Grow Plants for Farming v2.0
Grow Plants Mod v2.0
(Created for Pathfinder Update [NMSv1.2])
This mod adds nine items a player can grow in hydroponic trays.
This mod also features my "Fix Blueprint Vendor" mod, because both mods edit the same table files.
Thanks goes out to WinderTP for showing me I could use the regular models and to Monkeyman192 for hooking me up with the latest version of MBINCompiler, allowing me to create this mod without destroying the Assign Material section of the Building properties' menu; not to mention that without Monkeyman192's MBINCompiler, none of this would have been possible in the first place..
·Antrium: Used in the production of Voltaic Cells, normally found in caves.
·Rigogen: Used in the production of Copper Wire, normally found underwater on Oceanic Planets.
·Platinum: Normally found scattered on planets with some Flora/Fauna present.
·Thamium: Normally scattered on Flora/Fauna planets, or collectively grouped on Barren Planets.
·Zinc: Normally scattered on Flora/Fauna planets, but also obtainable from killing sentinels.
·Radnox: Rarely found on planets with a Toxic Biome (or maybe it was radioactive, ICR)..
**Each stage of Radnox has a different head and strand models to simulate growth.
·Omegon: TMK, no longer found in the wild after Foundation. Otherwise obtainable via NPC only.
Items Added that are typically found in the wild: (like Albumen Pearls, Grav Orbs & Sac Venom)
·AquaSperes: Rarely found underwater on Oceanic Planets.
·Vortex Cubes: Rarely found on various planets, Normally Identifiable in Space Scan.
!·This mod WILL conflict with any mods that adjust the REALITY tables. This includes the Eucli-ea Mod. However, WinderTP might update his mod to include this, so be sure to check for updates if you use the Eucli-ea Mod.
!·This mod will conflict with my lubricant relocation mod. I have chosen to omit the lubricant relocation mod because the value of lubricant has decreased and with the ability to grow AquaSpheres and Vortex Cubes in 7 minutes, lubricant is a thing of the past anyways..
Due to the fact this mod adds new models and textures to the game, any visiting player (or players) that view your base (in game or steam workshop) will likely see empty hydroponic trays unless they also have this mod installed. Therefore it is recommended that you present players with a message module or comm station informing them: "To see plants, DL "Grow Plants" mod."
(If you think of something better that actually fits, please let us know in the comments.)
Please make sure you have created a "MODS" folder in, and deleted (or at least renamed/relocated) the .txt file from, your PCBANKS folder.
Installation: (Steam Path)SteamAppscommonNo Man's SkyGAMEDATAPCBANKSMODS
1) Copy the _Mod-Grow_Plants.pak file into your "MODS" folder.
(Overwrite existing _Mod-Grow_Plants.pak.)
2) Delete _Mod-Fix_BP_Vendor.pak if it is present.
·Version 1.0 Revision Notes:
Unlike my Grow Rigogen mod, this mod does not remove any available blueprints and only adds Rigogen and Antrium.
*Because I am not skilled at animation and lack the tools for modeling appropriate plants as their growable counterparts, I had to use existing farming plant model. Therefore, this mod duplicates pre-existing farming plants, adjusting the color/hue/saturation to depict the intended plant life as best as possible.
- The Fervidium plant was selected for the Rigogen plant because the vines and bulbs that grew around the rock looked the closest to rigogen (JMO). The plant was colored a cyan/sea green color to mimic something aquatic based.
- The Carrion root was selected for the Antrium plant because it looks greatly similar to some of the actual antrium plants found in the wild, at least the ones with a pedal body. This plant was colored a purplish-blue in an attempt to make the plant look exotic like it's cave found counterparts.
·Version 1.1 Revision Notes:
Expanded the mod to include my BluePrint Vendor fix as both this mod and the fix alter the same files and cannot be used side-by-side.. Therefore I've compiled them together here..
·Version 2.0 Revision Notes:
Updated Version to 2.0 because I added a bulky addition to the mod as well as obliterated the validity of Version 1.0 Revision Notes.. I now have incorporated the actual models for each plant type and have made custom icons for each item as well.
·Version 2.0 Revision Notes:
Adjusted hardmodemultiplier values in rewardtable.mbin so survival & PD mode plants yeild similar quantity to Normal and Creative mode.
Also raised the multiplier for Nanite Clusters rewards, so instead of getting just 3 nanites from each of the old multitool blueprint machines; you might get 5 in normal mode.