I enjoyed Ferny's Progression: Agriculture mod. However, as a masochist, I find it did not make me cry enough.
So I made this.
This mod adds:
- Additional research for each crop.
- Techprints for those researches. Plants that already have researches get techprints added.
- Crafting recipes for the aforementioned techprints, using products of the plant itself.
Think of this as the "figure out how to properly prepare soil for them and them for soil" process. If so inclined, imagine there's a process of selective breeding happening here, too. Obviously, this requires obtaining quite a bit of the crop to work with first, and time.
Note:
- If I have not patched a crop yet, it simply won't have research required for it. Nothing will actually break.
- Growing zones still start as potato zones, even if you don't have them unlocked. Unless you're in a cheaty mood, just switch them to something else or don't make them until you have something researched.
In my experience (why yes, I do play with the mods I make. That's why I make them), this makes the game a good bit harder, but also more satisfying.
Each plant obtained feels like a victory. Until you obtain certain plants, you need to plan around their absence, and obtaining them requires trade or adventure, so you have more reason to do things you might not otherwise like mass-hunt animals for pelts to sell for techprints or camp in far-off tiles to obtain material from wild plants.
I love it, and hope you do or will as well.
Requirements:
Royalty DLC, since this uses the techprints system.
Odyssey DLC is not required, but is recommended. "Wild crop" tile features make it easier to find plants to craft into techprints.
Compatibility
Probably not compatible with Progression: Agriculture... kinda covers the same purpose, though.
If you use other mods that add research requirements to crop planting, you'll either have to do both researches, or only the one added by the other mod. But, again, nothing should actually break.
Mod Integrations
- Regrowth 2
- Vanilla Plants Expanded
Feel free to request mods.
The patch can be done on either end, or even as a 3rd mod. If you're feeling impatient and know your stuff you don't have to wait for me to make a patch myself. That said, tell me if you do, so that we don't get overlapping patches.
Future Plans:
- Balancing
- Patch more mods
- *maybe* make research etc amounts of certain projects change depending on which mods you're using, for deeper balance and such (namely, extra research options in Niilo's QOL, since an 800 point research on a 25% workspeed research spot is totally ridiculous).
Thankyou to:
Members of Rimworld discord's modding section, for explaining things to me.
Ferny, for making the mod that inspired this one.
The sausage roll I ate the day that I type this, for being really tasty.
If you think I'm super cool and stuff:
https://www.youtube.com/@jimothyworldbuilding3664
Note that this channel is *NOT* Rimworld related. It's a worldbuilding channel. That said, you might notice some Rimworld-esque stuff in the worldbuilding, such as organ harvesting, war crimes, morbid hilarity and widespread cannibalism.
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