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Arthur GC's Random Vegetables at Game Start
   
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Mod, 1.5, 1.6
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248.364 KB
25.5. klo 16.12
13.6. klo 16.20
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Arthur GC's Random Vegetables at Game Start

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⠀⠀⠀⠀🌽 Arthur GC's Random Vegetables at Game Start 🥕

Random Vegetables at Game Start adds a configurable number of random farm-grown, edible vegetables during the scenario creation screen, so they spawn alongside your colonists when a new game begins.

It’s a simple mod made primarily for roleplay purposes, but it also pairs perfectly with mods that introduce seeds into the game, such as SeedsPlease and Progression: Agriculture.

By starting with vegetables, you can immediately extract seeds and jumpstart your farming plans.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀📢 Important Notice 📢

13/08/2025 Update: This mod is now included in Progression: Agriculture. It now includes a few extra features for spawning random seed bundles.

It will continue to be maintained here as a standalone mod for players who are not using Progression: Agriculture.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 🔄 Compatibility 🔄

Random Vegetables at Game Start is designed to be compatible with all mods, and will spawn modded vegetables as well.
✅ Safe to add or remove from existing saves.
✅ Excellent companion for mods that introduce plant seeds.

🔗 See My Other Mods


Check out more of my work: Arthur GC's Workshop

☕ Support the Developer

If you enjoy the mod, consider supporting me on Ko-Fi[ko-fi.com]! 😊

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13 kommenttia
Arthur GC  [tekijä] 13.8. klo 13.07 
As of today, this mod is now integrated into Progression: Agriculture.
Arthur GC  [tekijä] 18.7. klo 19.48 
@ferny arthur_gc_
ferny 18.7. klo 14.04 
@Arthur GC What's your discord
Arthur GC  [tekijä] 17.7. klo 20.16 
@ferny. Sure, we can do that.
ferny 11.7. klo 20.43 
Yo brother you wanna merge this into the main mod? I'll make you a Steam author on it. I can throw this on all the scenarios
Arthur GC  [tekijä] 28.6. klo 18.43 
Canned food from which mod? Rimworld categorizes plant produce as "PlantFoodRaw", which is the definition I'm using to filter what gets spawned when the game starts.

Technically speaking, spawning with canned produce would make sense lore wise (since it's reasonable that colonists would bring some with them before fleeing/crashing), and it would also make sense to be able to retrieve seeds from those, I think.

I'm noting your suggestion down for the future though, thanks!
Kosh 28.6. klo 18.18 
Ah damnit, I almost never use the scenario editor and obviously I didn't look at the pics. Derp on my part, it definitely works, thanks! New question: I had canned produce spawn as one of my random veggies, is there a way to remove that as an option so that I can get a plant to extract seeds from instead?
Arthur GC  [tekijä] 28.6. klo 17.52 
@Kosh As far as I understand, prepare carefully shouldn't override it.

Did you modify your starting scenario to include the veggies (as show in the mod's second picture)? You need to include this on your starting scenario during the game start configuration.

For your convenience, you can then save and reuse the updated scenario later.
Kosh 28.6. klo 7.17 
Does prep carefully "override" this? Not seeing random veggies when using that. Neat idea combined with seeds please though... it's like whatever random veggies were in the kitchen and survived the crash are what you get to work with lol
Arthur GC  [tekijä] 26.5. klo 13.21 
@ferny Yes, it does! :)