RimWorld

RimWorld

Gardens
124 kommentarer
imagine 5. sep. kl. 19:16 
Such a fantastic mod, thanks for updating it.
-=JkJkLoL=- tk421storm  [ophavsmand] 19. aug. kl. 6:58 
@fantasia - just updated for the harvest task to check the Garden zone's cutting setting, and only harvest if cutting is allowed. I wish I could be more granular but there's not a clear difference between trees and other "harvestable" plants in the code so I'd have to filter manually.
-=JkJkLoL=- tk421storm  [ophavsmand] 19. aug. kl. 6:37 
@fantasia - I have another mod that mutes zone messages linked in the description for those "rotted" messages.

I think you're right, to stop them from harvesting would probably need a new code. Will take a look this week.
fantasia5thsymphony 11. aug. kl. 14:26 
They seem to be harvesting all trees when they reach maturity, but I also haven't been looking all that closely so they might also be harvesting the plants are maturity as well. If it is possible to stop them from harvesting at maturity, it may also be needed to stop the 'x died from rotting' message from popping up, but idk how to do that.
-=JkJkLoL=- tk421storm  [ophavsmand] 11. aug. kl. 7:05 
@fantasia - love the idea of planting on mud or water - I think the restriction is based on the "fertility" of the tile - you could either override that number on water tiles with a prefix/transpiler, or change the base fertility of tiles like mud and shallow water. If you figure something out it might be nice to have as a toggle in the mod settings

Do they harvest all types of trees, or just trees with fruit/chocolate?
fantasia5thsymphony 10. aug. kl. 19:13 
Also, I've turned off cutting in the zone's setting but they are harvesting the trees when they become mature, I wonder if I'm missing something lol
fantasia5thsymphony 10. aug. kl. 12:54 
Is there a place in the code I could go change to allow the zones to be placed on water or otherwise non-fertile ground? I'd like to plant moss or lotus flowers on rock or water/marsh
UltraEmailMan 1. aug. kl. 10:55 
Thanks!
-=JkJkLoL=- tk421storm  [ophavsmand] 1. aug. kl. 10:33 
@UltraEmailMan - update should include hide/show zone functinality, good catch!
-=JkJkLoL=- tk421storm  [ophavsmand] 28. juli kl. 7:38 
Hey @Nigel - can you turn on debug logging on this mod (in mod options) and then post the result (with the hugs log submitter tool) after that behavior? my guess is it's a mod conflict i'd like to squash
Nigel 27. juli kl. 2:53 
Hey i have a bug that i cant force my colonists to sow a seed. And also when they sow seeds in the garden zone the become stuck always sawing one plant, removing it, sawing it removing it.... and so on. Anyone else has these problems.
UltraEmailMan 26. juli kl. 10:37 
Thanks! Even if it's just on my end, it'll be good to know so I can start tracking down the conflict.
-=JkJkLoL=- tk421storm  [ophavsmand] 26. juli kl. 6:27 
@UltraEmailMan - I'll check today, it inherits from GrowingZone so it should have everything that has, but maybe it's been overwritten somehow
UltraEmailMan 24. juli kl. 16:41 
There doesn't seem to be an option to hide the zone overlay. Is that how it's meant to be, or is that just on my end?
LordBeef21 16. juli kl. 6:24 
Huh, I could've sworn it didn't have the 1.6 tag before. Thanks!
-=JkJkLoL=- tk421storm  [ophavsmand] 12. juli kl. 10:03 
it already is!
LordBeef21 10. juli kl. 22:11 
Hi! Will this be updated to 1.6?
-=JkJkLoL=- tk421storm  [ophavsmand] 25. apr. kl. 11:32 
ugh i hate that error - but i think that makes sense - it means the cell is being added to the overall list of "cells with growing jobs" - but then when the pawn looks at the cell, it cannot find an active job - i'll do some tests
Mors Aedificator 24. apr. kl. 13:02 
Nope not even close to it. Shortened the error to this: "RimWorld.WorkGiver_GrowerSow provided target (77, 0, 21), Map_0 but yielded no actual job for pawn Hakuja. The CanGiveJob and JobOnX methods may not be synchronized." Forget what the cause was exactly but it was almost like gardens was overriding the base hydroponics function.
-=JkJkLoL=- tk421storm  [ophavsmand] 24. apr. kl. 6:27 
interesting! were the outdoor hydroponics basins on top of the designated garden zone? i'll take a look at the code and see if there could be conflicts with outdoor basins
Mors Aedificator 22. apr. kl. 18:08 
So odd bug happened and not sure exactly on the conflicts but it seems this mod is the issue. Earlier I had made a small garden plot to add more beauty value to a location and forgot about it. So just now tested a indoor and outdoor hydroponics basin. The indoor caused an error but the outdoor one had my pawns plant trees in them. So my immediate thought was "Huh that was weird, I don't have the research to plant trees and no option for basins exist for them to my knowledge. What does?". Well this mod does, I then proceeded to delete the zone and disable it. Pawns now plant in the basins like normal. Either way just wanted to point it out and i'll keep my eye on it but right now something seems broken with the mod set up I have.
BigBrother 15. apr. kl. 10:00 
Hi thank you for your mod, I would love there to be an option preventing my pawns from harvesting my garden trees as well. Toggle harvest mod does that but obviously incompatible with this mod.
Angelpichu 26. feb. kl. 1:37 
Could we get an option to allow planting a random allowed plants on every time it sows rather than remembering what plant goes where, making it more random for some things like crops, please?
-=JkJkLoL=- tk421storm  [ophavsmand] 8. jan. kl. 7:35 
@zairya i love that idea - i hate that they run around harvesting my decorative plants lol. I'll look into that other mod and see how they do it!
Zairya 7. jan. kl. 5:47 
@Klldarkness
Instead of the gizmo at the bottom, like usual growing zones have them, you have a tab on the left like the workbenches. There you find basically every plant, tree, stump and flower that's loaded in your game.
I guess you were looking for this?

@ -=JkJkLoL=- tk421storm
Would it be possible to add a "no harvest" gizmo? smart farming does this to the vanilla growing zone but that zone doesn't cover all plants like yours. Thx
Klldarkness 30. dec. 2024 kl. 23:10 
I don't often build outdoor colonies, but this time around I'm giving a try. Just thought if this mod existed, and a quick search brought it up. Quick question though! Is it possible to add maybe a list, kinda like the stockpile list, to limit what can/can't be grown? The random hodgepodge will be interesting, obviously; but I'd love if I could select fruit trees, and then plants/trees/grasses native to the biome. That way it's more of a nature extension, but with the addition of fruit tree.
-=JkJkLoL=- tk421storm  [ophavsmand] 24. dec. 2024 kl. 11:24 
that's great news! so changing loading order fixed it for you?
Halfelfaedyn 23. dec. 2024 kl. 22:59 
He's sowing! It's beautiful. My village is going to be gorgeous, thank you so much!
Halfelfaedyn 23. dec. 2024 kl. 9:08 
Oh okay thank you I'll try it and report back.

Sorry for the trouble and thank you for trying. It's such a cool mod that should be vanilla imo. If they worked it like the list would grow with flower discovery, that would be so fun.
-=JkJkLoL=- tk421storm  [ophavsmand] 22. dec. 2024 kl. 17:33 
thanks for that list - i've got regrowth & graze up so it's probably not them. I had to re-write the sow work giver functions pretty much from scratch for this unfortunately - i would try load order first, put this after those other mods and see if that helps any, and i'll do some tests on my end
Halfelfaedyn 21. dec. 2024 kl. 11:13 
I have Plant Growth Sync, Replantable Special Trees, Separate Tree Chopping Priority, ReGrowth mods... Work Tab, De-generalize Work, Graze up. That's all I can think of as far as anything affecting it.
Halfelfaedyn 21. dec. 2024 kl. 11:05 
Sowing is enabled. There's no float menu on it when I right-click, and normally that would be a red error. I have a ton of mods, none of my other sowing zones are affected. I'll have to do a deep look through.
-=JkJkLoL=- tk421storm  [ophavsmand] 21. dec. 2024 kl. 9:26 
@Halfelffa... - sounds like a mod conflict to me. Is "sowing" enabled on the garden zone? Do you have any other mods that affect the sow/harvest jobs?
-=JkJkLoL=- tk421storm  [ophavsmand] 21. dec. 2024 kl. 9:26 
@Gorlath - i've struggled with limiting the list to non-breaking plants (ie anima trees et al) but haven't found a good way to filter like that (without ending up with the same list of "plantable" plants available in a grow zone - so i've erred on the side of more freedom - you'll just have to resist the urge to create a field of anima trees lol.
Halfelfaedyn 20. dec. 2024 kl. 21:37 
I can't get my growers to plant the garden? I don't know why. It sat there empty while all the other fields got planted.
Halfelfaedyn 14. dec. 2024 kl. 0:55 
What a wonderful idea!
Gorlath 26. nov. 2024 kl. 1:16 
Would it be possible to have the mod options allow me to ban specific plants from the list? Yuran cherry trees are supposed to have special planting requirements, yet I can plant them using this mod free of cost.
Either that, or have them added to the list of immersion-breaking plants? The defname is YR_Plant_BigTree if that helps.
JasonGriffin 12. juli 2024 kl. 15:56 
Hi, would it be possible to make a button so you can filter for only plants that add beauty?
Zylleon 28. apr. 2024 kl. 17:41 
This is a great mod, thank you!
-=JkJkLoL=- tk421storm  [ophavsmand] 19. apr. 2024 kl. 15:37 
@GrislyGaming - the default is set by a function in the code - specifically i tries to pick plants correctly for the current biome (though I notice it's not a great function). Make sure you make use of the copy-paste function; it's annoying to set I agree (especially with lots and lots of plants) but the copy-paste makes it manageable
Bidens_secret_lover 19. apr. 2024 kl. 11:59 
is there a way to make a default range of plants for the zone? all my zones auto start with only the trees in my biome and takes a min to change to what i want to grow.
Persomnus 16. apr. 2024 kl. 22:45 
this mod is so adorable, love making a meditation spot in a garden
allbad 2. apr. 2024 kl. 7:13 
Awesome! I read in comments you filter out harvestable plants and assumed it was for both options. Thanks for the clarification
-=JkJkLoL=- tk421storm  [ophavsmand] 1. apr. 2024 kl. 11:56 
@allbad - in the mod options you should check "allow all plants" or something, which *should* allow any game plant to be sown (make your field of anima trees dream a reality)
allbad 29. mar. 2024 kl. 7:46 
Can you add an option to sow harvestable crops? I was hoping to use this mod for a sort of "permaculture" concept
lobosan 27. mar. 2024 kl. 20:13 
very nice mod - always preferred the more organic "english gardens" over the symmetrical "french gardens"
-=JkJkLoL=- tk421storm  [ophavsmand] 27. mar. 2024 kl. 10:32 
1.5 update today, with better logic around trees and adjacent zones (growing and garden). Please report any issues you see!
-=JkJkLoL=- tk421storm  [ophavsmand] 27. mar. 2024 kl. 10:32 
@JACK thanks for the nice post! It made my day. Agreed on the stumps bit, I should probably manually keep those back from the list.
JACK 26. mar. 2024 kl. 17:22 
to date maybe the most underrated mod I've seen. posted about you on the subreddit! fyi: my colonists kept planting stumps and then immediately tearing them down, which was giving me infinite wood and a really annoying sound. easy to untick stumps in the planting list, but maybe something to disable?
ʏɘ|ɿɒH 7. feb. 2024 kl. 4:33 
Woot! Thank you!