Closed Karel-Kroeze closed 8 years ago
Hm? I just started a new colony to test. I can't plant any of the fruit trees.
You can set a zone to them though, pawns won't plant because of fertility requirements.
Straight from Mods/ModVarietyPack/Defs/ThingDefs/Plants_Cultivated.xml;
<ThingDef ParentName="TreeBase">
<defName>PlantAppletree</defName>
<label>apple tree</label>
<description>A fruit bearing tree that grows apples and is not destroyed when picked. Needs enriched soil to grow.</description>
<graphicData>
<texPath>Plant/appleTree</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Beauty>5</Beauty>
</statBases>
<plant>
<growDays>18</growDays>
<fertilityFactorGrowthRate>0</fertilityFactorGrowthRate>
<fertilityMin>1.4</fertilityMin>
<harvestWork>800</harvestWork>
<harvestDestroys>false</harvestDestroys>
<harvestedThingDef>Rawapple</harvestedThingDef>
<harvestYield>50</harvestYield>
<sowTags>
<li>Ground</li> <--- this should not be here, it's added with research
</sowTags>
<visualSizeRange>
<min>1</min>
<max>1.5</max>
</visualSizeRange>
</plant>
</ThingDef>
yea, godmode shows all plants. Without godmode everything is fine :smile: Maybe I'll get rid of all the sowtags in that file. Just need to check my AdvResearchDefs. But they should take care of all the tags. I'll check
e.g. the defs for most if not all fruit trees allow planting from the start, and are again unlocked with the Fruit Tree reseach / AdvancedResearchDef.