RimWorld

RimWorld

Extract Any Plant
61 Comments
PGMP 15 Apr @ 11:30pm 
OMG you rock ! @Romyashi :btd6thumbsup:
DrScottyFever 15 Apr @ 1:44pm 
Hooray and thank you!
Romyashi  [author] 15 Apr @ 9:15am 
@PGMP Just updated it, yes, it works now.
PGMP 15 Apr @ 8:11am 
Does it work with the new trees ? From anomaly
Kyrox 14 Apr @ 11:14am 
Ah, no worries. I appreciate you still take care of this mod. It's essential.
Romyashi  [author] 14 Apr @ 11:07am 
@Kyrox It does not. I am working on an update currently. Mostly got it working, just have to figure out how to make tree lovers not care about grass dying in stockpiles.
Kyrox 14 Apr @ 11:04am 
Gonna test this for 1.5. Hopefully it still works. I got an anima tree to relocate. D:
Romyashi  [author] 21 Jan @ 8:59am 
@Vlad_1492 If you want it to be patched then please provide a link to the mod.
Vlad_1492 21 Jan @ 8:20am 
Seems the two plants added by 'A Rimworld of Magic' can't be extracted.
Protok 29 Nov, 2023 @ 4:42am 
Experiment shows that EAP should be above than "Gauranlen Tree Expanded (Continued)" or patching Timbershroom will cause error
Protok 28 Nov, 2023 @ 2:36am 
Hm, means some of the mod blocks this. Will try to find
Romyashi  [author] 28 Nov, 2023 @ 1:27am 
@Protok Timbershroom is extractable with this mod.
Protok 27 Nov, 2023 @ 11:34pm 
Timbershroom, why not to extract it?
Svela 19 Nov, 2023 @ 4:57pm 
What determines how fast a colonist can extract and replant a plant? Is it just global work speed or also their plant skill?
Renix 31 Aug, 2023 @ 4:28pm 
@PGMP, not replanting them isn't an option because they immediately get stored in your allow all items general storage, every colony of mine has a general storage that accepts anything thats not tainted or rotten, to be later sorted into prioritized storages
PGMP 29 Aug, 2023 @ 1:26pm 
Yep in 7 days i had over 200 items laying around and 1 lovely hauler xD having a heart attack.

I just had to restart and take the mod away.
The only other solution was to plantcut the entire zone before building. :lunar2019crylaughingpig:

Just trying to give some feedback, i ended up installing 2 other mods just to replant the gau-trees and the anima. Those were my main concerns.

Thank you for the love in the mod. Ill take a look on it later on to see if things evolved.:lunar2020hearteyesrabbit:
Romyashi  [author] 29 Aug, 2023 @ 6:39am 
@PGMP Extracted plants die already in vanilla, although it takes 7 days I think.
PGMP 29 Aug, 2023 @ 5:31am 
Tip ! you can make the extracted plants "die" after 24 hours if you dont replant them.
That could solve the issue of the massive hardcore item creating while you are building.
PGMP 29 Aug, 2023 @ 5:30am 
Sorry about my comment, its on the known issues. I deleted it.
Thanks for the mod tho ! :)
Romyashi  [author] 29 Aug, 2023 @ 5:24am 
@PGMP This is not an option. This is a conflict.
Renix 25 Aug, 2023 @ 4:03pm 
it would be nice if the mini's / extracted plants at least had some kind of demolish/harvest option without having to replant them
Romyashi  [author] 27 Jun, 2023 @ 1:43pm 
@Flesh Forge That's because all trees seem to be unaffected by Replace Stuff, while my mod does changes not only to trees.
Flesh Forge 27 Jun, 2023 @ 12:25pm 
"Replantable Anima Trees" does not conflict with Replace Stuff, you might look at how it works
https://steamproxy.net/sharedfiles/filedetails/?id=2586765823
Romyashi  [author] 15 May, 2023 @ 8:44pm 
@Tattered Ribbon Unfortunately I don't even know what exacty causes this behaviour. My mod is not changing a lot, just a few lines in game's tree extracting logic, so I don't know what can I do here.
Tattered Ribbon 15 May, 2023 @ 5:08pm 
is there no way to fix the conflict with Replace Stuff? it's a must have for a lot of people.
idox_black 1 Apr, 2023 @ 8:59am 
oh god, im blind. totally sorry, i didnt read the issues i guess. thanks for your answer
Romyashi  [author] 1 Apr, 2023 @ 8:57am 
@idox_black There is no auto extract, it is a conflict with Replace Stuff.
idox_black 1 Apr, 2023 @ 8:45am 
can you give us the option to deactivate auto extract? its a bit annoying in the jungle if you build stuff and you have like 100x gras on the ground to replant. greetings
kongkim 9 Jan, 2023 @ 7:02am 
Ok thx for the answer
Romyashi  [author] 9 Jan, 2023 @ 4:01am 
@kongkim Yes, it should work on every plant in the game and from mods, unless the plant is from the mod that creates it's own plant base. I can patch it however if you let me know what plants are not extractable.
kongkim 9 Jan, 2023 @ 3:31am 
Do it also work on wild plants you cannot grow?
weregamer 4 Dec, 2022 @ 6:51am 
:)
Romyashi  [author] 4 Dec, 2022 @ 12:51am 
@weregamer The reason is simple. I just didn't know you can do that. Again, I am very new to modding. Just looked it up and updated the mod to have load order before ReGrowth, thank you for the suggestion.
weregamer 3 Dec, 2022 @ 11:34am 
I'm curious why you didn't put the order dependency in the mod info. I haven't looked at that in a long time, maybe you can't put a "soft" ordering in there, so putting in the ordering would also make it a hard dependency?
Romyashi  [author] 3 Dec, 2022 @ 9:40am 
@tanyfilina Done, RimCuisine 2 plants are patched.
tanyfilina 3 Dec, 2022 @ 5:15am 
Could you please also add plants from RimCuisine?
Romyashi  [author] 2 Dec, 2022 @ 11:57pm 
@Vlad_1492 Patched, plants from Apothecary (Continued) can be extracted now.
Vlad_1492 2 Dec, 2022 @ 4:10pm 
Doesn't seem to allow extraction of plants from Apothecary (Continued)
BlueTressym 22 Nov, 2022 @ 10:18pm 
Awesome! I shall check and let you know :)
Romyashi  [author] 22 Nov, 2022 @ 12:49am 
@BlueTressym Alright, should be fixed now, pawns should no longer care if non-tree plants die when extracted.
BlueTressym 21 Nov, 2022 @ 9:27pm 
That's fair enough. Yes, if a piece of grass, fern etc is extracted and then dies, they react in terms of ideo mood penalties as if it was a tree.

I have the greatest respect for your modding skills, as they are far superior to mine.
Romyashi  [author] 21 Nov, 2022 @ 11:21am 
@BlueTressym Do tree-loving ideologies care about all plants with this mod? I just didn't test how it would affect tree-loving colonists. Technically the mod makes all plants be treated as trees in case of extracting them, didn't know this side effect would happen, but makes sense. Might look into it, but can't promise fixing it because I am a little inexpirienced with modding.
BlueTressym 21 Nov, 2022 @ 10:33am 
Thank you. I have moved the mod as you suggested and it seems fine now. :)

I am starting to see the 'bug' part of the rather mixed blessing that is the issue with Replace Stuff. The part where it automatically extracts plants and trees under blueprints is great. The part where it treats all extracted plants like trees for the purpose of tree-loving colonists getting unhappy, not so great. The sheer volume of plants to replant makes it pretty impossible to get them all replanted in time. :O
Romyashi  [author] 16 Nov, 2022 @ 10:41pm 
@BlueTressym This error appears when you have another mod that allows to extract anima trees, like ReGrowth: Core. You can ignore it, the error is harmless and doesn't do anything, the mods just patch the same thing. However putting my mod above the other mod in load order fixes the error from appearing for me in case of ReGrowth, so you can do that.
BlueTressym 16 Nov, 2022 @ 4:12pm 
Error listing part 2 (because of stupid character limits)

Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
BlueTressym 16 Nov, 2022 @ 4:11pm 
Hi, just letting you know that this error appeared after I added this mod.

[Extract Any Plant] Patch operation Verse.PatchOperationSequence(count=10, lastFailedOperation=Verse.PatchOperationFindMod(Royalty)) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\2833838214\1.4\Patches\ExtractAnyPlant.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.PatchOperationSequence:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)

... (stupid character limits.)
Romyashi  [author] 22 Oct, 2022 @ 6:43am 
@Lelouch Oh, I see. Yeah, you probably should ask other devs. Maybe they could implement something like this. This is not the intention of this mod and I lack the skills to do it at the moment.
Lelouch 22 Oct, 2022 @ 6:20am 
"Known issues:
Incompatible with Replace Stuff. If you build over plants colonists will not cut plants, but extract them."
I'm currently doing a run with the "Tree Connection" ideology which makes trees desired, and gives me a worsening debuff for cutting any trees.
So having the option to extract instead of cut would be great for QoL.
Though it sounds like its more something I should be asking the devs of replace stuff for?

Thanks for the quick answer btw
Romyashi  [author] 22 Oct, 2022 @ 5:59am 
@Lelouch Yes, this will be updated when I have time.
I didn't get your question about the conflict with Replace Stuff. What do you mean keep it as an option? I've looked into it and I don't think I can fix it myself if that's what you're talking about.
Lelouch 22 Oct, 2022 @ 5:54am 
will this be updated for 1.4?
If so can you keep the known conflict with replace stuff as an option please?
or do you know of another mod that does that?
would work very well for trees desired ideology