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Author Topic: [1.3] Vegetable Garden Project [10/23/2022]  (Read 304650 times)

dismar

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #480 on: March 04, 2020, 05:20:16 PM »

Have you been busy with the new update? I have!
Here is the next release of my mod 1.1a all the download site have been updated!
Link to single files on front page.
Change log...................... it's a big one!

3/5/2020 1.1a
Language errors removed
Drinks
-Patch for FSF Complex Jobs and Robots++ Updated
-Recipe descriptions changed to match Vanilla. Amount made line added

Garden
-Vanilla plants patch was missing from 1.0
(Agave, Grass, and vanilla hydropnic crops were mostly affected)
-Added Tall Grass and Chokevines to slow attackers
Tall Grass slows attackers and food for animals
Chokevine normally grows in swamps, greatly slows pawns
-Cleanup Kibble recipes. Can now make with Silage
-My Silage and kibble recipe description tell amount made now

Soylent
-Recipe descriptions changed to match Vanilla. Amount made line added

Medicine
-Recipe descriptions changed to match Vanilla. Amount made line added

Tools
-Bulk dirt added
-Recipe Description clean up. Amount made line added

Gourmet
-Kibble patch added for Ingrendents
-Adjusted Grindstone recipes. My bad mathing
-Ingredents Naming and descriptions cleaned up to match vanila
-Ingredents descriptions tell amount made now

3/4/2020
Tools
-Recipes for fertilizer adds using Fecal matter (Dub Hygeine).
Garden
-Patch updated for Short Bows and Pila made from any wood
-Core Tribal start patch added for Short Bows and Pilas.
Custom Tribal starts from other mods in steam Garden Discussion Page

3/1/2020
Garden
-Recipe patch added for basic wood weapons, now any wood
Royal DLC
-Patch instruments now from any wood.
-New Fine ironwood flooring added.
Tools
-If Dub Hygeine you can craft Biosolids add the butcher table with dirt.

3 Sisters
-Tribal starts with Research for Companion Farming
Fabrics / Fabrics Simple / Dyes clothing / Dyes Expanded
-fixed coding for the Burn Cothing Recipes


2/29/2020
3 Sisters
-Patch for VGP Medicine conflict with berries fixed
Garden
-Ironwood floors now Fine floors
-Bee's and Honey patch
-Art issue with mead
Drinks
-Mead patch removed added to mod

2/27/2020
Tools
-Removed Reclaim water and mud.
-Reclaim Soil updated now does all tiles above.
-Place Soil and Reclaim Soil Cannot be removed once down.
-Garden and Plowed Soil can be removed.

2/26/2020
Tools
-New Ceiling style sunlamps with a drop down.

Designed to allow for easy install of Sprinklers from other mods ( Dub's, Vanilla Garden Expanded)

-New column sunlamps hold up the roof!
-Patch fof Royals DLC added to Soils.

If Royal is on. Then My Place Soil and Reclaims become less strict on placement,
--All the reclaim soils will act the same as each other. But will allow you to build on most terrain types. I'm not removing them they just all do the same thing now.
--Placed soil still does stone but also most "soil-y" types as well.
I tested a bunch of Quests to build and everyone was buildable.
Not perfect but allows the game and mods to continue working as planned.

-All Soils can be Removed Now!
-Remove floor tool added to Garden Tools menu.
-Drop down for Sunlamps when researched.



2/25/2020
Garden
-Adjusted commonality of bamboo should spawn in ruins less.
-Bulkmeals have been soft removed. Meaning you can still use if you have,
   just not add new as they don't show up anymore in the bills.
-Language for bulk meals removed.
-Sugarcane meal recipe patch added if using Drinks not Gourmet.
-New 2x2 food shelf added. Preset to have all items that spoil from core and garden.

Gourmet
-Adjusted Nirigi recipe to fine meals.


2/24/2020
Garden Tools
once unlocked:
-Garden Soils are now in a drop down menu (like flooring)
-All sun lamps are now in a drop down menus (like flooring)
-New Sunlamp Columns added. Sun Lamps that support roofs!
Only going to be in the large versions.
-Bug Fixed With Compost box job driver
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Hydromancerx

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #481 on: March 04, 2020, 07:45:23 PM »

@dismar

More "Orchards Guild" art for you ...


3. Peach + Beans + Strawberry


4. Peach + Lentil + Strawberry
« Last Edit: March 04, 2020, 07:49:57 PM by Hydromancerx »
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dismar

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #482 on: March 06, 2020, 04:24:34 PM »

Small Bug fixes updated to the Single File downloads. Main All-in-One file will not add till a major update.
Find the downloads on front Page or  Here!
Updates as follows:
3/6/2020
Garden
-Grass patch removed
-New Grass added that is my own spawns everywhere. Can Be grown.

-Pygmy Muff
-Traders updated for 1.1

Smoked Meats
-Balanced Smoked meat more.
Lowered Smoked meat Nutrition from .075 down to .06
Also added a small Mood bonus for eating the meat 3 for a day.
If made into a meal has a 2 mood bonus for a day.

Medicine - Major Re-work.
-New preventive drugs added De-Worm and Mecha-Gone.
-Reworked antibiotics. Prevents Infections and speeds up recovery 35%
-Major code reworked behind the scenes.
-New art
-New Research. Some moved. All on VP tab.
-Medicines now work for Animals Flu and Plague.

3 sisters
-New Orchard plants added
Peaches Bean Berries
Peaches Lentils Berries
-New Research added
-Orchard Guild required for all Orchards Plants
requires Tree Sowing and 3 sisters research.
« Last Edit: March 06, 2020, 05:27:31 PM by dismar »
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sayheyjay

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #483 on: March 07, 2020, 01:01:31 AM »

I'm getting these errors with the steam version
Code: [Select]
[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Agave"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Code: [Select]
[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Grass"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
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dismar

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #484 on: March 12, 2020, 07:22:43 PM »

Hi please post steam version issues on steam. I believe I have fixed all these issues already.
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Canute

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #485 on: March 16, 2020, 10:31:25 AM »

dismar,
did you forget again to put a second research requirement for the electric milling stone ?
It is still availble before the electricity research.

dismar

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #486 on: March 16, 2020, 10:34:19 AM »

Maybe, I forget a lot of early game stuff lol
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Hydromancerx

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #487 on: March 17, 2020, 12:09:35 PM »

*removed*
« Last Edit: September 01, 2020, 01:54:29 PM by Hydromancerx »
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harpo99999

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #488 on: March 18, 2020, 05:01:12 AM »

are those additional mod non watered?, or do they REQIRE ICE?(please have a non-ice version)
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bdavis35.bd.main

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #489 on: April 17, 2020, 04:13:26 AM »

Hello,
I am using version 1.0,

When i go to the Assign Tab, under food and drug policies I cannot find anything for the VGP Alcohol or Soda that I am making, I have tons of the stuff sitting in a dedicated freezer for my pawns and would love to be able to 'give' them permission to consume.

Am I looking in the wrong area?

Please help,

Thank you,
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Canute

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #490 on: April 17, 2020, 10:42:20 AM »

bdavis35.bd.main,
could you try to create a new policy instead to edit an existing one ?
I think i can remember that was some issue when you add new drugs to the colony.

DanielRyo

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #491 on: May 02, 2020, 05:16:35 AM »

Hi
Thanx for mod. It's great.
I have a problem with Canning Factory. The process is stuck at 0% and time says 2 days. I have waited 2 day but it doesn't work. am I doing something wrong? isn't it supposed to be fully automatic? my paws put in the ingredients but the factory doesn't produce anything.
Thanx again.
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devent

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #492 on: May 02, 2020, 05:20:48 PM »

Hi. Love your mod. I have now a problem with it. The pawns are picking up apple, orange, etc. trees and try and use them to tame or train animals. It doesn't work and the pawn is training the animal the whole day. Did you observed something like this before?
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Canute

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #493 on: May 03, 2020, 04:37:06 AM »

devent,
i would say there is a conflict with another mod you use. Does you got an error right before/after the training ?
Or just experiment self abit around.
Top right icon is quickstart feature (from hugslib) shift-leftclick generate a new colony.
Spawn some apple or oranges and try to tame (maybe you need to use "Set skill" to increase animal skill at a pawn).
If you got the same problem, just disable some mods you use about animal handling or food selection and try again.
Maybe you can find out the conflct.

dismar

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Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
« Reply #494 on: May 03, 2020, 08:40:04 AM »

Hi
Thanx for mod. It's great.
I have a problem with Canning Factory. The process is stuck at 0% and time says 2 days. I have waited 2 day but it doesn't work. am I doing something wrong? isn't it supposed to be fully automatic? my paws put in the ingredients but the factory doesn't produce anything.
Thanx again.

Please try and move the canning mod to the bottom of your load list. And let me know if that fixes it.

Hi. Love your mod. I have now a problem with it. The pawns are picking up apple, orange, etc. trees and try and use them to tame or train animals. It doesn't work and the pawn is training the animal the whole day. Did you observed something like this before?

This has been a strange issue that has happened the last few versions. It's hard to track it down because most ppl who find this issue are running like 150+ mods.

I believe its another mod, some thing to do with Animal handling and Job handling of animals.
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