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
107 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!





1,280 Comments
Sarg Bjornson  [author] 16 Mar @ 12:15am 
You are welcome to try and change that lol
Lobanych 16 Mar @ 12:12am 
Plowing the soil is considered a farmer's job, it requires a pawn to be able to plant, but the speed of plowing and the chances of screwing everything up are only affected by the construction skill. Wat?
FarrunDragon 10 Mar @ 10:01pm 
Is plowing sufficient for planting tomatoes, or does it still have to be rich soil?
Zilarrezko 28 Feb @ 5:32am 
@Bitterholz The crops dont die instantly though, if they're at 70% along when the fallout hits then your corn isnt gone at all, you have enough time to mark them for harvest and juggle job priorities to get them in ASAP. In fact you'd probably get a lot more food doing that anyway since corn has twice the yield. If you're at 50% growth then yeah that corn is gone and you get no food, but if its cabbages you also get nothing because they stop growing and by the time the toxic fallout ends and they resume you've either already lost or stabilised without them. You cant even grow cabbages indoors with a sunlamp when toxic fallout hits as they still stop growing then while other plants will go on as normal.
Vulkandrache 28 Feb @ 3:33am 
Why would you only plant one type of crop?
Bitterholz 28 Feb @ 3:25am 
You plant corn, it grows to 70%, toxic fallout hits, all that corn is now gone. You plant cabbages, ...:gorlak:
Zilarrezko 27 Feb @ 2:13pm 
Whats the intended use case for cabbages? They dont die during toxic fallout which is nice, but also dont grow at all during it either, which would seem to cancel out completely? Like do I keep a cabbage field going for just in case, hope the toxic fallout starts at a point they've grown enough to be harvestable and then get a relatively minor harvest at some point?

Wouldn't it be better to have them keep growing but slower or something?
Nickolok 23 Feb @ 8:49pm 
Any chance of getting tilling soil switched over to plant skill or at least make it so builders will till soil? Right now its in the plant work tab but its speed is based on construction
Floof 23 Jan @ 3:48am 
c o c o n u t
BloodaxeUK 15 Jan @ 4:14am 
Ooh, thought of a plant for you - parsnips! Bit slower than potatoes, but they immediately grow 25% or something when the temperature dips below -5 or -10° and then rises again. Also, they aren't frost-resistant, so you need to weigh the benefits of letting them freeze overnight against the risks of them being killed by the frost