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Also, could you please adjust the prices of raw plant products, or at least give players an option to do so? As of now, raw cotton is worth 2.50 per unit, whereas cloth is worth only 1.50 a piece - meaning you lose wealth by processing cotton into, arguably more valuable, cloth. Same goes for herbal medicine - 5 units of healroot leaves cost 13 silver (2.80 per unit), but herbal medicine is worth only 10 silver.
If it helps, I think it might be a conflict with the many farming and AI mods I have: common sense, pick up and haul, smart farming, crop rotation...
If don't believe me just do it yourself and test it via Dev-Mode. I hope you can now understand what the problem is and why I rewrote it locally
I don't get your problem, you have to harvest the map berry bushes to get berries, and then you extract seeds from those berries to get "cultivated raspberry seeds". You plant those to get raspberry bushes from which you harvest berries, from which you extract "cultivated raspberry seeds" and restart the loop.
<soundWorking>Harvest_Standard</soundWorking>
<workSkill>Plants</workSkill> not cooking...
<workSpeedStat>PlantWorkSpeed</workSpeedStat>
not
<workSpeedStat>CookSpeed</workSpeedStat>
in
Recipes_Plants_Processing.xml
replace
<workType>Cooking</workType>
with:
<workType>PlantCutting</workType>
in:
WorkGivers.xml
Can you provide a translation key for the suffix "xxx seeds"
Don't rely on autogenerated seeds, share the generated XML for proper support.
<!-- [Seeds Please: Lite Redux] RRP_TreeAcacia(zvq.realisticplanetscontinued)Autogenerated as Seed_RRP_TreeAcacia-->
<ThingDef ParentName="SeedBase">
<defName>Seed_RRP_TreeAcacia</defName>
<label>acacia tree seeds</label>
<descriptionHyperlinks>
<ThingDef>RRP_TreeAcacia</ThingDef>
</descriptionHyperlinks>
<modExtensions>
<li Class="SeedsPleaseLite.Seed">
<sources>
<li>RRP_TreeAcacia</li>
</sources>
</li>
</modExtensions>
</ThingDef>
<!-- [Seeds Please: Lite Redux] Date_tree(tanypredator.bedouin.faction.expanded)Autogenerated as Seed_Date_tree-->
<ThingDef ParentName="SeedBase">
<defName>Seed_Date_tree</defName>
<label>date palm seeds</label>
<descriptionHyperlinks>
<ThingDef>Date_tree</ThingDef>
</descriptionHyperlinks>
<modExtensions>
<li Class="SeedsPleaseLite.Seed">
<sources>
<li>Date_tree</li>
</sources>
</li>
</modExtensions>
</ThingDef>
at HarmonyMod.ExceptionTools.AddHarmonyFrames (System.Text.StringBuilder sb, System.Diagnostics.StackTrace trace)
at HarmonyMod.ExceptionTools.ExtractHarmonyEnhancedStackTrace (System.Diagnostics.StackTrace trace, System.Boolean forceRefresh, System.Int32& hash)
at HarmonyMod.Environment_GetStackTrace_Patch.Prefix (System.Exception e, System.Boolean needFileInfo, System.String& __result)
HarmonyMod.Environment_GetStackTrace_Patch was patched by:
at SeedsPleaseLite.SeedsPleaseUtility.GetSeedsAndPlants (System.Collections.Generic.List`1[Verse.ThingDef]& seedCache, System.Collections.Generic.List`1[System.ValueTuple`2[Verse.ThingDef,SeedsPleaseLite.Seed]]& butcheryToResolve)
at SeedsPleaseLite.SeedsPleaseUtility.Setup (System.Boolean rerun)
at SeedsPleaseLite.SeedsPleaseUtility..cctor ()
--- End of inner exception stack trace ---
[Ref CF6A66]
at (wrapper managed-to-native) System.RuntimeMethodHandle.GetFunctionPointer(intptr)
at System.RuntimeMethodHandle.GetFunctionPointer ()
at HarmonyLib.HarmonySharedState.GetRealMethod (System.Reflection.MethodInfo method, System.Boolean useReplacement)
at HarmonyLib.HarmonySharedState.GetStackFrameMethod (System.Diagnostics.StackFrame frame, System.Boolean useReplacement)
Error in static constructor of SeedsPleaseLite.SeedsPleaseUtility: System.TypeInitializationException: The type initializer for 'SeedsPleaseLite.SeedsPleaseUtility' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at SeedsPleaseLite.SeedsPleaseUtility+<>c. <UpdateDescriptions>b__10_2 (Verse.DefHyperlink x)
at System.Linq.Lookup`2[TKey,TElement].Create (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer`1[T] comparer)
at System.Linq.GroupedEnumerable`2[TSource,TKey].GetEnumerator ()
at System.Linq.Enumerable+SelectEnumerableIterator`2[TSource,TResult].ToList ()
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source)
at SeedsPleaseLite.SeedsPleaseUtility.UpdateDescriptions (Verse.ThingDef seedDef, Verse.ThingDef plantDef)
To clarify, I tried to adjust the xml myself, but I couldn't figure out how to make the spot not be redistricted to stoves.
https://0x0.st/XK7U.log
@Malaras I can plant it, do you have the seeds and research for it?
Have you considered giving the Cocoa Bush from Vanilla Expanded Ideology Memes the cocoa beans as output? It's Seed's Please Lite afaik that makes the vanilla cocoa tree have those beans instead of directly dropping chocolate, so it would be very fitting if those cocoa bushes would also drop beans instead of directly chocolate :)
If you look on the Reddit, there's some posts from 3 years ago talking about this very thing.
@Cariboul I don't have this issue, maybe a mod in your mod list causes the way pawns plant to change and cause this conflict
@SounLee that's weird! at least good to know it's solved
I have a weird/ annoying behavior, if there is already grass/moss on the planting zone, my pawn will cut just 1 grass, then grab the seed, plant, and repeat every time for juste 1 seed :/
Anyone know a way around this ? ty!