RimWorld

RimWorld

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[RF] Fertile Fields [b19]
   
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23 Sep, 2018 @ 2:54pm
13 Oct, 2018 @ 10:48am
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[RF] Fertile Fields [b19]

Description

"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)

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New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.

Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rough gravel, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rough gravel back into rough stone. Finally, it also allows you to create a rock mill at which you can create crushed rocks, sand and clay from stone chunks, which you can use to create dirt, so you'll no longer have to remove dirt from one tile in order to add it to another.

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Using the Mod:

Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.

A few things, however, are less obvious.

Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.

Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.

Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've researched "Terraforming" and built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.

Sandbags, by the way, are now made from sand, cloth and steel instead of just from steel, and the mod also introduces "heavy sandbags," made from sand, leather and steel.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

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Compatibility:

"Fertile Fields" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation, and adds far more terrain types than even exist in the vanilla game. To properly handle transformations between all of those new terrains would be a very extensive undertaking.

"Fertile Fields" should be compatible with most any other mods, though. If you run into specific issues, please let me know.

New terrains added by a number of mods are automatically recognized by "Fertile Fields." Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. (Note that that mod has its own compost and fertilizer system, which is not consistent with what's provided by this one. There may be odd overlaps or misbehaviors if they're used together.) Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. Hot and cold springs from "Nature's Pretty Sweet" can be transformed as if they were shallow water tiles, and that mod's various "wet" sand and soil terrains can be transformed using terraforming jobs that work on comparable vanilla sand and soil terrains. The various rocky soils to be found on "Biomes!" cavern maps can be terraformed with any conversion that works on rocky dirt. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")

You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

If you're using Fluffy's "Architect Sense" mod, you'll find that terraforming options are grouped together, making the "Terraform" menu rather less unwieldy.

Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Most elements of the "Vegetable Garden Project" are unchanged. However, if you're using "VGP Garden Tools," you'll notice that its fertilizing and terraforming options are missing, as they duplicate existing "Fertile Fields" functionality, and that its various new planter boxes, sunlamps and hydroponics basins are located in this mod's "Farming" tab along with their vanilla counterparts. Finally, be aware that if you try to add "Fertile Fields" to a game in which you've already been using "VGP Garden Tools," you may encounter problems.

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Credits:

German language translation files were generously provided by Ryder32x. Korean language translation files were provided by Ludeon forums user NEPH. French language translation files were provided by Steam user Redstylt. Russian files were provided by Steam user fox_kirya.

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." Other aspects of the mod's code have benefited in no small measure from NotFood's suggestions and contributions.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

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License:

If you're a modpack maker and want to include "Fertile Fields" in your pack, or if you're a modder and want to use "Fertile Fields" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

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The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
149 Comments
Antares 16 Jul, 2019 @ 11:40am 
Advanced bioms isnt compatible could you fix that pls

:steamhappy:
Ashnal 16 Oct, 2018 @ 8:36am 
@Rainbeau Flambe Good point on the flagged plowing task on normal soil. That said, I think that issue could easily be solved by having plow soil jobs automatically give out a fertilize job instead if the soild is normal.

It weould also allow designating ploughing from normal soil and have the pawns do the work required to get it there, reducing micromanagement actually.
E-Claire  [author] 15 Oct, 2018 @ 9:10am 
@Madness: I will take a look when I have time, but glancing through the EPOE discussion forum, it appears that there are some issues with advanced bionics in that mod that have yet to be addressed by its author. It seems that pawns attempt to build such items out of materials added by other mods (brick, in the case of "Fertile Fields") and then the build process aborts as a result. And that's probably not something that can be fixed except from within EPOE itself.
duct tape enjoyer 15 Oct, 2018 @ 7:06am 
@Rainbeau Flambe that's what I thought until I removed solely Fertile Fields and retried it, I have no problems with any other of your mod but for some reason I just can't upgrade bionic parts when I have Fertile fields activated.
E-Claire  [author] 14 Oct, 2018 @ 4:58pm 
@Pacal: Whatever you get from whatever quarry mod you're referring to almost certainly isn't going to be recognized by "Fertile Fields" for use in its terraforming jobs, unless by sheer lucky chance the separate mods happen to give the items the same defNames. And even then, two different mods with overlapping functionality are unlikely to work well together in all respects unless specifically designed to.

"Terra Core" and "Fertile Fields" really shouldn't be used together. It's that simple. I certainly understand the appeal of the new biomes and terrain varieties that "Terra Core" offers, but I simply have neither the time nor the inclination right now to try to accommodate what is essentially an entirely new game into the "Fertile Fields" terraforming structure.
Pacal 14 Oct, 2018 @ 4:09pm 
If you are strugling to find dirt or sand because of the terra core mod terrains, just use the quarry mod and set it to mine 40% dirt and 20% sand.
VeggiePirate 14 Oct, 2018 @ 1:48pm 
Hot damn! Thanks again Rainbeau :)
E-Claire  [author] 14 Oct, 2018 @ 1:46pm 
@VeggiePirate: As it happens, that's one of the minor tweaks I made in the 1.0 update, which conveniently, is fully backwards-compatible with b19. :) So just replace this version of the mod with that one, and you'll be good to go. (You'll get the "wrong version" message when you activate it, but you can safely ignore that.)
VeggiePirate 14 Oct, 2018 @ 1:34pm 
Hey RF, could you make it so the rotten mush only becomes forbidden if it's *outside* of the home zone? I feel like that would still accomplish what you intended but also retain the automation of having pawns collect the mush from my corn silos and such.
E-Claire  [author] 14 Oct, 2018 @ 1:17pm