double the beauty, at a whopping 40 beauty!
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on January 05, 2019, 04:05:46 AM
dismar,
could you take a look at the planter boxes material cost ?
Normaly i would ignore these box, but at the current colony it might be a solution.
Modular box:  1 dirt  4 material
Planter box: 4 dirt   20 material <- shouldn't that be cheaper then 4 modular boxes ?
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: vovik on January 05, 2019, 09:15:25 AM
Quote from: Canute on January 05, 2019, 04:05:46 AM
dismar,
could you take a look at the planter boxes material cost ?
Normaly i would ignore these box, but at the current colony it might be a solution.
Modular box:  1 dirt  4 material
Planter box: 4 dirt   20 material <- shouldn't that be cheaper then 4 modular boxes ?


will fix that anyway

im going to integrate Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108), Ore processing (https://ludeon.com/forums/index.php?topic=47313.15), Explosives mod (https://ludeon.com/forums/index.php?topic=17285.0),Garden tools (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137) and terraforming (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107)
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 05, 2019, 12:38:15 PM
Quote from: Canute on January 05, 2019, 04:05:46 AM
dismar,
could you take a look at the planter boxes material cost ?
Normaly i would ignore these box, but at the current colony it might be a solution.
Modular box:  1 dirt  4 material
Planter box: 4 dirt   20 material <- shouldn't that be cheaper then 4 modular boxes ?

I am currently thinking about the whole planter box and hydroponics in my mod. And suggestions are welcome at this time!

There is a thought with others of boosting the adv. hydros up a lot to make ppl want to use them over ground growing.

I always am looking for thoughts on tweaking the mods.

vovik : the whole FF mods series was started because that author did not like the way I was doing my tools mod. I've talked to him about it and he went off and made all his very cool mods.

The mods are the way that I see things. I don't add a bunch off stuff anymore as I don't make the art for my mods. I try to keep stuff in my mods simple but add a variety. So you won't always find things in my mods. Like fish and chips. That you might expect. 

My next project is working on the candy making mod. I want to have a stand alone version that adds a few new things into the game.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: vovik on January 05, 2019, 08:15:42 PM
Quote from: dismar on January 05, 2019, 12:38:15 PM
I am currently thinking about the whole planter box and hydroponics in my mod. And suggestions are welcome at this time!

There is a thought with others of boosting the adv. hydros up a lot to make ppl want to use them over ground growing.

I always am looking for thoughts on tweaking the mods.

vovik : the whole FF mods series was started because that author did not like the way I was doing my tools mod. I've talked to him about it and he went off and made all his very cool mods.

The mods are the way that I see things. I don't add a bunch off stuff anymore as I don't make the art for my mods. I try to keep stuff in my mods simple but add a variety. So you won't always find things in my mods. Like fish and chips. That you might expect. 

My next project is working on the candy making mod. I want to have a stand alone version that adds a few new things into the game.

I am not adding bunch of stuff - just integrating those, so they can work better together like dynamite can be used for some barbaric fish catching, fertilizer can be used(and will be) for production of powder, some things are out of place and/or need fixing (like advanced hydroponics that give light and 80% additional fertility and still become pumpkin when electricity goes down), some break other game mechanics, some things are bugged and need to be fixed(and will be) and i will, of course, post modded variants with sources here
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Madman666 on January 06, 2019, 03:35:14 AM
Lolses. Played tons of hours with Vegetable Garden, never noticed anything "broken", "out of place" or "bugged". Ever thought about some people not seeing the picture the way you do? I assume "integrating" means you ll be just taking assets of this mod and also RFF and sticking into your own? Well thats fine, just don't forget to not publish it, before you ask for permission, opinion from both mod authors.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: vovik on January 06, 2019, 06:22:00 AM
Quote from: Madman666 on January 06, 2019, 03:35:14 AM
Lolses. Played tons of hours with Vegetable Garden, never noticed anything "broken", "out of place" or "bugged". Ever thought about some people not seeing the picture the way you do? I assume "integrating" means you ll be just taking assets of this mod and also RFF and sticking into your own? Well thats fine, just don't forget to not publish it, before you ask for permission, opinion from both mod authors.
Mod of my own? No, just posting changed version here and in my own thread with link to mod author`s thread so people can access it.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 06, 2019, 12:15:50 PM
Quote from: Madman666 on January 06, 2019, 03:35:14 AM
Lolses. Played tons of hours with Vegetable Garden, never noticed anything "broken", "out of place" or "bugged". Ever thought about some people not seeing the picture the way you do? I assume "integrating" means you ll be just taking assets of this mod and also RFF and sticking into your own? Well thats fine, just don't forget to not publish it, before you ask for permission, opinion from both mod authors.

I've broke things a few times :) but you don't see it much on here. I test in the steam workshop. Most of the time ppl call something broken, but its just unbalanced. Like an extra 0 here and there. Or vanilla changing values and myself know seeing the change.

Mods are so easy to change and nothing is set in stone. And when even a few ppl say something is not good I take the time to look into it to see if a change is needed.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Madman666 on January 06, 2019, 02:15:56 PM
The funny thing is - i use steam. I am only here to scout for some cool mods that don't make it onto steam for some reason :)
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Hydromancerx on January 15, 2019, 06:43:46 PM
(https://i.pinimg.com/originals/6a/03/0d/6a030d6cdfec390e16059d882ea0461b.jpg)

Please add the "3 Sisters" as a type of crop where it has corn, beans and pumpkin all in one plot. Thus giving you a harvest of 3 crops instead of just one crop.

https://en.wikipedia.org/wiki/Three_Sisters_(agriculture) (https://en.wikipedia.org/wiki/Three_Sisters_(agriculture))
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Hydromancerx on January 15, 2019, 07:05:06 PM
(https://manyexperiences.files.wordpress.com/2014/03/20140306-121414.jpg)

Also maybe the hybrid Tomato-Potato plant (aka "Tomtato") which yeilds both tomatoes and potatoes.

https://en.wikipedia.org/wiki/Pomato
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Operative85 on January 16, 2019, 03:14:36 AM
Is this mod compatible with Misc. Robots? In all my months playing with these two mods, only now have I realized that for some reason, Kitchen Bots can't cook or brew recipes created by Vegetable Garden. Is it a problem on my end? Is there a patch somewhere? Thanks!
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 17, 2019, 08:03:10 PM
Quote from: Operative85 on January 16, 2019, 03:14:36 AM
Is this mod compatible with Misc. Robots? In all my months playing with these two mods, only now have I realized that for some reason, Kitchen Bots can't cook or brew recipes created by Vegetable Garden. Is it a problem on my end? Is there a patch somewhere? Thanks!

A patch was released in the latest version for Gourmet. Are you having issues with the base mod? :)

Hydromancerx now that is just weird!! but if you can make half way decent art for it... I will code you a small mod for it :)
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Operative85 on January 19, 2019, 03:17:40 AM
Quote from: dismar on January 17, 2019, 08:03:10 PM
Quote from: Operative85 on January 16, 2019, 03:14:36 AM
Is this mod compatible with Misc. Robots? In all my months playing with these two mods, only now have I realized that for some reason, Kitchen Bots can't cook or brew recipes created by Vegetable Garden. Is it a problem on my end? Is there a patch somewhere? Thanks!

A patch was released in the latest version for Gourmet. Are you having issues with the base mod? :)


Hey, dismar! Thanks for the reply. I've updated Gourmet and I seem to be having the same issue. The Kitchen robots just simply refuse to cook anything from Vegetable Garden :( And no, the other robots do amazingly well considering the amount of mods I have.

If you're interested in my modlist, here it is. I've highlighted where Vegetable Garden and Misc. Robots are:

    <li>Core</li>
    <li>RuntimeGC</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.13</li>
    <li>GiddyUpCore-1.1.0</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>Vegetable Garden</li>
    <li>VGP_Canning</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_CoffeeTeaDrugs</li>
    <li>VGP_Medicine</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Trees_Flowers</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_Robots</li>
    <li>Misc. Robots++</li>

    <li>BetterPawnControl</li>
    <li>TraderDismissal</li>
    <li>ConfigurableMaps</li>
    <li>MapReroll</li>
    <li>PathAvoid</li>
    <li>GreyerMorals</li>
    <li>WhatTheHack-1.1.4</li>
    <li>Psychology</li>
    <li>Hospitality</li>
    <li>MoreTraitSlots</li>
    <li>ConsolidatedTraits</li>
    <li>Save Our Ship!</li>
    <li>Therapy</li>
    <li>Room Food - Release</li>
    <li>Wealthy Traders 1.0</li>
    <li>AdjustableTradeShips</li>
    <li>SimpleSidearms</li>
    <li>RunAndGun-1.1.0</li>
    <li>DualWield</li>
    <li>AllowTool</li>
    <li>CameraPlus</li>
    <li>ED-EnhancedOptions</li>
    <li>TD Enhancement Pack - Release</li>
    <li>Mehni-s-Misc-Modifications</li>
    <li>ModManager</li>
    <li>RimHUD</li>
    <li>AnimalTab</li>
    <li>Numbers</li>
    <li>Moody</li>
    <li>HeatMap</li>
    <li>Bubbles</li>
    <li>ColorCodedMoodBar-master</li>
    <li>ResearchPal-master</li>
    <li>Dubs Mint Menus</li>
    <li>RPG Style Inventory [V2.2]</li>
    <li>SearchAndDestroy-1.1.0</li>
    <li>SquadUITweaks</li>
    <li>Damage_Indicators</li>
    <li>TargetingModes</li>
    <li>RimworldSearchAgency</li>
    <li>Replace Stuff - Release</li>
    <li>AvoidFriendlyFire</li>
    <li>SmartMedicine - Release</li>
    <li>LessArbitrarySurgery</li>
    <li>DontCarryFood</li>
    <li>Meals On Wheels - Release</li>
    <li>PickUpAndHaul</li>
    <li>Five Second Rule - Release</li>
    <li>SYR_SetUpCamp</li>
    <li>StorageTweaks</li>
    <li>CleaningArea</li>
    <li>UseBedrolls - Release</li>
    <li>SwimmingKit-1.0.0</li>
    <li>Realistic Darkness (Lighter Version)</li>
    <li>AnimalsLogic</li>
    <li>MadSkills-1.0-2.2.0</li>
    <li>TradingSpot</li>
    <li>WanderingCaravans</li>
    <li>Rain_Washes_Away_Filth</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Pawns are Capable!</li>
    <li>ImprovedWorkbenches</li>
    <li>RepairBench</li>
    <li>Horses (1.0)</li>
    <li>MoreMechanoids</li>
    <li>Galaxy_Life_1.0</li>
    <li>sd_spaceship-1-1.0.0</li>
    <li>ConduitDeconstructMod 1.0</li>
    <li>ExpandedRoofing-1.0.0</li>
    <li>RF - Permafrost</li>
    <li>Rimsenal</li>
    <li>Rimsenal - Storyteller Pack</li>
    <li>Rimsenal - Security Pack</li>
    <li>Rimsenal - Enhanced Vanilla Pack</li>
    <li>Rimsenal - Federation</li>
    <li>Rimsenal - Feral</li>
    <li>Rimsenal - Rimhair</li>
    <li>TurretExtensions</li>
    <li>RimsenalSecurityPackTEPatch</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>NoTurretsBarrelChanges 1.0</li>
    <li>NoTurretsBarrelChangesMVT</li>
    <li>NoTurretsBarrelChangesRSP</li>
    <li>Accurate_Mortars</li>
    <li>RimQuest</li>
    <li>Cargo Pod Transport[1.0]</li>
    <li>UN-Colony [1.0]</li>
    <li>UN-Furniture [1.0]</li>
    <li>DefensiveMachineGunTurretPack</li>
    <li>ED-Embrasures</li>
    <li>Dubs Skylights</li>
    <li>Dubs Bad Hygiene</li>
    <li>RimFridge</li>
    <li>BetterVents</li>
    <li>ED-ShieldsBasic</li>
    <li>ED-LaserDrill</li>
    <li>More Furniture</li>
    <li>More Lamps</li>
    <li>SYR_BulletCasings</li>
    <li>SYR_DoorMats</li>
    <li>ExtendedStorage</li>
    <li>Signs_and_Memorials</li>
    <li>Tables+ (1.0) 1.6</li>
    <li>Wall Light</li>
    <li>PowerSwitch</li>
    <li>Quarry-1.0</li>
    <li>Furnace-1.0.2059</li>
    <li>Glass&amp;Lights</li>
    <li>RIMkea_1.0</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. Projector</li>
    <li>Simply More Bridges</li>
    <li>TilledSoil-1.0.2059</li>
    <li>Rimatomics</li>
    <li>Rimefeller</li>
    <li>sd_medicaddons-1-1.0.2</li>
    <li>Red Horse Furniture (1.0)</li>
    <li>Draft Notice - A Radio Add-On for RedHorse Furniture</li>
    <li>Tacticool Lyrics - A Radio Patch for RedHorse Furniture</li>
    <li>sd_chickennest-1-1.0.1</li>
    <li>Floored Re-Reupload [1.0]</li>
    <li>Locks</li>
    <li>DoorsExpanded</li>
    <li>Locks - Patch for Doors Expanded</li>
    <li>More_Sculpture</li>
    <li>TerraformRimworld</li>
    <li>Fences And Floors</li>
    <li>RimWriter-1.20.0.1</li>
    <li>Portable Power Generator (1.0)</li>
    <li>HighTechLaboratoryFacilities-1.0.2</li>
    <li>Small Comms Console [1.0]</li>
    <li>DeepRim</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>Frontline - Trenches (Without Guns)</li>
    <li>Gas Traps</li>
    <li>Palisade 1.0</li>
    <li>SmallShelf</li>
    <li>DefensivePositions</li>
    <li>Facial Stuff 1.0</li>
    <li>DeadMansClothing</li>
    <li>Spoons_Hair_Mod_1.0</li>
    <li>FashionRIMsta_1.0</li>
    <li>Apparello</li>
    <li>Hardcore Armors 2.2 (Rimworld 1.0)</li>
    <li>Rah's Bionics and Surgery Expansion 2.0</li>
    <li>Medicine Texture Restoration</li>
    <li>A_Dog_Said_1.0</li>
    <li>Rimmu-Nation - Weapons (1.0)</li>
    <li>Rimmu-Nation - Clothing [All Craftable] (1.0)</li>
    <li>Prisoner Outfit (1.0)</li>
    <li>HandAndFootwear</li>
    <li>Dubs Rimkit</li>
    <li>AdditionalTools</li>
    <li>AnestheticGunMod</li>
    <li>Animal Gear B19</li>
    <li>Animal Gear Basic B19</li>
    <li>Animal Gear Horse B19</li>
    <li>LongRangePodLauncher</li>
    <li>StackXXL</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>Realistic Rooms</li>
    <li>BirdsAndBees</li>
    <li>StuffedFloors</li>
    <li>FloorLightsB19</li>
    <li>ProperShotguns</li>
    <li>Rimmu-Nation - Proper Shotguns Patch (1.0)</li>
    <li>Death Rattle</li>
    <li>ChangeDresser</li>
    <li>FactionControl</li>
    <li>More Faction Interaction</li>
    <li>Medieval Times (v. 1.974.B19)</li>
    <li>Red Horse - The Ghosts (1.0)</li>
    <li>RF - Tribal Raiders</li>
    <li>BioReactor</li>
    <li>Nandonalts-Camping-Stuff-0.6.0</li>
    <li>RF - Fishing</li>
    <li>P-Music</li>
    <li>DontStopTheMusic</li>
    <li>NoRandomConstructionQuality-master</li>
    <li>ChangeMapEdge - Release</li>
    <li>Snap-Out!</li>
    <li>Faction Discovery</li>
    <li>PawnRules</li>
    <li>MedicalAlertsForAnimals</li>
    <li>ColonyLeadership</li>
    <li>RealRuins</li>
    <li>PrisonLabor</li>
    <li>Sparkling Worlds Events</li>
    <li>Desynchronized_v1.1.0</li>
    <li>Powerful Faction Bases</li>
    <li>Large Outposts</li>
    <li>Draggable Corners</li>
    <li>Truly Non-Lethal (TNL) 1.0</li>
    <li>Improved Load Transport Pods</li>
    <li>Nightvision</li>
    <li>Recycle-1.0</li>
    <li>Meal Radius</li>
    <li>DireRaids-master</li>
    <li>Blighted Alert</li>
    <li>Smart-Speed-2.01</li>
    <li>MinimalLightControl - Release</li>
    <li>HotPowerBeam</li>
    <li>InGameDefEditor</li>
    <li>EdBPrepareCarefully</li>
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on January 19, 2019, 03:31:23 AM
Operative85,
could you try to move the Misc. mods before VGP, just to check if that change anything ?
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Operative85 on January 19, 2019, 08:17:48 AM
Quote from: Canute on January 19, 2019, 03:31:23 AM
Operative85,
could you try to move the Misc. mods before VGP, just to check if that change anything ?

Nope, it actually got worse. For some reason, my bots can't even cook Lavish Meals, not just Vegetable Garden recipes. Just to clarify, my colonists can do any and every recipe. Only my Kitchen Bots refuse to work.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 19, 2019, 11:06:49 AM
Hmm yeah I see its not working in my game. I am not sure why at this time tho. The recipes are correct, the bots are set to cooking, and bots will cook at stove..
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Operative85 on January 20, 2019, 06:10:47 AM
Quote from: dismar on January 19, 2019, 11:06:49 AM
Hmm yeah I see its not working in my game. I am not sure why at this time tho. The recipes are correct, the bots are set to cooking, and bots will cook at stove..
===========
That's weird...maybe a faulty patch in Misc. Robots/++? Then again, Alaestor hasn't updated it since November...

I should also probably also note that in the Patches folder of my Kitchen Gourmet, there's no patch labeled for Misc. Robots. Apologies if it was always this way, I'm just rounding-out the possibilities. Thank you for your work, once again. :)
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Haplo on January 20, 2019, 11:44:30 AM
There are only patches for Persona Core and Traders in Misc. Robots and Robots++ seems to only have a patch for the querry mod, so no, shouldn't be a patch problem on this side.

You can try this:
- Load the VGP second to last
- Load the Robots and Robots++ last
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 20, 2019, 01:09:14 PM
Quote from: Haplo on January 20, 2019, 11:44:30 AM
There are only patches for Persona Core and Traders in Misc. Robots and Robots++ seems to only have a patch for the querry mod, so no, shouldn't be a patch problem on this side.

You can try this:
- Load the VGP second to last
- Load the Robots and Robots++ last

Haplo!

Yeah the patch I was speaking of from above was for my Drinks mod. I have been looking through the coding and don't see any issues that would cause the bots to not work.
-They are just normal Cooking bills.
-And it's not a Special Table just the electric stove
-The bots I have tried have the skill to make the recipes.

So I will do more testing as I have time this week. Thanks for looking at your side too.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Operative85 on January 22, 2019, 07:48:05 AM
Quote from: dismar on January 19, 2019, 11:06:49 AM
Hmm yeah I see its not working in my game. I am not sure why at this time tho. The recipes are correct, the bots are set to cooking, and bots will cook at stove..

Hey, dismar! I've solved the problem on my end. It was an incompatibility all along. It turns out that I was running an out-of-date version of Hatti's QualitySurgeon mod.

I've downloaded the updated version and the bots have finally started to make pies and grill steaks.

Thanks for your time, work, and patience! And I apologize if I've caused you any inconvenience.

P.S.
If QualitySurgeon wasn't the one causing your problems, maybe another mod that modifies WorkGiver_DoBill.TryStartNewDoBillJob is your culprit.

This is just my guess, since QualitySurgeon "detours" from that function. It says so in its forum page:

https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on January 22, 2019, 07:16:04 PM
Quote from: Operative85 on January 22, 2019, 07:48:05 AM
Quote from: dismar on January 19, 2019, 11:06:49 AM
Hmm yeah I see its not working in my game. I am not sure why at this time tho. The recipes are correct, the bots are set to cooking, and bots will cook at stove..

Hey, dismar! I've solved the problem on my end. It was an incompatibility all along. It turns out that I was running an out-of-date version of Hatti's QualitySurgeon mod.

I've downloaded the updated version and the bots have finally started to make pies and grill steaks.

Thanks for your time, work, and patience! And I apologize if I've caused you any inconvenience.

P.S.
If QualitySurgeon wasn't the one causing your problems, maybe another mod that modifies WorkGiver_DoBill.TryStartNewDoBillJob is your culprit.

This is just my guess, since QualitySurgeon "detours" from that function. It says so in its forum page:

https://ludeon.com/forums/index.php?topic=28678.msg289089#msg289089

Oh yes I have had a lot of issue with the QS mod. On my steam page I have just put it as not compatible with my mod due to the number of issue in the past lol
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: temple_wing on January 28, 2019, 11:54:37 PM
I suggest to add a bran system to this mod. By-production of milling of rice and wheat. Rice bran for human eatable ingredient, wheat bran for  ( terrible ) animal feed and ingredient.

Makes rice and wheat more productive. So people will never just farm corn as far as they can.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on January 29, 2019, 04:01:46 AM
temple_wing,
do you use Fertile Field maybe ?
If not maybe look into it. When you harvest/cut plant's you are geting plant scrap which animal can eat like hay or you use it to made raw compost.
Currently all the pawn eat healthy while using whole grain for their meals that include the bran :-)

Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: WizarDoge on February 06, 2019, 11:16:43 AM
Am i dumb? I dont see any download links ;-;
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on February 06, 2019, 03:29:17 PM
3 big download button right below
"Download 1.0b!:
All Mods in one up-to-date file!"
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: WizarDoge on February 06, 2019, 03:58:14 PM
I just checked it again and the buttons you said are there atm. They werent there when i wrote the reply. Well anyway i added the screenshot of the buttonless version. Thanks for replying.

[attachment deleted due to age]
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Jiro on February 09, 2019, 02:22:59 AM
These mods make me very very happy! Will Fabrics break/fight other mods that use cloth and cloth production?
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on February 09, 2019, 03:14:25 AM
Depend.
Fabric will change the fabric plant's so you get raw fabrics when you harvest.
When other mod's change that too, it might not work.
But when you just got a mod to create at example hyperweave out of other resources, should work.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Jiro on February 09, 2019, 04:22:20 AM
Sounds logical, thanks!
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Jiro on March 10, 2019, 06:03:01 PM
I only just noticed, but why is produce so ugly to pawns? All the fruits and such that I checked have beauty level -7.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on March 10, 2019, 06:24:07 PM
Because all the meals from VGP got nice additional effects, so these -7 compared to the -4 from vanilla vegetables are acceptable.
And when you put them into a shelf, the beauty doesn't matter.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Jiro on March 11, 2019, 05:28:48 PM
Quote from: Canute on March 10, 2019, 06:24:07 PM
Because all the meals from VGP got nice additional effects, so these -7 compared to the -4 from vanilla vegetables are acceptable.
And when you put them into a shelf, the beauty doesn't matter.
Balance is good but I would think maintaining suspension of disbelief would be better, especially if someone is roleplaying a farm or something like that. At least a beauty of 0 would be logical; -7 implies that fruit, grain, and beans are almost twice as hideous as human organs lying around.
It would also be nice if tea, coffee, and soda/kvass weren't classed as drugs so that one doesn't have to fiddle with drug policies every game. Heck, it would be nice to save drug policies as files...
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: dismar on March 12, 2019, 12:54:03 AM
Quote from: 中村ジロ on March 11, 2019, 05:28:48 PM
Quote from: Canute on March 10, 2019, 06:24:07 PM
Because all the meals from VGP got nice additional effects, so these -7 compared to the -4 from vanilla vegetables are acceptable.
And when you put them into a shelf, the beauty doesn't matter.
Balance is good but I would think maintaining suspension of disbelief would be better, especially if someone is roleplaying a farm or something like that. At least a beauty of 0 would be logical; -7 implies that fruit, grain, and beans are almost twice as hideous as human organs lying around.
It would also be nice if tea, coffee, and soda/kvass weren't classed as drugs so that one doesn't have to fiddle with drug policies every game. Heck, it would be nice to save drug policies as files...

tea and coffee are only classed as drugs if you load the Coffee tea and drinks drug policy mod.

Even joy drugs are hard coded into the game as drugs so tetol's still wont take them. The drinks are coded as joy objects as well so if you don't use the policy mod your pawns will still take them just not as most want them too.

And the change is so easy for the beauty. it gets bounced are so much from version to version. I do miss it a lot. I will put it into the notes for next version changes.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Jiro on March 14, 2019, 08:06:24 AM
Quote from: dismar on March 12, 2019, 12:54:03 AM
tea and coffee are only classed as drugs if you load the Coffee tea and drinks drug policy mod.
D'oh! Thank you. Wait, do you mean that fixing the beauty issue is easy? Don't you need to edit every Thing definition manually to include a beauty value?
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: conkikhon on April 01, 2019, 02:21:23 AM
Cornbread is a little OP, you only need a corn field and grinder to boost moving in your entire colony. Meat pie is harder to make than kabob and steak but have no bonus. I notice all modded edible vegetation in this mod have the same soil sensivity as potato. Blue berry and Grape vine have the same stats.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on April 01, 2019, 03:06:29 AM
conkikhon,
corn is the ultimate food resource at VGP anyway. Grind them into cornmeal, made polenta out of it, and it increase the nutri. so you even need less to feed your pawns.
Basicly i prefer Sirfry or Stew for the healing effects and finemeal mood over the Cornbread.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: conkikhon on April 01, 2019, 02:37:31 PM
Salted human meat can be made into other foods and feed it to everyone. Tea and coffee give recreation bonus and increase rest is okay, but mood buff without downside is a little too much. I like the fact that most food go bad quickly, so you can't store a huge amount of them in freezer. Bulk stir fry and bulk stew required good logistic supply of indigrents so your cook don't have to run across the map is a nice challenge.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on April 01, 2019, 03:58:11 PM
If you didn't use it allready, look for RimFridge mod.
Then you can build 1x1, 2x1,2x2 fridges.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: conkikhon on April 05, 2019, 05:19:16 PM
I have a few question: I see my muffalo eating Grilled Steak, is that a bug? Can I feed my warg lentil and mushroom, or it have to be meat? Thank you.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Canute on April 05, 2019, 05:40:44 PM
No animals like to eat different thing that got a nutri. value. Mosttimes they prefer grass but many report about drunken animals with liver cirosis allready be known. :-)

Some mod's like Animal Logic, Smater food selection or other restrict animals to a special food or don't let them eat random stuff.
Or just exclude you non-hauling animal from the area you store your food.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on April 14, 2019, 01:13:15 PM
I'm Back!
With an update of the changes i've made over the months!
A few new small QoL mods pushed into the download pack. Bulk Drinks, Smoked meats, and the new mod Garden Dyes.
All sites have been pushed the update as well as steam.

4/14/19 1.0c
More Veggies
-Patch for pumpkin pie added
Garden Dyes
-First Release

4/7/19
All
-Wild plants can be multi selected
Gourment
-Bulk cheese

3/25/19
All
-Beauty value corrected
Garden
-Floor Defs parent changed
-bamboo as a fuel was tested working
Drugs
-Cigarillos recipe Price fixed
-Make medicine recipe patch fixed
Tools
-Soils now get dirty

1/10/19
Garden
-Grass patch for Wild Cultivation


12/28/18
Gourmet
-Bulk salt recipes
-Electric miller
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on April 17, 2019, 05:41:52 AM
Quote12/28/18
Gourmet
-Electric miller
You forget to add the require research for that.
You can build the electric milling stone without electricity research.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: temple_wing on April 17, 2019, 09:39:17 AM
nihaocloud.com is not accessible from china.
would you please provide mediafire download?
Title: Soda is too weak
Post by: temple_wing on May 14, 2019, 02:10:48 AM
It's so expensive to make, but providing just very little joy and conscious.
What about give some mood buff, just like fruit drink.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on May 14, 2019, 04:10:39 AM
I rarely use them myself, but i think sweeties give extra positive mood too.
Fruit drinks i forbid them mosttimes and just use them as early extra healing boost.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on May 14, 2019, 07:33:47 PM
Quote from: Canute on April 17, 2019, 05:41:52 AM
Quote12/28/18
Gourmet
-Electric miller
You forget to add the require research for that.
You can build the electric milling stone without electricity research.

ah thanks that is a bug lol

Quote from: temple_wing on May 14, 2019, 02:10:48 AM
It's so expensive to make, but providing just very little joy and conscious.
What about give some mood buff, just like fruit drink.
what are you talking about here?

Canute is there an Issue with the Drink? i was just a simple drink added for those that dont use my Drinks mod. Should the Value be risen?


And I will add a Media fire link on my next update.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: temple_wing on May 14, 2019, 08:56:16 PM
I mean soda is too weak. But now, I think it's ok. 5 units of fruit or raw sugar, same work time to grilled kabob, providing 0.1 nutrition and 0.1 joy. 
What about reduce some "chairSearchRadius", so I can order my pawn to take it in inventory and drink while working.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on May 31, 2019, 06:36:01 AM
Hi dismar,
i hope you arn't tired from Rimworld modding ! :-)
Someone made a request about food cooking.
https://ludeon.com/forums/index.php?topic=48856.0
And i though it would be a nice addition for your VG project since you allready have/know about all the tools (universal fermenter, modding).
So what do you think about Pemmican fermention barrel.
Put in so much meat+veggies for 75 pemmican, duration 1-2 days.
Maybe a similar one for 10 simple meals.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: CraftyDwarf on May 31, 2019, 11:20:51 PM
Hey, I don't know if there is a version break or something, or I just need to find an update, but the VG core is completely broken for me. Most all the recipes, added items, and a lot of the replaced items, like the cotton to cloth step breaks connectivity to all uses of cotton for some reason. If you had the github area up for you mod I could probably read up more on my own, but without that what level would help? I stripped it down to just VG and core components, and still get all these errors on most everything setting up their defs.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on June 01, 2019, 03:56:11 AM
Did you try to complete delete all VGP folders and reinstall them ?
I don't think it is a generell problem or much more people would report that, and at my just safegame updated to Rimworld 2282 works fine with most of the VGP mods.

The mod author don't setup a github or simiplar project, it is all his homework.
When you still got problem's after you reinstalled the mod folders, maybe share a logfile, so the modauthor got a chance to look at it.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Jiro on June 01, 2019, 10:10:40 PM
Is the issue with beauty fixed? The last time I used this mod, all items (including fruits/veg, drinks, etc.) had the lowest possible value for beauty and gave really unfair mood debuffs just having them around.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on June 01, 2019, 10:42:52 PM
Quote from: pinpi on June 01, 2019, 10:10:40 PM
Is the issue with beauty fixed? The last time I used this mod, all items (including fruits/veg, drinks, etc.) had the lowest possible value for beauty and gave really unfair mood debuffs just having them around.

matches core stuff. and it was only a few off. little things like those values change without notice.

Quote from: CraftyDwarf on May 31, 2019, 11:20:51 PM
Hey, I don't know if there is a version break or something, or I just need to find an update, but the VG core is completely broken for me. Most all the recipes, added items, and a lot of the replaced items, like the cotton to cloth step breaks connectivity to all uses of cotton for some reason. If you had the github area up for you mod I could probably read up more on my own, but without that what level would help? I stripped it down to just VG and core components, and still get all these errors on most everything setting up their defs.

Hmm not that I know of. I was playing last night with no issues. Canute has a few fixes for you and I would need more info to help ^^

Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: ViktorGiJoe on July 01, 2019, 12:44:33 PM
Hey, could you add compatibility with Rimbees? There's no option to make Rimbees' mead on the fermenting barrels :(
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on July 01, 2019, 12:58:00 PM
At my last playthrough with Rimbee's and VGP, Rimbee's got their own barrel's for this stuff.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: ViktorGiJoe on July 01, 2019, 01:14:14 PM
Quote from: Canute on July 01, 2019, 12:58:00 PM
At my last playthrough with Rimbee's and VGP, Rimbee's got their own barrel's for this stuff.

I'm stupid, my bad. I didn't notice the huge barrel on the bees' section, I thought it was a weird visual glitch at first.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Amnesiac on July 29, 2019, 03:12:25 AM
Hi, I think I found a bug with ironwood trees, it seems that my colonists will spend days at a time sowing ironwood trees, they take ages to sow, while a poplar tree takes only a minute, I couldn't find any obvious reason in the defs, any clues?
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on July 29, 2019, 03:57:36 AM
At my gameplay, Ironwood take just twice the time to plant then Oak trees.
If they take it so much longer to plant for you, i think another mod maybe interfere with it.
Try to move Vegetable Garden Project on top, right after the libaries mod and try to plant again.
And the opposite test, try it to move it at the end of the modlist if the previous didn't help.

Ofcourse don't forget to check your pawn, maybe he got traits that lower his abilities to grow, he is hurt or miss some manipulation (lost arm/hand/brain damage).
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on July 29, 2019, 11:45:25 PM
Quote from: Amnesiac on July 29, 2019, 03:12:25 AM
Hi, I think I found a bug with ironwood trees, it seems that my colonists will spend days at a time sowing ironwood trees, they take ages to sow, while a poplar tree takes only a minute, I couldn't find any obvious reason in the defs, any clues?

Hello! Sadly this is a bug. I dug thru the coding and found a few pieces of coding not updated from the beta 19 update. I have corrected the issue but wont have the updates pushed till this weekend.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Amnesiac on July 31, 2019, 06:09:40 PM
Hi! Well that's alright, I'm just glad you found something. Thanks much for the continued updates!!
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on August 12, 2019, 12:43:34 AM
Yay updates !

Please backup any old saves. Best to start a new game.

8/6/19 1.0d
Garden Fabrics / Simplified
-color gen for linen and hemp adjusted
-color of linen darkened
Canning
-spelling error in a description
Vegetable Garden
-Ironwood Floor description errors in other languages
Garden Resources
-new description for plants and items thanks to Eranderil Nix Grey
Tools
-bulk bill for compost starter
CoffeeTeaDrugs Policy
-mango and kiwi soda patched in drug policy

8/4/19
Garden Dyes
-recipe work stat incorrect

8/3/19
Garden Fabric Simplified Released
Garden Dyes Extended Created
-Items code added
-art work created
-testing begun

8/1/19
Soylent:
-Recipes rebalanced.
Green is 50% of a corpse nutrition value
Other colors are more like Pemmican in valued produced
-New item art work by CrustPeanut! Stack art added.

7/29/19
Garden
-Tree sow fixed
-Raw Fruit had the fodd poison bug fixed
Gourmet
-Tree sow fixed
Xtra Flower Trees
-Trees sow fixed

7/24/19
Adjusted the raw fruits food poisoning chance to match vanillas berries ( >2%)


All my mod's required a small update due to change in the About version code if no other change log then no other changes made.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: E-102 on September 20, 2019, 05:28:56 AM
Love all your mods mate can't play a game without them. Is there a wiki for all your plants? I'm trying to figure out the plant that has the most yield/time that I can combine with meat to make lavish meals or is it rice idk??
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on September 20, 2019, 06:29:26 AM
E-102,
i don't know about a wiki or spreadsheet about all the informations.
But i suggest to use Mint Menu
https://ludeon.com/forums/index.php?topic=29043.0
that give you a better overview so you don't need to use the "i" all the time.

Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: E-102 on September 20, 2019, 07:00:17 AM
Quote from: Canute on September 20, 2019, 06:29:26 AM
E-102,
i don't know about a wiki or spreadsheet about all the informations.
But i suggest to use Mint Menu
https://ludeon.com/forums/index.php?topic=29043.0
that give you a better overview so you don't need to use the "i" all the time.
I use mint menus but I don't know what I'm supposed to be looking for or what numbers to use to calculate yield/time. I'm probably just being really dumb but would it be growing time over harvest yield? Because some plants take time to grow but then they aren't cut completely when harvested so i don't know if the growing tim takes that into account.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on September 20, 2019, 08:41:49 AM
Yes, for the most plants it is yield / growing time to get a yield/day value.
Some plant's don't need to been reseed each time, like the fruit tree's and the 2. harvest is faster then the first. They are harder to calculate.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on September 21, 2019, 02:47:12 PM
Quote from: E-102 on September 20, 2019, 05:28:56 AM
Love all your mods mate can't play a game without them. Is there a wiki for all your plants? I'm trying to figure out the plant that has the most yield/time that I can combine with meat to make lavish meals or is it rice idk??

In rimworld it's all about the type of soil you plant on.

If it has a lower fertility then you want to grow Potatoes or Snow beats. Higher fertility (100%+) your better off with Corn, Rice, Cacti, and Beans.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: DiamondGrace on October 06, 2019, 01:38:06 PM
Hey. I prepared Russian localization for some VGP mods.
https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx (https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on October 10, 2019, 10:36:32 PM
Quote from: DiamondGrace on October 06, 2019, 01:38:06 PM
Hey. I prepared Russian localization for some VGP mods.
https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx (https://drive.google.com/drive/folders/1thsIjmo3_Kha3qvtGk6ygUfURssMBVvx)

Thank you! I'll try and get this added this weekend.
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Hydromancerx on October 31, 2019, 07:08:15 PM
Quote from: dismar on January 17, 2019, 08:03:10 PM
Hydromancerx now that is just weird!! but if you can make half way decent art for it... I will code you a small mod for it :)

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30647;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30646;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30645;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30644;image)

Here is the art for the 3 sisters plants (see attachments). I made 2 versions ...

1. Corn + Beans + Pumpkin

2. Corn + Beans + Squash

They would grow like Corn i would think but instead would give all 3 crops at harvest. Since beans require 6, i would think it would require min farming skill of 6 or possibly more.

Many thanks in advance!

Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: lofuy on November 01, 2019, 07:22:35 AM
Hi i have bug maybe, i can't craft cloth from cotton, i have the game in french and the mod too.
i can switch the game in english but it doesn't change anything. i may don't have the good research. i have only complex clothing done and an wooden electrical loom. so i hope you can resolve my mistake if i have done one.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on November 01, 2019, 07:34:41 AM
Hi,
at first a suggestion for you when you use new mods.
HelpTab or WikiRim
https://github.com/neronix17/-O21-WikiRim
that mod allow you to browse your items and let your see what workbench and research you need if it is craftable.

To your problm, do you have cotton or cotton fibre ? Cotton fibre is needed to craft cloth at the loom. No research is needed.
You have Vegetable garden and Garden Fabrics activ as mod ?
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: lofuy on November 01, 2019, 09:26:41 AM
Quote from: Canute on November 01, 2019, 07:34:41 AM
Hi,
at first a suggestion for you when you use new mods.
HelpTab or WikiRim
https://github.com/neronix17/-O21-WikiRim
that mod allow you to browse your items and let your see what workbench and research you need if it is craftable.

To your problm, do you have cotton or cotton fibre ? Cotton fibre is needed to craft cloth at the loom. No research is needed.
You have Vegetable garden and Garden Fabrics activ as mod ?
thx a lot i love this mod you talk about me garden fabric and thanks to you because you make me found the "bug"
My bug was because i installed both garden fabric and fabric simplified and activate both of them, what a idiot i am now :p
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: lofuy on November 01, 2019, 09:27:35 AM
Quote from: Canute on November 01, 2019, 07:34:41 AM
Hi,
at first a suggestion for you when you use new mods.
HelpTab or WikiRim
https://github.com/neronix17/-O21-WikiRim
that mod allow you to browse your items and let your see what workbench and research you need if it is craftable.

To your problm, do you have cotton or cotton fibre ? Cotton fibre is needed to craft cloth at the loom. No research is needed.
You have Vegetable garden and Garden Fabrics activ as mod ?
thx a lot i love this mod you talk about me garden fabric and thanks to you because you make me found the "bug"
My bug was because i installed both garden fabric and fabric simplified and activate both of them, what a idiot i am now :p
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: carpediembr on November 18, 2019, 01:45:23 PM
Are the pawns suppose to drink coffee one after the other?

I've assigned Coffee as a "Social Drug", but I've seen some pawns drink 3-5 coffee cups one after the other. Is this a normal behavior?
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 18, 2019, 03:27:01 PM
Quote from: carpediembr on November 18, 2019, 01:45:23 PM
Are the pawns suppose to drink coffee one after the other?

I've assigned Coffee as a "Social Drug", but I've seen some pawns drink 3-5 coffee cups one after the other. Is this a normal behavior?

Depends in how unhappy they are. If you set it to social. They will use it.to deal with the issues of life. But there always could be an issue with conflict
Title: Re: [1.0b] Vegetable Garden Project [12/22/18]
Post by: Hydromancerx on November 19, 2019, 06:24:01 PM
Quote from: Hydromancerx on October 31, 2019, 07:08:15 PM
Quote from: dismar on January 17, 2019, 08:03:10 PM
Hydromancerx now that is just weird!! but if you can make half way decent art for it... I will code you a small mod for it :)

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30647;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30646;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30645;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30644;image)

Here is the art for the 3 sisters plants (see attachments). I made 2 versions ...

1. Corn + Beans + Pumpkin

2. Corn + Beans + Squash

They would grow like Corn i would think but instead would give all 3 crops at harvest. Since beans require 6, i would think it would require min farming skill of 6 or possibly more.

Many thanks in advance!

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30706;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30707;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30708;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30709;image)

ok here is some more art using red lentils too. As well as the combo food baskets you asked for.

3. Corn + Red Lentils + Pumpkin

4. Corn + Red Lentils + Squash
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 19, 2019, 06:27:24 PM
And the basket ones ...

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30710;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30711;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30712;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30713;image)

(https://cdn.discordapp.com/attachments/616873171982876672/646515563165777920/3sistersmod.png)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 19, 2019, 08:13:54 PM
I was able to figure out and update some old coding to get this to work!

(https://i.imgur.com/PTZvGq0.png)

I will need some time to work this into a full mod tho. This is just a test to see if the coding could work.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 19, 2019, 08:18:28 PM
@dismar

That's great news! The art looks better than expected in game.

Thank you for doing this for me!
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on November 20, 2019, 02:29:10 AM
dismar,
don't forget to check it together with Fertile Field mod.
That mod change the plant cut/harvesting to get plant scraps.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 20, 2019, 09:31:52 PM
Quote from: Canute on November 20, 2019, 02:29:10 AM
dismar,
don't forget to check it together with Fertile Field mod.
That mod change the plant cut/harvesting to get plant scraps.

Thanks Canute, I did glance at the coding but it was not what I was looking for, Fields uses Hugslib to detour harvesting (simple way to explain) and I was looking for something more direct and simple. Cupro had a piece of coding that was perfect. Just needed to push it up to 1.0 and figure out how he was using it lol.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 02:40:45 AM
@dismar

To round out the combos i made blue corn. Maybe make it better suited for growing in arid climates.

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30720;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30721;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30722;image)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 02:43:20 AM
And the combos with blue corn

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30723;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30731;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30725;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30726;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30727;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30728;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30729;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30730;image)

5. Blue Corn + Beans + Pumpkin
6. Blue Corn + Beans + Squash
7. Blue Corn + Red Lentils + Pumpkin
8. Blue Corn + Red Lentils + Squash
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 02:43:58 AM
And the last two ...

I almost made red or white corn but i thought the contrast of the blue would be a good addition to the existing colors of crops.

(https://cdn.discordapp.com/attachments/616873171982876672/646983964866904085/3sistersmod2.png)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on November 21, 2019, 04:39:07 AM
When i look at all these hybrid plants, i ask myself "Why these bioengineers don't create an improved berry/fruit".
Something like the vanilla berries, enhanced nutri each piece 0.25 instead 0.05, less yield/plant to compensate.
A mood buff like fine meals and maybe double fresh time.
But you will need rich soil or petter to plant these.
That plant would be the cook killer ! :-)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 02:05:21 PM
@Canute

These are actually just planting 3 crops in the same spot. No genetic engineering required.

https://en.wikipedia.org/wiki/Three_Sisters_(agriculture)

"The three crops benefit from each other. The maize provides a structure for the beans to climb, eliminating the need for poles. The beans provide the nitrogen to the soil that the other plants use, and the squash spreads along the ground, blocking the sunlight, helping prevent the establishment of weeds. The squash leaves also act as a "living mulch", creating a microclimate to retain moisture in the soil, and the prickly hairs of the vine deter pests. Corn, beans, and squash contain complex carbohydrates, essential fatty acids and all nine essential amino acids."

(https://i.pinimg.com/originals/de/a3/4f/dea34f30f420df4e6a6ec57da2fa83e4.jpg)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 02:25:40 PM
@dismar

After the comment from  Canute I decided to make the Pomato. Which i mentioned in an earlier post. The Pomato is a hybird plant of the potato and tomato using "grafting". So if this was made defiantly would want a "Plant Grafting" tech. And the 3 Sisters plants would have "Companion Farming" tech to unlock.

https://en.wikipedia.org/wiki/Pomato

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30735;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=30736;image)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 21, 2019, 03:50:27 PM
Sigh. SO much coding! Well this is everything I'm going to put into the mod. Just making it grow-able is only half the coding.

But here is the look of 3 sisters mod: Named VGP Three Sisters Plants
Currently half coded and not balanced :)
It is a stand alone and everything in the picture is the mod.
(https://i.imgur.com/OfxXcXw.png)
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 21, 2019, 04:25:14 PM
@dismar

If its a stand alone will it work with the food recipes and stuff for the food it produces? Like is it making a different pumpkin or the VC pumpkin? Also will the blue corn do the same stuff that normal corn can?

Also please make the 3 Sisters plants unlocked by a new tech called "Companion Farming" and the Pomato plant at new tech called "Plant Grafting".
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 21, 2019, 08:01:44 PM
Quote from: Hydromancerx on November 21, 2019, 04:25:14 PM
@dismar

If its a stand alone will it work with the food recipes and stuff for the food it produces? Like is it making a different pumpkin or the VC pumpkin? Also will the blue corn do the same stuff that normal corn can?

Also please make the 3 Sisters plants unlocked by a new tech called "Companion Farming" and the Pomato plant at new tech called "Plant Grafting".

So the last thing I work on a mod is recipes and patches. The stuff that I brought over from the More veggies and garden mods, will work all the same as they do in the main mods.

So the next steps I need to work on are:
-Finish coding the plant harvests.
-Balance the grow time and yields for the new plants.
-Add the research.
-Mod patches
-Polish and shine. Bug fixes.
Release!
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Chaos17 on November 21, 2019, 08:21:09 PM
WoW, this new futur addon looks great. I never imagined such tech existed irl and it would fit so much for my medieval play through! Thank you so much for the research and work for this add on.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: EnragedCabbage on November 25, 2019, 03:32:14 AM
Hello there,

first off, i love this mod Project. Great work, i couldnt play Rimworld without it anymore :D

Now i noticed somehow VGP made milk not usable as animal product in meals anymore, as  a substitute for meat i mean. Colonists simply treat it as a veggie. Eggs however work fine. I was wondering if thats intentional or if i'm encountering some soft of bug.
In case of the former could anyone give me some advice on how to tweak the mod to reverse it to vanilla behaviour? I looked at the XML files but didnt find anything that would alter milk to remove the animalproduct keyword. Sadly thats about as far as my modding expertise goes :P

Thanks in advance and keep up the good work!
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: 555VICK on November 27, 2019, 02:06:02 PM
can you make a github download, I don't have dropbox and am not willing to get it and I don't have rimworld on steam so could you accommodate those of us who don't have those things
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Canute on November 27, 2019, 02:23:35 PM
You don't need any account to download from drobbox.
Even a download tools works fine with drobbox links.

Only at Nexus you would need a free account.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 27, 2019, 05:21:13 PM
Quote from: 555VICK on November 27, 2019, 02:06:02 PM
can you make a github download, I don't have dropbox and am not willing to get it and I don't have rimworld on steam so could you accommodate those of us who don't have those things

I offer 4 ways to get my mods

The download link of Dropbox and Nihao are cloud accounts that you don't need to login to get. And the drop box should not take you to the site and just automatically begin downloading.

Nexus you do need an account but it is mainly for my older versions of D?L and when I drop a new version for other options.

And Steam for those that use it. And this always has the newest version of my mod.
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: Hydromancerx on November 28, 2019, 01:33:11 PM
@dismar

How close is the release of "VG - Three Sisters"?
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 28, 2019, 05:48:42 PM
Quote from: Hydromancerx on November 28, 2019, 01:33:11 PM
@dismar

How close is the release of "VG - Three Sisters"?

The plants are all coded, the code that makes the multi-crop harvest work is all coded for all the plants. Everything seems pretty well balanced in the game. I have been testing the crops in a game i'm playing.

Things to do:
-Research needs added
-Patches need wrote up
-More testing

But its a holiday week and I will be out of town for work next week. So im not sure when i'll get to the last part. But it is a working mod as of now. :) Just the back end needs done
Title: Re: [1.0c] Vegetable Garden Project [4/14/19]
Post by: dismar on November 30, 2019, 08:15:17 PM
I have completed the first RC of the sisters mod. And have begun testing phase. See you soon!
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Hydromancerx on December 16, 2019, 07:16:08 PM
@dismar

I made one for an "Orchards Guild" style of companion planting. Normally it has Apples, Beans, Strawberries and Spinach. But VG has no spinach. So here is one just with Apples, Beans and Strawberries. 

(https://i.pinimg.com/originals/ae/d8/72/aed8729d1dd8a307184ec491240ef542.jpg)
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on December 16, 2019, 07:38:41 PM
thats cool
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Hydromancerx on December 16, 2019, 11:39:50 PM
@dismar

And a variant with Red Lentils.

1. Apple + Beans + Strawberries
2. Apple + Red Lentils + Strawberries

(See Attachments)
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on December 17, 2019, 12:21:28 AM
In Game
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Hydromancerx on December 17, 2019, 12:28:08 AM
Looking great!

I am looking into more Grafting stuff with the Fruit Salad trees. Sadly they are things like Orange, Lemon, Lime or Peach, Plum, Nectarine. So not as useful for this mod that only has one type of Citrus or Stone Fruit.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Kori on December 17, 2019, 10:24:48 AM
The latest update of Garden Dyes causes CE's patch for Area Rugs (your version https://ludeon.com/forums/index.php?topic=18657.msg450451#msg450451) to fail:

[Combat Extended] Patch operation Verse.PatchOperationFindMod(Area Rugs) failed
file: 1631756268\Patches\AreaRugs\Cloth.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


This is the content of said patch:

<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>Area Rugs</li>
</mods>
<match Class="PatchOperationSequence">
<operations>

<!-- Keep this synched with the patch for vanilla cloth -->

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Sharp</xpath>
<value>
<StuffPower_Armor_Sharp>0.01</StuffPower_Armor_Sharp>
</value>
</li>

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Blunt</xpath>
<value>
<StuffPower_Armor_Blunt>0.015</StuffPower_Armor_Blunt>
</value>
</li>

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[@Name="ClothBase"]/statBases/StuffPower_Armor_Heat</xpath>
<value>
<StuffPower_Armor_Heat>0.044</StuffPower_Armor_Heat>
</value>
</li>

</operations>
</match>
</Operation>

</Patch>
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on December 17, 2019, 10:49:06 AM
All fixed. Dropbox and Steam links to fixed mod.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Hydromancerx on December 22, 2019, 01:49:13 PM
@dismar

I use Rimcuisine 2 as well as VG. i know its not recommended since so much overlap. But like it since each have some things that the other doesn't. One thing I wish there was a compatibility patch for was flour. Especially using VG flour to make RC2 Hardtack. Alternatively if RC2 flour could be used for VG baking items. So yeah that's basically the request. Not sure if its possible on your end.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: amnesiak77 on January 01, 2020, 04:02:06 PM
Hi,
I really like this mod. I have one suggestion. Can you make a need for garden soil and plow soil to be fertilized at least once a year or they loose some fertility over some period of time. Because in real life you also have to add fertilizer at least once a year. It would make much sense. Thanks.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Canute on January 01, 2020, 04:30:55 PM
amnesiak77,
maybe you should look at Fertile Field
https://ludeon.com/forums/index.php?topic=46165.0
That mod add a soil degradation once you havest plants.
So you need to refertilize yours before you want to sow the next.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on January 01, 2020, 09:18:35 PM
Quote from: amnesiak77 on January 01, 2020, 04:02:06 PM
Hi,
I really like this mod. I have one suggestion. Can you make a need for garden soil and plow soil to be fertilized at least once a year or they loose some fertility over some period of time. Because in real life you also have to add fertilizer at least once a year. It would make much sense. Thanks.

It's something That i'd like to do. But the coding is pretty complex to make that happen. For now if you like that level of real. The fertile fields mod does it pretty well.  I may get something like that one day for garden :)

I am currently working on :
-Bee hive spawning on maps with Honey and recipes.
Reworking the food preservation:
-Smokers with meat
-Pickling improvements
New tables and methods for making the above. and other things along those lines.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: amnesiak77 on January 02, 2020, 01:46:53 PM
Thanks for mod suggestion Canute. I know that mod, but I havent used it yet. I will try it.

@dismar
Keep up the good work. Maybe in some future release.

Title: Re: [1.0d] Vegetable Garden Project [8/12/19] Gardener Won't plant trees.
Post by: Panacea on January 11, 2020, 10:43:48 AM
Planter will not plant vgp fruit trees, and right click on the zone with planter selected does not provide option to force planting.  (Actung! installed)
I have Vegetable garden, Garden Medicine, and Garden tools installed, with Veg garden on top of the others.

My planter is lvl 13 planting skill, all zones are set to sowing, fertile 100%, only fruit trees seem to be affected.  all other vanilla and vgp plants (including olive tree) are fine.  I do not have vanilla tree planting researched, but vgp research options are all researched. 
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Canute on January 11, 2020, 11:50:02 AM
You know tree's need a larger growing zone then just 1x1 to be sown (vanilla behavior)?
When there is allready some plants around that growing spot for tree's you can't plant it there.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Panacea on January 11, 2020, 11:57:53 AM
Quote from: Canute on January 11, 2020, 11:50:02 AM
You know tree's need a larger growing zone then just 1x1 to be sown (vanilla behavior)?
When there is allready some plants around that growing spot for tree's you can't plant it there.

My zones are set up 20 sq long and 1 sq wide.  The olive trees are apparently not affected by this. 
Any idea how many sq of zone per tree?
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Canute on January 11, 2020, 12:18:31 PM
I think 2x2, but you can try it out self.
Made 3 zones 10x1.
Forbid to sow at the 1. and 3. and plant tree's at the 2.
After the tree's are sown, enable sowing for the 1. and 3. with some simple like rice at example.
And you will notice not at any tile will be sown.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Panacea on January 11, 2020, 12:25:32 PM
You are absolutely right.  Thank you so much for the help and quick reply.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Hydromancerx on January 11, 2020, 04:03:17 PM
@dismar

(https://cdn.discordapp.com/attachments/466338385863114758/665348709680414730/greenyhouse.jpg)

The 3 Sisters mod is doing great in my game! Thank you!
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: temple_wing on February 02, 2020, 12:36:12 AM
Would you please upload your mod to nexus?
It's accessible from china now.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on February 17, 2020, 08:36:46 PM
Hello!,
1.1 is here!

So an update from me.

1/3 of my mods are completely broke.
1/3 of my mods are kinda broke.
The last 1/3 are completely fine and work in 1.1

Anything with C code will need rebuild. So those are broke as crap right now.
Patches are most likely broken.
I will be making a 1.0 final update to all my download sites before I start updating later this week.
My core mod has to be updated before I can even get started with the smaller mods.

Gonna be a long week :)
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: Asero on February 17, 2020, 10:46:23 PM
That's great news. I was initially worried that a lot of great mods like this one would not get updated for 1.1, but I'm happy I was wrong.

I can only hope that this is the last major update that breaks mods or we might end up in a situation where a lot of amazing mod-creators just gives up on the game (like what happened in Kerbal Space Program. They literally have zero compassion for their modding community.)
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on February 19, 2020, 09:00:01 PM

Updates.
I have packed up all the 1.0 mods into a pack. It's a Dropbox link on the front page and uploaded to Nexus mods.

I Have 5 or 6 mods left to updated to 1.1
The big issues i'm having is with some of the coding in the Fermenter.
Then I have to test all the damn patches!
Nothing will be pushed to out till 1.1 is Current version.
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dvdmcwilliams on February 24, 2020, 04:52:38 PM
Hi, i want to keep playing 1.0 since most of the mods i have in my list are for this version yet. The matter is your mod was updated to 1.1 and when i install the ones in dropbox for 1.0 i get black screen when loading the game, any solution for this problem?
Title: Re: [1.0d] Vegetable Garden Project [8/12/19]
Post by: dismar on February 24, 2020, 07:15:43 PM
Quote from: dvdmcwilliams on February 24, 2020, 04:52:38 PM
Hi, i want to keep playing 1.0 since most of the mods i have in my list are for this version yet. The matter is your mod was updated to 1.1 and when i install the ones in dropbox for 1.0 i get black screen when loading the game, any solution for this problem?

Which one  is given you the load issue? what file are you using?

I use used this link: http://bit.ly/38XjsFY

And everything loaded fine.

Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: dismar on February 24, 2020, 08:04:41 PM
Super big update from me!!

I have done so much coding this last week to be able to launch today! Added new stuff. Working on cool new stuff!
I do know that Bulk meals is part of core now. I will be removing mine in a later time!

1.1 Update
-Patches reworked from scratch.
-Coding updated.
-Assemblies rebuild
-Tea/Drug policies removed. Now part of main mods.
-Bulk Drinks mod removed. Now part of main mods.
-Sushi recipes reworked.
--Nirigi now made with Tofu and recipe always loaded
--Fishing mods supported:
---Fishing Industry
---Thanks for all the Fish
---Vanilla Fishing Expanded
-Bamboo Campfires allow work bills again.
-Bamboo Torch Lamp added.
-Bulk precursor research added
-Coal mod patched into all fueled worktables.

Vegetable Garden now has Honey!
--Was designed to be rare like chocolate used to be.
--Bee hive spawn in most Biomes not freezing.
--Can have an event to spawn a group of hives.
--Does not destroy when harvested.
--Can make Mead at the Brew table.
--Anything made with Honey has a positive "ate" effect.
--Eating Honey gives a positive mood effect.

This is a new version of the Game with almost NO test time. Please let me know bugs and I'll try and get them fixed asap. I am still adding some new features.
Testing done:
-All mods work together.
-Single Mods tested alone.
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: dismar on February 24, 2020, 08:46:26 PM
I had to Re-upload the pack due to a game breaking Bug found in the Drinks mod. If you downloaded Drinks mod alone or the Pack earlier. You can just replace the Drinks Mod for the fix !!! Drinks mod can be downloaded from the Front Page Download link.


Sorry!!
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: Hydromancerx on February 24, 2020, 08:54:14 PM
@dismar

Can you add some of them to spawn in the wild such as pumpkin or squash to spawn on maps? Such as like [RF] Wild Cultivation mod. For example adding ...


<wildBiomes>
<AridShrubland>0.05</AridShrubland>
<BorealForest>0.01</BorealForest>
<Desert>0.02</Desert>
<ExtremeDesert>0.001</ExtremeDesert>
<TemperateForest>0.03</TemperateForest>
<TropicalRainforest>0.01</TropicalRainforest>
<Tundra>0.001</Tundra>
<ColdBog>0.0</ColdBog>
<TemperateSwamp>0.0</TemperateSwamp>
<TropicalSwamp>0.0</TropicalSwamp>
</wildBiomes>
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: dismar on February 24, 2020, 11:27:20 PM
I'm not sure Hydro :) I have a ton of wild plants already!

But anyway A new Bug found!!

And you get an update with new features i'm working on for it. And i'm working on other new stuff still!
The job driver in tool's was broke. If you are having this issue please download tools from the list on the front page and it will fix it. You also get:

2/24/2020
Garden Tools
once unlocked:
-Garden Soils are now in a drop down menu (like flooring)
-All sun lamps are now in a drop down menus (like flooring)
-New Sunlamp Columns added. Sun Lamps that support roofs!
Only going to be in the large versions.
-Bug Fixed With Compost box job driver :(
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: Hydromancerx on February 24, 2020, 11:45:07 PM
@dismar
What about a patch mod? Such as if you have [RF] Wild Cultivation mod then the VG can also be found in the wild?
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: The_Hat on February 25, 2020, 04:43:56 AM
Your 1.1 update has destroyed my current game's functionality. I have attempted to locate the Nexus dropbox link you mentioned, but I cannot find it anywhere? Please advise?

Just to clarify further, it is not Vegetable Garden in particular that I need. I am lacking the 1.0 expansion mods "More Veggies," "More Garden Tools" and "Garden Resources."
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: dismar on February 25, 2020, 07:53:09 AM
Link to the 1.0 files are in the front page of this forum post. Just below the single downloads. There is a dropbox link and a link to the Nexus.
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: dismar on February 29, 2020, 06:06:57 PM
Quote from: Hydromancerx on February 24, 2020, 11:45:07 PM
@dismar
What about a patch mod? Such as if you have [RF] Wild Cultivation mod then the VG can also be found in the wild?

maybe
Title: Re: [1.1] Vegetable Garden Project [2/24/2020]
Post by: Stormwarden on March 01, 2020, 05:04:00 PM
*updated as I found some info*
Hi all

Where can I find stats on the meals?  In particular I am looking to:

1) Understand the boosts some of the foods seem to have
2) I am trying to compare effort vs reward on the different gourmet meals (e.g. porridge vs polents vs cooked polenta vs stir fry)?

Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: dismar on March 04, 2020, 05:20:16 PM
Have you been busy with the new update? I have!
Here is the next release of my mod 1.1a all the download site have been updated!
Link to single files on front page.
Change log...................... it's a big one!

3/5/2020 1.1a
Language errors removed
Drinks
-Patch for FSF Complex Jobs and Robots++ Updated
-Recipe descriptions changed to match Vanilla. Amount made line added

Garden
-Vanilla plants patch was missing from 1.0
(Agave, Grass, and vanilla hydropnic crops were mostly affected)
-Added Tall Grass and Chokevines to slow attackers
Tall Grass slows attackers and food for animals
Chokevine normally grows in swamps, greatly slows pawns
-Cleanup Kibble recipes. Can now make with Silage
-My Silage and kibble recipe description tell amount made now

Soylent
-Recipe descriptions changed to match Vanilla. Amount made line added

Medicine
-Recipe descriptions changed to match Vanilla. Amount made line added

Tools
-Bulk dirt added
-Recipe Description clean up. Amount made line added

Gourmet
-Kibble patch added for Ingrendents
-Adjusted Grindstone recipes. My bad mathing
-Ingredents Naming and descriptions cleaned up to match vanila
-Ingredents descriptions tell amount made now

3/4/2020
Tools
-Recipes for fertilizer adds using Fecal matter (Dub Hygeine).
Garden
-Patch updated for Short Bows and Pila made from any wood
-Core Tribal start patch added for Short Bows and Pilas.
Custom Tribal starts from other mods in steam Garden Discussion Page

3/1/2020
Garden
-Recipe patch added for basic wood weapons, now any wood
Royal DLC
-Patch instruments now from any wood.
-New Fine ironwood flooring added.
Tools
-If Dub Hygeine you can craft Biosolids add the butcher table with dirt.

3 Sisters
-Tribal starts with Research for Companion Farming
Fabrics / Fabrics Simple / Dyes clothing / Dyes Expanded
-fixed coding for the Burn Cothing Recipes


2/29/2020
3 Sisters
-Patch for VGP Medicine conflict with berries fixed
Garden
-Ironwood floors now Fine floors
-Bee's and Honey patch
-Art issue with mead
Drinks
-Mead patch removed added to mod

2/27/2020
Tools
-Removed Reclaim water and mud.
-Reclaim Soil updated now does all tiles above.
-Place Soil and Reclaim Soil Cannot be removed once down.
-Garden and Plowed Soil can be removed.

2/26/2020
Tools
-New Ceiling style sunlamps with a drop down.

Designed to allow for easy install of Sprinklers from other mods ( Dub's, Vanilla Garden Expanded)

-New column sunlamps hold up the roof!
-Patch fof Royals DLC added to Soils.

If Royal is on. Then My Place Soil and Reclaims become less strict on placement,
--All the reclaim soils will act the same as each other. But will allow you to build on most terrain types. I'm not removing them they just all do the same thing now.
--Placed soil still does stone but also most "soil-y" types as well.
I tested a bunch of Quests to build and everyone was buildable.
Not perfect but allows the game and mods to continue working as planned.

-All Soils can be Removed Now!
-Remove floor tool added to Garden Tools menu.
-Drop down for Sunlamps when researched.



2/25/2020
Garden
-Adjusted commonality of bamboo should spawn in ruins less.
-Bulkmeals have been soft removed. Meaning you can still use if you have,
   just not add new as they don't show up anymore in the bills.
-Language for bulk meals removed.
-Sugarcane meal recipe patch added if using Drinks not Gourmet.
-New 2x2 food shelf added. Preset to have all items that spoil from core and garden.

Gourmet
-Adjusted Nirigi recipe to fine meals.


2/24/2020
Garden Tools
once unlocked:
-Garden Soils are now in a drop down menu (like flooring)
-All sun lamps are now in a drop down menus (like flooring)
-New Sunlamp Columns added. Sun Lamps that support roofs!
Only going to be in the large versions.
-Bug Fixed With Compost box job driver
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Hydromancerx on March 04, 2020, 07:45:23 PM
@dismar

More "Orchards Guild" art for you ...

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=31362;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=31363;image)
3. Peach + Beans + Strawberry

(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=31364;image)(https://ludeon.com/forums/index.php?action=dlattach;topic=36926.0;attach=31365;image)
4. Peach + Lentil + Strawberry
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: dismar on March 06, 2020, 04:24:34 PM
Small Bug fixes updated to the Single File downloads. Main All-in-One file will not add till a major update.
Find the downloads on front Page or  Here! (http://"http://bit.ly/37VmAAL")
Updates as follows:
3/6/2020
Garden
-Grass patch removed
-New Grass added that is my own spawns everywhere. Can Be grown.

-Pygmy Muff
-Traders updated for 1.1

Smoked Meats
-Balanced Smoked meat more.
Lowered Smoked meat Nutrition from .075 down to .06
Also added a small Mood bonus for eating the meat 3 for a day.
If made into a meal has a 2 mood bonus for a day.

Medicine - Major Re-work.
-New preventive drugs added De-Worm and Mecha-Gone.
-Reworked antibiotics. Prevents Infections and speeds up recovery 35%
-Major code reworked behind the scenes.
-New art
-New Research. Some moved. All on VP tab.
-Medicines now work for Animals Flu and Plague.

3 sisters
-New Orchard plants added
Peaches Bean Berries
Peaches Lentils Berries
-New Research added
-Orchard Guild required for all Orchards Plants
requires Tree Sowing and 3 sisters research.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: sayheyjay on March 07, 2020, 01:01:31 AM
I'm getting these errors with the steam version
[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Agave"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()


[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Grass"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: dismar on March 12, 2020, 07:22:43 PM
Hi please post steam version issues on steam. I believe I have fixed all these issues already.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Canute on March 16, 2020, 10:31:25 AM
dismar,
did you forget again to put a second research requirement for the electric milling stone ?
It is still availble before the electricity research.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: dismar on March 16, 2020, 10:34:19 AM
Maybe, I forget a lot of early game stuff lol
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Hydromancerx on March 17, 2020, 12:09:35 PM
*removed*
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: harpo99999 on March 18, 2020, 05:01:12 AM
are those additional mod non watered?, or do they REQIRE ICE?(please have a non-ice version)
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: bdavis35.bd.main on April 17, 2020, 04:13:26 AM
Hello,
I am using version 1.0,

When i go to the Assign Tab, under food and drug policies I cannot find anything for the VGP Alcohol or Soda that I am making, I have tons of the stuff sitting in a dedicated freezer for my pawns and would love to be able to 'give' them permission to consume.

Am I looking in the wrong area?

Please help,

Thank you,
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Canute on April 17, 2020, 10:42:20 AM
bdavis35.bd.main,
could you try to create a new policy instead to edit an existing one ?
I think i can remember that was some issue when you add new drugs to the colony.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: DanielRyo on May 02, 2020, 05:16:35 AM
Hi
Thanx for mod. It's great.
I have a problem with Canning Factory. The process is stuck at 0% and time says 2 days. I have waited 2 day but it doesn't work. am I doing something wrong? isn't it supposed to be fully automatic? my paws put in the ingredients but the factory doesn't produce anything.
Thanx again.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: devent on May 02, 2020, 05:20:48 PM
Hi. Love your mod. I have now a problem with it. The pawns are picking up apple, orange, etc. trees and try and use them to tame or train animals. It doesn't work and the pawn is training the animal the whole day. Did you observed something like this before?
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Canute on May 03, 2020, 04:37:06 AM
devent,
i would say there is a conflict with another mod you use. Does you got an error right before/after the training ?
Or just experiment self abit around.
Top right icon is quickstart feature (from hugslib) shift-leftclick generate a new colony.
Spawn some apple or oranges and try to tame (maybe you need to use "Set skill" to increase animal skill at a pawn).
If you got the same problem, just disable some mods you use about animal handling or food selection and try again.
Maybe you can find out the conflct.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: dismar on May 03, 2020, 08:40:04 AM
Quote from: DanielRyo on May 02, 2020, 05:16:35 AM
Hi
Thanx for mod. It's great.
I have a problem with Canning Factory. The process is stuck at 0% and time says 2 days. I have waited 2 day but it doesn't work. am I doing something wrong? isn't it supposed to be fully automatic? my paws put in the ingredients but the factory doesn't produce anything.
Thanx again.

Please try and move the canning mod to the bottom of your load list. And let me know if that fixes it.

Quote from: devent on May 02, 2020, 05:20:48 PM
Hi. Love your mod. I have now a problem with it. The pawns are picking up apple, orange, etc. trees and try and use them to tame or train animals. It doesn't work and the pawn is training the animal the whole day. Did you observed something like this before?

This has been a strange issue that has happened the last few versions. It's hard to track it down because most ppl who find this issue are running like 150+ mods.

I believe its another mod, some thing to do with Animal handling and Job handling of animals.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Ulf on August 17, 2020, 03:39:17 AM
Will there also be a version for 1.2?

Translated with Google.
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Hydromancerx on September 01, 2020, 01:56:00 PM
@dismar

I haven't seen any Avocados in other mods so here is art for the Tree and fruit. Enjoy!
Title: Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
Post by: Zuthal on November 05, 2020, 01:45:36 PM
First off, I want to say: I love this mod, it's on my list of must-installs no matter how much my modlist changes, because I love the diversity of foods I get to feed my pawns with it, as opposed to just carbs and meat from vanilla.

Secondly, is there anywhere a spreadsheet or some sort of list of all the plants with their stats (yield, grow days, fertility sensitivity etc) that I could use, or would I have to manually look for that in the defs or in-game? I am asking because I want to make a gardening helper spreadsheet, and I would want to include the VGP plants.

I had already noticed that the three sisters plants do not have fertility sensitivity defined in their defs - what does that mean for their fertility sensitivity in practice?
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: dismar on July 02, 2021, 06:53:29 PM
Hello!

Sorry for the LONG time with no updates.

A lot has changed! As I do most of my testing on the poor steam ppl.
Please take caution when using the new updates files. Completely delete old versions before using new version.

It's highly recommended that you start a new game or at least backup your current game before running 1.2.

The huge change log can be found here : Change Log 1.2 (https://www.dropbox.com/s/1rxkr0vi7sno2sj/1.2%20Change%20Log.txt?dl=0)

Nexus has a change in policy and I have moved all my older version back to Drop Box on the front page.

And the VG1_1 folder on drop box now is home to the 1.2 current versions. The all one download is for the all my files VG1.2 pack.
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: harpo99999 on July 04, 2021, 04:10:07 AM
dismar, unable to download as droopblox requires login
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: dismar on July 04, 2021, 08:50:26 AM
Quote from: harpo99999 on July 04, 2021, 04:10:07 AM
dismar, unable to download as dropbox requires login

i cant get into my bity. But i did update the link with a direct download link. so you can get to the files for now.
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: ultra4 on August 06, 2021, 07:32:46 AM
Hi @dismar can we get the 1.3 on here too?
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: dismar on August 06, 2021, 04:57:49 PM
Quote from: ultra4 on August 06, 2021, 07:32:46 AM
Hi @dismar can we get the 1.3 on here too?

hello! I hope to have the releases done by tomorrow, thanks!
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: br1zz on October 22, 2021, 11:42:54 AM
Quote from: dismar on August 06, 2021, 04:57:49 PM
Quote from: ultra4 on August 06, 2021, 07:32:46 AM
Hi @dismar can we get the 1.3 on here too?

hello! I hope to have the releases done by tomorrow, thanks!

firstly, thank you for this amazing mod !

then, can we get a rough eta for 1.3 ?
cant play without them, absolute "must have" mods ! damn you dismar  ;D
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: Canute on October 22, 2021, 01:06:18 PM
Dismar didn't update the dropbox downloads.
But you still can install RimPy and grab the workshop version, just check the 1. link of my signature.
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: br1zz on October 22, 2021, 01:28:11 PM
Quote from: Canute on October 22, 2021, 01:06:18 PM
Dismar didn't update the dropbox downloads.
But you still can install RimPy and grab the workshop version, just check the 1. link of my signature.

ooh didnt realize that the workshop version is on 1.3 already !
ill just subscribe to the steam workshop version then.

thanks a bunch :)
Title: Re: [1.2] Vegetable Garden Project [7/2/2021]
Post by: dismar on October 23, 2021, 09:17:45 AM
Quote from: br1zz on October 22, 2021, 01:28:11 PM
Quote from: Canute on October 22, 2021, 01:06:18 PM
Dismar didn't update the dropbox downloads.
But you still can install RimPy and grab the workshop version, just check the 1. link of my signature.

ooh didnt realize that the workshop version is on 1.3 already !
ill just subscribe to the steam workshop version then.

thanks a bunch :)

I have updated everything here in the download folder to 1.3 but Gourmet, it's still being worked on :)
Title: Re: [1.3] Vegetable Garden Project [10/23/2022]
Post by: Joedox on January 31, 2022, 05:41:25 AM
Hello Dismar,

I've created translation mods (in French) and textures (text in French) for each of your mods (except Garden Drinks because it's not yet under [SYR] Processor Framework).


Would it be possible to update the front page
steam link:
Vegetable Garden: https://steamcommunity.com/sharedfiles/filedetails/?id=2739367224
Gourmet Garden: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205694
Garden Canning: https://steamcommunity.com/sharedfiles/filedetails/?id=2735204704
Garden Medicine: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205979
Garden Fabrics: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205471
Garden Dyes: https://steamcommunity.com/sharedfiles/filedetails/?id=2735204948
Garden Dyes Expanded: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205220
Garden Resources: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206246
Soylent Production: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206994
Garden Tools!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206467
More Veggies!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206733
Three Sisters Plants: https://steamcommunity.com/sharedfiles/filedetails/?id=2735207285
Xtra Trees and Flowers!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735207804

I will also update the DropBox link.


Thanks again for your mods and for maintaining them for a long time!

Joedox
Title: Re: [1.3] Vegetable Garden Project [10/23/2022]
Post by: Alex_Amolen on March 02, 2023, 06:32:11 PM
Error loading Vegetable Garden Drinks
Deleting a duplicate file VGP Garden Drinks\1.4\Defs\RecipeDefs\ Garden_SodaRecipes.xml (leaving it only in patches) fixed this problem.
C:\Games\Rimworld\Mods\VGP Garden Drinks\1.4\Defs\RecipeDefs/Garden_SodaRecipes.xml: root element named Patch; should be named Defs
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LoadedModManager:CombineIntoUnifiedXML (System.Collections.Generic.List`1<Verse.LoadableXmlAsset>,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()

Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Title: Re: [1.3] Vegetable Garden Project [10/23/2022]
Post by: Ulf on April 18, 2024, 11:45:30 AM
Unfortunately, the versions on Nexus and DropBox are all from 2021 and no longer up to date. Is there a current mod for version 1.5.x just for the Steam version?

Translated with Google.