RimWorld

RimWorld

VGP Three Sisters Plants
126 Comments
PASSION 4 Nov, 2024 @ 11:37pm 
<3 yakoke hoke for this mod
Yuya 30 Apr, 2024 @ 9:26pm 
Maybe it is a mod conflict with obsidia expansion then. That is the only other mod I have that does anything with crops.
dismarzero  [author] 29 Apr, 2024 @ 2:26pm 
So odd. I have been playing with it since 1.5 unstable and not had any issues yet.
Yuya 28 Apr, 2024 @ 12:43pm 
So I think I have found a bug with this mod. It doesn't show up in the error reporting in the debug menu sadly so I am not 100% sure this is the issue but I thought I would share just in case. When there are large enough fields of the three sisters plants he game starts freezing every couple of seconds for a few seconds. I had been trying to figure out what was causing it and was about to turn of this mod so I was harvesting all the plants so they would not be in my save game in case it broke something. And I noticed as soon as I harvested enough of the plants the freezing stopped completely. I am not sure if it is with all of the three sisters plants because I have not tested it with them all but it affects at least the CLP plants. Again I am not 100% sure it is only this mod causing the issue but this is what I noticed.
dismarzero  [author] 16 Mar, 2024 @ 11:53am 
1.5!
dismarzero  [author] 29 Jun, 2023 @ 8:25pm 
Sure thing. Just upload it to a cloud like google drive eta and let me know.

I will add it and credit you
Logan Winfield 29 Jun, 2023 @ 12:03pm 
Hello, I can help for the french translation if you want ^^
dismarzero  [author] 28 May, 2023 @ 4:48pm 
5/28
3 sisters
-Corrected Coding for for Peach Bean tree
-Updated Red lentils to be meat in 1.4
dismarzero  [author] 17 May, 2023 @ 3:10pm 
No its a stand alone mod. I will just fix the coding in this mod
albucc 16 May, 2023 @ 2:53pm 
@dismarzero so you recommend to place vegetable garden "after" 3 sisters? So it overrides any defs from 3 sisters not defined elsewhere?
dismarzero  [author] 14 May, 2023 @ 2:17pm 
albucc several changes to the coding may have happened in VG. I have made notes to look into the coding for the issues you have found.
albucc 14 May, 2023 @ 9:35am 
@dismarzero hi. I'm inspecting the spawner code for the orchard plants PBS and PLS : they are spawning both Lentils. SistersAItemSpawner13 SistersAItemSpawner12

Another question: is bean to be considered a "meaty" protein? If that is the case, it seems it is not. Perhaps because inconsistencies with Vegetable Garden? To be honest, This specific question I haven't investigated.
dismarzero  [author] 1 Apr, 2023 @ 8:44pm 
Nope it is patch for the old Medieval times mod. It is not patched for the new Overhaul.
lunar_crystalis 1 Apr, 2023 @ 7:13am 
Your description says that this is patched for Medieval Times. Shouldn't the patch be for Medieval Overhaul? MO is the one that adds similar plants.
dismarzero  [author] 8 Oct, 2022 @ 9:04am 
1.4 unstable is here! I'll be working on my mods over the week. I am back :P

I have found no bugs in the day of testing I have done.

Errors may happen as other mods are updated. And features for new version ie.. new coding may not be there as the coding changes can be missed.

Please let me know if you find core coding that needs updating in my mod and I'll put it in!
dismarzero  [author] 16 Aug, 2022 @ 2:44pm 
Leize not sure never used that mod and dont know of any compatibility issues. Unless they patched something,
Leize 13 Aug, 2022 @ 2:54pm 
I'm running this with vanilla expanded plants and working on troubleshooting why these plants aren't showing up after researching.
Nimn 17 Mar, 2022 @ 2:39am 
Anyone else have the bug i have or have a fix?
Nimn 8 Mar, 2022 @ 9:49am 
So, new random bug, the Orchard's Guild ALB trees keep losing most of their life and getting replanted, while no other trees or plants from this or other mods has that happen. The location itself doesn't do it to other plants, so the best i have is the tree itself has a new issue. Plenty of light, no overhead, and on rich soil on an unmodded biome.
Hydromancerx  [author] 16 Feb, 2022 @ 12:46pm 
Please add Blue Corn to the Silage recipe. Thanks!
pgames-food 7 Feb, 2022 @ 6:12pm 
ok good luck with your testing - if you have a bag of sweets nearby, every failed test = you can eat a sweet (and then when you finally find the culprit) you can eat all the rest :)
reallyhairydave 5 Feb, 2022 @ 3:52am 
I guess I'll do a round of testing either if my game breaks or if I fancy doing more things in the background while it loads.

From my experience I can tell you that 2 mods have stuck out as problematic, the Vampires mod just adds so many varied problems that I removed it (so many errors and the pathfinding/feeding AI was battling me so much) and the Wiki(continued) mod over doubled my startup loading time no matter where I put in the load order.
reallyhairydave 5 Feb, 2022 @ 3:52am 
It's a testament to A. how impressive this game is as a sandbox and B. how long I've spent banging my head against a wall getting it working (about a week doing what pgames suggested just to load in and squash obvious game breaking bugs).

As an engineer who fault finds for a living that is pretty much my go to (we call it half and quartering) although I tend to focus on specific areas based on the load order guide first (race/animal mods almost at the end, android/medical mods close to the start, frameworks/world gen at the start, etc).

I haven't used the RimPy autosort feature because I've curated the order heavily already, probably should have done it first but I found it after I started using a guide.
dismarzero  [author] 4 Feb, 2022 @ 6:17pm 
The main issue we have helping. is you use a ton of mods. more than ive ever seen work in a game lol
pgames-food 4 Feb, 2022 @ 5:27am 
however, the very 1st thing to always to, is make a backup, and then make 1 fresh game with only vanilla and this 3 sisters mod, just to make sure that you can do what is expected, without any other mods, just in case it was a steam download/verify issue) :)

thats how i was doing testing for the RimThreaded mod back in 1.2 and earlier. :)
https://steamproxy.net/sharedfiles/filedetails/?id=2376405773
pgames-food 4 Feb, 2022 @ 5:26am 
well one thing that is almost guaranteed to get to the bottom of the issue, is to do the 50% thing ;)

basically, you halve your modlist, and test what wasnt working,
and if the problem is still there, you halve that modlist again and retest..etc.
(within 8 tests you will have the working set of mods, and the 10 or so mods that were conflicting)

if during the 1st test, you find that it starts working, then the problem lies with the 50% that you removed, in which case its a case of the reverse, where you can simply add back in, 20 mods, and retest, etc, until you find the last 10 or so mods that now are conflicting.

then its just a case of reviewing what types of mods those 10 (which had straw that broke the camels back) and can either spot which one it's likely to be, or you then do another few test runs adding in 1 or 2 at a time to see which one caused the conflict.
reallyhairydave 4 Feb, 2022 @ 4:21am 
No worries, really do appreciate you taking the time to look through it all. I've never done the discussion thing before but I see a tab at the top for it so I'll try that next time. Is there anything obvious in either log that I should address? I'm slowly getting better at reading them myself but a lot of it is still pretty cryptic to me
pgames-food 3 Feb, 2022 @ 5:51pm 
(hi thanks for trying that test before, sorry it didnt fix it) btw one good way to pose a longer log in 1 post, is to make a discussion post above, and then to paste a link to it in comments. that seems to allow about 1 whole pages worth if needed.
reallyhairydave 3 Feb, 2022 @ 1:26pm 
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch8 (Verse.Pawn)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch2 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
reallyhairydave 3 Feb, 2022 @ 1:26pm 
Verse.ThingPlaceMode mode, System.Action`2[T1,T2] placedAction, System.Predicate`1[T] nearPlaceValidator, Verse.Rot4 rot) [0x00000] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at (wrapper dynamic-method) RimWorld.JobDriver_PlantWork+<>c__DisplayClass9_0.RimWorld.JobDriver_PlantWork+c__DisplayClass9_0.<MakeNewToils>b__1_Patch0(RimWorld.JobDriver_PlantWork/<>c__DisplayClass9_0)
at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method)
reallyhairydave 3 Feb, 2022 @ 1:26pm 
Verse.GenSpawn.Verse.GenSpawn.Spawn_Patch8(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool)
at (wrapper dynamic-method) Verse.GenPlace.Verse.GenPlace.TryPlaceDirect_Patch2(Verse.Thing,Verse.IntVec3,Verse.Rot4,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>)
at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, Verse.IntVec3 center, Verse.Map map, Verse.ThingPlaceMode mode, Verse.Thing& lastResultingThing, System.Action`2[T1,T2] placedAction, System.Predicate`1[T] nearPlaceValidator, Verse.Rot4 rot) [0x00068] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, Verse.IntVec3 center, Verse.Map map,
reallyhairydave 3 Feb, 2022 @ 1:25pm 
Without further adu I have loaded back with the error, it could take 3 or more posts:

Exception in JobDriver tick for pawn Cockroachslayer driver=JobDriver_PlantHarvest (toilIndex=5) driver.job=(Harvest (Job_587885) A=Thing_PlantThreeSistersD93195)
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.ThingMaker.Verse.ThingMaker.MakeThing_Patch2(Verse.ThingDef,Verse.ThingDef)
at ThreeSisters.ItemSpawner.SpawnRandomQuantity (Verse.ThingDef tDef, System.Int32 minToSpawn, System.Int32 maxToSpawn, Verse.Map map) [0x00017] in <9f18397365e54f0ebad990465ec2038a>:0
at ThreeSisters.SistersAItemSpawner4.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x0002b] in <9f18397365e54f0ebad990465ec2038a>:0
at (wrapper dynamic-method)
reallyhairydave 3 Feb, 2022 @ 5:40am 
I just resolved a large number of issues with load order, not sure what was causing it but a bunch of null references causing things I built to disappear when they were completed building
reallyhairydave 3 Feb, 2022 @ 5:38am 
I was trying to post it here but the character limit meant I had to split it at least 3 times and decided that was too much. Is there a better way I can send it to you?
dismarzero  [author] 3 Feb, 2022 @ 5:10am 
i have been digging through your mods. you just have so many lol im shocked your game even loads.

Can you provide the error the game throws when you harvest
reallyhairydave 3 Feb, 2022 @ 3:49am 
Just tired removing both performance mods, same result.
reallyhairydave 2 Feb, 2022 @ 10:21am 
Yeah, that was a brand new game. I could try rocketman and performance optimiser, they are basically the only things left at the end of the list. I'm going to attempt to remove it from that new game for now and have another branch I can play for now but I'll keep the save and go back next time I want to load in to test that
pgames-food 2 Feb, 2022 @ 8:55am 
hi did you try a new game without other mods as a test?
(you could also try a backup save with removing special mods like rocket man as a test too)
reallyhairydave 2 Feb, 2022 @ 8:41am 
So I've moved it from the middle of my load order to close to the beginning and a few from the end, same issue. I think I'm going to give up for now, unless there's something in that log that's obvious to you (it's all Greek to me). Thanks for the help and I'll keep an eye on the comments, really love the VGP series btw
reallyhairydave 2 Feb, 2022 @ 7:47am 
Same error but after cutting the list down I have a log available: https://gist.github.com/a0f10905e4ab9d3e5d28b1b15bdf912e
pgames-food 2 Feb, 2022 @ 3:24am 
(one of my farmer's was really upset when a potato grew out of each of his ears.....
he had planted carrots) :lunar2019grinningpig:
pgames-food 2 Feb, 2022 @ 3:22am 
ok cool - 1 other test you can try in a fresh game is to just try a planting test with this and mostly vanilla, just to see if you get the same issue as before... if you dont, that could indicate a load order issue (and/or conflict with another mod) in which case it could be a farming-related mod....so if you can spot some that change the way things work, maybe putting this vgp lower down the list could help.
reallyhairydave 2 Feb, 2022 @ 3:16am 
I'll give that a try, I noticed a reference to 45,000 refs and thought that in itself might be a problem. I managed to shave off about 100 mods and start again, I'm growing another batch of three sisters crops so I'll see how that goes. First thing I did was remove the harvest yield mod
pgames-food 1 Feb, 2022 @ 10:59pm 
hi dave it might not be 100% accurate, but if you run a text search on your mod's xml files for this (without quotes):

"<defName"

it should find a lot of defs. (for example my rimside recycling mod shows 357 results when i search locally, which sounds about right since i add currently about 300 new items, recipes, building and tech - with more on the way lol) - that being said, i dont think a mod having a lot of defs will slow the game down or loading etc, when i did a load test on my mod it only added maybe 1 second per 100 defs :)

(you beat me my 1.2 game was just under 500mods) :)
dismarzero  [author] 1 Feb, 2022 @ 10:04pm 
oh my 950ish. im suprized you game loads.... and not really
reallyhairydave 1 Feb, 2022 @ 6:41am 
Yeah, definitely do have mods changing harvest yields in my list. I'll try removing them and trying again. Tried pressing the green button and it told me it timed out, I'm definitely using too many mods (950ish) so I'm going to have to cut it down I think. Do you know of any way I can check a mod for number of defs added? That appears to be a problem
dismarzero  [author] 1 Feb, 2022 @ 6:32am 
Well, i cant really help since i cant see your error logs. Are you running the seeds mod? what other mods are you running... If you have the green share button that helps a lot.

If you have a mod that effects harvesting or yields it will break this mod.
reallyhairydave 1 Feb, 2022 @ 6:13am 
OK, definitely still a problem. I've got a 7x7 patch growing it and they've been harvesting blue corn non-stop for 3 days with nothing else. I've just checked and the first harvest has gone over 17k of it with no end in sight
reallyhairydave 1 Feb, 2022 @ 4:28am 
Fair enough, the game was stuttering every time they completed and throwing out the red null exception on the log last night. I've got blue corn now so I know it's definitely harvesting properly
dismarzero  [author] 1 Feb, 2022 @ 4:19am 
You don't get anything from the plants. The coding changes that Null item into the 2 - 3 crops when spawned, that's the magic behind this mod.