RimWorld

RimWorld

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Vanilla Plants Expanded
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
5.031 MB
18 Jun, 2020 @ 11:16am
25 Jun, 2024 @ 3:28am
21 Change Notes ( view )

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Vanilla Plants Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
105 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



Vanilla Plants Expanded is a core module in a plant-based in the new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team. After hours of designing, testing and designing again, Sarg Bjornson, Oskar Potocki and Chowder are proud to present this content pack to help you with your RimWorld farming simulator. This mod features a variety of fruit plants and crops to spice up your fields, with each prop adding something different and unique, allowing you to use the power of farming differently based on your situation and needs.

Adding a variety of crops, each with different mechanics and traits, but still kept within vanilla balancing, we are hoping to give you a chance to tailor your farming industry to your liking. These plants are not meant to replace vanilla plants - they are balanced in-line with those, meaning rice and potatoes will still be useful!

Fruit trees are biome-locked to two unique new fruit trees per biome, however bear in mind they do not differ nutrition-wise from one another - which is partly the reason why we decided to biome lock them. We also didn’t want to flood your farming menus with 12 different fruit trees that yield pretty much the same, but reskinned, item. This has all been done with the ease of use in mind.

A new ability to plow soil has also been introduced once you meet the designated research. Plowing soil boosts its fertility to that of Rich soil, however when the plant is harvested, tilled soil returns to its previous form and needs to be plowed again.

This mod has built in patches for Vanilla Cooking Expanded, adding new functionality, such as new condiment recipes!



Vanilla Plants Expanded content and mechanics can be seen described below:





























[forms.gle]



Q: How is this mod different to VGP/RimCuisine2 or other food oriented mods?
A: Beyond rigidly following the vanilla art style Vanilla Cuisine Expanded series gives everything a unique blessing and curse. Rather than having 20 nearly indistinguishable vegetable plants or meals we at the team believe every player should find something that is useful. Simply put, we add flavor we believe anybody can enjoy. All things are seamlessly merged with vanilla mechanics, making sure you don’t need to re-educate yourself on how the mod works. We also made sure to cut away any unnecessary resource and production chains, making sure to keep everything simple, yet engaging.

Q: Does it work alongside VGP/RimCuisine2?
A: Yes it does, no crashes were reported. Whilst some mechanics can seem duplicated, we have taken extra steps to rename all the label names and descriptions, so when running RC2 or VGP, our items seem like different types of items than those of VGP or RC2.

Q: How do I plant new fruit trees?
A: You need a Tree Sowing research unlocked.

Q: I can't reinstall fruit trees!
A: This is intended, as reinstalling trees would allow the player to replant them right next to each other, thus negating blockAdjacentSow entirely!

Q: I can’t plant beetroots in winter!
A: Correct, the soil is too hard to plant new ones, but the ones already planted will keep on growing, albeit slower.

Q: Is there a difference in nutrition between grass and tall grass?
A: Yes, tall grass is more nutritious. Bear in mind colonists can’t eat grass. lol.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new types of plants?
A: We believe the amount of content in this mod is sufficient - it doesn’t add too much fluff. Instead, any additional content will come in the form of extension modules, just like Vanilla Cooking Expanded - Stews!

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Don't remove mods from a save, ever.

Q: Is tilled soil going to interfere with other Tilled Soil mods?
A: No, we are adding our own, fairly balanced, unique system for it. Other mods should not conflict.

Q: These plants are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. Sometimes realism is just boring, especially in such an unrealistic game. We decided that unique gameplay should be prioritised over realism.

Q: Is there a way to auto till the soil?
A: No. Micromanagement is something we want to keep as we made it sufficiently rewarding with the extra fertility. It's not an essential mechanic and you can grow crops without plowing the soil, but if you decide to dedicate extra effort and plow it, you get extra fertility.

Q: CE compatible?
A: Perhaps.



Graphics are created by me, Oskar Potocki.

Code work created by Sarg Bjornson[www.patreon.com].

Descriptions, balancing and ideas by Chowder.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!





1,270 Comments
Marvun 6 hours ago 
Since fruits are biome-locked, does that mean I can't plant any of them if I am in a mod biome like one from the Regrowth mods? Maybe this can be patched, because it feels kinda weird, that I can't plant any of them when I am in the "grasslands" for example. ^^
Sarg Bjornson  [author] 8 Jan @ 12:07pm 
No, we don't want that
Adrian >'-'< 8 Jan @ 11:56am 
Could there be and when i say it, i really mean it.

A mechanic of clickin on the zone and just be a toggle of "Soil plow before planting" or something along those lines.

It just feels so painfull that you have to either wait till the entire field is harvested and then manually plow the soil and then toggle to sow the field.

Or.... plow the soil AFTER everyone has already done the work, makin them do double the work because plowin the soil also destroys the crops so they have to plant the crops *again*.

It really is just simply a small... well not sure if that is a small or big request, im not a coder and i will note that whether you would be willing or not. You still made the mod and many other mods as far as im aware so uh, thank you for reading if you do in the first place.
Sarg Bjornson  [author] 5 Jan @ 4:23am 
Depends on what you mean by compatibility
WabbaCat 5 Jan @ 4:17am 
does it have compatibility with medieval overhaul and duplicate plants? (apple tree, banana tree for example)
madchiller 4 Jan @ 3:23pm 
can you add a chokevine alternative
Draxxon 4 Jan @ 3:09pm 
I think the nutritional value of crops listed in the selection menu are either wrong or not working as intended? The menu says crops like eggplants have more nutrition than onions but grow one less in yield, but when I check on the harvest crops they both say they are worth 0.05 nutrition per item.
Nexus 2 Jan @ 2:09pm 
Hey there, love the mod! Just one thing, and I don't know if it's been mentioned before, but I found that I cannot till 'lichen-covered soil'. Don't know if this is a bug or intended but thought I would just mention it as it's basically the same as normal soil just slightly worse walk speed so seems like it might be a bug. Keep up the good work!
Flurbel 29 Dec, 2024 @ 6:52pm 
Is this compatible with Medieval Overhaul?
rocknrollickin 14 Dec, 2024 @ 6:24pm 
Is there a reason I can't double click on a fruit tree to select all fruit trees for harvesting? Am I just inept?