[A13] EnviroSeed SK v1.1d [5/7/2016]

Started by dismar, October 05, 2015, 11:44:16 PM

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dismar

I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.

fidelfc

Just dropped to give my support to the ones that are taking the mod development, the way that the colonists just plant ANYTHING without the need of seed is just too much immersion breaking for me.

Adalah217

Quote from: dismar on July 30, 2016, 10:25:35 PM
I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.

Just a heads up: the python script also turns regular grass into a crop. I believe the easiest fix is to simple go to thingdefs_plants, and the two xml files you want are new_seeds and cultivated_plants. Control-F for "grass", and delete the few lines there.

Warforyou

Quote from: Adalah217 on August 02, 2016, 03:43:20 AM
Quote from: dismar on July 30, 2016, 10:25:35 PM
I will no longer be supporting this mod and will allow for Notfood and jaynus to pick up and continue working on this and the garden add-on as they see fit. I waste so much of my free time trying to get the mods update.

jaynus updated the veg garden version of this mod.
Anyways, link to: https://drive.google.com/file/d/0B_oZglTK8wW8elNNUUtDTWpCR0k/view?usp=sharing

This includes:
- The EnviroSeeds version you posted in the thread for A14 that works
- The latest version of VG, except with EnviroSeeds integrated
- The script for creating the seeds (and modifying the ThingDef for plants with the SeedDef). It work for Expanded Crops too, so you should be set to use it for integration if you want.

From now on, I'll be focusing on my core mod.
Thanks everyone for your support.

Just a heads up: the python script also turns regular grass into a crop. I believe the easiest fix is to simple go to thingdefs_plants, and the two xml files you want are new_seeds and cultivated_plants. Control-F for "grass", and delete the few lines there.

LOL not doing that just made all the grass on my map extinct

notfood

All the plants that have seedspread set to true shouldn't use Enviroseed or you get that crash.

notfood

#65
I need some beta testing before I make new thread/upload in steam.

I made a lot of internal changes. Feature wise, it's the same thing. It's much easier to add seeds now, the plants defs are untouched now and should make it compatible with any mods that modifies them. Butchered the genome feature to put a lite version that touches less base files, so A14 features now work for seed sowing.

Warning: Doesn't work as a straight update, don't load with the old version. That's why I'm renaming it.



:: Seeds Please! Again! ::

Description
Adds seeds for your immersion pleasure. Easy to modify. Comes with the plant processing bench to extract seeds from your favorite fruits.

Writing your own
  <SeedsPlease.SeedDef ParentName="SeedBase">
    <defName>SeedPotato</defName>
    <plant>PlantPotato</plant>
  </SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, the defaults make a vanilla experience. I've included all the core plants that yield a harvest. Mod seeds will come later. There is also a python script to auto generate recipeDefs and seedDefs.

Download
Beta Test 4

Powered by


CCL is optional, if you want traders to send you seeds; you can easily buy the fruit and extract the seeds from it, while it doesn't apply to trees, you can designate a harvesting area under a tree that happens to be in your map and you will get seeds when its harvested. Alternatively... replace all the defs for traders, forcefully.

Ignore the error that appears in the log if you don't use CCL. If you want the error gone, delete Defs/ModHelperDefs.

Adalah217

#66
Quote from: notfood on August 03, 2016, 07:22:10 AM
I need some beta testing before I make new thread/upload in steam.


You're great! I'll try testing it out in the next day or so and let you know how it works. Seriously, the plant update sounds like it made everything so much easier. Getting cupropanda's mods will be doable again!

My two favorite mods work again: seeds and combat realism. Bring on the pain!

Edit: Is there anyway to display the seeds_core data on the information tab of the seeds? I understand you can no longer display the "genetic" information on the plants, as that was (rightfully) removed, but it's hard to judge how many might drop from a plant. It's usually not a problem of course and it's just a quality of life thing. Also the trees feel like they drop too many seeds (2 to 3 seems like too many imo).

notfood

Quote from: Adalah217 on August 03, 2016, 07:46:39 AM
Edit: Is there anyway to display the seeds_core data on the information tab of the seeds? I understand you can no longer display the "genetic" information on the plants, as that was (rightfully) removed, but it's hard to judge how many might drop from a plant. It's usually not a problem of course and it's just a quality of life thing.

I can do it.

QuoteAlso the trees feel like they drop too many seeds (2 to 3 seems like too many imo).

I was playing with the numbers there, some yield a lot because half the trees don't drop seeds? I was unsure about it. What do you suggest?

Adalah217

#68
Quote from: notfood on August 03, 2016, 08:04:16 AM
I was playing with the numbers there, some yield a lot because half the trees don't drop seeds? I was unsure about it. What do you suggest?

Ah I see that now. Tested out again just to make sure. The range is quite a bit between none and 3. Cutting down 25 oak trees yielded 53 seeds, which is more than fair. It does seem odd that it either drops 0, 2, or 3 though (maybe not tested enough? maybe I missed the 1 seed drops?). I think it's fine now :) more than fair.

If anyone plans on patching mods that add cotton fibers or changes what drops from plants, they should change the plant processing table recipes fyi.

Everything seems to be working! Just waiting to test out a travelling trader.

Edit: also, dumb question, but the python script uses the lxml module. It seems super difficult to install that module (unfamiliar with python, and the official guide seems dense). Any advice? Stackexchange maybe?

notfood

#69
Quote from: Adalah217 on August 03, 2016, 08:26:49 AM
Edit: also, dumb question, but the python script uses the lxml module. It seems super difficult to install that module (unfamiliar with python, and the official guide seems dense). Any advice? Stackexchange maybe?

You can replace the "from lxml import etree" with "import xml.etree.ElementTree as etree"

but you need to replace the last two lines with... something like this

New version:

Download
Beta Test 2

Changes
Pretty print for stats in the information tab.

--

I think I'll add cotton/devilstrand post processing. Seems immersion breaking to extract seeds from cloth.

Adalah217

Quote from: notfood on August 03, 2016, 09:29:52 AM

You can replace the "from lxml import etree" with "import xml.etree.ElementTree as etree"

but you need to replace the last two lines with... something like this


awesome I'll give that a shot later thanks






Quote from: notfood on August 03, 2016, 09:29:52 AM

Pretty print for stats in the information tab.
--
I think I'll add cotton/devilstrand post processing. Seems immersion breaking to extract seeds from cloth.

I agree. I wasn't too worried about it because other mods fix it, but as a standalone, this mod would benefit from it.

One more little thing I noticed: rose and daylilies no longer use seeds. Was it intentional?

notfood

Well... you can't harvest them, which makes it so they just perish without yielding seeds. You'd have to buy seeds every time. They do spread if you allow them to be free, so uh... It's the kind of thing some people would like and some people wouldn't, so I'll make it optional patch/mod.

Adalah217

Quote from: notfood on August 03, 2016, 10:22:20 AM
Well... you can't harvest them, which makes it so they just perish without yielding seeds. You'd have to buy seeds every time. They do spread if you allow them to be free, so uh... It's the kind of thing some people would like and some people wouldn't, so I'll make it optional patch/mod.

Oh you're right. I remembered having rose seeds in Enviroseeds but it turns out they did exactly what you're describing. You're right; it's pretty irrelevant.

notfood

#73
Last beta before release.

Download
Beta Test 3

Changes
Adds Raw Cotton and Raw Devilstrand for your sanity.



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dismar

i like where your heads at. You should start a new post that you can maintain tho ^.^b