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Eiswolf999

Uploaded by

Eiswolf999

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About this mod

Because indoor growing is phun Kidz.

Requirements
Permissions and credits
Translations
  • Spanish
  • Mandarin
Changelogs
Features:
-Build with money
-Build altered and standalone Hydroponic structures with working snap points.
-Build different tiers of growboxes, snapping to the floor of the new structure.
-Grow/Produce anything, anywhere.
-Build a standalone, snappable storage tank with 12,5k storage space
-All found in structure in one entry
-Now with extra veggies and fruits. All hail the almighty Space-Tomato


The year is 2330, still a lot of time before the Qu's arrive (cant wait to be a sentient flashbrick). My SpaceWizzardVanguardRangerCorpoPirat is the allmighty instance in the universe, known by mankind. Yet, he is still stranded on an island and has to craft stuff all by himself. He managed to design his own Capital Ship, capable of obliterating every other ship our species has invented... But growboxes? Na, never heard of. Must be an ancient, untold story. What are these funny aquariums in the Biolab all about?  What the hell are seeds? Lets build 24 Greenhouses on matching planets, sounds fun.


How it works:
-Research Horticulture
-Build a Greenhouse structure, found under structure
-Build a growbox
-Choose what you want to produce with the terminal of the growbox (standard is Nutrient)
-?
-Profit

Its expensive to build all of these, thats intendet.


Two versions available:

Gimmie the green stuff: Plants need water.

But Brawndo's got what plants crave. It's got electrolytes: No need for water.


Installation:
The .esm goes into your boring/moreboring/Starfield/Data folder
Twist again, like we did last summer
Add *Mex_Greenhouse.esm to your plugins.txt
Dont use both versions together! This will open a portal where a talking paper clip explains to you what the fuck you have to do and what not.


.esm are experimental right now like my first "Hello World". Good times.

Known bugs:
-lights are still worked on, so they are subject to change. Takes forever without CK
-no menu icons, not possible right now as far as I can tell



Conflicts: Possible with mods which alters Form List's for vanilla containers. The one for CargoLinks specifically. Also possible with mods that overwrite half of the base game objects while missing out on half of the data in these objects.


V0.3
Spoiler:  
Show
-Every growbox now contains a little mini tree, well hidden to grow fruits. Don't ask me how, it's space magic.

-Carrots, Celery, Lemons, Limes, Grapes, Lettuce, Onions, Oranges, Peaches, Pears, Plums, Potatoes, Tomatoes and Watermelons should all growable now. Onions are love. Onion means unity.

-Carrots, Lime etc. Can only be send to containers from this mod or everything that acts like a universal container. Like... The universal containers from my other mods.

-The other stuff like rice and lentils are subject for another mod from the Modular Extraction series. No, we don't grow bread, bread trees are long gone and wheat is hart to come by

-Added extra snap points to the middle of the new horticulture structure. XL should now rotate like it never did before. Enjoy the spinning. XL also snapped to big containers miles away. Guess some growboxes wanna spread love. Cant add new snap point without pre-mapping but I can change to existing ones. Better don't bring ship parts, they will now snap to the center like XL growboxes.
Move your character and or view to rotate this. Technically, snap points always have a set direction, so you now have 4 snap points in the middle with different directions. Alternate would be to set them further apart for mouse rotation, which looked very not that much awesome while testing. Still subject to change with new stuff to snap further down the road. The box will now hopefully always face in the direction your mouse is pointed at while placing. Just takes maybe a second or two before the direction is updated.

-as of/since v0.2: If you still encounter the no terminal menu bug, roll back before you installed the mod. Cant reproduce this on my end. Same goes for water requirements in the gimmie version. Means it works fine for me.




My Mods:
The Spice
Modular Extraction Greenhouse
Modular Extraction Armory
Modular Extraction Bio-Lab
Catwalks

10x Grav Jump Thrust and Reactor Output
Freedom of Extraction

Freedom of Storage
Freedom of Caelumite Extraction