[A11b] Superior Crafting: Kobayashi Maru! v0712

Started by Abrexus, March 26, 2015, 04:34:24 PM

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cheetah2003

Quote from: Ninefinger on April 19, 2015, 03:19:30 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>


In previous release of this mod, the DLL adds in the proper data to allow crops to grow after the appropriate research is completed.  You won't find the magic to make this happen in the XMLs.

Slywyn

Quote from: Ninefinger on April 19, 2015, 03:19:30 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>


I have not had any issues with plants being unlocked by research. I can grow Devilstrand and Medical Plants just fine.

Ninefinger

Quote from: Slywyn on April 19, 2015, 03:24:09 PM
Quote from: Ninefinger on April 19, 2015, 03:19:30 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>


I have not had any issues with plants being unlocked by research. I can grow Devilstrand and Medical Plants just fine.
IDK how that is possible that is weird but my fix did not fix it the way i intended so ignore my post about the fix im still trying to figure out why the only crops im able ot grow is potato even aftuer fully researching everything.

Ninefinger

I removed my post about the fix i tried to apply sorry for posting it before i tested it  :-\  However i still can not grow new crops other than potato even after researching AgricultureI, i am using the updated version SCA10Core0419 and running Alpha10C... if anyone could shed some light on the situation it would be much appreciated. :D


Kitsune

@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :) Edit: I also can grow rice and corn ect.^^

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D

Ninefinger

Quote from: Kitsune on April 19, 2015, 03:53:06 PM
@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :)

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D

I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)

Kitsune

Quote from: Ninefinger on April 19, 2015, 03:57:06 PM
I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)

Testet it and yes i think its a problem with the dev mode. Without it works, if i enable it and cheat the research nooo plants except potatos. :O

Uh i hate it if the colonists are that way, i never seen it befor. ;D

Abrexus

Quote from: Ninefinger on April 19, 2015, 03:57:06 PM
Quote from: Kitsune on April 19, 2015, 03:53:06 PM
@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :)

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D

I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)

Yes, in vanilla they only start to build something when they have enough of a required resource.  This changed during the last alpha.  As for the plants, when you unlock all the research at once in dev mode it may overide the .dll call to add the sowtags.  Try unlocking them one at a time instead of all at once.

Grynnreaper

the hoppers are set to critical, and one colonist (Danni, that miserable cow) is the only one that keeps swooping by and unloading them, nothing else is set to critical

Quote from: Slywyn on April 19, 2015, 01:58:09 AM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.

Kitsune

Quote from: Abrexus on April 19, 2015, 04:15:04 PMYes, in vanilla they only start to build something when they have enough of a required resource.  This changed during the last alpha.  As for the plants, when you unlock all the research at once in dev mode it may overide the .dll call to add the sowtags.  Try unlocking them one at a time instead of all at once.

Hmmm that makes me really sad. :'(

bluestrike15

Quote from: Ninefinger on April 19, 2015, 02:43:51 PM
Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?


Well in the last update, deleting it made those objects stay indefinitely.  :-\

Ninefinger

Quote from: bluestrike15 on April 19, 2015, 05:13:22 PM
Quote from: Ninefinger on April 19, 2015, 02:43:51 PM
Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?


Well in the last update, deleting it made those objects stay indefinitely.  :-\

You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again.  ::) but that is just me.

Shadu_Murasaki

Will A10 Superior Crafting have its expansions updated for Alpha 10? I really enjoyed all of them cept the Zombie fix [i dont use it, so I can't comment on it]

bluestrike15

Quote from: Ninefinger on April 19, 2015, 05:39:16 PM
Quote from: bluestrike15 on April 19, 2015, 05:13:22 PM
Quote from: Ninefinger on April 19, 2015, 02:43:51 PM
Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?


Well in the last update, deleting it made those objects stay indefinitely.  :-\

You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again.  ::) but that is just me.
Ive fixed it. I before only deleted the part of the lifespan timer,( The part that tells how many steps the object lives) and left out       
<li>
        <compClass>CompLifespan</compClass>
      </li>
Once I got rid of that the torches and fireplaces stayed forever. Just the way I like them to.

mathwizi2005