[1.3] Vegetable Garden Project [10/23/2022]

Started by dismar, November 18, 2017, 12:49:20 PM

Previous topic - Next topic

Colludo

Hello,

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



[attachment deleted by admin: too old]
Thanks for reading :-)

Beddie

Am I blind or are there no more links to the individual mods?

dismar

Hmm I'll look into the planter box thing. I was planning some new flower boxes or something like that.

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

I hope to have time this weekend to work on the mod but it is xmas time ...

Beddie

Whenever you get a chance is fine. I'm playing with the full mod atm but wanted to start a different game with only the Garden Medicine mod that's why I asked :p. Found them on steam but i bought the game trough the website so can't download that ;)

Canute

In the time of gigabyte download, where is the problem to download these few megabytes ?
You just need to copy/unzip/activate the one you want.

dismar

What Canute means is all the mods are in the zip file you download from the big button. You then can use which ever one you want from there.

It's easy just to have the one file for me :)

Beddie

Ach I see, turns out I am just blind :p. Thanks for the awesome mods!

neitsa

#67
Hi dismar, excellent mod, I really love it!

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

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

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

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



Once again, thanks a lot for your awesome mod!

Ozymandias

Here is my mod list: https://imgur.com/9VIV1F0. Among others (https://imgur.com/OxhoTSJ) I've started getting these two bugs, I've been racking my brain trying to figure out why:

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

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

Despotism

This mod is great!!   But I'm wondering if you can include a "Randomized" option in your trees and cooking foods mods.

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

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

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

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

Just an idea...

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

Same can be done for clothing... Like there would always be a shirt, pants, jacket and hat always in stock (I usually have 2 in stock always) but then after those tasks are done there could be a "Make Anything" option which literally chooses from the entire bill options. If you've ever installed Apparello2 and FashionRIMsta together and go to the tailor bench and you'll see SO many choices but you're not going to go though and say "Yeah I want a chefs hat" and some shoulder pads etc. I just want to send my tailor in and for that tailor to be INSPIRED to create something from the entire menu of options they have at their disposal!

Canute

I think your idea is the foe of any gardener, they hate it when randomly appear some plants. And it is the Vegetable Garden Project and not the Vegetable Nature Project ! :-)

To your 2. idea, i made a similar suggestion at the past.
Pawn should get mood debuff if they eat the same meal again.
Since VGP offer different kind of simple/fine/lawish meal this should be doable.

dismar

#71
Quote from: Ozymandias on December 21, 2017, 08:20:01 PM
Here is my mod list: https://imgur.com/9VIV1F0. Among others (https://imgur.com/OxhoTSJ) I've started getting these two bugs, I've been racking my brain trying to figure out why:


I've never seen the tag <altModNames> before. I'm not sure what mod is making that error.. I would have to figure out that before any fix could be found....

dismar

Quote from: Despotism on December 22, 2017, 03:05:35 PM
This mod is great!!   But I'm wondering if you can include a "Randomized" option in your trees and cooking foods mods.

I've tried stuff like this before and it just breaks the game. It's pretty much limited to how the billing works for table. It would take some magic (C#) to change how billing is handled. Like the management mod that allows you to set work for any table in a UI window.

dismar

Quote from: neitsa on December 21, 2017, 06:49:02 AM
Hi dismar, excellent mod, I really love it!

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

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

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

Once again, thanks a lot for your awesome mod!

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

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

neitsa

Quote from: dismar on December 23, 2017, 12:43:32 AM
The issue is how the growing zones list it loaded. I hate it :) It load them in the order it sees the plant def file. So it loads core trees first the vegetable base mod items then whatever your have next, etc... down the list. So unless I put everything in order in one def file then it turns out like this. It would take an over ride of core to make that happen!

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

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

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

And once again, thanks a lot for your mods, I really love them!