RimWorld

RimWorld

[RF] Fertile Fields [b19]
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Update: 13 Oct, 2018 @ 10:48am

- Cut plants (including blighted plants) can now yield "plant scraps," which can be used in composting.

- Pawns will now haul fertilizer to tiles designated to be improved to rich or plowed soil, even if they're not assigned to plant work, just as pawns will haul materials to blueprints, even if not assigned to construction.

- Cremating a corpse in a crematorium now yields 5 compost instead of 4, and cremating in a campfire yields 4 compost instead of 2.

- When items rot, the rotted mush that results is now forbidden, to prevent pawns from running all over the map collecting... well, mush.

Update: 10 Oct, 2018 @ 3:44pm

- The chance of plowed soil degrading to rich soil when crops are harvested is now a configuration option (default 100%).

- An additional configuration option determines the chance of rich soil degrading to normal soil when crops are harvested (default 50%).

- When a soil tile degrades due to crop harvesting, it will by default be flagged automatically for replowing/refertilizing before new any new crops are planted. However, this behavior is also configurable, and can be turned off (for example, if you're low on fertilizer and don't want farms tiles sitting idle).

- Topsoil can now be laid over ice as well as over smooth stone. This will provide a potentially important new option for farming on ice sheet and sea ice maps, especially if playing in the mod's new "hard mode."

- Added a "Hard Mode" configuration option which disables the less realistic terrain transformations (removing ice from ice sheet or sea ice maps, creating mud, marsh or marshy soil on those same maps, and creating or removing deep ocean water on any map).

Update: 9 Oct, 2018 @ 5:39am

- Plowed soil now degrades to rich soil when crops are harvested, rather than as a random time-based function.

Update: 8 Oct, 2018 @ 8:26pm

- Plowed soil on which no plants are growing will, in time, degrade back to rich soil. The practical upshot of this change is that fields will likely need to be replowed at the beginning of each growing season.

- Basic sandbags once again have a (minimal) cloth cost.

- It is now possible to build doors, vents and the like over brick walls, just as you can over vanilla walls.

- Herringbone brick floors now require 4 bricks instead of 3, in addition to requiring more work than regular brick floors, in order to better balance their beauty advantage.

- Brick floors can no longer be built on terrain (primarily soft sand) that won't support vanilla floors.

- Converting terrain other than ice to shallow water on an ice sheet map no longer has a chance of resulting in stony soil.

Update: 24 Sep, 2018 @ 4:36am

- Fixed a minor bug in water terrain patching.

Update: 23 Sep, 2018 @ 3:08pm

- (Minor quick fix to file before release to public.)

Update: 23 Sep, 2018 @ 2:54pm

- Updated to RimWorld b19 release.

- Renamed "rocky dirt" to "rough gravel," since it's a better description of what the terrain is supposed to be, and since vanilla gravel is now called "stony soil." It's still an important terraforming step between solid stone and farmable terrain types, but it no longer generates naturally on maps.

- Eliminated custom graphics for soil and rich soil.

- Basic sandbags are now constructed from sand and steel instead of sand and cloth, to appease those who feel the cloth cost was too restrictive in the early game. Note that the steel cost is 2, as opposed to vanilla's 5.

- Heavy sandbags now also require steel, but use less leather than before.

- Both types of sandbags once again require regular sand piles instead of "mini" sand piles. The latter no longer exist in the mod.

- Updated the version of the Harmony library the mod uses.

- Removed "Mod Sync Ninja" files.