RimWorld

RimWorld

[RF] Fertile Fields [1.0]
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Update: 5 Dec, 2018 @ 4:16pm

- Plant scraps can now be used in silage and bulk kibble recipes added by "Vegetable Garden," if that mod is in use.

- Rewrote XML patches to improve load efficiency slightly.

Update: 2 Dec, 2018 @ 4:25pm

- Plant scraps now stack to 200, like hay, instead of just to 75, and are once again categorized (for stockpile purposes) as food, as they can be used to feed animals.

- Plant scraps, like hay, can now be used in the kibble recipe.

- The options menu toggle to determine if plant scraps drop has been replaced with a slider to determine how *much* scrap drops.

- Sand piles no longer deteriorate if outside.

- Plant cutting, just like harvesting, can now result in soil degradation.

- Placement of moving or still water near rivers as new water tiles are created is better than it was, but can still result in "glitchy" graphics at the interface between the two. I'll continue trying to improve it.

Update: 4 Nov, 2018 @ 2:07pm

- Patched for compatibility with yet another "VGP Garden Tools" update.

Update: 4 Nov, 2018 @ 5:45am

- Rock mills and compost barrels are now minifiable and movable.

- Rock mills, like other work benches, now benefit from tool cabinets.

Update: 3 Nov, 2018 @ 3:23pm

- Whether degraded plowed tiles, degraded rich soil tiles, and compost bins leave behind blueprints are now three separate configuration options.

- Doubled the mass of plant scraps. This will make them more efficient as compost ingredients. (You'll need only five to create a pile of compost, rather than 10.)

- Harvesting plants now yields plant scraps, though not as large a quantity as does plant cutting.

- Sandbags (both regular and heavy) are now minifiable and movable.

- The rock mill now only requires Electricity (rather than both Electricity and Terraforming) to be researched. This change allows the rock mill to be added to my "Concrete" mod for independent use.

- It's now possible to create normal stone blocks at the rock mill, faster and more efficiently than at a stonecutting table. (I should have thought to add this long ago.)

- Added patches so that glass from "Glass+Lights" and "Dub's Skylights" is actually made from sand.

Update: 29 Oct, 2018 @ 3:38pm

- Removed a stray line in the code, left over from my testing yesterday, that was generating unnecessary entries in the game's log file.

Update: 28 Oct, 2018 @ 3:36pm

- The amount of scrap a particular plant will drop is now influenced by the plant's growth amount, so you'll no longer be able to plant things and immediately cut them down to quickly build up a large plant scrap supply.

- Added a configuration option to determine whether plants actually drop scraps at all.

- Made a few adjustments to the ordering of items on the "Terraform" tab, in order to prevent transformations which require research from incorrectly showing up before the prerequisite research is actually complete.

- Compost barrels now have a higher capacity, and can convert up to 30 piles of compost (instead of just 10) into fertilizer per run.

- Similarly, compost bins now require three piles of compost, instead of just one, and yield three piles of fertilizer.

- Compost bins will now leave behind blueprints for new compost bins, if the "auto-refertilize" setting in the options menu is checked.

- Compost recipe requirements are now based on total mass rather than total nutritional value.

- Rotted mush no longer has a nutritional value, so even pigs should no longer eat it (and make themselves sick as a result).

- Rotted mush can still deteriorate, but will no longer "rot," so you'll no longer have rotted mush rotting into... more rotted mush.

- Plant scraps are now categorized (for stockpile purposes) as plant matter rather than as food, and rotted mush is now categorized simply as a generic raw resource.

- It is now possible to allow the use of kibble and/or pemmican in the production of compost, though those ingredients will not be allowed by default.

Update: 26 Oct, 2018 @ 11:05pm

- Restructured the "Terraform" tab of the Architect menu to take advantage of vanilla's new "designator drop-down" groupings.

- Fixed the bug that sometimes had plowed soil degrading directly to normal soil. Hopefully, also fixed the bug that sometimes had degraded plowed soil not leaving behind a blueprint when it should have.

- Soil degradation will now leave behind blueprints only in growing zones, rather than all over the map.

- Fixed a new incompatibility created by an update to "VGP Garden Tools."

Update: 20 Oct, 2018 @ 6:59am

- "Fertile Fields" and "VGP Garden Tools" once again play nicely together.

- Water from "No Water, No Life" should no longer rot into mush.

Update: 14 Oct, 2018 @ 5:39pm

- Tweaked the "from ice" transformations to better handle modded biomes that happen to contain ice.