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Author Topic: [1.0] SeedsPlease!  (Read 110574 times)

notfood

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[1.0] SeedsPlease!
« on: August 16, 2016, 01:39:39 AM »


For your immersion pleasure

 

Adds gameplay surrounding planting crops.  For most of the basic crops, you now need seeds. Easy to modify. Comes with the plant processing bench to extract seeds from your favorite fruits.


 

Writing your own

Code: [Select]
  <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, and harvest product. The defaults make a vanilla experience. I've included all the core plants that yield a harvest.


 

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« Last Edit: November 27, 2018, 10:47:22 PM by notfood »
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Master Bucketsmith

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Re: [A14] SeedsPlease!
« Reply #1 on: August 16, 2016, 05:19:18 AM »

Noice.
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kaptain_kavern

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Re: [A14] SeedsPlease!
« Reply #2 on: August 16, 2016, 05:49:19 AM »

That is just awesome! Thanks

Writing your own

Code: [Select]
  <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, and harvest product. The defaults make a vanilla experience. I've included all the core plants that yield a harvest.

Let me say that I like how you work, this is genius and simple to use!
What's to want beside that ?

Please keep up the good job  ;D

gillsminnow

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Re: [A14] SeedsPlease!
« Reply #3 on: August 16, 2016, 02:13:30 PM »

Hey notfood, I've been and had a look through some of the Vegetable Garden files and gathered some information that I could find for you. Hopefully you can use it to balance the seeds for VG.



Maybe base the seed value off the produce values and the seed drops off the amount of produce they drop? (reverse it with the trees as you'd want the lower yielding trees dropping more seeds).
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gillsminnow

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Re: [A14] SeedsPlease!
« Reply #4 on: August 16, 2016, 02:15:00 PM »

Also, how do you designate a harvesting area below a tree on your map in which to get seeds from it? Or are they automatically collected on chopping the tree?
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Elysium

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Re: [A14] SeedsPlease!
« Reply #5 on: August 16, 2016, 03:43:11 PM »

This looks good, felt like farming was a bit too easy.  Going to try this out on my next colony.
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Etherdreamer

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Re: [A14] SeedsPlease!
« Reply #6 on: August 16, 2016, 04:28:23 PM »

There it´s no way that actually the mod recognize automatically the plants and add a seed for it?
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JT

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Re: [A14] SeedsPlease!
« Reply #7 on: August 17, 2016, 03:08:33 AM »

I don't think it's possible in this game dynamically to create new Things -- they have to be prototyped in XML first.  Admittedly it's been years since I've fired up a compiler in anger, so I haven't done a massive amount of delving through the code to see what sorts of magic might be possible.
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notfood

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Re: [A14] SeedsPlease!
« Reply #8 on: August 17, 2016, 03:37:25 AM »

Thanks gillsminnow! I'll definitely use it.

You can create new Things from scratch as long as there is a Def allowing it to be saved/serialised. I used to do it with Miniaturisation until I discovered the "better method"tm

I could make it so it can detect every plant and give it seeds. But how do we balance it? Market value and the genome need some human intervention.
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gillsminnow

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Re: [A14] SeedsPlease!
« Reply #9 on: August 17, 2016, 05:45:00 AM »

Absolutely love this mod and can't wait to start a proper game with it and vegetable garden.

Are you able to get seeds to drop for the generic Raspberry bushes around the map? I play a game with one survivor, landing with no meals or tools. I then, with Vegetable Garden installed, have to research Agriculture and then harvest nearby mushrooms for a food source and to plant my first lot of seeds. Mushrooms require Level 4 growing though. There doesn't seem to be anything on the map that grows and is able to be harvested that doesn't require any form of growing skill.
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gillsminnow

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Re: [A14] SeedsPlease!
« Reply #10 on: August 17, 2016, 06:44:48 AM »

Hey notfood, could you please detail exactly what each of the following does for me?

<harvestFactor>1.0</harvestFactor> - I have no idea what this line does
<seedFactor>1.0</seedFactor> - Is this the amount of seeds dropped per plant?
<baseChance>1.0</baseChance> - I think a setting of 1.0 will be 100% likely a seed is dropped
<extraChance>0.1</extraChance> - Does this make it 10% more likely you gain an extra seed? Or is it the extra chance of doubling the seed factor?

Thank you :)
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gillsminnow

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Re: [A14] SeedsPlease!
« Reply #11 on: August 17, 2016, 11:54:57 AM »

notfood I've had a go at balancing everything for you in both Vanilla and VG. Have a look at this.

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notfood

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Re: [A14] SeedsPlease!
« Reply #12 on: August 17, 2016, 12:51:42 PM »

Harvest factor increases the yield of the plant by % amount. It was part of the genome of the old version. Setting it to 1.0 for most is fine. It's there so you can make certain plants yield more or less depending on how much seeds you get from them. mostly for balance.

base chance is the chance for a seed to drop 1 seed.
extra chance is the chance for a seed to drop a second seed.
It's all multiplied by seed factor.

Can I have the spreadsheet?
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gillsminnow

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Re: [A14] SeedsPlease!
« Reply #13 on: August 17, 2016, 01:09:21 PM »

Yeah sure you on steam or something? Same username for me, I'm online.
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notfood

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Re: [A14] SeedsPlease!
« Reply #14 on: August 17, 2016, 06:48:36 PM »

Just attach it here to the post in the options. I rarely talk in steam.
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