RimWorld

RimWorld

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Crop Rotation
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Mod, 1.4, 1.5
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275.307 KB
10 Aug, 2023 @ 12:02pm
16 Mar, 2024 @ 7:28am
8 Change Notes ( view )

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Crop Rotation

In 1 collection by Mlie
Developed by me
109 items
Description


Planting the same crop over and over is fine in Rimworld but in real life this causes issues.
The soil looses its fertility and pests and diseases happily make themselves a permanent home as their preferred food source is guaranteed.
Crop rotation helps return nutrients to the soil without synthetic inputs.

This mod lowers the yield of crops when the same crop is planted in the same spot multiple times.
The yield gets lower and lower each time, but rotating the crop instead increases the yield.
This only affects plants in growing-zones that are destroyed upon harvesting.

You can also select multiple crops for growing-zones and pawns will change crop after each harvest.
The change happens per cell, so unless you are using a mod like Growth Sync your fields may soon look a bit random as plants may grow at different speeds.
Pawns will also look at skill requirements when switching crop and skip any crop that no colonist can plant.

The gizmo for extra crops are only visible if the base-crop selected is a harvestable crop that is not a tree and where the plant is destroyed when harvesting. The selectable extra plants are also limited by this.
So zones for trees, flowers and crops that do not need replanting after harvest will not have any extra plants selectable.

You can also switch to seasonal rotation where you can select a different crop to be sown for each season.
This option will only be visible in maps that do not have permanent winter/summer.

Growing zones will also have an extra action for burning the crops to increase the yield. This is locked behind the basic crop-rotation research. A pawn will then come over to the field, set it on fire and stand watch to stop the fire from spreading.

Mod-options
  • The amount to lower/increase the yield for each crop-iteration
  • Maximum yield-multiplier
  • Minimum yield-multiplier
  • The amount of crop-iterations to take into account to calculate the yield
  • If automatic rotation of crops should require research to be done first
  • If burned crops should increase yield and by how much
  • If empty cells should increase yield back to 100% over time and how fast
  • If three or more different crops are required for yield improvement or just two
  • If rotating crops should just lower the yield by a smaller amount to force the use of burning or waiting

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


122 Comments
Katana Sado 18 Jul @ 3:39pm 
out of curiosity dose this work as of 1.6?

I hate to be one of those people to ask about updates but this was a mod I used in every play-through. I have been a bit paranoid to try.
Brumes Wolf 20 Apr @ 4:44pm 
Nope this was on a save were the tech was unlocked before, something broke with the fields and while trying to fix it I enabled/disabled the mod and noticed it didn't give me the gizmo's.
SketchyGalore 20 Apr @ 11:08am 
@Brumes Wolf Out of curiosity, were you running dev mode on the new game? I was confused by this as well, but didn't realize/remember that the gizmos are gated by technology, so you don't see them without research (but they are visible in dev mode).

Also noticed a funny little soft incompatibility, where using VE Farming's soil tilling command under a crop would make a pawn set the plant on fire immediately afterwards. Could just be something goofy with my own setup, though!
Brumes Wolf 7 Apr @ 7:15am 
It seems that when you load this in an existing save it doesn't do anything?
I had an error and tried disabling and reenabling the mod in my save, but after saving without and then loading with this mod the gizmos for rotation are not present on either existing or new growing zones. When starting a new game it does work.
zyzyhasl 14 Feb @ 6:06am 
SeedsPlease: Lite Redux
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159269638

In the planting area, only crops with seeds in stock are displayed,
but with this mod,all crops(without seeds in stock)will be displayed.
Mlie  [author] 21 Jan @ 2:00pm 
@Kaiser Waffle Please see the Reporting Issues section described above
Kaiser Waffle 21 Jan @ 1:58pm 
Any way to turn off just the burning crops cause theyre just constantly setting massive fires all the time for no reason in my games meaning I can never farm.
Spodos 28 Sep, 2024 @ 11:01am 
Any idea if this works with Farming Hysteresis? Would love to be able to automatically rotate crops if you don't need to grow more of a certain one. If not, any idea if it could be made compatible? Thanks so much!
Mlie  [author] 22 Sep, 2024 @ 10:16am 
@bryton Sure, just set the maximum and minimum yield to 100% in the mod-settings
bryton 22 Sep, 2024 @ 10:09am 
Is it possible to effectively disable the dynamic fertility feature of this mod through the config so that I can just have the rotating crops