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RimWorld => Releases => Mods => Outdated => Topic started by: Igabod on November 07, 2014, 04:09:43 PM

Title: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Igabod on November 07, 2014, 04:09:43 PM
(http://i.imgur.com/0ZHWXe8.png)
This mod adds several new plants to the game. Some of them can even be harvested for food that gives a positive thought when eaten raw. Please note that while not all plants grow wild in every biome, they can be planted in growing zones no matter which biome you are in. And some have a higher beauty rating than others based purely on my own aesthetic preferences.


For those of you who also use Extended Woodworking (https://ludeon.com/forums/index.php?topic=7893), there is a compatibility patch now that makes the trees in this mod drop the proper wood logs. You can find that patch HERE (http://www.mediafire.com/download/28lzsw0pjs808u3/A9_EW_-_XP_-_ComPatch_v1.24.7z).


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

Trees added include:
Acacia
Bamboo
Banana (harvest bananas)
Camellia
Cherry (harvest cherries)*NEW in v4.1
Cherryblossom
Ironwood
Japanese Maple
Lemon (harvest lemons)
Lime (harvest limes)
Olive (harvest olives)*NEW in v4.1
Palm
Weeping Willow


The new flowers are:
Allium Giganteum
Anthurium *NEW in v5.0
Pink Rimstalk
Plumeria
Sunflowers (harvest sunflower seeds)


Other new plants:
Grass (Growable in growing zones now) *NEW in v4.1
Nymph Hair (No use, just a pretty bush that spawns on the map like regular bushes) *NEW in v4.1
Seedless Grape Vine (automatically produces 10 seedless grapes per 5 days)
Sugar Cane (harvest raw sugar cane) *NEW in v4.1
Wild Grape Vine (harvest wild grapes)


The new raw food types:
Banana
Cherries *NEW in v4.1
Lemon
Lime
Olives *NEW in v4.1
Raw Sugar Cane *NEW in v4.1
Seedless Grapes
Sunflower seeds
Wild Grapes


The new prepared meals:
Banana Pie *NEW in v5.0
Berry Pie *NEW in v5.0
Berry Wine
Cherry Pie *NEW in v5.0
Grape Pie *NEW in v5.0
Gourmet Meal *NEW in v5.0
High Quality Wine
Lemon Pie *NEW in v5.0
Lime Pie *NEW in v5.0
Low Quality Wine


New Resources:
Grape Seed (used to construct Seedless Grape Vine)


New Ingredients:
Cooking Oil *NEW in v5.0


New work tables:
Oil Press (used to press olives and sunflower seeds into cooking oil)*NEW in v5.0
Wine Press (used to press grapes and berries into wine)


The raw foods are best used as a reserve food for when you run out of cooked meals and as an early food source before you get your garden up and running. You do not get a positive thought from eating them in cooked meals. As of v5.0 you can now cook most of the raw foods into a pie which will give you a higher mood boost than eating the raw ingredients.

(http://i.imgur.com/aQrCtX8.png)

(http://i.imgur.com/KdfVDG3.png)
(http://i.imgur.com/Pr1shOm.jpg)
(http://i.imgur.com/ca93aDE.png)


(http://i.imgur.com/NjiNs6X.png)

This mod is still in development and as such is not guaranteed to be completely bug free. If you come across any bugs or balance issues in the game please mention them so I can fix them quickly. Some of the textures aren't quite the best because I was trying out different techniques throughout the process, but if you think you can do better then please feel free to submit them and you will be credited for your contribution.

I worked hard on this mod so if you plan on using it then please just send me a PM or comment on this thread letting me know. I don't mind people altering this and putting it in their own mods or even putting it in as it is.



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

Skullywag for the .dll that makes the seedless grapevine work and a few various XML additions for the same purpose.
Plymouth for the Seedless Grapevine texture.
Viperlol for providing a texture for the Pink Rimstalk flower.
JuliaEllie for inspiring me with her RumWorld mod in Alpha 7 to do the wine making part of this mod.
Minami for making the Water Barrel in TTM that was the inspiration for the seedless grapevine.
Loki88 for doing a bunch of textures for various things in this mod.


(http://i.imgur.com/oz5e8oN.png)


v1.0 Initial release containing 7 trees.

v2.0 Added two new trees. Ironwood and Weeping Willow

v2.1 Updated for Alpha 8. Added Bamboo as a plant that can be grown in a growing zone. Also reduced the file size a bit by combining multiple XML files into  2 files. Using vanilla graphics for the pine tree as it is better than mine.

v2.2 Fixed a few mistakes that were missed in the last update.

v3.0 Integrated Xtra Trees and my flowers mod to make Xtra Plants. Added Bamboo as a wild plant. Added Allium Giganteum, Plumeria, and Sunflowers as wild plants. Allium Giganteum and Sunflowers can be grown in growing zones. Sunflowers can also be grown in hydroponics. Plumeria can be grown in flower pots. Square flower pots added. Sunflower seeds food added. Textures for leafless trees added.

v4.0 Added Camellia and Japanese Maple trees. Added Pink Rimstalk flower. Added Wild Grape Vine and Seedless Grape Vine. Added Wild Grapes and Seedless Grapes. Added Wine Press. Added Berry Wine, Low Quality Wine, and High Quality Wine. Added Grape Seed. Replaced the texture for Bamboo with one done by Loki88. Replaced my crappy texture for the Seedless Grape Vine with one done by Plymouth. Added an additional version of the Sunflower texture done by Loki88. Special thanks to Skullywag for the .dll portion of this mod. I couldn't have done it without his contribution.

v4.1 Added Nymph Hair, Olive tree, Cherry tree, and Sugar Cane. Added Cherries, Olives, and Raw Sugar Cane foods. Made grape seeds buy-able at traders. Grass is grow-able in growing zones. Adjusted numbers of all plants in all biomes. Increased stack size of various items. Adjusted nutritional value of several food items. Adjusted market value of many items.

v5.0Added Anthurium flower. Added Oil Press and Cooking Oil. Added Gourmet Meal and several Pie recipes. Corrected typos and general mistakes. Adjusted size, cluster radius, commonality, harvest yield, and time to maturity for most plants. Adjusted stack size limits of several things. Increased mood bonuses for several things.

v5.1Updated to Alpha 9. Made wine make you drunk the same as beer. Made a few other small tweaks to try and fix some weird bugs that were reported.

v5.2 Fixed a mistake with trees lifespan being 1/5 of what was intended. Thanks to ItchyFlea for pointing this out.

v5.3 Increased pie recipe output to 4 slices. Increased lifespan of Sugarcane plant to 30 days.



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

BE SURE TO UPDATE TO THE LATEST VERSION OF RIMWORLD BEFORE DOWNLOADING THIS MOD!

V5.3 DOWNLOAD LINK (https://ludeon.com/forums/index.php?action=dlattach;topic=7328.0;attach=7339)

Previous Versions

V1.0 Dropbox Download Link (https://www.dropbox.com/s/upfvtzs8gvx01di/XtraTrees1.0.zip?dl=0)
V2.0 Dropbox Download Link (https://www.dropbox.com/s/q586c9z2b4zyenw/XtraTrees2.0.zip?dl=0)
V2.2 Dropbox Download Link (https://www.dropbox.com/s/hfjh6e9q4v9ksny/XtraTreesV2.2.zip?dl=0)
V3.0 Dropbox Download Link (https://www.dropbox.com/s/g523k8koxg0k5yx/XtraPlantsV3.0.zip?dl=0)
V4.0 Dropbox Download Link (https://www.dropbox.com/s/yruynjj8hcf1un9/XtraPlantsV4.0.zip?dl=0)
V4.1 Dropbox Download Link (https://www.dropbox.com/s/3wqj0xdt7yt1qh7/XtraPlantsV4.1.zip?dl=0)
V5.0 Dropbox Download Link (https://www.dropbox.com/s/32x5hc1mgqgac6a/XtraPlantsV5.0.zip?dl=0)
V5.2 Dropbox Download Link (https://www.dropbox.com/s/pj1qwstxym1r92t/XtraPlantsV5.2.7z?dl=0)



*Or if you are logged in to the forums you can download the current version from the attachments just below this.

[attachment deleted by admin: too old]
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: skullywag on November 07, 2014, 04:16:56 PM
Nice work, adds some welcome variety. Will be using this a lot I reckon.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 07, 2014, 04:20:48 PM
Nice work, adds some welcome variety. Will be using this a lot I reckon.

Thanks, I appreciate the words of encouragement. :)
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: DracoGriffin on November 07, 2014, 08:22:16 PM
Nice job, Igabod! Would love to see this expanded to fit more biomes and such.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: millenium on November 07, 2014, 09:14:44 PM
so the trees are cut down when harvested or do they regrow their fruit after awhile?

theres a few mods that add machines where you can input something and it will output something. having something like a more permanent tree that uses this system and outputs food would be neat.

anyway cool mod i will include it next time i generate a world so i can have more food options.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 07, 2014, 09:19:58 PM
Nice job, Igabod! Would love to see this expanded to fit more biomes and such.

More biomes? There's new trees in all of the playable biomes. I already have some new trees in mind to go into the other biomes as soon as they are playable though so no worries. If you meant you want me to make the other biomes playable in a mod then I'm sorry, I won't be doing that. A8 is just around the corner anyway and I'd hate to do all that work only to have the new alpha come out a week later with the new biomes playable.

so the trees are cut down when harvested or do they regrow their fruit after awhile?

theres a few mods that add machines where you can input something and it will output something. having something like a more permanent tree that uses this system and outputs food would be neat.

anyway cool mod i will include it next time i generate a world so i can have more food options.

It seems the colonists are lazy and they feel it's better to just chop the whole tree down and gather the fruit that way than it is to risk breaking a leg by climbing a ladder. Might have something to do with the no z-layers thing but that's just speculation.

In all seriousness though, I considered that, but that is just more complex that I have the patience or skill to pull off. It took all my patience just getting trees to give food instead of wood. I really wanted you to be able to get food plus a little wood (5 or 10 wood) but that's not such an easy thing to do without some real programming in a .dll file.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 17, 2014, 12:11:40 PM
Hi, do you know of any mod incompatibilities? i havent had the time to test out what it is that is causing the issues yet, so thought i would ask incase you knew about this issue.

I installed the mod part way through a game, and it worked fine, textures loaded lovely when i grew my fruit tress. but when i started a new game, the entire map was filled with White boxes (if i can get the issue to repeat itself a forth time when i next have free time, i will add it to the post) but the boxes were called cherry blossoms. so i deleted the cherry blossom lines out the def's thinking that i had bugged it in someway. started again, same white boxes filled the map, but this time they were called lime trees. Now from growing them in the first game, i know the texture was not bugged in my game, and it played nice when i loaded it in a saved game, so do you know why this may happen.

Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: skullywag on November 17, 2014, 12:23:23 PM
Hey igabod do you want a class that can be defined in xml where you can set multiple items as dropped from the tree. If so ill see if i cant knock one up when im home later. Seems like itd be a useful class.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 17, 2014, 02:38:31 PM
Hi, do you know of any mod incompatibilities? i havent had the time to test out what it is that is causing the issues yet, so thought i would ask incase you knew about this issue.

I installed the mod part way through a game, and it worked fine, textures loaded lovely when i grew my fruit tress. but when i started a new game, the entire map was filled with White boxes (if i can get the issue to repeat itself a forth time when i next have free time, i will add it to the post) but the boxes were called cherry blossoms. so i deleted the cherry blossom lines out the def's thinking that i had bugged it in someway. started again, same white boxes filled the map, but this time they were called lime trees. Now from growing them in the first game, i know the texture was not bugged in my game, and it played nice when i loaded it in a saved game, so do you know why this may happen.

I'm not sure why it worked for you on a previously saved game. But the only incompatibilities I know of for sure are the Neolithic mod, and any other mod that makes changes to the biomes_base.xml file. I've never run into any problems with any other mods when I load this mod last (which is why I named it Xtra Trees instead of Extra Trees).

You might try these steps to get it working.

1. Go into the mods menu and uncheck this mod and then check it again (so that it is the last in load order)
2. Exit Rimworld to OS
3. Restart Rimworld
4. Create a new world
5. Then start a new game.

Trees should all load up nice and fine. Even if you have another mod that modifies the XML file I mentioned, this shouldn't over-write anything they did since I only added trees to spawn in each biome in that file and edited a part to reduce the plague chance since I'm using the first release of A7 and not the hotfix to correct that.

I hope this helps, if it doesn't then you'll need to remove mods one by one to narrow down which one is conflicting.

Hey igabod do you want a class that can be defined in xml where you can set multiple items as dropped from the tree. If so ill see if i cant knock one up when im home later. Seems like itd be a useful class.

yeah I'd really appreciate that if you're willing to do it! Thanks for the offer.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 17, 2014, 03:53:01 PM
I dont know how to embed Imgur, so as that didnt work; i had to make a new post, i tried the steps you recommended, and is still get these odd boxes, the mods i use are also listed

[attachment deleted by admin: too old]
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 17, 2014, 04:20:09 PM
I dont know how to embed Imgur, so as that didnt work; i had to make a new post, i tried the steps you recommended, and is still get these odd boxes, the mods i use are also listed

the [ img] tags surround the url of the image. Also, on imgur there is a handy little box to the right of the picture after you load it that shows the bbc code for that picture.

As for your mods list, the only one I can see that might possibly have any effect on this mod is the material crops mod. I don't know though because I haven't used that mod and haven't looked at what files it modifies. I use a lot of the rest of your list though with no problems. But try a game with just the material crops and xtra trees and core mods activated. Also see if it works with no other mods except the xtra trees and core mods enabled.  Maybe you got a corrupted download though. If the other things I just mentioned don't work then try downloading the mod again using the other link. If you used my dropbox link first then try the attachment and vice versa. Don't forget to delete the folder for xtra trees from the mod folder before re-installing the new downloaded one.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 17, 2014, 04:24:56 PM
Hmm, so I have those 3 active only, and your trees work beautifully, I guess I will be doing the old activate each mod one at a time. I'll let you know what I find
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 17, 2014, 04:30:09 PM
Hmm, so I have those 3 active only, and your trees work beautifully, I guess I will be doing the old activate each mod one at a time. I'll let you know what I find

Ok, thanks. I'll do my best to make my mod work with whatever it is that's causing these issues. If it's at all possible that is.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 17, 2014, 04:46:44 PM
Et voilà!

Or not so. I don't know what occurred, maybe it was some unholy combination of the mods or ones i have removed previously, but initialising them one at a time, everything seems to work smoothly now.

Sorry for wasting your time ha, if it occurs again, i will do some thorough testing, but for now, i shall sleep.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 17, 2014, 05:30:03 PM
Et voil�!

Or not so. I don't know what occurred, maybe it was some unholy combination of the mods or ones i have removed previously, but initialising them one at a time, everything seems to work smoothly now.

Sorry for wasting your time ha, if it occurs again, i will do some thorough testing, but for now, i shall sleep.

No problem. Glad you got it working. Hopefully this is just an isolated incident. I'm going to bed now myself. I've had a very long night.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: skullywag on November 17, 2014, 05:36:40 PM
Wow ok so I got ahead of myself, the harvesting is hidden away in the deep dark depths (the plant class has no havestedthing on it so its on the jobdriver or something, no way ot see that code) so doing it on destroy would be the only way which i believe youre doing now already. ugh....soz.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Dragoon on November 17, 2014, 09:40:03 PM
I like trees.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 18, 2014, 01:18:01 AM
Wow ok so I got ahead of myself, the harvesting is hidden away in the deep dark depths (the plant class has no havestedthing on it so its on the jobdriver or something, no way ot see that code) so doing it on destroy would be the only way which i believe youre doing now already. ugh....soz.

Okay, well I appreciate you trying anyway. :)
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 19, 2014, 10:13:42 AM
I think i have found the issue. The trees only go wonky when i make the World map size the biggest size (not sure about the middles, but its ok on default, and game map size seems to not affect)
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 19, 2014, 11:57:52 AM
I think i have found the issue. The trees only go wonky when i make the World map size the biggest size (not sure about the middles, but its ok on default, and game map size seems to not affect)

I just tested it and was unable to replicate the issue by creating a world map with the max size. I tested with all map sizes on that world and everything loaded perfectly fine in all of them. Though it could be an issue with your computer not being powerful enough to load the images or something. My computer is powerful enough that I only experience minor lag on the biggest map size when I zoom out all the way and scroll around really fast.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 19, 2014, 12:02:52 PM
Yeah, i dont know whats causing it, i only just know when it happens for me :( i just regen'd the world map at the 200x whatever it is, and it works. just thought i would let you know in case :)
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: Igabod on November 19, 2014, 12:12:38 PM
I appreciate the report. I'll keep trying to replicate this and see if I can fix it. But it seems like there is still a piece of the puzzle missing.
Title: Re: [Mod](A7) Xtra Trees v 1.0
Post by: JonoRig on November 19, 2014, 12:45:34 PM
If you want system specs, ill need to know how to do the full details, but i have an old Alienware Mx17, i think its 17 anyway; and other info is in picture

mods are still the same as before, but i have removed "betterquality"


edit, forget the graphics card which i think is a GT 240m; whole thing is maybe 6 years old? or 5 years

[attachment deleted by admin: too old]
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 20, 2014, 07:42:37 AM
Two new trees have been added. The Ironwood tree which is found in all biomes (though not as common as the other trees) and the Weeping Willow tree which can only be found in the dry biomes (Arid Shrubland and Desert). I only created one texture for the weeping willow for now, but will probably update with a few more versions in the coming weeks if my schedule allows. As always, the numbers may need a little tweaking to get it right so please leave feedback.

[edit to add] I will add screenshots of the new trees in game later today when my schedule frees up a little.

[edit again to add] screenshot updated. the trees are shown from top to bottom in alphabetical order.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: StorymasterQ on November 20, 2014, 07:49:33 PM
Does the Weeping Willow have a hidden tunnel underneath that leads to a Shrieking Shack?
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 20, 2014, 08:38:52 PM
Does the Weeping Willow have a hidden tunnel underneath that leads to a Shrieking Shack?

That's obviously a reference to something, but I don't know what.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: StorymasterQ on November 20, 2014, 08:48:02 PM
Does the Weeping Willow have a hidden tunnel underneath that leads to a Shrieking Shack?

That's obviously a reference to something, but I don't know what.

Well, it was the  Whomping version (http://harrypotter.wikia.com/wiki/Whomping_Willow). From the pictures it looks like a Weeping Willow with bad hair.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 20, 2014, 08:55:04 PM
Does the Weeping Willow have a hidden tunnel underneath that leads to a Shrieking Shack?

That's obviously a reference to something, but I don't know what.

Well, it was the  Whomping version (http://harrypotter.wikia.com/wiki/Whomping_Willow). From the pictures it looks like a Weeping Willow with bad hair.

Ah, Harry Potter is something I've not read nor have I seen any except one of the movies which I was forced to watch and didn't enjoy.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: skullywag on November 21, 2014, 04:23:25 AM
Does the ironwood tree drop metal? If it does consider that in alpha 8 its called steel, that might be a bit wrong for a tree to drop steel. If it doesnt and its just a name then ignore me.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 21, 2014, 06:56:01 AM
Does the ironwood tree drop metal? If it does consider that in alpha 8 its called steel, that might be a bit wrong for a tree to drop steel. If it doesnt and its just a name then ignore me.

Nope, it's just a name of a real tree that has wood which is strong like iron. Just a good source of wood. It provides quite a bit more wood than any of the other trees unless I nerfed that number. I held onto that tree for a couple weeks so I don't remember what I set the numbers as.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: FridayBiology on November 26, 2014, 01:34:31 AM
Love the banana trees.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 26, 2014, 06:34:24 AM
Love the banana trees.

That's what she said! Hah! Thanks Feirfec. :)
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: StorymasterQ on November 26, 2014, 07:15:51 PM
Bananas don't grow on trees! It's an herb! (fakerage!) :D The things I learn.
Title: Re: [Mod](A7) Xtra Trees v 2.0 Two new trees added!
Post by: Igabod on November 26, 2014, 10:28:27 PM
Bananas don't grow on trees! It's an herb! (fakerage!) :D The things I learn.

You are correct, but it looks like a tree so it is called a tree. I didn't actually think anybody would know that without having studied botany at least as much as I have though. Good on you for spreading knowledge.

Also, in case you are ever lost in a jungle in real life and can't find clean water, you can cut a banana plant down close to the base and dig out a small bowl in the stump and fresh clean water will slowly collect in that bowl. It's not a lot but it can save your life. Plus it actually tastes pretty decent, far better than most water you'll find out in the wild. This has been a friendly tip from your favorite rimworld modding survival expert.
Title: Re: [Mod](A8) Xtra Trees v 2.1 Updated for A8!
Post by: Igabod on December 10, 2014, 08:49:46 PM
Updated for Alpha 8. I also reduced file size a bit. I left my textures for the pine trees in the package for the time being just in case anybody likes those better than the new vanilla textures, but I used the vanilla textures for the mod because I happen to think they are better. This mod will be updated again within the next few days to include the leafless textures for the trees, but I've got too many things to do right now to work on that. This update hasn't been tested fully so there may be a few problems that I'm not aware of just yet, so please report any issues you come across.

Oh yeah, and I also added Bamboo which can only be grown in a growing zone currently but will probably be added as a wild plant to some biomes.
Title: Re: [Mod](A8) Xtra Trees v 2.1 Updated for A8!
Post by: StorymasterQ on December 10, 2014, 09:10:18 PM
I legit just read the title of this thread as Xmas Trees.
Title: Re: [Mod](A8) Xtra Trees v 2.1 Updated for A8!
Post by: Igabod on December 10, 2014, 09:12:45 PM
I legit just read the title of this thread as Xmas Trees.

Funny you should mention that, because I started this with the pine trees and was going to add in some Christmas tree items that could be built in the home. I never got around to doing the texture for that yet though and possibly won't.
Title: Re: [Mod](A8) Xtra Trees v 2.1 Updated for A8!
Post by: zyklame on December 12, 2014, 04:26:49 AM
I found some small errors in the xml definitions.

In "Fruit_Defs.xml"

Code: [Select]
    <baseMarketValue>3.5</baseMarketValue>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    should be changed to:
Code: [Select]
    <statBases>
      <Flammability>1.0</Flammability>
      <MarketValue>3.5</MarketValue>
    </statBases>

and

Code: [Select]
    <storeCategories>
      <li>PlantFoodRaw</li>
    </storeCategories>
should be changed to:
   
Code: [Select]
    <thingCategories>
      <li>PlantFoodRaw</li>
    </thingCategories>
   
at last in "Plants_Wild_Temperate.xml"
Code: [Select]
<sowableGround>true</sowableGround>semms not to be needed anymore and can be removed

Title: Re: [Mod](A8) Xtra Trees v 2.1 Updated for A8!
Post by: Igabod on December 12, 2014, 02:37:24 PM
Thank you for the report. I noticed those issues last night on one of my other mods and fixed those already but didn't get around to checking this mod out yet. I'll get on that as soon as I have some free time tonight.

[edit to add] I don't have a Plants_Wild_Temperate.xml file so I assume you meant Tree_Defs.xml
Title: Re: [Mod](A8) Xtra Trees v 2.2 Small Bugfix Update Dec. 12, 2014
Post by: Igabod on December 12, 2014, 04:05:28 PM
Okay, fixed the errors that were reported. Please let me know if I missed anything else. :)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 13, 2014, 05:38:43 AM
Big update! Added in my flowers mod and renamed the Xtra Trees mod to Xtra Plants. This mod will contain all of my plant related mods. For what is new in this update see the change log at the bottom of the original post. Please leave feedback of any kind. If you don't like something, please tell me and I'll try to improve it. If you do like something, please let me know and give me a big ego boost. :)

[edit to add] for some reason the forum isn't allowing attachment uploads so just use the v3.0 Dropbox Download Link for now.

[edit again to add] v3.0 is now available in attachment form for those of you who dislike clicking a 3rd party link.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Dave-In-Texas on December 16, 2014, 11:31:50 PM
i find myself wishing the pine trees harvested as pine wood not regular wood and bamboo as well, bamboo.   of course i'm spoiled by extended wood working :)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 17, 2014, 12:17:07 AM
I might be able to whip up a compatibility patch soon. I'll put it on my list of things to do.

[edit to add] I made a quick edit to make the pine trees drop pine logs. There is no already existing log in Extended Woodworking for any of the other trees I have added though so those won't be in this. However, if ItchyFlea wants to incorporate this mod into his mod then I am all for it. We can even work together and come up with more sources of wood if that's something he is interested in. Anyway, the edited file is attached to this post now. Just open up the mod/defs/thingdefs/ folder and replace the file there with this one.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: MaxtheINFINITE on December 17, 2014, 06:26:17 AM
Nice mod,the pink trees make my planet look Japanese <3.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 17, 2014, 07:32:09 PM
Nice mod,the pink trees make my planet look Japanese <3.

If you like that then you'll like my next tree that I just finished for the next update. Japanese Maple. It is going to be a very rare tree. I meant for the cherryblossom trees to be even more rare than they are, but I just liked seeing them so much that I left them as pretty common. These Japanese Maple trees will be a lot less common though. But with the bright red foliage, they tend to stick out quite a lot so it's better that they are rare.

[edit to add] Attached a sneak peek at one version of it. :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Dave-In-Texas on December 17, 2014, 08:11:23 PM
I might be able to whip up a compatibility patch soon. I'll put it on my list of things to do.

[edit to add] I made a quick edit to make the pine trees drop pine logs. There is no already existing log in Extended Woodworking for any of the other trees I have added though so those won't be in this. However, if ItchyFlea wants to incorporate this mod into his mod then I am all for it. We can even work together and come up with more sources of wood if that's something he is interested in. Anyway, the edited file is attached to this post now. Just open up the mod/defs/thingdefs/ folder and replace the file there with this one.

Thank you!   Since i'm the one asking I just posted on his thread about the idea.  I understand in general how to add the log definitiions but not specifics and i'm no artist lol
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Plymouth on December 17, 2014, 10:07:42 PM
Igabod, do you need any help with spriting?
I may be able to make everything look much more Vanilla-esque.
Add me on skype if interested in giving me some work to do:
plymouth1111(my skype login)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 01:06:35 AM
Igabod, do you need any help with spriting?
I may be able to make everything look much more Vanilla-esque.
Add me on skype if interested in giving me some work to do:
plymouth1111(my skype login)

I don't use skype, but we can communicate on this thread or via private messages on here. But really all my textures are free for anybody to modify and improve. Just post them on here or send me a download link via PMs if you prefer. I'll gladly take any improved versions or even pointers on how I can improve my own abilities since I've only been doing this a couple months.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 03:41:57 AM
The Image says it all. Do I really need to say what the problem is?  :P

I would assume this is from your mod, since the vanilla trees seem to be functional. There are 2 screenshots of the log that might pertain to this issue, so I may have to double post in order to show them.   :(

Any help/ advice would be greatly appreciated.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 03:43:48 AM
The Image says it all. Do I really need to say what the problem is?  :P

I would assume this is from your mod, since the vanilla trees seem to be functional. There are 2 screenshots of the log that might pertain to this issue, so I may have to double post in order to show them.   :(

Any help/ advice would be greatly appreciated.

I did warn you.  :P

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 03:51:17 AM
Some of those (the yellow messages) look like errors in my first version for alpha 8. I've since corrected those and released a new version though. Download version 3.0 if you aren't using it already. The ones in red have nothing to do with my mod though. Headspike is one of the ones mentioned as is MoreDeco.

[edit to add] Also, make sure you delete the old folder for this mod before you unzip the new version. I've made some changes to the XML files names so if you have the old one as well as the new one you'll get some problems.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: skullywag on December 18, 2014, 03:53:13 AM
Woops did i forget to remove a call to the thermite bomb....ill get right on that....later
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Dave-In-Texas on December 18, 2014, 04:11:16 AM
The Image says it all. Do I really need to say what the problem is?  :P

I would assume this is from your mod, since the vanilla trees seem to be functional. There are 2 screenshots of the log that might pertain to this issue, so I may have to double post in order to show them.   :(

Any help/ advice would be greatly appreciated.

I've had this happen more than once on load of a save.   for some reason exiting the game, reloading and then the save works fine.. lol
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Plymouth on December 18, 2014, 11:26:07 AM
I'll contribute to this mod

One question though. What are the "Plant pots" supposed to look like?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: john pretzel on December 18, 2014, 01:04:22 PM
Great mod. More stuff - more is good  ;D thank you for sharing.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 06:00:03 PM
Some of those (the yellow messages) look like errors in my first version for alpha 8. I've since corrected those and released a new version though. Download version 3.0 if you aren't using it already. The ones in red have nothing to do with my mod though. Headspike is one of the ones mentioned as is MoreDeco.

[edit to add] Also, make sure you delete the old folder for this mod before you unzip the new version. I've made some changes to the XML files names so if you have the old one as well as the new one you'll get some problems.

Replaced whatever I had before with 3.0, started game, same problem.  Save, quit, wait a minute, start game, load file. Still there.

Any other ideas? I'd like to be able to use this mod.
Could it be a problem with the Rain Forest area?

Nevermind, it's like that for all Biomes.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 06:08:32 PM
Replaced whatever I had before with 3.0, started game, same problem.  Save, quit, wait a minute, start game, load file. Still there.

Any other ideas? I'd like to be able to use this mod.
Could it be a problem with the Rain Forest area?

Nevermind, it's like that for all Biomes.

The only thing I can think of is that it's a compatibility issue with one of the other mods you're using. Try running this mod by itself and then add in mods one by one until you can replicate the problem. I don't think it's a problem with the mod itself because it works great for me and others. If you can figure out which mod is causing the conflicts then I might be able to correct it.

I'll contribute to this mod

One question though. What are the "Plant pots" supposed to look like?

The square ones in my mod are just supposed to be square flower pots. If you can make one that looks more like a flower pot than what I did then please do. I was going for something sorta like this:

(http://image.made-in-china.com/43f34j00oCIQliBaavRk/Square-Plastic-Flower-Pot-KD433-.jpg)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 06:35:44 PM
Disabled everything except the Core and your mod, started a new file, same problem.

Got any other ideas rattling around in there? Or is this going to be one of those mods that just refuses to work for some people.  :(

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 06:43:47 PM
are you trying to play on the largest map size? cause that seems to be a problem for at least 1 other person. I've never had problems with it on large map sizes, but your computer might just not be able to handle loading all of those images.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 06:54:05 PM
I've tried the Large maps and the Medium maps.

Also my current PC has an i7 processor and a Titan Black Video Card, so I think it should be able to handle the fancy images.  :o

Anything else?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 07:13:50 PM
I'm all out of ideas for the moment. I'll see if I can't figure it out. The last thing I can think of right now though is maybe you are opening the mod menu and then closing it and just starting a game immediately without quitting to OS and restarting it. If anybody else can think of some reason why this might be happening please share.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 07:39:40 PM
Looks like your last idea did the trick, all your fancy trees are showing up now.  ;D

Thanks for the advice, I was actually starting to think it wouldn't work.  :o

Such a simple solution too.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 08:05:04 PM
hah, yeah, that was the last thing I thought of because it's just habit for me to close the game out completely every time I open the mods menu. It's a bug in the game itself that has been there for a long time but since there is a simple workaround I guess it's not high on Tynan's list of things to fix. Glad you got it to work though! Just be aware that in a few days there will be a new update with (currently) 2 extra trees, 1 more flower, some wild and seedless grapes and a wine production line. Plus anything else I manage to come up with between now and getting the .dll for the wine production thing working.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: john pretzel on December 18, 2014, 08:10:15 PM
I was going to report some missing textures but after a restart and mod on/off I got it working too.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 09:52:00 PM
Wine eh? I'm sure you remember JuliaEllies's Rumworld. Maybe something left in that rather dead mod could be used for your shiny new one.  ;)

Keep up the good work.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 18, 2014, 09:58:53 PM
Wine eh? I'm sure you remember JuliaEllies's Rumworld. Maybe something left in that rather dead mod could be used for your shiny new one.  ;)

Keep up the good work.

Indeed I do, that's what inspired me to do the wine production mod. I've got a fairly interesting feature in mine that wasn't in hers though, not counting the grapes. That info will be released when the mod is released though. Or if you still have an Alpha 7 build saved to your computer you can try out the sneak peek of it in my A7 mod named Igabod's Mods which is currently linked in my signature.

[edit to add] also, JuliaEllie is already mentioned (among others) in my credits for the next build of this mod as the inspiration for the wine mod. Which in turn inspired me to drink a lot of wine for a couple weeks there.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Demonlord091 on December 18, 2014, 10:02:46 PM
Wine eh? I'm sure you remember JuliaEllies's Rumworld. Maybe something left in that rather dead mod could be used for your shiny new one.  ;)

Keep up the good work.

Indeed I do, that's what inspired me to do the wine production mod. I've got a fairly interesting feature in mine that wasn't in hers though, not counting the grapes. That info will be released when the mod is released though. Or if you still have an Alpha 7 build saved to your computer you can try out the sneak peek of it in my A7 mod named Igabod's Mods which is currently linked in my signature.

I might just do that. Think I have a copy of it stuffed onto a portable hard-drive around here somewhere.

Lots of random junk is not always a good thing.  :(
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Xfortran on December 19, 2014, 12:14:05 AM
Can you think of any reason why Xtra plants is causing stuttering in 400x400 maps?

I did try a colony or two at 350x350 and did not notice a stutter in them.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 19, 2014, 12:22:30 AM
Can you think of any reason why Xtra plants is causing stuttering in 400x400 maps?

I did try a colony or two at 350x350 and did not notice a stutter in them.

I don't think it's Xtra Plants per se. The 400x400 map is not optimized at all and may cause performance issues on some machines. I notice it doing that even without my mod installed sometimes. Though when there are so many different images to load, which is the case when you have xtra plants activated, your machine is going to struggle even more to keep up.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Xfortran on December 19, 2014, 01:24:33 AM
Okay.  I kind of wondered if that might be the case.  I noticed that if I create the map without Xtra Plants and then add it in later, it doesn't cause the stuttering which would indicate as you said, the images.

Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Raufgar on December 21, 2014, 09:58:06 AM
Great mod, love the bananas :)

FYI, I did find an incompatibility though, with the Ice Sheet Biome Mod. With Xtra Trees activated, it totally overrides access to the Ice Sheet Biome as a embark location. Understand that Ice Sheet biome won't have trees naturally of course :D Was planning on having your new trees in my greenhouses...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 21, 2014, 07:52:25 PM
Great mod, love the bananas :)

FYI, I did find an incompatibility though, with the Ice Sheet Biome Mod. With Xtra Trees activated, it totally overrides access to the Ice Sheet Biome as a embark location. Understand that Ice Sheet biome won't have trees naturally of course :D Was planning on having your new trees in my greenhouses...

Load my mod first and then the icesheet mod. Should fix it.

[edit to add] if that doesn't work then I can always remove the Icesheet biome information from my biomes.xml file. I'll probably do that for the next release anyway though just to be on the safe side.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Raufgar on December 21, 2014, 09:14:37 PM
Great mod, love the bananas :)

FYI, I did find an incompatibility though, with the Ice Sheet Biome Mod. With Xtra Trees activated, it totally overrides access to the Ice Sheet Biome as a embark location. Understand that Ice Sheet biome won't have trees naturally of course :D Was planning on having your new trees in my greenhouses...

Load my mod first and then the icesheet mod. Should fix it.

[edit to add] if that doesn't work then I can always remove the Icesheet biome information from my biomes.xml file. I'll probably do that for the next release anyway though just to be on the safe side.

Will test that and let you know, was wondering if it was due to load order, I had Ice Sheet loaded first :) Thanks for the advice.

EDIT : Yup, it was the load order, thanks Igabod. Now I have Bananas in the Artic :)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Le707Warrior on December 22, 2014, 08:03:19 AM
Well most likely it's a bug with either my computer [the graphics card is pretty bad, I mean I run RW at 15-20 FPS normally] or just the fact that I have.. alot.. of mods but playing in the 'Snowy' biomes [Tundra; Boreal], the ironwood tree's don't seem to change texture going into Winter. Also, I restarted my computer because I was out of town for a few days and now the textures won't load for any of the custom plants or the Sunflower seeds  :-\ It sucks because this is a really great mod and wish that I could play it, but I'd rather not risk corrupting a new world so I have it disabled for the moment. I'd also like to see new plants such as new fruit bushes and maybe a seperate mod that could add some new plant life? RimWorld is kind of lacking in that department [to my own standards].

Well, I'm sort of turning this into a complaint into a request.. oh silly me. Better post this before I start typing for hours on end...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 22, 2014, 08:23:47 AM
Well most likely it's a bug with either my computer [the graphics card is pretty bad, I mean I run RW at 15-20 FPS normally] or just the fact that I have.. alot.. of mods but playing in the 'Snowy' biomes [Tundra; Boreal], the ironwood tree's don't seem to change texture going into Winter. Also, I restarted my computer because I was out of town for a few days and now the textures won't load for any of the custom plants or the Sunflower seeds  :-\ It sucks because this is a really great mod and wish that I could play it, but I'd rather not risk corrupting a new world so I have it disabled for the moment. I'd also like to see new plants such as new fruit bushes and maybe a seperate mod that could add some new plant life? RimWorld is kind of lacking in that department [to my own standards].

Well, I'm sort of turning this into a complaint into a request.. oh silly me. Better post this before I start typing for hours on end...

Are you using version 3.0? I believe I fixed the ironwoods not going leafless in that version. If not then it's already fixed for 4.0 which I hope to release in a few days. That release will also include more trees and more flowers as well as wild grape vines that will grow wild. I've also added a seedless grape vine building that automatically produces 10 seedless grapes every 5 days and isn't actually a plant so it isn't effected by weather or anything.

As for the textures not showing up, did you maybe open the mods screen and then start a new game without completely exiting the game and restarting it? If so then you should know that is a bug in the vanilla game files and can't be fixed on my end. You just have to not open the mods screen without restarting the game to avoid that bug.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 22, 2014, 08:27:57 PM
The bamboo texture seemed kinda busy and distracting so I came up with this, if you like it feel free to use it, if not (or I did it wrong) let me know!


Ps: I can't figure out how to use the insert image tool to make the screen shot bigger than a thumbnail :( insight into this is appreciated

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 23, 2014, 02:07:59 AM
The bamboo texture seemed kinda busy and distracting so I came up with this, if you like it feel free to use it, if not (or I did it wrong) let me know!


Ps: I can't figure out how to use the insert image tool to make the screen shot bigger than a thumbnail :( insight into this is appreciated

First, how to insert images. You need to upload the image to a server such as imgur.com or something. Then once that is done you put the url of that picture inside the [ img] tags (without a space between the first bracket and the word of course) So an example would look like this [ img]www.imageservername.com/image.jpg[/ img] I personally use imgur because once you upload the image they put a box to the right that gives you various ways to display the picture such as the html code as well as the bbc code (the one needed for forums) so you don't have to do anything but copy/paste that in and don't even need to worry about typing the [ img] tags out.

As for the bamboo, it looks good so far. I'll test it out in a game and see how it looks before I decide whether or not to use it though. But if I do then I'll put it in v4.0 and add a credit to you on there. Thanks for taking the time to do that and sharing it. :)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 23, 2014, 02:18:18 AM
The bamboo texture seemed kinda busy and distracting so I came up with this, if you like it feel free to use it, if not (or I did it wrong) let me know!


Ps: I can't figure out how to use the insert image tool to make the screen shot bigger than a thumbnail :( insight into this is appreciated

First, how to insert images. You need to upload the image to a server such as imgur.com or something. Then once that is done you put the url of that picture inside the [ img] tags (without a space between the first bracket and the word of course) So an example would look like this [ img]www.imageservername.com/image.jpg[/ img] I personally use imgur because once you upload the image they put a box to the right that gives you various ways to display the picture such as the html code as well as the bbc code (the one needed for forums) so you don't have to do anything but copy/paste that in and don't even need to worry about typing the [ img] tags out.

As for the bamboo, it looks good so far. I'll test it out in a game and see how it looks before I decide whether or not to use it though. But if I do then I'll put it in v4.0 and add a credit to you on there. Thanks for taking the time to do that and sharing it. :)

Thank you for the advice. And any constructive criticism is welcomed and appreciated on my texturing ability (I want to be helpful, not a pain in the rear end)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 23, 2014, 09:27:19 PM
Not asking for it to get made, but on a scale of 1-10 how hard would something like an oil press be to code? In goes the sunflower seeds, etc, out comes vegetable oil (vegy oil to be generic if more feed stock becomes available)

Would it require a DLL to be made like the wine making I can't wait for?!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 24, 2014, 01:20:15 AM
it would be easy. I'd just copy the wine press object and put a recipe that requires sunflower seeds and produces sunflower seed oil on it. I don't see any reason for sunflower oil at the moment though.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 24, 2014, 07:28:35 AM
it would be easy. I'd just copy the wine press object and put a recipe that requires sunflower seeds and produces sunflower seed oil on it. I don't see any reason for sunflower oil at the moment though.

My brain goes in odd directions, I was trying to think of the easiest way to get a liquid fuel into the game that falls under the renewable energy umbrella. Having an oil press to extract vegetable oil from various plants seemed to fit the bill. And you happen to have some pretty nice sunflowers in this mod which would be a great start for oil producing plants :p

As for a reason it would open the door to a whole bunch of stuff, oil lamp, oil heater, oil furnace/ boiler, oil generator. All while still technically being "food". Balancing would dictate quite a heavy loss during production, say a 60% loss by volume.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 24, 2014, 08:20:58 AM
it would be easy. I'd just copy the wine press object and put a recipe that requires sunflower seeds and produces sunflower seed oil on it. I don't see any reason for sunflower oil at the moment though.

My brain goes in odd directions, I was trying to think of the easiest way to get a liquid fuel into the game that falls under the renewable energy umbrella. Having an oil press to extract vegetable oil from various plants seemed to fit the bill. And you happen to have some pretty nice sunflowers in this mod which would be a great start for oil producing plants :p

As for a reason it would open the door to a whole bunch of stuff, oil lamp, oil heater, oil furnace/ boiler, oil generator. All while still technically being "food". Balancing would dictate quite a heavy loss during production, say a 60% loss by volume.

Unfortunately alternate sources of power such as wood and oil require a .dll to make them work. But if someone has the skill to do such a thing then I'd be completely fine with it if they wanted to include my sunflowers in their mod (so long as they let me know and include a link back to this thread on their mod thread of course). I've been thinking about adding an Olive tree since I made the first trees that produce food instead of wood. Never got around to making it yet though. That would be an even better source of oil than sunflower seeds. I might get around to making an olive tree soon, but first I've got to figure out what is causing This bug (https://ludeon.com/forums/index.php?topic=8532) in the next version. After I get that working I'll consider adding even more trees.

[edit to add] I just thought of another use for olive oil and sunflower seed oil. They could be used as required ingredients in an even better quality meal than lavish. Gourmet Meal or something like that.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 24, 2014, 10:30:04 AM
it would be easy. I'd just copy the wine press object and put a recipe that requires sunflower seeds and produces sunflower seed oil on it. I don't see any reason for sunflower oil at the moment though.

My brain goes in odd directions, I was trying to think of the easiest way to get a liquid fuel into the game that falls under the renewable energy umbrella. Having an oil press to extract vegetable oil from various plants seemed to fit the bill. And you happen to have some pretty nice sunflowers in this mod which would be a great start for oil producing plants :p

As for a reason it would open the door to a whole bunch of stuff, oil lamp, oil heater, oil furnace/ boiler, oil generator. All while still technically being "food". Balancing would dictate quite a heavy loss during production, say a 60% loss by volume.

Unfortunately alternate sources of power such as wood and oil require a .dll to make them work. But if someone has the skill to do such a thing then I'd be completely fine with it if they wanted to include my sunflowers in their mod (so long as they let me know and include a link back to this thread on their mod thread of course). I've been thinking about adding an Olive tree since I made the first trees that produce food instead of wood. Never got around to making it yet though. That would be an even better source of oil than sunflower seeds. I might get around to making an olive tree soon, but first I've got to figure out what is causing This bug (https://ludeon.com/forums/index.php?topic=8532) in the next version. After I get that working I'll consider adding even more trees.

[edit to add] I just thought of another use for olive oil and sunflower seed oil. They could be used as required ingredients in an even better quality meal than lavish. Gourmet Meal or something like that.

Yet another Door opened for possibilities! I hope your plant mod becomes huge :p It's my favourite mod thus far
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 24, 2014, 10:46:15 AM
Yet another Door opened for possibilities! I hope your plant mod becomes huge :p It's my favourite mod thus far

I'm planning on continuing to add new plant related things to this mod for quite a long time to come. So have no fear, this mod will continue to grow. Unfortunately, for some reason it is my least popular mod so far judging by download count. Even my fast floors mod has more downloads than this one and it was something that only took about 5 minutes to make. Oh well, it's my favorite mod of mine too so I would continue working on it even if nobody liked it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 24, 2014, 11:35:11 AM
Yet another Door opened for possibilities! I hope your plant mod becomes huge :p It's my favourite mod thus far

I'm planning on continuing to add new plant related things to this mod for quite a long time to come. So have no fear, this mod will continue to grow. Unfortunately, for some reason it is my least popular mod so far judging by download count. Even my fast floors mod has more downloads than this one and it was something that only took about 5 minutes to make. Oh well, it's my favorite mod of mine too so I would continue working on it even if nobody liked it.

Awesome! I can't seem to figure out what that bug you're having is coming from so for now I shall be relegated to texture work. If you've got a texture you want made for this in the future and mine are good enough let me know. Less work for you, more plants for me, sounds win-win.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 24, 2014, 11:58:14 AM
Yet another Door opened for possibilities! I hope your plant mod becomes huge :p It's my favourite mod thus far

I'm planning on continuing to add new plant related things to this mod for quite a long time to come. So have no fear, this mod will continue to grow. Unfortunately, for some reason it is my least popular mod so far judging by download count. Even my fast floors mod has more downloads than this one and it was something that only took about 5 minutes to make. Oh well, it's my favorite mod of mine too so I would continue working on it even if nobody liked it.

Awesome! I can't seem to figure out what that bug you're having is coming from so for now I shall be relegated to texture work. If you've got a texture you want made for this in the future and mine are good enough let me know. Less work for you, more plants for me, sounds win-win.

I forgot to tell you that I have decided to use your texture for the bamboo in the next version (as soon as it works that is). As far as trees go, I'm enjoying making those textures a lot so it's not really work in my mind. But I'm always willing to take more versions of the trees I already have so that there is even more variety. If there is one in particular you would like to make an additional version of (to be added to the ones already there) then I'll send you a copy of the xcf file so you can use that as a base to work from. On most of the trees I made the trunk as a separate layer from the foliage so that I could just reuse the trunk and focus on varying up the foliage for the different versions. I still haven't gotten around to making multiple versions of some of the trees yet, but I aim to have a minimum of 5 versions of each tree eventually.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 25, 2014, 01:24:49 AM
Yet another Door opened for possibilities! I hope your plant mod becomes huge :p It's my favourite mod thus far

I'm planning on continuing to add new plant related things to this mod for quite a long time to come. So have no fear, this mod will continue to grow. Unfortunately, for some reason it is my least popular mod so far judging by download count. Even my fast floors mod has more downloads than this one and it was something that only took about 5 minutes to make. Oh well, it's my favorite mod of mine too so I would continue working on it even if nobody liked it.

Awesome! I can't seem to figure out what that bug you're having is coming from so for now I shall be relegated to texture work. If you've got a texture you want made for this in the future and mine are good enough let me know. Less work for you, more plants for me, sounds win-win.

I forgot to tell you that I have decided to use your texture for the bamboo in the next version (as soon as it works that is). As far as trees go, I'm enjoying making those textures a lot so it's not really work in my mind. But I'm always willing to take more versions of the trees I already have so that there is even more variety. If there is one in particular you would like to make an additional version of (to be added to the ones already there) then I'll send you a copy of the xcf file so you can use that as a base to work from. On most of the trees I made the trunk as a separate layer from the foliage so that I could just reuse the trunk and focus on varying up the foliage for the different versions. I still haven't gotten around to making multiple versions of some of the trees yet, but I aim to have a minimum of 5 versions of each tree eventually.

Here's a more flowery looking sunflower if you like it (It looks a whole lot better in game when it's not on the slate grey background of the forum). It's just basically a bigger flower head with blended petals on your original stalk. (I don't really need credit for that since it was yours to begin with.) My interest is going to lean on the plant side of this mod instead of the trees anyway :p And awesome! Glad you liked the bamboo texture.

How crazy do you want to get with this mod?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 25, 2014, 02:50:59 AM
Here's a more flowery looking sunflower if you like it (It looks a whole lot better in game when it's not on the slate grey background of the forum). It's just basically a bigger flower head with blended petals on your original stalk. (I don't really need credit for that since it was yours to begin with.) My interest is going to lean on the plant side of this mod instead of the trees anyway :p And awesome! Glad you liked the bamboo texture.

How crazy do you want to get with this mod?

I'll take a look at it in game later. It looks good so far though, so it'll probably be added in as an additional texture. As for how crazy I want to get, depends on what you mean by crazy. I'm not looking to go outside the realm of real life possibilities.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Match on December 25, 2014, 03:41:18 AM
Hey Iga, thanks for the mod! Would it be possible to include a fast floors version? I know it wouldn't be much work for me to go alter the .xml but I imagine that some other people are uncomfortable editing themselves.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 25, 2014, 03:53:02 AM
Hey Iga, thanks for the mod! Would it be possible to include a fast floors version? I know it wouldn't be much work for me to go alter the .xml but I imagine that some other people are uncomfortable editing themselves.

I already made a Fast Floors mod... are you saying you want it combined with this mod? That's not going to happen. This mod is only for plants and plant related things. The Fast Floors mod works perfectly fine when it is activated at the same time as this one so I don't really see any point to your request. Unless I misunderstood you or something. But just in case you didn't know, Here is the Fast Floors mod (https://ludeon.com/forums/index.php?topic=7097)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 25, 2014, 09:14:36 AM
Ha ha, no alien plants :p I'm just more getting at how many kinds of plants you would like because after holidays are over I can supply a larger volume of textures and even code just by using your sunflower as a base. I just don't want to get annoying or step on toes. (I've thought of another plant to add that I feel fits with this thus far)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 25, 2014, 09:45:43 AM
Ha ha, no alien plants :p I'm just more getting at how many kinds of plants you would like because after holidays are over I can supply a larger volume of textures and even code just by using your sunflower as a base. I just don't want to get annoying or step on toes. (I've thought of another plant to add that I feel fits with this thus far)

Ugh... I just typed out a long reply and then accidentally hit the back button on my mouse when I grabbed it to post the message. The summary is, alien plant life is fine as long as it is scientifically plausible that it is an evolved form of Earth plants. And the biomes that have the least amount of plants currently is what I'd like to focus on right now rather than Temperate and Rainforest biome plants. So Desert and Arid Shrubland type plants are needed the most right now. I'm not sure what the final count of plants will be but I don't want so many that it lags out the game too much on loading.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 25, 2014, 10:02:43 AM
Ha ha, no alien plants :p I'm just more getting at how many kinds of plants you would like because after holidays are over I can supply a larger volume of textures and even code just by using your sunflower as a base. I just don't want to get annoying or step on toes. (I've thought of another plant to add that I feel fits with this thus far)


Ugh... I just typed out a long reply and then accidentally hit the back button on my mouse when I grabbed it to post the message. The summary is, alien plant life is fine as long as it is scientifically plausible that it is an evolved form of Earth plants. And the biomes that have the least amount of plants currently is what I'd like to focus on right now rather than Temperate and Rainforest biome plants. So Desert and Arid Shrubland type plants are needed the most right now. I'm not sure what the final count of plants will be but I don't want so many that it lags out the game too much on loading.

Roger that! Desert, boreal, tundra and scrubland it is then
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 25, 2014, 10:10:26 AM
Ha ha, no alien plants :p I'm just more getting at how many kinds of plants you would like because after holidays are over I can supply a larger volume of textures and even code just by using your sunflower as a base. I just don't want to get annoying or step on toes. (I've thought of another plant to add that I feel fits with this thus far)


Ugh... I just typed out a long reply and then accidentally hit the back button on my mouse when I grabbed it to post the message. The summary is, alien plant life is fine as long as it is scientifically plausible that it is an evolved form of Earth plants. And the biomes that have the least amount of plants currently is what I'd like to focus on right now rather than Temperate and Rainforest biome plants. So Desert and Arid Shrubland type plants are needed the most right now. I'm not sure what the final count of plants will be but I don't want so many that it lags out the game too much on loading.

Roger that! Desert, boreal, tundra and scrubland it is then

Tundra doesn't really need more plants. There's not much plant life in Tundra biomes.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Loki88 on December 25, 2014, 10:58:07 AM
Ha ha, no alien plants :p I'm just more getting at how many kinds of plants you would like because after holidays are over I can supply a larger volume of textures and even code just by using your sunflower as a base. I just don't want to get annoying or step on toes. (I've thought of another plant to add that I feel fits with this thus far)


Ugh... I just typed out a long reply and then accidentally hit the back button on my mouse when I grabbed it to post the message. The summary is, alien plant life is fine as long as it is scientifically plausible that it is an evolved form of Earth plants. And the biomes that have the least amount of plants currently is what I'd like to focus on right now rather than Temperate and Rainforest biome plants. So Desert and Arid Shrubland type plants are needed the most right now. I'm not sure what the final count of plants will be but I don't want so many that it lags out the game too much on loading.

Roger that! Desert, boreal, tundra and scrubland it is then

Tundra doesn't really need more plants. There's not much plant life in Tundra biomes.

OK. Is there a way to make certain plants spawn on marsh tiles only?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 25, 2014, 11:08:52 AM
OK. Is there a way to make certain plants spawn on marsh tiles only?

Nope, unfortunately not. It would be nice though if you could set a specific terrain type for plants to grow on. Maybe in a future alpha...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Match on December 26, 2014, 03:11:37 AM
Hey Iga, thanks for the mod! Would it be possible to include a fast floors version? I know it wouldn't be much work for me to go alter the .xml but I imagine that some other people are uncomfortable editing themselves.

I already made a Fast Floors mod... are you saying you want it combined with this mod? That's not going to happen. This mod is only for plants and plant related things. The Fast Floors mod works perfectly fine when it is activated at the same time as this one so I don't really see any point to your request. Unless I misunderstood you or something. But just in case you didn't know, Here is the Fast Floors mod (https://ludeon.com/forums/index.php?topic=7097)

Doh!!! Yeah, I had a bit of a brain fail earlier. I forgot that the woodworking aspect of your trees was Itchyflea's and another mod entirely. Having both of your mods, fastfloors and xtra plants mod, I was confused why ironwood, pine, et. al, floors only featured a normal walking speed. (Yeah... my bad)

Anywho, thank you for your hardwork!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 26, 2014, 03:49:28 AM
ah, yeah the pine floors are in Extended Woodworking. If you want those to have the same speed boosts as the generic wood floors in my fast floors mod you should ask ItchyFlea. Or you can just add the <pathcost>-3</pathcost> line onto those floors yourself using my fast floors mod as a guide on where to put it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: mrofa on December 26, 2014, 11:58:37 AM
Would it be possible to make plants that live in temperatures lower than 0?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 3.0 Now includes flowers! Update Dec. 13, 2014
Post by: Igabod on December 26, 2014, 12:12:48 PM
Would it be possible to make plants that live in temperatures lower than 0?


Unfortunately it's not yet. I did post a request for Tynan to make that possible but don't know whether or not he has seen it. As soon as he makes it possible I have a lot of plans for plants that only grow between certain temperatures.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 28, 2014, 02:06:15 PM
The long awaited version 4.0 is now available. Loads of additions and changes to file names etc. so please delete the previous XtraPlants directory before you unzip and install the new version.

Added new trees:

   Camellia
   Japanese Maple

Added new flowers:

   Pink Rimstalk - by Viperlol

Added new plants:

   Wild Grape Vine (produce wild grapes)
   Seedless Grape Vine (not an actual plant, a building that automatically produces seedless grapes every 5 days.)

Added new foods:

   Wild Grapes (also useful for making low quality wine)
   Seedless Grapes (also useful for making high quality wine)
   Berry Wine (lowest quality wine, made from berries)
   Low Quality Wine (made from wild grapes)
   High Quality Wine (made from seedless grapes)

Added new resources:

   Grape Seed (used to construct Seedless Grape Vines)

Added new work tables:

   Wine Press (used to press berries and grapes into wine)

Textures replaced or added to:

   Bamboo - by Loki88
   Seedless Grape Vine - by Plymouth
   Sunflower - by Loki88

Miscellaneous changes:

   Some plants no longer get destroyed when harvested.
   Various balance tweaks.
   Minor changes to reduce file size.
   Several bugs fixed, one particularly frustrating one which delayed this release quite a bit.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on December 28, 2014, 06:27:10 PM
Yes! Glad this version is up. Now if only I could get the other mods to play nicely with each other like this one does...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: harpo99999 on December 28, 2014, 07:14:23 PM
igabod, when I clicked on the here link in the op (for the extended woodworking patch) it takes me to a forbidden page, you might want to correct it to a public accessable area rather than a testers only area(assumed it was in the testers area as I am not a tester)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on December 28, 2014, 10:52:05 PM
Holy Freaking uber food batman! the sunflower seeds stack up to 150 now AND they don't spoil?!?!?! :o
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: ItchyFlea on December 29, 2014, 12:03:09 AM
igabod, when I clicked on the here link in the op (for the extended woodworking patch) it takes me to a forbidden page, you might want to correct it to a public accessable area rather than a testers only area(assumed it was in the testers area as I am not a tester)
I updated the patch after he released the new version.
The new version of the patch can be found here: http://www.mediafire.com/download/28d9wbh1t0d7x82/A8_EW_-_XP_-_ComPatch_v1.11.7z

To update the patch, go into the game and deactivate the current version of the patch. Quit the game and delete it from the mods folder. Unzip the updated from you got from the link above and activate it in game as usual.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 29, 2014, 01:03:06 AM
igabod, when I clicked on the here link in the op (for the extended woodworking patch) it takes me to a forbidden page, you might want to correct it to a public accessable area rather than a testers only area(assumed it was in the testers area as I am not a tester)

Sorry about that. The link has been updated with ItchyFlea's new patch now.

Holy Freaking uber food batman! the sunflower seeds stack up to 150 now AND they don't spoil?!?!?! :o

Yes, they do stack more and they don't spoil. I thought it was a bit silly that you could only store 75 sunflower seeds in the same space that you can store 75 banana's or whatever. They provide less nutrition however so you have to eat more of them in a sitting than before. And since sunflower seeds don't spoil in real life I figured it was better to not have them spoil on here. I may end up having to reduce the nutritional value of the seeds again for further balancing later, but I'm going to keep them stacking at 150 and not spoiling.

And thanks to ItchyFlea for getting a new patch out so quickly for the Extended Woodworking compatibility.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on December 29, 2014, 01:12:48 AM
I wasn't complaining about the sunflower seeds. Just gives me another reason to love the sunflowers  :P
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: ItchyFlea on December 29, 2014, 01:23:57 AM
Sorry about that. The link has been updated with ItchyFlea's new patch now.
Yeah about that.... I have since taken done the link I PM'd to you as I'd broken it slightly. :-[
The new link is this: http://www.mediafire.com/download/28d9wbh1t0d7x82/A8_EW_-_XP_-_ComPatch_v1.11.7z
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 29, 2014, 01:37:00 AM
Ok, link updated. I enjoy this game of musical links for some reason. lol
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: killergold88 on December 30, 2014, 05:06:09 AM
The extended woodworking appears to only yield "Generic Wood" when cutting the new trees. I can see the new options in the floors and so on, but i can only yield "Generic Wood"
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: ItchyFlea on December 30, 2014, 06:11:37 AM
The extended woodworking appears to only yield "Generic Wood" when cutting the new trees. I can see the new options in the floors and so on, but i can only yield "Generic Wood"
Did you activate the compatibility patch/mod after activating Extended Woodworking and Xtra Plants?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 30, 2014, 01:36:49 PM
The extended woodworking appears to only yield "Generic Wood" when cutting the new trees. I can see the new options in the floors and so on, but i can only yield "Generic Wood"

The only things I can think of that would cause this are if you only had the previous version of the patch which was just updated a couple hours after this mod added the new trees.

Or if you had the mods loaded in the wrong order. Suggested order to activate them is XtraTrees, Extended Woodworking, then the patch. I suggest using the EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454) mod to make it easier to be sure they are loaded in the right order.

And my final piece of advice (though this doesn't seem to be a problem in this case) is to always make sure whenever you open the mods menu in the game to exit to OS and restart the game completely before beginning to play. Even if you don't make any changes to the mods selected or anything. This is a bug within the vanilla game itself.

If none of my suggestions worked then you should direct further questions to ItchyFlea since he is the one who made the patch available. I've only provided a link to it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: StalkerCZ on December 31, 2014, 07:12:09 AM
Yoo .. Amazing .. i realy like your idea of wine .. :) could you add some stat ability to drunk wine .. some like increase a little bit morale .. or calm down mindfuck " mental brake " ?? if you want guys i could give you some of my textures i also want to make something like that but dont have to much tuime. i could add you some textures .. :) what about wheet and beer :)  :P send me a PM if you are interested ..
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 31, 2014, 08:40:35 AM
Yoo .. Amazing .. i realy like your idea of wine .. :) could you add some stat ability to drunk wine .. some like increase a little bit morale .. or calm down mindfuck " mental brake " ?? if you want guys i could give you some of my textures i also want to make something like that but dont have to much tuime. i could add you some textures .. :) what about wheet and beer :)  :P send me a PM if you are interested ..

The wine already gives a bit of a morale boost. I'm probably not going to add wheat and beer because there are already 2 mods which add wheat and I prefer not to create conflicts between mods. I may expand the alcohol to include other forms later, but that will be after I focus on plants more. This is after all the xtra plants mod and not the alcohol mod. I just added wine in because I wanted to add grapes and it would be a crying shame if you couldn't make wine out of the grapes. However, if someone wants to take the grapes and whole wine making portion of this mod and expand upon that themselves as a separate Alcohol themed mod then I'm all for it as long as they let me know and preferably put a link back to this thread on their original post.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 31, 2014, 10:32:51 AM
I figured I would release a short list of my plans for the future of this mod. Keep in mind that this isn't EVERYTHING I plan on adding, but these are the main priorities for the next few releases.

I have it sort of organized. The number in the parenthesis at the beginning of each item is the priority in which I hope to do it. This is also a rough idea of how long it will be till said feature is released. A (1) is top priority and will probably be in the next update. A (4) is lowest priority and will be added at some point but probably not within the next 3 updates.

Some of these items may get moved up or down in priority as I go, but this is really just to give you guys an idea of what to expect. Also, if you are wanting to contribute to these projects in the form of textures or ready-made XML then this gives you an idea of what I'm looking for the most. This also gives you the opportunity to convince me that a certain feature should be moved up in priority or to suggest additions to the features before they get made. Anyway, without any further ado.

Planned Changes:

(1)Olive Tree
(1)Olives Raw Food
(1)Sugarcane Plant
(1)Sugarcane Raw Food
(1)Cherry Tree
(1)Cherries Raw Food
(2)Oil Press (like wine press but for sunflower seed oil and olive oil
(2)Olive Oil raw resource
(2)Sunflower Seed Oil raw resource
(2)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(3)Juicer Machine (like wine press but for fruit juice drinks)
(3)Lemonade Drink
(3)Limeade Drink
(3)Cherry Juice Drink
(3)Grape Juice Drink
(3)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(4)Pie Oven
(4)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(4)Lime Pie recipe (same as above with limes instead of lemons)
(4)Cherry Pie recipe (same as above with cherries instead)
(4)Banana Pie recipe (same with bananas)
(4)Berry Pie recipe (same with berries)
(4)Grape Pie recipe (same with grapes)
(4)More alcohol types to be determined later.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Lightbulb500 on December 31, 2014, 03:24:33 PM
Love the mod, and those planned additions look great!  :D

Just wanted to point out a small annoyance that the counter on the grape vine resets on a game load. Just a small thing and I'm not sure if can be helped, just thought I should mention it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on December 31, 2014, 03:36:40 PM
I figured I would release a short list of my plans for the future of this mod. Keep in mind that this isn't EVERYTHING I plan on adding, but these are the main priorities for the next few releases.

I have it sort of organized. The number in the parenthesis at the beginning of each item is the priority in which I hope to do it. This is also a rough idea of how long it will be till said feature is released. A (1) is top priority and will probably be in the next update. A (4) is lowest priority and will be added at some point but probably not within the next 3 updates.

Some of these items may get moved up or down in priority as I go, but this is really just to give you guys an idea of what to expect. Also, if you are wanting to contribute to these projects in the form of textures or ready-made XML then this gives you an idea of what I'm looking for the most. This also gives you the opportunity to convince me that a certain feature should be moved up in priority or to suggest additions to the features before they get made. Anyway, without any further ado.

Planned Changes:

(1)Olive Tree
(1)Olives Raw Food
(1)Sugarcane Plant
(1)Sugarcane Raw Food
(1)Cherry Tree
(1)Cherries Raw Food
(2)Oil Press (like wine press but for sunflower seed oil and olive oil
(2)Olive Oil raw resource
(2)Sunflower Seed Oil raw resource
(2)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(3)Juicer Machine (like wine press but for fruit juice drinks)
(3)Lemonade Drink
(3)Limeade Drink
(3)Cherry Juice Drink
(3)Grape Juice Drink
(3)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(4)Pie Oven
(4)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(4)Lime Pie recipe (same as above with limes instead of lemons)
(4)Cherry Pie recipe (same as above with cherries instead)
(4)Banana Pie recipe (same with bananas)
(4)Berry Pie recipe (same with berries)
(4)Grape Pie recipe (same with grapes)
(4)More alcohol types to be determined later.

Anything in the ones or twos that you don't have work already in progress for that I can herpa-derp around with? (duplicating work seems silly so I'm asking before I do anything)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: StalkerCZ on December 31, 2014, 03:59:07 PM
Hell yeah .. i realy like yoh guys.. thumbs up.. send me pm if you want some textures.. :)  it will be cool if you im0lant alcohol to the game .. helps in 9perations .. and weapon making and more ...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 31, 2014, 06:19:27 PM
Anything in the ones or twos that you don't have work already in progress for that I can herpa-derp around with? (duplicating work seems silly so I'm asking before I do anything)

I've done no work on anything on that list yet. I've done no work on this mod since fixing that annoying bug except to add in a plant that was done by Telkir but he decided he wasn't going to use it. I've been working on a new addition to my advanced lamps mod recently and helping Shinzy update Apparello. If you want to do anything on the list and send it in then by all means go ahead. I will probably not get a start on anything on that list for a couple days still. In the 2's pretty much everything is done already, I'm just going to re-color textures I've already done. Though the Oil Press is something for which I haven't decided on a design. That and the Juicer Machine are still undecided yet. Any thoughts on good designs for either would be welcome as would any textures of what you think they should look like.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on December 31, 2014, 07:19:10 PM
Anything in the ones or twos that you don't have work already in progress for that I can herpa-derp around with? (duplicating work seems silly so I'm asking before I do anything)

I've done no work on anything on that list yet. I've done no work on this mod since fixing that annoying bug except to add in a plant that was done by Telkir but he decided he wasn't going to use it. I've been working on a new addition to my advanced lamps mod recently and helping Shinzy update Apparello. If you want to do anything on the list and send it in then by all means go ahead. I will probably not get a start on anything on that list for a couple days still. In the 2's pretty much everything is done already, I'm just going to re-color textures I've already done. Though the Oil Press is something for which I haven't decided on a design. That and the Juicer Machine are still undecided yet. Any thoughts on good designs for either would be welcome as would any textures of what you think they should look like.

Alright I will make a few things tonight when I'm back at my computer and pm them to you unless you want them sent through here. Want their relevant .xmls updated? Or just their defs and leave the biome distribution up to you?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on December 31, 2014, 07:26:49 PM
PM or through here, either works just fine. And it would probably be easiest for me to just add the XML code to the files myself so that I know exactly where I put it and don't need to go searching for it. And I'm probably going to tinker around with the distribution rates of whatever you provide quite a lot before I settle on something that looks right so don't worry about doing that part of it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 02, 2015, 07:26:29 PM
I made an Olive tree today. I'm probably not going to do any more additions today, just more tweaks to the numbers of trees. So I figured I'd give you guys the updated changes list. Also, there is a peek at the Olive tree I did today in the attachments.

Planned Changes:

(1)Olive Tree DONE still taking submissions for textures
(1)Olives Raw Food DONE
(1)Sugarcane Plant
(1)Sugarcane Raw Food
(1)Cherry Tree
(1)Cherries Raw Food
(2)Oil Press (like wine press but for sunflower seed oil and olive oil
(2)Olive Oil raw resource STARTED
(2)Sunflower Seed Oil raw resource STARTED
(2)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(3)Juicer Machine (like wine press but for fruit juice drinks)
(3)Lemonade Drink
(3)Limeade Drink
(3)Cherry Juice Drink
(3)Grape Juice Drink
(3)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(4)Pie Oven
(4)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(4)Lime Pie recipe (same as above with limes instead of lemons)
(4)Cherry Pie recipe (same as above with cherries instead)
(4)Banana Pie recipe (same with bananas)
(4)Berry Pie recipe (same with berries)
(4)Grape Pie recipe (same with grapes)
(4)More alcohol types to be determined later.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 02, 2015, 07:31:20 PM
Your olive tree looks nicer than mine so out the window that goes :P I've got sugar done, plant and food. Will send it your way when I get back to the computer (on tablet right now)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 02, 2015, 07:46:14 PM
Your olive tree looks nicer than mine so out the window that goes :P I've got sugar done, plant and food. Will send it your way when I get back to the computer (on tablet right now)

I was pleasantly surprised with the Olive tree actually. That was my 2nd attempt and I was frustrated that it wasn't coming out the way I wanted. So I went to click the eraser to just erase it all and start over but accidentally clicked the blur tool instead and when I clicked on it using the largest brush size it made all the screwed up looking parts vanish. So I got friendly with the blur tool on this one and used it for the foliage too after I got the trunk looking all gnarly and rough looking but not striped like it was before the blur tool. So it was a happy accident that it came out looking that way. I'm not as happy with the foliage part as I could be, the trunk took a lot of space out of the 64x64 square so the leaves aren't as puffy as I wanted on the sides and top. I may end up doing a slightly larger image size just so I can get that just right and then do an overdraw or maybe just let the game shrink the image slightly so it fits. I'll play around with that more tomorrow though. My arthritis is acting up so I cut my GIMP session short today.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 02, 2015, 08:12:49 PM
Your olive tree looks nicer than mine so out the window that goes :P I've got sugar done, plant and food. Will send it your way when I get back to the computer (on tablet right now)

I was pleasantly surprised with the Olive tree actually. That was my 2nd attempt and I was frustrated that it wasn't coming out the way I wanted. So I went to click the eraser to just erase it all and start over but accidentally clicked the blur tool instead and when I clicked on it using the largest brush size it made all the screwed up looking parts vanish. So I got friendly with the blur tool on this one and used it for the foliage too after I got the trunk looking all gnarly and rough looking but not striped like it was before the blur tool. So it was a happy accident that it came out looking that way. I'm not as happy with the foliage part as I could be, the trunk took a lot of space out of the 64x64 square so the leaves aren't as puffy as I wanted on the sides and top. I may end up doing a slightly larger image size just so I can get that just right and then do an overdraw or maybe just let the game shrink the image slightly so it fits. I'll play around with that more tomorrow though. My arthritis is acting up so I cut my GIMP session short today.

The smudge tool and I are buddies now. the Ctrl and Z keys don't wanna talk to me any more though...

I may redo the plant to make it look more clumpy but I'm on the fence right now, any feedback is good :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Dragoon on January 02, 2015, 08:28:45 PM
The smudge tool and I are buddies now. the Ctrl and Z keys don't wanna talk to me any more though...

I may redo the plant to make it look more clumpy but I'm on the fence right now, any feedback is good :)

:'( (of happiness) I remember in Jamaica when I would eat sugarcane with my dad This I will grow massive amounts of it (also the food still has covering on it is this on purpose or not and if it is will you add a cooking recipe to remove the covering so that sugarcane can be a food?)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 02, 2015, 08:41:56 PM
The smudge tool and I are buddies now. the Ctrl and Z keys don't wanna talk to me any more though...

I may redo the plant to make it look more clumpy but I'm on the fence right now, any feedback is good :)

:'( (of happiness) I remember in Jamaica when I would eat sugarcane with my dad This I will grow massive amounts of it (also the food still has covering on it is this on purpose or not and if it is will you add a cooking recipe to remove the covering so that sugarcane can be a food?)

I did the food one that way to show it as if it had just been cut down and bundled. I figured it would get "processed" more during the cooking bit :P I hope you like the textures!  ;D
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 02, 2015, 09:10:17 PM
The smudge tool and I are buddies now. the Ctrl and Z keys don't wanna talk to me any more though...

I may redo the plant to make it look more clumpy but I'm on the fence right now, any feedback is good :)

I like those textures. It would be cool if you could do another version of the sugar cane which looks the same but has more stalks. And another with fewer stalks would be awesome as well. That way the fields will look more varied and slightly more realistic. I will definitely add those in after I get some sleep and check them out in-game. I got a start on making the cherry tree as well as the food. I'm very unsatisfied with the way the food came out though. I went with a jar of cherries but it looks too similar to the berry wine jar. I'll probably just go with the stereotypical two cherries on a stem icon for those but I will decide on that tomorrow. My eyes are burning now.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 02, 2015, 09:20:19 PM
The smudge tool and I are buddies now. the Ctrl and Z keys don't wanna talk to me any more though...

I may redo the plant to make it look more clumpy but I'm on the fence right now, any feedback is good :)

I like those textures. It would be cool if you could do another version of the sugar cane which looks the same but has more stalks. And another with fewer stalks would be awesome as well. That way the fields will look more varied and slightly more realistic. I will definitely add those in after I get some sleep and check them out in-game. I got a start on making the cherry tree as well as the food. I'm very unsatisfied with the way the food came out though. I went with a jar of cherries but it looks too similar to the berry wine jar. I'll probably just go with the stereotypical two cherries on a stem icon for those but I will decide on that tomorrow. My eyes are burning now.

Will work on some extra sugar cane plants in the next few days. I might take a stab at making a basket of cherries (think vanilla berries but with a round basket and some juicy dark cherries instead of berries)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Dragoon on January 02, 2015, 10:33:13 PM
love it!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 03, 2015, 04:05:52 PM
Loki88, I looked at your textures in the game and they look awesome. The sugar cane plants looked a bit small when set to the normal size ranges of other plants. But I increased the maximum size a bit so now it goes from very small to very tall in it's growth cycle, which looks great. The only criticism I might offer is that the outer skin of the harvested food item should be darkened just a bit.

In other news, I got the Cherry tree and cherry fruit in the game as well as Loki88's sugar cane. I still don't like the texture I made for the cherry fruit so I'll be redoing that. But everything worked fine.

Here is the updated list of planned changes:

(1)Olive Tree DONE still taking submissions for textures
(1)Olives Raw Food DONE
(1)Sugarcane Plant DONE
(1)Sugarcane Raw Food DONE
(1)Cherry Tree DONE
(1)Cherries Raw Food DONE but still needs a redone texture
(2)Oil Press (like wine press but for sunflower seed oil and olive oil
(2)Olive Oil raw resource STARTED
(2)Sunflower Seed Oil raw resource STARTED
(2)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(3)Juicer Machine (like wine press but for fruit juice drinks)
(3)Lemonade Drink
(3)Limeade Drink
(3)Cherry Juice Drink
(3)Grape Juice Drink
(3)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(4)Pie Oven
(4)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(4)Lime Pie recipe (same as above with limes instead of lemons)
(4)Cherry Pie recipe (same as above with cherries instead)
(4)Banana Pie recipe (same with bananas)
(4)Berry Pie recipe (same with berries)
(4)Grape Pie recipe (same with grapes)
(4)More alcohol types to be determined later.

All that needs to be done before the next release now is the cherry fruit texture, any extra sugar cane textures Loki88 might provide, and some further testing and possible number tweaks. I've been doing a lot of work on balancing the number of each of the new plants lately. It's going to be a constant process for that though. Now I am going to dedicate the rest of my day to trying to fix my next Advanced Lamps update.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 03, 2015, 05:37:53 PM
Outter skin as in the whole thing to make it resemble the plant more closely, or outter perimeter to make it less blendy with the background? I just wanna make sure I'm fiddling with the right thing :P

Edit: I still want that oil press so freaking bad! You have a texture for it already?

Edited edit: I will provide more suger cane textures but it wont be till later tonight or possibly tomorrow.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 03, 2015, 06:03:46 PM
Outter skin as in the whole thing to make it resemble the plant more closely, or outter perimeter to make it less blendy with the background? I just wanna make sure I'm fiddling with the right thing :P

Edit: I still want that oil press so freaking bad! You have a texture for it already?

Edited edit: I will provide more suger cane textures but it wont be till later tonight or possibly tomorrow.

skin of the stalk not the outline. just a couple shades darker brown should do it.

No texture for the press yet. But I've decided that it should be a 2x2 item (aka 128x128 pixels) and I'm probably going to go with one similar to the picture below. Top down angle for the texture though of course.

(http://www.febc.edu.sg/assets/images/weekly/Oil%20Press.jpg)

The only thing missing from this picture is the wooden pole that goes through the middle of the grind block and fits into the divot in the center of the basin.

[edit to add] No problem on the additional sugar cane textures. I'm not working on this mod anymore today. I'm still goofing around on youtube trying to procrastinate having to figure out the cause of the bug on my Advanced Lamps update.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 03, 2015, 06:36:21 PM
Quote
[edit to add] No problem on the additional sugar cane textures. I'm not working on this mod anymore today. I'm still goofing around on youtube trying to procrastinate having to figure out the cause of the bug on my Advanced Lamps update.

What's the bug? Not like I'm actually useful in that endeavor but I like to pretend I could be one day!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 03, 2015, 06:41:06 PM
can't remember the exact wording right now, but something about it using the power net but not blah blah something something meshes blah. It's probably just me misusing one of the XML tags that I don't fully understand. I'll probably get started on it after I go run a quick errand.

[edit to add] The exact wording is UVHeatLamp connects to power but does not add to map mesh. Will not create wire meshes. It's only a warning, not an error.

Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 03, 2015, 07:20:14 PM
Quote
No texture for the press yet. But I've decided that it should be a 2x2 item (aka 128x128 pixels) and I'm probably going to go with one similar to the picture below. Top down angle for the texture though of course.
The only thing missing from this picture is the wooden pole that goes through the middle of the grind block and fits into the divot in the center of the basin.

"T" shaped piece so that the wheel rolls around the groove? This thing seams to be asking for an animation... How in the world does one do that? Lemme guess... A .dll ?...
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 03, 2015, 07:43:30 PM
"T" shaped piece so that the wheel rolls around the groove? This thing seams to be asking for an animation... How in the world does one do that? Lemme guess... A .dll ?...

Actually I believe that particular one just had a straight wooden pole in it at an angle. A person would then grab the end of the pole and walk around the bin portion while pushing the pole which rolls the big grind block around on top of the olives which squeezes the oil out of them.

I agree that it would be totally awesome with an animation, but that would definitely require a .dll.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 06, 2015, 01:42:26 AM
Bam, Sugar cane. I haven't tried the oil press yet, want me to give it a go or work on something else?


Edit: The food is hard to fiddle with the colours on. It's a weird red/ brown combo and going darker it wants to turn a gross brown colour... I hope you like them, I spent about half an hour and some Canadian Club on them :P

Edited Edit: Youtube needs a loop function. If it has it I need to find it...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 06, 2015, 03:36:01 AM
weeellllll it's 3:30 in the morning here so Imma call it a night and hope you like those sugar textures....
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 06, 2015, 07:49:20 AM
weeellllll it's 3:30 in the morning here so Imma call it a night and hope you like those sugar textures....

Those look great. Not sure about the food item yet cause I haven't seen it in-game just yet. But I'll do a quick test run of it after I finish waking up. If you want to try the oil press then please do. I am very bad with making circles, even with the circle making tools on GIMP, mine always come out looking wrong. Even my wine press took about an hour of fixing it just to get it to look as crappy as it does.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 06, 2015, 11:23:18 AM
Is it possible to make plants really tall by making the texture 64x128 or would the game just squish it into one cell and make it look all derpy?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Igabod on January 06, 2015, 11:34:32 AM
Is it possible to make plants really tall by making the texture 64x128 or would the game just squish it into one cell and make it look all derpy?

I can make plants really tall even if they are 64x64. With plants there is the visualSizeRange tag in which you can adjust how much they grow. I could make a plant not grow at all just by setting the min to 1.0 and the max to 1.0. That way the plant would be the exact same size it was drawn. If I set the max up to 1.5 (like I did with the sugar cane) then when it is 100% grown it will be 50% larger than the actual size. I think if you made a 64x128 image it would just shrink the image down to a 64x64 image and therefore be distorted. I haven't actually experimented with this though so I could be wrong. I think that I can add the overdraw tag onto it so that the image isn't altered but it still only takes 1 tile up. I'm not sure if that works on plants or not though. But if you look at the pine trees, they are set to a size range of 1.3 min and 3.0 max. The smallest pine tree you ever see on the map is actually bigger than the image that was drawn. Do you think that would be suitable for what you were looking for? Before trying the overdraw method or image size changes I'd try fiddling with that size range number a bit and seeing if you can achieve the results you were looking for.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.0 Grapes, Wine & more trees Update Dec. 28, 2014
Post by: Loki88 on January 06, 2015, 11:46:02 AM
It's just me being peculiar... The shortness of the bamboo has been bothering me since some bamboos (especially ones used for timber) grow extremely tall. Exceptionally certain species have been recorded at over 130 feet tall. Something that tall though would probably overlap the cell above it and possibly the one above that.

I'm gonna start on that press now but I don't know if I'll get anywhere useful before I have to go to work.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 06, 2015, 12:19:23 PM
Update 4.1 is out folks! Here's a breakdown on what all has been done.

Added plants:

   Nymph Hair bush, texture by Telkir
   Olive Tree
   Cherry Tree
   Sugar Cane, textures by Loki88

Added foods:

   Olives (+1 mood boost)
   Cherries (+2 mood boost)
   Raw Sugar Cane (+3 mood boost), texture by Loki88

Other changes:

   Made Grape Seed purchaseable at traders since wild grapes aren't always easy to come by in all maps.
   Grass is now grow-able in growing zones.
   Tweaked numbers of various plants in all biomes.
   Increased stack size maximum of all fruits smaller in size than limes to 150.
   Increased stack size max of various other items as well.
   Tweaked nutrition value of several of the foods to reflect both their size and nutrition content in real life.
   Tweaked market value of some items just a bit. More adjustment may be necessary for some things. Wine making is now a viable means of making money.

This will be the last update for at least a week. I've got a lot of things going on right now so I won't have as much time to work on mods for just a little while. No worries though, I'm not going anywhere. I'm going to be updating my mods for a long time to come.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Loki88 on January 07, 2015, 12:00:28 AM
Since you're going on a one week hiatus from updates I may take the opportunity to try and learn how to animate objects with a .dll... (I don't expect it to be too fruitful, but hey, I might get lucky!)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Dragoon on January 07, 2015, 09:13:30 AM
YAY YAY YAY!!!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Romi on January 07, 2015, 11:20:36 AM
AMAZING
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 08, 2015, 12:25:41 AM
Since you're going on a one week hiatus from updates I may take the opportunity to try and learn how to animate objects with a .dll... (I don't expect it to be too fruitful, but hey, I might get lucky!)

sounds like something that's worth learning. hopefully it works out for you. :)

YAY YAY YAY!!!
AMAZING

Glad you guys like it. There is still more planned for this mod. And I'm still looking for suggestions to add to the list. Here's the updated list of planned changes for the next few updates.

Planned Changes:

(1)Oil Press (like wine press but for sunflower seed oil and olive oil
(1)Olive Oil raw resource STARTED
(1)Sunflower Seed Oil raw resource STARTED
(1)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(2)Juicer Machine (like wine press but for fruit juice drinks)
(2)Lemonade Drink
(2)Limeade Drink
(2)Cherry Juice Drink
(2)Grape Juice Drink
(2)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(3)Pie Oven
(3)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(3)Lime Pie recipe (same as above with limes instead of lemons)
(3)Cherry Pie recipe (same as above with cherries instead)
(3)Banana Pie recipe (same with bananas)
(3)Berry Pie recipe (same with berries)
(3)Grape Pie recipe (same with grapes)
(4)More alcohol types to be determined later.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: StalkerCZ on January 08, 2015, 10:19:32 AM
Hello guys i download last release but textures doesent work. There is many f..xx squares instead of textures. If i use ver. 4.0 it is ok. But lastt got this problem. I use mods PA, Clutter  ..  and in clutter mod there is missing textures in use of your mod.  I dont try use only this mod .. i will later. 
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 08, 2015, 10:37:42 AM
Hello guys i download last release but textures doesent work. There is many f..xx squares instead of textures. If i use ver. 4.0 it is ok. But lastt got this problem. I use mods PA, Clutter  ..  and in clutter mod there is missing textures in use of your mod.  I dont try use only this mod .. i will later.

Put this mod at the bottom of the load order (disable it then re-enable it in the mod menu) and then close the mod menu and then exit the game fully to your OS. Then launch the game and start playing. Every time you open the mod menu make sure you exit the game fully and then restart it before you try to play or you will get texture loading errors like you described.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Dragoon on January 09, 2015, 02:26:52 AM
Can you add in the ability to skin the sugar cane? (I only ask because they don't eat raw food unless they don't have anything else)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 09, 2015, 06:02:19 AM
Can you add in the ability to skin the sugar cane? (I only ask because they don't eat raw food unless they don't have anything else)

How exactly would that make a difference? Skinned raw sugar cane is still raw sugar cane. I'm not planning on making people skin fruit before eating it so why would I make them skin sugar cane? Besides, sugar cane will be primarily an ingredient in drinks and pies and rum (probably later). I added the positive mood boost for eating it raw mostly in case people screw up and run out of food. The nutritional value of sugar cane is so low that you can't keep your colony surviving on just that anyway. Not without a huge field of it that is.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Dragoon on January 09, 2015, 12:28:23 PM
Well actually it's not. Skinned sugarcane means removing the hard(almost like bamboo) outercasing which you can't eat it and most people cut sugercane wearing gloves so I never bothered to ask just I was told to wear gloves. (btw have you actually held raw sugercane?) (water melons a great example you can't just eat it ( well you could but) you have to cut it open first.)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 09, 2015, 01:00:45 PM
Well actually it's not. Skinned sugarcane means removing the hard(almost like bamboo) outercasing which you can't eat it and most people cut sugercane wearing gloves so I never bothered to ask just I was told to wear gloves. (btw have you actually held raw sugercane?) (water melons a great example you can't just eat it ( well you could but) you have to cut it open first.)

Yes, I used to have sugarcane growing in my back yard as a kid. But the point is that removing the skin does not make it not raw anymore. Peeling a banana does not make it not raw anymore either. The only way I'd be able to make it so that you have to skin the sugarcane or bananas or lemons or limes or any of the other fruits I added that have a skin which is inedible is to add a new table just to give them one extra step before they are able to be eaten. It's a waste of effort because the result would still be a raw food product which must then be prepared in a meal to not be considered raw food. It's just adding a little too much realism to the game with no added benefit at all.

[edit to add] and the reason for wearing gloves is because lots of little critters and razor grass like to live between the stalks. Snakes are also a big threat in cane fields. Having an added layer of protection is never a bad thing.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Ramsis on January 12, 2015, 02:29:47 PM
Requesting plants that are technically regrowable on their own drop items every so often instead of being harvested and then having to be regrown from scratch. If I plant fruit trees, they should go to like 90 percent upon being harvested. Same with tomatoes and most berry types.

Sorry, but if you can fix this I would greatly appreciate it. Just makes the mod a lot more logical.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 12, 2015, 02:44:20 PM
Requesting plants that are technically regrowable on their own drop items every so often instead of being harvested and then having to be regrown from scratch. If I plant fruit trees, they should go to like 90 percent upon being harvested. Same with tomatoes and most berry types.

Sorry, but if you can fix this I would greatly appreciate it. Just makes the mod a lot more logical.

I'm not sure I am understanding you correctly. But the general gist of what I get is that you want all of the plants which are not destroyed upon harvest to just drop their fruits every time they hit 100% growth without requiring a colonist to go over to them and harvest them. Unfortunately this isn't doable without some C# coding and I'm not good enough at that to even attempt it. I'm not sure I'd do that anyway though.

I am however considering making several orchard buildings (similar to the seedless grape vine) which wouldn't be actual plants but would automatically produce fruit every so often. The C# code for that has already been done by Skullywag, and I'm just good enough to be able to edit it to work for other buildings.

I haven't fully decided on whether or not I want to do that yet though. But if I do decide to do it, I'll probably wait until the next alpha. I've got too many things in the list already to get to that just now. But the fact that you are requesting something similar to that does move it up on my priority list to make a decision on it.

Please, do keep submitting ideas to me. I'm definitely open to them.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Ramsis on January 12, 2015, 02:59:59 PM
Requesting plants that are technically regrowable on their own drop items every so often instead of being harvested and then having to be regrown from scratch. If I plant fruit trees, they should go to like 90 percent upon being harvested. Same with tomatoes and most berry types.

Sorry, but if you can fix this I would greatly appreciate it. Just makes the mod a lot more logical.

I'm not sure I am understanding you correctly. But the general gist of what I get is that you want all of the plants which are not destroyed upon harvest to just drop their fruits every time they hit 100% growth without requiring a colonist to go over to them and harvest them. Unfortunately this isn't doable without some C# coding and I'm not good enough at that to even attempt it. I'm not sure I'd do that anyway though.

I am however considering making several orchard buildings (similar to the seedless grape vine) which wouldn't be actual plants but would automatically produce fruit every so often. The C# code for that has already been done by Skullywag, and I'm just good enough to be able to edit it to work for other buildings.

I haven't fully decided on whether or not I want to do that yet though. But if I do decide to do it, I'll probably wait until the next alpha. I've got too many things in the list already to get to that just now. But the fact that you are requesting something similar to that does move it up on my priority list to make a decision on it.

Please, do keep submitting ideas to me. I'm definitely open to them.

Follow the orchard idea. It makes the mod a lot more logical with the way the planting and tree system is currently while giving a great way to use wood.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Dragoon on January 12, 2015, 05:06:41 PM
Wait do you mean you want them to be like they would if they were wild (like you harvest but it just regrows without being replanted each time) ?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Ramsis on January 12, 2015, 08:11:30 PM
More like if you have a certain number of the fruit you can plant an orchard that puts out food every so often after a few day period.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 13, 2015, 12:30:07 AM
Ok folks, I've resumed work on the next update. So far I've corrected a few mistakes and typos. I've also done some more balancing here and there and made some changes to plant sizes all across the board. I was using the same size specifications for all trees, but now they've all got their own specs based on their real life proportions to each other. And I've also added in a new flower (see attachment for preview) which can be grown in both the ground and in flower pots. It was suggested by my mother because it is one of her favorites.

I've also made some decisions on the future of this mod and have revised my priority list. The biggest changes are that the pies will no longer wait till the update after next, but will instead be included in the next update. I'm also no longer going to add a new stove just for cooking pies, they'll be added to the regular stove.

Anyway, here's the updated future changes list.

The number in the parenthesis at the beginning of each item is the priority in which I hope to do it. This is also a rough idea of how long it will be till said feature is released. A (1) is top priority and will probably be in the next update. A (4) is lowest priority and will be added at some point but probably not within the next 3 updates.

Planned Changes:

(1)Oil Press (like wine press but for sunflower seed oil and olive oil
(1)Olive Oil raw resource STARTED
(1)Sunflower Seed Oil raw resource STARTED
(1)Gourmet Dinner recipe (requires 5 of either olive oil or sunflower seed oil, 5 veg, 5 meat)
(1)Lemon Pie recipe (sugar and lemons and either olive oil or sunflower seed oil)
(1)Lime Pie recipe (same as above with limes instead of lemons)
(1)Cherry Pie recipe (same as above with cherries instead) DONE needs olive oil added to it when that is done.
(1)Banana Pie recipe (same with bananas)
(1)Berry Pie recipe (same with berries)
(1)Grape Pie recipe (same with grapes)
(2)Juicer Machine (like wine press but for fruit juice drinks)
(2)Lemonade Drink
(2)Limeade Drink
(2)Cherry Juice Drink
(2)Grape Juice Drink
(2)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(3)More alcohol types to be determined later.
(4)Orchards for the various fruit-bearing trees. (Costs a full stack of said fruit plus 75 wood to build) NEED TEXTURES! Ask for details if you want to contribute


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Loki88 on January 13, 2015, 01:26:15 AM
For the pie textures would you prefer a full pie or a slice? My vote is on a slice and have the recipe make maybe 6 of them for realism but I will go with what you prefer ( I was going to also say since not a lot of people would eat a whole pie in one go... but I would, and I do :P [ Blackberry-Raspberry pie... Crap now I'm hungry! ] )
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 13, 2015, 01:43:42 AM
For the pie textures would you prefer a full pie or a slice? My vote is on a slice and have the recipe make maybe 6 of them for realism but I will go with what you prefer ( I was going to also say since not a lot of people would eat a whole pie in one go... but I would, and I do :P [ Blackberry-Raspberry pie... Crap now I'm hungry! ] )

I actually just finished making the texture (see attachment for preview) for the pies (just the cherry one for testing purposes) and went with the single slice. I'm currently working on trying to get the recipe working. I'm pretty sure the way I have it right now is wrong so I'm going to go looking for the thread where I saw someone say how to set recipes to accept specific ingredients instead of categories. After I get that working and do a quick initial test on it I'm going to sleep and will continue working on the pies first thing tomorrow.

[edit to add] Ok got the recipe working now. Time to go to sleep. Tomorrow I'll recolor the pie texture and probably shrink it some since it is so big in game. Then I'll get all the pie recipes done.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 14, 2015, 04:57:39 PM
Here's an updated priorities list. I've gotten the pies done. Just have to do some testing on it now to make sure everything is working correctly and I didn't miss any small details. All that is left to do other than the various balance tweaks is the Olive Oil and Sunflower Seed Oil and the Oil Press and the Gourmet Meal. I may go ahead and do the texture for the Gourmet Meal tonight before I go to sleep since it is a quick edit job really. I went ahead and did the texture for the Gourmet Meal. It wasn't as quick of a job as I expected but I'm somewhat satisfied with the results. See the attachments for a preview.

Planned Changes:

(1)Oil Press (like wine press but for sunflower seed oil and olive oil
(1)Olive Oil raw resource STARTED
(1)Sunflower Seed Oil raw resource STARTED
(1)Gourmet Dinner STARTED
(1)Lemon Pie DONE
(1)Lime Pie DONE
(1)Cherry Pie DONE
(1)Banana Pie DONE
(1)Berry Pie DONE
(1)Grape Pie DONE
(2)Juicer Machine (like wine press but for fruit juice drinks)
(2)Lemonade Drink
(2)Limeade Drink
(2)Cherry Juice Drink
(2)Grape Juice Drink
(2)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(3)More alcohol types to be determined later.
(4)Orchards for the various fruit-bearing trees. (Costs a full stack of said fruit plus 75 wood to build) NEED TEXTURES! Ask for details if you want to contribute


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Ramsis on January 22, 2015, 10:35:51 AM
How goes things Igabod?
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Clibanarius on January 22, 2015, 10:42:04 AM
Holy crap, I was interested in this enough before, but once I saw the wines, my heart jumped. Thank you SO MUCH for making this awesome mod, Igabod!
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 22, 2015, 12:23:41 PM
I've had to take a few days off unexpectedly from working on mods. I had a forest fire behind my house the other day which took me away from modding and last night I was going to do some work but a migraine stopped me in my tracks so I slept for like 16 hours. I'm also still waiting on the texture for the Oil Press from Loki88. But even if I don't get that texture by tomorrow I'll probably just recycle the wine press texture temporarily. Either that or I'll just upsize the wine press and turn it into a generic press and use it for all of the pressing needs. I'll figure that out tomorrow. Today though, I have other things I have to work on. Such as a new mod that adds more animals. It's already done for the most part but  needs some additional changes before it's ready to release. It has now been released. Check it out HERE (https://ludeon.com/forums/index.php?topic=9532) It's not compatible with this mod at the moment but after I update this one I'll add a compatibility patch for it.

Holy crap, I was interested in this enough before, but once I saw the wines, my heart jumped. Thank you SO MUCH for making this awesome mod, Igabod!

Glad you like it. There are plans for fruit juice drinks as well and in the next update there will be pie and a new meal recipe.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 22, 2015, 06:04:37 PM
Quote from: Rimworld Change Log
Jan 22

    Added hops, brewing and beer. Started work on intoxication, addiction.
    Added ‘low expecations’ and ‘high expectations’ mood modifiers.
    Added command to make trade beacon automatically generate a matching stockpile.
    Optimizations to health system.

Looks like Tynan has seen everybody's suggestions of addiction and intoxication on all the various threads everywhere. I promise to include these things into my wine as well as the other alcohol types I plan on doing. Looks like I won't be doing beer now though since Tynan has that covered. I also have an idea for a new plant that produces Rimberries which get you drunk just by eating them. I really can't wait for Alpha 9 to be released now. So many fancy new things are being added.

For those who didn't know about it, the official change log for rimworld is located at https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Kolljak on January 22, 2015, 06:08:55 PM
Igabod you seem to be good with plants and stuff would you be willing to help me with my Project?
http://i.imgur.com/gNCvtXg.png
its going to need alot of diffrent resources in it as its going to be quite complex and ive been trying to find and get people together to aid me. you EdB and Evul seem to be very talented :\
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 22, 2015, 06:22:34 PM
Igabod you seem to be good with plants and stuff would you be willing to help me with my Project?
http://i.imgur.com/gNCvtXg.png
its going to need alot of diffrent resources in it as its going to be quite complex and ive been trying to find and get people together to aid me. you EdB and Evul seem to be very talented :\

What exactly do you need help with? If you need art talent then I'm definitely on the lowest rung of the talent ladder on these forums but I can point you to some really good artists. I'm pretty decent with the XML side of things and could help you with that. I am pretty busy with all my mods at the moment so I can't take on a huge amount of extra work but I am open to seeing what I can do for you.

Also, if you are just scouting out a team of modders to help you then you might post a thread in the Mods board with a subject line saying "[Recruitment Call] Large project seeking a team." or something like that. There are a lot of people out there looking for a project they can get involved with but don't want all the responsibility of doing everything themselves. Just be very clear about what it is that you are looking for in the original post of that message.

[edit to add] Also, your signature links to TTM Custom Events mod thread. I'm pretty sure that wasn't the link you wanted to put in there.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Kolljak on January 22, 2015, 06:39:11 PM
Well the game itself is going to start from the Caveman age to the Advanced age even if its help with the tech tree corrections and or some sort of idea on how the farming should work :D it would be apreciated my skills at modding are like... only being able to alter C++ not create it so im not nearly as talented as you. tho itchy flee just asked for the deets. i hope he comes on board.
for the most part im interested in your farming system it looks amazing :D
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 22, 2015, 07:18:50 PM
it's not really a system. I've just added a few plants that produce food and happen to be growable in a growing zone (for now). Eventually when I get around to making the changes I've discussed elsewhere regarding an orchard system for the fruit trees that is identical to the system I use for the seedless grape vines you could maybe consider it a farming system. But until then I haven't changed anything from the vanilla farming system. But if you want to use my plants in your conversion mod then I am perfectly fine with that. I'll even help you incorporate it into the tech tree once you have an actual tech tree. Just include a link back to this thread in the credits on your mod's thread when you release it, same as the other modders are going to request probably. I don't require any other credit for any XML assistance I might provide to you. I hope you know that you'll probably end up having to learn the basics of how the XML and modding in general work though. You'll have to do the lion's share of the work to make a full conversion mod happen. Most of the modders aren't going to be willing to do everything for you. They'll just offer assistance with pieces here and there. But luckily it's not difficult to figure out the XML side just by looking at other mods. And even more lucky for you there is already a full conversion mod out there which you can look at to see exactly how it is done. You can find it HERE (https://ludeon.com/forums/index.php?topic=9020).
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 23, 2015, 12:53:48 AM
Okay, I got started working on this earlier than expected. I didn't get much done tonight, but I did make some progress. I added the oil press in using the same texture as the wine press but it is a 2x2 item. I added both Olive Oil and Sunflower Seed Oil in but then decided to just make them both use a universal Cooking Oil. I Have the pies using the cooking oil in the recipe now too. And I've tested everything so far and found one problem. Apparently when colonists go to eat the pies that they worked so hard to produce all the ingredients for it throws off a bug that stops them from eating that item before they finish it, and then they start trying to eat it again because they are still hungry, and they keep going in that cycle till they starve to death. Funny bug, but I don't know what's causing it so I'll get back on it tomorrow. Anyway, here's an updated priority list. I still have to make the gourmet meal item and recipe once I figure out what is causing this bug and then once everything works nicely I'll be ready to release the next update.

The number in the parenthesis at the beginning of each item is the priority in which I hope to do it. This is also a rough idea of how long it will be till said feature is released. A (1) is top priority and will probably be in the next update. A (4) is lowest priority and will be added at some point but probably not within the next 3 updates.
 

Planned Changes:

(1)Oil Press DONE
(1)Cooking Oil raw resource DONE
(1)Gourmet Dinner recipe STARTED
(1)Lemon Pie DONE
(1)Lime Pie DONE
(1)Cherry Pie DONE
(1)Banana Pie DONE
(1)Berry Pie DONE
(1)Grape Pie DONE
(2)Juicer Machine (like wine press but for fruit juice drinks)
(2)Lemonade Drink
(2)Limeade Drink
(2)Cherry Juice Drink
(2)Grape Juice Drink
(2)Fruit Juice Cocktail (made from sugarcane, lemons, limes, cherries, grapes, berries, and bananas)
(3)More alcohol types to be determined later.
(4)Orchards for the various fruit-bearing trees. (Costs a full stack of said fruit plus 75 wood to build) NEED TEXTURES! Ask for details if you want to contribute
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Kolljak on January 23, 2015, 01:35:03 AM
I might be able to help but it might take a bit... just pm me a list of tree's you need for the orchards :D im still waiting on responces from anyone who can C++ for my mod asked EdB to send me a link if he has one on learning it.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Igabod on January 23, 2015, 05:10:19 AM
Everything is done for the next update now. All that remains is one final test where I don't use dev mode to place everything and just play it as a player would. That will be tomorrow sometime. In the meantime you can take a look at this screenshot of my walk-in freezer with some of the new textures (pies and gourmet meal) along with all the other fruits and stuff from this mod.

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

Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Kolljak on January 23, 2015, 11:17:39 AM
Drops to knee's KHANNN! lol you beat me to it well i guess i can work on my project now.
Title: Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
Post by: Kolljak on January 23, 2015, 12:00:22 PM
Does this mean its updated now? or will we get a post id love to use this as one of the Agriculture part of my mod. just need to find a resource mod that adds alot of diffret minable ores such as coal copper tin alu and other stuff.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on January 23, 2015, 03:56:52 PM
Version 5.0 has been released! Here is a breakdown of the changes in this version.

Added Work Tables:

   Oil Press

Added Ingredients:

   Cooking Oil

Added Foods:

   Gourmet Meal
   Banana Pie
   Berry Pie
   Cherry Pie
   Grape Pie
   Lemon Pie
   Lime Pie

Added Plants:

   Anthurium flower (plantable in ground or flower pots).

Fixed Bugs/Mistakes:

   Berry wine thought typo
   Cherries didn't rot.
   Olives didn't rot.
   Raw Sugar Cane didn't rot.

Other changes:

   Adjusted sizes of most plants.
   Adjusted cluster radius of some plants.
   Adjusted commonality of some wild plants in some biomes.
   Adjusted harvest yield of most fruit bearing plants.
   Adjusted stack size limit of some raw foods.
   Adjusted time to maturity for several plants.
   Increased mood thought bonus for all three wine types.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: HBKRKO619 on January 23, 2015, 05:45:04 PM
Did you made it compatible with your other mod who add animal ?
Great update, thanks :)

EDIT : Nevermind, I just saw the compatibility patch in your other mod. It will teach me to go watch before talking xDDD
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: ItchyFlea on January 23, 2015, 07:12:26 PM
I'm probably missing something, but how does one get grape seeds from wild grape plants?
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on January 23, 2015, 11:15:54 PM
I'm probably missing something, but how does one get grape seeds from wild grape plants?

Grape seeds are found when you press wild grapes into low quality wine. 1 per pressing since 1 in 65 wild grapes produces a high quality seed. Also, you can buy grape seeds from some traders occasionally.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: popster99 on January 24, 2015, 01:44:43 AM
Igabod you seem to be good with plants and stuff would you be willing to help me with my Project?
http://i.imgur.com/gNCvtXg.png
its going to need alot of diffrent resources in it as its going to be quite complex and ive been trying to find and get people together to aid me. you EdB and Evul seem to be very talented :\
that look alot like tech tree minami i hope you get it working it looks awsome
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: ZeeOvenfresh on February 05, 2015, 06:04:20 AM
So yeah, I barely got through the Winter when I noticed a bottle of oil on one of my stoves. I thought, "hmm.. is someone making pie?" I zoomed in and saw that a strange number has tainted this particular bottle. I paid it no mind and deleted it via dev mode. Then later I found 3 more bottles with similar attributes. I notice that this bug happened when my colonists drank the oil. it causes the weirdest duplication Ive ever seen .

Two words my friends...
"lol wut?"
(http://i.imgur.com/vdWEp6h.jpg?1)

Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 05, 2015, 06:27:47 AM
I've noticed that same error too, but don't know how to replicate it (mine didn't happen when someone drank it) and have no clue how to fix it. I appreciate you reporting it though. I'll be sure and get a fix for it as soon as one makes itself apparent.

[edit to add] The only way to prevent them from trying to use it and bugging out is to use the dev tools and destroy that stack. Sorry for any inconvenience this may cause.

[edit again to add] Also, that is way more cooking oil than you will ever need. I usually just set the oil press to make until I get a full stack (which I thought was set to 20 but I may have missed that when I was making it).

[edit once again to add] A possible fix may be to open the Food_Defs.xml file in the defs/thingdefs folder and in the CookingOil item change <nutrition>0</nutrition> to a 1. I don't have time to test this fix right now, but I'll test it later and see if that works. If it does I'll release a hotfix patch.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Dragoon on February 05, 2015, 04:28:26 PM
hahaha lol what? (sorry it's not helping but that just made me feel better after seeing it!) that should be a meme.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 05, 2015, 05:02:40 PM
hahaha lol what? (sorry it's not helping but that just made me feel better after seeing it!) that should be a meme.

If you like that bug you should see the one where I turn the entire screen into a Tie-dyed freak show that would give any LSD user an acid flashback.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: ZeeOvenfresh on February 05, 2015, 11:19:04 PM
I've noticed that same error too, but don't know how to replicate it (mine didn't happen when someone drank it) and have no clue how to fix it. I appreciate you reporting it though. I'll be sure and get a fix for it as soon as one makes itself apparent.

[edit to add] The only way to prevent them from trying to use it and bugging out is to use the dev tools and destroy that stack. Sorry for any inconvenience this may cause.

[edit again to add] Also, that is way more cooking oil than you will ever need. I usually just set the oil press to make until I get a full stack (which I thought was set to 20 but I may have missed that when I was making it).

[edit once again to add] A possible fix may be to open the Food_Defs.xml file in the defs/thingdefs folder and in the CookingOil item change <nutrition>0</nutrition> to a 1. I don't have time to test this fix right now, but I'll test it later and see if that works. If it does I'll release a hotfix patch.

Actually I noticed that my colonists kept trying to eat or haul the bugged stack, what caused the copious amount of fluids was deconstructing the stove on which they were attempting to eat upon/ haul off of.
 
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Ramsis on February 20, 2015, 09:15:52 PM
ETA for update? Refusing to play and waiting for those orchards ;)
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 21, 2015, 12:50:10 AM
ETA for update? Refusing to play and waiting for those orchards ;)

I'm currently working on fixing all the warnings and errors (there was a wall of them) and will probably be finished with that tonight. But there is a serious bug which prevents objects with multiple images (like trees) from loading that was introduced with the base game. I have to wait until Tynan releases a hotfix for that issue before I can release an updated version. The same is true for my biodiversity mod unfortunately. And the orchards have been put on hold for a while because they will take a lot of work and I am really busy for the next few months. I'll be moving across the country and there is a lot of stuff that needs to be taken care of before this summer.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 21, 2015, 02:57:13 AM
Tynan has released a hotfix for the bug that was stopping work on this mod. It also fixes a few other pretty important bugs that I hadn't encountered yet. You should all download version 9d, use the same link you used in the most recent email from SendOwl. I'll get back to working on this as soon as I finish watching the show I'm in the middle of.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Ramsis on February 21, 2015, 08:02:58 AM
Tynan has released a hotfix for the bug that was stopping work on this mod. It also fixes a few other pretty important bugs that I hadn't encountered yet. You should all download version 9d, use the same link you used in the most recent email from SendOwl. I'll get back to working on this as soon as I finish watching the show I'm in the middle of.

Good because at this point I truly do refuse to play RimWorld without your mod. The game needs more growth and your mod is the only one that feels right in that department so great work there friend.

Oh and hey, throw me your Skype/Steam name in a PM, we should chat at some point.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 21, 2015, 03:17:13 PM
Tynan has released a hotfix for the bug that was stopping work on this mod. It also fixes a few other pretty important bugs that I hadn't encountered yet. You should all download version 9d, use the same link you used in the most recent email from SendOwl. I'll get back to working on this as soon as I finish watching the show I'm in the middle of.

Good because at this point I truly do refuse to play RimWorld without your mod. The game needs more growth and your mod is the only one that feels right in that department so great work there friend.

Oh and hey, throw me your Skype/Steam name in a PM, we should chat at some point.

I appreciate the kind words. I'll do my best to try and get this done today. As for my Steam, I'm known as TheIgabod on there. Anybody is free to add me and send me messages. I'm almost always online on steam even when I'm not playing anything. I don't use skype though.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 21, 2015, 04:46:49 PM
Unfortunately I've hit another roadblock. Everything for the mod is updated now. But the issue with images not loading is still there for just the leafless tree images. The rest of the images work fine, but Tynan overlooked the leafless trees in his recent hotfix. So until he fixes that, this mod is halted once again. Hopefully he fixes this as quick as he did the previous one. I've already informed him of the issue though so all we can do is wait and see. Please don't get frustrated though guys. This is an Alpha build so these little hiccups are to be expected.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Yas on February 21, 2015, 05:13:31 PM
The rest of the images work fine, but Tynan overlooked the leafless trees in his recent hotfix. So until he fixes that, this mod is halted once again.

Meh? :( Are you aware what that does to my colony?
https://www.youtube.com/watch?v=XyycKC9rTYM

Banana shortage apocalypse! ... run for your life! No enhanced defences, no bananas. Thats hard days for my people.
Title: Re: [MOD](A8) Xtra Plants v5.0 Pies, Oil Press, Gourmet Meal Jan. 23, 2015
Post by: Igabod on February 21, 2015, 05:23:51 PM
The rest of the images work fine, but Tynan overlooked the leafless trees in his recent hotfix. So until he fixes that, this mod is halted once again.

Meh? :( Are you aware what that does to my colony?
https://www.youtube.com/watch?v=XyycKC9rTYM

Banana shortage apocalypse! ... run for your life! No enhanced defences, no bananas. Thats hard days for my people.

Lol, thanks for sharing that video link. Made my day. But don't worry, there will be more than enough bananas for every one of my minions as soon as Tynan sees my message and releases another hotfix.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 04:39:35 AM
Update for A9 is available. It turns out the error messages weren't due to a bug in the code but were due to a change that isn't visible in the XML so I didn't know about it until Tynan pointed out the problem. This is the first release of the new Alpha so there may be some bugs or balance issues. Please report anything weird that you find in this mod.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Yas on February 23, 2015, 08:30:01 AM
Banana? Bappel! :) :)
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: HBKRKO619 on February 23, 2015, 09:08:23 AM
Did the compatibility patch between this mod and extended woodworking need to be updated or it's the same as alpha 8 ?
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: skullywag on February 23, 2015, 09:36:22 AM
Yay treez!
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 12:53:51 PM
Did the compatibility patch between this mod and extended woodworking need to be updated or it's the same as alpha 8 ?

It probably needs to be updated as well. I'll message ItchyFlea about it.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: HBKRKO619 on February 23, 2015, 01:19:02 PM
Did the compatibility patch between this mod and extended woodworking need to be updated or it's the same as alpha 8 ?

It probably needs to be updated as well. I'll message ItchyFlea about it.


Ok thank you :)
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Agent32 on February 23, 2015, 01:20:17 PM
First with another mods.
Second - vanilla.



[attachment deleted due to age]
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 01:56:44 PM
First with another mods.
Second - vanilla.

Did you open the mod menu and then close it and immediately start a game? Or did you close the mod menu, quit to OS and then start Rimworld and then start a new game? Cause that issue generally only happens when people don't restart the game completely after opening the mod menu. But it has happened other times for other reasons, so I need to be sure what the problem actually is.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Agent32 on February 23, 2015, 02:02:39 PM
Did you open the mod menu and then close it and immediately start a game? Or did you close the mod menu, quit to OS and then start Rimworld and then start a new game? Cause that issue generally only happens when people don't restart the game completely after opening the mod menu. But it has happened other times for other reasons, so I need to be sure what the problem actually is.
Yes, i restart game.
Ill setup clear client, for test, through.

I try one more time, with delete all mods, config and saves in appdata. But still...
I don't have any ideas what try next.

[attachment deleted due to age]
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 04:02:33 PM
Are you using v5.1 or v5.0? Cause 5.1 works perfectly fine for me. 5.0 is from the Alpha 8 version of the base game and no longer works. Try re-downloading it HERE (https://ludeon.com/forums/index.php?action=dlattach;topic=7328.0;attach=6787)

[edit to add] Make sure to delete the old Xtra Plants folder before you install the fresh download.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Schweineratte on February 23, 2015, 05:01:58 PM
Same problem. Unassigned textures everywhere... Installed, activated, restarted, anyway... X-Textures everywhere... what a bummer!
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 05:17:42 PM
I don't know what the problem could be. I have only core and Xtra Plants activated and I see this when I load a new game.

(http://i.imgur.com/DCJyBmm.jpg)
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Ramsis on February 23, 2015, 05:20:51 PM
Asked Tynan how to make fruit trees that gave fruit after full growth and then would rebloom after a bit.

https://twitter.com/TynanSylvester/status/569965494507331587
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: ItchyFlea on February 23, 2015, 05:35:58 PM
The patch to make Xtra Plants and Extended Woodworking work together has been updated, and you can grab it here: http://www.mediafire.com/download/42mhh91vkcgfqnd/A9_EW_-_XP_-_ComPatch_v1.21.7z

This is a mod in itself that overrides parts of Xtra Plants and Extended Woodworking. Activate it like a normal mod within the game, with the exception that you must activate it *after* activating Xtra Plants and Extended Woodworking.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 05:41:15 PM
Asked Tynan how to make fruit trees that gave fruit after full growth and then would rebloom after a bit.

https://twitter.com/TynanSylvester/status/569965494507331587

Ok... I already have them not being destroyed on harvest anymore.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Agent32 on February 23, 2015, 05:42:21 PM
So. I try and try.
What i find out:
With client wersion 0.9.722 rev29069 - mod dont load pictures of tries.  In wanilla or with another mods, its dont change.
But he "work" only problem - is picture of red cross.

0.9.725 rev2350 - Mode work! Without any problem.
But when i chose mod " AlphaMuffalo1.5.2" or "Biodiversity" - mod dont work at all.
 
Thank for trying help.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 23, 2015, 05:47:01 PM
So. I try and try.
What i find out:
With client wersion 0.9.722 rev29069 - mod dont load pictures of tries.  In wanilla or with another mods, its dont change.
But he "work" only problem - is picture of red cross.

0.9.725 rev2350 - Mode work! Without any problem.
But when i chose mod " AlphaMuffalo1.5.2" or "Biodiversity" - mod dont work at all.
 
Thank for trying help.

Ah yes, I forgot. You will need to update your copy of Rimworld to the latest version. There were bugs with the previous releases of the base game that had to get fixed. And yeah Alpha Muffalo and Biodiversity and Xtra Plants all modify the Biomes.xml file so you'll have to download the compatibility patch for Xtra Plants and Biodiversity. Biodiversity contains Alpha Muffalo so you don't need to activate that mod. Just download the compatibility patch at the bottom of the original post for Biodiv and replace the Biodiversity_Biomes.xml file with the compat patch file and be sure biodiv is activated AFTER Xtra Plants.

[edit to add] I've placed a notice on the original post letting people know to download the latest version of Rimworld first. Thanks for pointing this out.
Title: Re: [MOD](A9) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Ramsis on February 23, 2015, 07:14:20 PM
Asked Tynan how to make fruit trees that gave fruit after full growth and then would rebloom after a bit.

https://twitter.com/TynanSylvester/status/569965494507331587

Ok... I already have them not being destroyed on harvest anymore.

:0
Title: Re: [MOD](A9d) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Schweineratte on February 24, 2015, 12:25:03 AM
Yup... thats it. Now it works. Updated v9b to v9d.  Thank you. Awesome!
Title: Re: [MOD](A9d) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Agent32 on February 24, 2015, 09:52:01 PM
Lol, it happen again! 
When winter comin.


I try create new world and pick up december, only one type of tree in mod have img.

[attachment deleted due to age]
Title: Re: [MOD](A9d) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 24, 2015, 10:24:32 PM
I'll see if I can replicate the issue to try and fix it. But I haven't seen this happen yet and I just played for a couple hours earlier.
Title: Re: [MOD](A9d) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 27, 2015, 01:35:30 AM
ItchyFlea has updated the compatibility patch for Extended Woodworking. If you use it please download the update (https://ludeon.com/forums/index.php?topic=7893) which fixes some mistakes with colors.
Title: Re: [MOD](A9d) Xtra Plants v5.1 A9 Update. Feb. 23, 2015
Post by: Igabod on February 27, 2015, 06:53:01 PM
There has been another update for the Extended Woodworking compatibility patch. It fixes a couple of mistakes regarding Camellia and Japanese Maple trees. You can download it either from the link on the original post or from HERE (http://www.mediafire.com/download/qhf46ooztrbgjxt/A9_EW_-_XP_-_ComPatch_v1.23.7z) or on the original post for Extended Woodworking.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 01, 2015, 05:37:26 PM
Minor hotfix uploaded. Trees were set to only live for 30 days on accident instead of 150 days. No need for a new game with this update.

Also, ItchyFlea released another update for the Extended Woodworking patch. Download that HERE (http://www.mediafire.com/download/28lzsw0pjs808u3/A9_EW_-_XP_-_ComPatch_v1.24.7z) or on the first post of this thread.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: kelwyn2 on March 06, 2015, 12:33:40 AM
Love the mod... but not entirely loving the current graphics. I've slowly been replacing them with more vanilla style drawings (see attached).

I'm probably going to keep going and replace more just for my own benefit, but if you want the files I can send them your way.

[attachment deleted due to age]
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 06, 2015, 12:41:16 AM
Love the mod... but not entirely loving the current graphics. I've slowly been replacing them with more vanilla style drawings (see attached).

I'm probably going to keep going and replace more just for my own benefit, but if you want the files I can send them your way.

Yeah, those two you showed look pretty good. Gimme a download link or something and I'll probably switch to as many textures as you provide. There are some which I am really proud of that I probably won't change unless something that is far superior to it is provided, but most of them don't fall into that category.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: kelwyn2 on March 06, 2015, 12:52:37 AM
Sweet, I've just been doing one or two a day during breaks. I'll keep going and send you an update when I either slow down or I've done enough to make it worthwhile.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 06, 2015, 12:54:29 AM
Sweet, I've just been doing one or two a day during breaks. I'll keep going and send you an update when I either slow down or I've done enough to make it worthwhile.

sounds good to me. don't forget to replace the leafless texture for trees if you are changing the trunk shape on them. And feel free to create any new ones you wanna see in the mod too. I'll do all the XML work for it of course.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: harpo99999 on March 06, 2015, 01:50:30 AM
kelwyn2, the wild grape vine could (with a re-colour of the bunches) be usable for the wild berries as well(as rasberry is a thorny VINE as is blackberries), but the  strawberries usually are a small bush that sends out runners to start more bushes nearby so would not be suitable for them
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: kelwyn2 on March 10, 2015, 01:10:17 AM
Some progress:

[attachment deleted due to age]
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 12, 2015, 02:40:50 AM
Some progress:

Looks nice. Can't wait to see more. :)
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: maser4 on March 14, 2015, 06:50:03 PM
I installed this mod into my mod folder but the mod did not work (as in it was like the mod wasn't even downloaded.)I did check to make sure it was activated. If someone could post a guide on how to download this awesome mod that would be great.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Dragoon on March 14, 2015, 07:52:32 PM
did you start a new colony or start a new world?
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: MsMeiriona on March 14, 2015, 11:02:39 PM
Ok, now I'm confused. I know at one point the traders would carry olives and sunflower seeds, but it's not happening at all recently. WTF? Getting enough cooking oil is tough. In fact, they only seem to reliably sell grape seeds. Just bad luck or something I can tweak in code?
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 15, 2015, 05:45:56 AM
I installed this mod into my mod folder but the mod did not work (as in it was like the mod wasn't even downloaded.)I did check to make sure it was activated. If someone could post a guide on how to download this awesome mod that would be great.

Be sure you have the latest version of the game, or at least version 9d. And follow the instructions HERE (https://ludeon.com/forums/index.php?topic=6223.0). You will need 7zip to unpackage the file provided in the download link, then move the contents of the download into the mods folder.


Ok, now I'm confused. I know at one point the traders would carry olives and sunflower seeds, but it's not happening at all recently. WTF? Getting enough cooking oil is tough. In fact, they only seem to reliably sell grape seeds. Just bad luck or something I can tweak in code?

It's probably just bad luck since I haven't changed anything regarding their trade-ability, but growing sunflowers is most likely going to be your easiest source for the cooking oil. Just plant a 5x5 or 6x6 patch of sunflowers and you should have enough seeds for a small to medium sized colony.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: MsMeiriona on March 15, 2015, 06:24:18 PM
Must have been bad luck and/or mod ordering, just got a trader with plenty of olives for me, but yeah, sunflowers are how I keep my oil stash. I actually use sunflowers to line the fields borders. I'll have a 3x3 potato/rice/corn whatever, and around/between the plots I do sunflowers.
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Kagemusha12 on March 20, 2015, 03:42:55 AM
Thanks for the mod ... I like it :)

With the exception of the pies however ...
they seem to be a  little bit expensive for the result.

You invest 75 olives (for the oil), 15 units of he pies name giver (for example lemons) and 5 units of sugar cane (compared to just 5 units of meat and 5 units of vegetables for a fine meal).
And you produce a single serving of pie, that has a lower nutritional value than a even a simple meal (50 vs 70) and gives only 2 points more satisfaction than a fine meal (7 points vs 5 points) 

IMHO there should be something that justifies the huge investment in resources and work, for example the production of pies resulting in multiple servings (after all, in reality you never produce a single slice of pie, but a whole pie, that easily can nourish 4 or more people)

Addendum:
One thing that seems to be buggy is planting sugar canes in a growing zone.
In contrast to growing zones of other plants (which get automatically harvested by the colonists as soon as the plants are harvestable) the growing zone for sugar canes doesn´t seem to get the "harvest"-flag as soon as the sugar canes are harvestable.
My colonists won´t harvest the sugar cane field, until I manually have designated the field for harvest.

(another strange thing with regards to sugar cane: while in the beginning month of my colony I had a lot of sugar canes in the wild, they have vanished, one after the other, with no replacement being grown ... since maybe march I wasn´t able to find a single sugar cane in the wild anymore (we now have july and there still is no sugar cane in the wild ... only the cane in my growing zone))
Title: Re: [MOD](A9d) Xtra Plants v5.2 Tree Lifespan Hotfix Mar. 01, 2015
Post by: Igabod on March 20, 2015, 07:23:01 AM
Thanks for the mod ... I like it :)

With the exception of the pies however ...
they seem to be a  little bit expensive for the result.

You invest 75 olives (for the oil), 15 units of he pies name giver (for example lemons) and 5 units of sugar cane (compared to just 5 units of meat and 5 units of vegetables for a fine meal).
And you produce a single serving of pie, that has a lower nutritional value than a even a simple meal (50 vs 70) and gives only 2 points more satisfaction than a fine meal (7 points vs 5 points) 

IMHO there should be something that justifies the huge investment in resources and work, for example the production of pies resulting in multiple servings (after all, in reality you never produce a single slice of pie, but a whole pie, that easily can nourish 4 or more people)

Addendum:
One thing that seems to be buggy is planting sugar canes in a growing zone.
In contrast to growing zones of other plants (which get automatically harvested by the colonists as soon as the plants are harvestable) the growing zone for sugar canes doesn�t seem to get the "harvest"-flag as soon as the sugar canes are harvestable.
My colonists won�t harvest the sugar cane field, until I manually have designated the field for harvest.

(another strange thing with regards to sugar cane: while in the beginning month of my colony I had a lot of sugar canes in the wild, they have vanished, one after the other, with no replacement being grown ... since maybe march I wasn�t able to find a single sugar cane in the wild anymore (we now have july and there still is no sugar cane in the wild ... only the cane in my growing zone))

I'll probably increase the output of the pies recipe to 4 slices of pie. As for the sugar cane being unharvestable and not respawning, I don't see any reason that should be the case, it is identical to any other plant except for the harvest output and the texture. I've never had any problems with the harvesting thing and I never noticed the respawn issue, but I'll see if I can replicate that and then try to fix it. I appreciate the feedback, please keep it coming. :)
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Igabod on March 20, 2015, 05:43:57 PM
New update is available. Delete the old Xtra Plants folder before installing this. Old savegames will work fine with this update since I didn't add anything. What I did is I changed the output of pie recipes to 4 and I increased the lifespan of sugarcane plants to 30 days. I can't fix the issue with colonists not auto-harvesting the plants, it seems none of the new plants are auto-harvested. I'm not sure when this started being the case, but it seems to be that Tynan made the auto-harvest thing hard-coded to only work on vanilla plants. I'll continue to look into this and hopefully provide a fix for it in the future, but until then you just have to use the harvest designation tool.
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Kagemusha12 on March 22, 2015, 08:00:14 AM
Thanks a lot.

While still on the resource expensive site, now there is a good reason to make pies (i.e. because the cook only needs to do 2 work steps to produce 4 units of food), making pies competitive to other means of food
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: ProtoTypeRaavyn on May 09, 2015, 10:13:09 AM
Anyone know if he plans on Updating to 10?
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: viktoria.s on May 28, 2015, 10:24:42 AM
Hi,

I wanted to try this mod so I have updated it to alpha 10. I tried to match the definition to harmonize with the alpha 10 style of growing plants. (For example I made the grape wine take more time to grow, because in alpha 10 everything grows more slow.) I didn't tested it in a long game play, but I hope it works OK. I have attached the updated mod.

[attachment deleted due to age]
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Adamiks on May 28, 2015, 10:29:10 AM
Thanks! :)
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Igabod on May 28, 2015, 02:18:23 PM
Anyone know if he plans on Updating to 10?

Sorry, but this mod has been placed on temporary hold along with my Biodiversity mod and any other modding related work. I am currently in the middle of moving from Texas to Georgia and I'm the only one who is capable of packing an entire house full of stuff that was collected over the past 20 years. I'll be making the actual move on June 1st and will need a few days to a week to get settled in. But after that I'll be able to put some more time into modding. By that time I suspect alpha 11 will be released or sometime soon after. So the odds are not good that I'll be able to get this updated for 10. But luckily viktoria.s seems to have done that for me. And another user updated the Biodiversity mod for me as well. So hopefully those will do for you until I can get free time again. Sadly I've been so busy that I haven't even been able to play a game of alpha 10 beyond the testing phase in updating my other mods that I had the time to do before this big rush.
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: pktongrimworld on May 28, 2015, 02:21:21 PM
cool, saved me days of work *cause I am newb and all.
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: pktongrimworld on May 28, 2015, 02:23:37 PM
Anyone know if he plans on Updating to 10?

Sorry, but this mod has been placed on temporary hold along with my Biodiversity mod and any other modding related work. I am currently in the middle of moving from Texas to Georgia and I'm the only one who is capable of packing an entire house full of stuff that was collected over the past 20 years. I'll be making the actual move on June 1st and will need a few days to a week to get settled in. But after that I'll be able to put some more time into modding. By that time I suspect alpha 11 will be released or sometime soon after. So the odds are not good that I'll be able to get this updated for 10. But luckily viktoria.s seems to have done that for me. And another user updated the Biodiversity mod for me as well. So hopefully those will do for you until I can get free time again. Sadly I've been so busy that I haven't even been able to play a game of alpha 10 beyond the testing phase in updating my other mods that I had the time to do before this big rush.

is cool,

and we love your mods :D
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Adamiks on May 28, 2015, 04:44:06 PM
Anyone know if he plans on Updating to 10?

Sorry, but this mod has been placed on temporary hold along with my Biodiversity mod and any other modding related work. I am currently in the middle of moving from Texas to Georgia and I'm the only one who is capable of packing an entire house full of stuff that was collected over the past 20 years. I'll be making the actual move on June 1st and will need a few days to a week to get settled in. But after that I'll be able to put some more time into modding. By that time I suspect alpha 11 will be released or sometime soon after. So the odds are not good that I'll be able to get this updated for 10. But luckily viktoria.s seems to have done that for me. And another user updated the Biodiversity mod for me as well. So hopefully those will do for you until I can get free time again. Sadly I've been so busy that I haven't even been able to play a game of alpha 10 beyond the testing phase in updating my other mods that I had the time to do before this big rush.

No stress, mate. This is only a game, players will not die without mods ;D
Title: Re: [MOD](A9d) Xtra Plants v5.3 Pie Recipe Hotfix Mar. 20, 2015
Post by: Igabod on June 11, 2015, 02:24:16 PM
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.

For this mod in particular I'm likely going to be cutting a lot of the extra stuff out of it. This means I will just leave the plants in and the food they produce (if any) but will be removing the recipes and all the non-plant stuff. If I end up doing this then I will encourage other modders to make sub-mods of this one to add the recipes back in or add in new uses for the produced goods.