RimWorld

RimWorld

Futuristic Plants
83 Comments
LindaD2002 23 Mar @ 12:41pm 
First, thanks for this wonderful mod. I am wondering if you might consider adding corn for super corn & perhaps including smokeleaf & psychoid as well. Thank you for your time & the hard work that went into creating this mod.
Thorion 12 Feb @ 4:19pm 
you should add a plant that grows meat
ramil319 2 May, 2024 @ 3:38pm 
Thanks a lot for the update!
battlemage64  [author] 2 May, 2024 @ 2:08pm 
Updated to 1.5! Apologies for the delay. I didn't get to test everything, but I want to get everything updated quickly so people can keep using them for now. Please let me know if there are any bugs.
gh0stashes 17 Apr, 2024 @ 9:11pm 
I would love a 1.5 update for this mod, it has become invaluable to my playthroughs. Thank you for maintaining it all the way up to 1.4.
ramil319 15 Apr, 2024 @ 10:51am 
Hello, are you planning to update the mods?
battlemage64  [author] 9 Feb, 2023 @ 11:31am 
:)
LindaD2002 9 Feb, 2023 @ 10:42am 
Thank you. I appreciate your hard work and that you took time to respond. My colonists thank you.
battlemage64  [author] 8 Feb, 2023 @ 11:59am 
Sure, that sounds reasonable. Not sure when I'll have a chance to add it, but it shouldn't be hard to do, so I'll add it next time I work on the mod!
LindaD2002 7 Feb, 2023 @ 11:27pm 
Thank you for this wonderful mod. It makes it easier to grow enough food for my colonists. I was wondering if you would consider doing hay as a boosted crop since it seems hard to grow enough to feed the animals. Thank you again.
Ghost 13 Jan, 2023 @ 11:14am 
thanks!
JingJing 22 Oct, 2022 @ 9:44am 
Thank you
battlemage64  [author] 18 Oct, 2022 @ 7:52pm 
Updated to 1.4
battlemage64  [author] 26 Jul, 2021 @ 12:38pm 
Updated to 1.3
battlemage64  [author] 10 Jul, 2021 @ 6:30pm 
Finally got around to doing this, also added a new capstone tech that lets you plant boosted version of cotton and devilstrand that are 50% more efficient
battlemage64  [author] 10 Apr, 2021 @ 7:27am 
Thank you! Yes I think those are still in by mistake. I'll fix that.
Napalm Axolotl 🏳‍🌈 8 Apr, 2021 @ 10:15pm 
Hey, I notice this mod is overwriting a couple core defs, which is probably left over from older versions. But in 1.2, the mod is deleting more recent updates by Tynan, and it hurts compatibility with other mods. The defs are BaseWeapon and BaseGrenadeProjectile in WeaponDefs_fuelpod.xml. You should be able to just delete them - these ones are identical to the core defs, except for the new additions in core.

Thanks for the mod, my colonists love their super-rice and tanglevine barriers!
zoura3025 1 Apr, 2021 @ 7:45pm 
@battlemage64 Thanks! I look forward to it. :)
battlemage64  [author] 1 Apr, 2021 @ 1:31pm 
Sure, that sounds reasonable! (with a high research cost I imagine)
I’ll add it next time I get a chance.
zoura3025 31 Mar, 2021 @ 8:40pm 
Hey there! This mod is quite helpful for squeezing every little bit out of my colony possible, but I wanted to request faster-growing version of cotton and, to a lesser extent, devilstrand! I find I'm lacking in both of those materials (lots of colonists wearing lots of clothes that break down in not lots of time; also, lots of carpet).
battlemage64  [author] 3 Oct, 2020 @ 3:19pm 
because they're technically weapons so I thought 999 would be too high and would make it too easy to plant massive bombs made of oilpeaches
zinapple 3 Oct, 2020 @ 9:41am 
Why is the maximum stacking limit of fruit only 50?
Kazeck 11 Sep, 2020 @ 3:57am 
Thanks Battlemage!
Even if the issue is less of an issue now, it's very nice to have an option and I appreciate you doing this just cause I asked, really!
battlemage64  [author] 6 Sep, 2020 @ 8:48am 
@Sethfcm here's a version without fuelpods or oilpeaches as weapons. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2221449896

Unfortunately, it's not compatible with existing save files if any pawn has a fuelpod or oilpeach equipped. You may be able to use your save file anyway; however, if any world pawns had fuelpods/oilpeaches equipped, you'll get some errors and those pawns will be unable to use weapons (any weapon they equip will disappear). Sorry I couldn't fix that; it just seems to be a consequence of removing the Equippable property from an item. Hope this still works how you wanted it to.

also RIP my idea for tanglevine souffle
Kazeck 2 Sep, 2020 @ 5:47pm 
Ah, without CE and playing in 1.2, I don't know which is responsible or both, I haven't seen them as weapons often except on tribals where it makes sense. Again thanks for this, really nice to have a simple chemfuel farm setup, yet also one requiring abit of processing, and with yields that are appreciable, the food crops and tanglevine are just icing on the cake.

Warning, It is not recommended to put tangle-vine or derived products on cake, it represents a severe choking hazard.
Kazeck 1 Sep, 2020 @ 10:25am 
That'd be appreciated, again it's mostly just a personal nitpick, I actually do like the idea of fuelpod weapons, I just got irked by seeing them used so often in the past, who knows maybe it's different now on 1.2, regardless thanks for responding so quickly and explaining why and everything it's appreciated.
battlemage64  [author] 1 Sep, 2020 @ 9:51am 
@Sethfcm that might be tricky, since that's an XML change not a C# change. However, I can always make another copy of the mod with fuelpods disabled as weapons.
Kazeck 1 Sep, 2020 @ 9:44am 
Very nice, thanks for this Battlemage!
I do have a small request though for when you have time, could you add a mod option to disable fuelpods as weapons? I don't really like it when raiders show up, or tribals, tossing fuelpod bombs and due to their low price they end up being used frequently rather than rarely on my end.
battlemage64  [author] 26 Aug, 2020 @ 4:26pm 
Updated to 1.2! Finally squashed some weird bugs caused by 1.2
Kazeck 25 Aug, 2020 @ 11:08am 
Can't wait for 1.2 for these, I really enjoy crop variety, and the tangle-vine is especially nice.
Rocketeer 15 Aug, 2020 @ 2:05pm 
you should make a plant that needs low light
battlemage64  [author] 22 Mar, 2020 @ 5:30pm 
@dumbledoreisreallygay https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2031974775

let me know if there are any bugs but I tested most of it in 1.0 and 1.1. There shouldn't be any compatibility issues since it's all new content using vanilla resources.
Latex Santa 22 Mar, 2020 @ 2:12pm 
@battlemage64 Best to make it its own mod, credit the original creator, but upload it here. Let us know of any possible compatibility issues, and thanks very much!
battlemage64  [author] 22 Mar, 2020 @ 1:50pm 
@dumbledoreisreallygay good news, XeoNovaDan has given me permission to maintain his mod! I’ll update it tonight (barring any unforeseen delays, it shouldn’t take too long). I’m not sure if I should add it to this mod or make it its own mod, any preferences?
Latex Santa 22 Mar, 2020 @ 10:09am 
@battlemage64 Thanks again. Fingers crossed! And if he says no, well, I still have Futuristic Plants.
battlemage64  [author] 22 Mar, 2020 @ 10:03am 
@dumbledoreisreallygay I'll look into it, but I'll have to get permission from the mod author first.
Latex Santa 22 Mar, 2020 @ 9:06am 
@battlemage64 Would you please consider also updating [XND] Genetically Engineered Plants to 1.1? The source code is on the mod page, and the original author just said that he won't do it, for whatever reason. Thank you for your time.
battlemage64  [author] 20 Mar, 2020 @ 12:13pm 
glad to hear it! It's great to know people enjoy my mods!

Also -- once I've finally updated my other mods I may be adding more plants...
Halfelfaedyn 20 Mar, 2020 @ 11:55am 
Ty ty for the update! I checked every day - I use these plants all the time. :D
battlemage64  [author] 19 Mar, 2020 @ 12:46pm 
Now compatible with Seedsplease and updated to 1.1!
battlemage64  [author] 7 Mar, 2020 @ 6:19am 
Yes, that’s exactly what will (or at least should) happen.

As a side note: *removing* the mod will likely crash your game if you’ve planted any modded plants and possibly give a one-time error even if you haven’t.
I AM TRANSCENDENT 7 Mar, 2020 @ 5:55am 
@battlemage64
Just for clarification, if I add this mod after starting a game without it, does that mean the research tree and plants that are associated with this mod will appear in-game? I'm not all that knowledgable about save-game compatibility when it comes to mods
battlemage64  [author] 27 Feb, 2020 @ 6:11pm 
@Root Beer = Best Soda I'm aware! I forgot to add it in the description for this mod, but I'm sick right now (have been since before 1.1 was even announced) and haven't felt up to coding yet. I'll definitely be able to start by next week, though. Sorry for the inconvenience! (the mod should work with existing saves though, so you can start a game now, don't feel like you have to wait to play with this mod)
I AM TRANSCENDENT 27 Feb, 2020 @ 5:16pm 
I'm sure you already are aware, but Rimworld has been updated to version 1.1. Please update this mod whenever you feel comfortable doing so! No rush at all.
battlemage64  [author] 1 Dec, 2019 @ 7:51pm 
Hooray!
Mistletoe The Bard 1 Dec, 2019 @ 7:12pm 
@battlemage64 Thanks for all the quick works, and I just checked that the stackings work just fine now, without any need to tweak the mod settings. :D
battlemage64  [author] 1 Dec, 2019 @ 12:35pm 
Fixed.
Mistletoe The Bard 1 Dec, 2019 @ 12:17pm 
Umm.. I also just noticed that both the receipt in Stove and Crafting Spot for "Making Chemfuel from Oilpeach" only contains oilpod as ingredient instead of oil peach. I am not sure if you meant to list oilpeach as ingredient instead of oil peach but forget about it. Or, you meant to make oilpeach harvest being oilpod, but accidentally created an item call oilpeach. The pawn can craft just fine, so it seems like oilpeach and oilpod are just the same items in crafting ingredient but having different name in the stockpile...? I admit that I was a bit confuse by the naming and thought the bill wouldn't work.
Mistletoe The Bard 1 Dec, 2019 @ 10:31am 
@battermage64 Thanks for the quick update. I will check out the stacking tomorrow. As for the bug, I was using this mod with Polarisbloc Storytellers for the first time. And one of the event has something to do with buffing the plants(the description is very vague, I have no idea what it does exactly). The OilPeach bug happened at the exact moment when the event happened, so that might be the reason. This bug will be really rare I guess, and it really doesn't mater in this case, since it will require using both mod and doing replanting at that exact moment of the modded incident.
battlemage64  [author] 1 Dec, 2019 @ 10:07am 
That must be a mod conflict, because I can't reproduce it. I just released a minor update that doesn't change anything except the stack limit and item categories; see if that makes it work with the stacking mods. It also might be because of the same reason they don't show up in the resource summary (I have no idea why but I'm working on it as soon as I finish my Airships: Conquer the Skies mod).