RimWorld

RimWorld

Pesticides - [B18]
18 Comments
Thundercraft 3 Nov, 2018 @ 10:22am 
Any chance of an update for 1.0?

I'd be very interested in something like this as I hate blight events. Though, I would agree that a boost to growth rate of 40% is too OP. It would be far more balanced if it was reduced to, say, 20%.
Jaxx - pshoooo 27 Sep, 2018 @ 6:24pm 
hopeful the author will take another look at this for a b19 update
Oniwabanshu 7 Sep, 2018 @ 6:56pm 
This mod needs more love!
Victorious 72nd 3 Feb, 2018 @ 12:22pm 
@StoneWolf Awesome then. Anyway, good mod, tight and balanced. Keep it up.
StoneWolf  [author] 3 Feb, 2018 @ 10:54am 
@Victorious 72nd Yeah... I forgot to add that feature in. My bad - I'll get on it in time.
Victorious 72nd 31 Jan, 2018 @ 7:20am 
I've found a bug. For some reason, after i load my game, all growing zones are set to not receive pesticides. Nothing serious, but annoying. What kind of additional information i should provide?
StoneWolf  [author] 21 Jan, 2018 @ 1:45am 
@Knock Knock It's Knuckles I don't think that would be a good idea considering that blight is not that big of a threat to justify that huge harvest size reduction. A weaker pesticide is more doable though.
noodle.zip 20 Jan, 2018 @ 6:12pm 
You should make two kinds of pesticide, the harmfull one that removes the chance of blight comepletely, but it halves the harvest amount. And the one that's less harmfull and decreases it to a smaller chance to happen but doesn't harm harvests.
StoneWolf  [author] 14 Jan, 2018 @ 4:42am 
@Ronin That's an excellent idea! I'm glad you like it ;)
La__fonzi 8 Jan, 2018 @ 9:35pm 
you could have a spraying mechanisum that you place in your feild that requiers fuel i.e pesticide to cover an area with all above effects said. it could work like growing lights from vegtable garden mod. end game research maybe just an idea i like the idea of this mod tho
StoneWolf  [author] 7 Jan, 2018 @ 11:59pm 
@Meat Man (Alfons) Yeah, I hadn't though of that before but now that you say it I think you're right.

That may perhaps work. I'm just a bit sceptic since each plant grow so fast that pesticides would have to be applied very often in order to make any negative side-effects of not doing it make sense. A plant only has a growth period of a couple days after all, espcially after pesticides are added. While it is good with extra work for your growers, I don't want to overdo it. Glad to hear that this mod is what you're looking for. ;)

I like the that all of you keep coming with ideas, keep them coming!
StoneWolf  [author] 7 Jan, 2018 @ 11:50pm 
@The Rabid Otter Good ideas. Perhaps it is because of all of those reasons even...
Meat Man (Alfons) 7 Jan, 2018 @ 1:21pm 
I guess you're right, Pesticides also may fit the endgame theme of Rimworld better too.

Though the 'if you dont maintain this tile' could be added to the Pesticides to add a drawback to it if you run out of pesticide, rather than it being a fuelable direct upgrade. Like a drug-addiction with a withdrawal. Which causes the plant until done growing/cut down to grow slower or get extremely fragile growing conditions.

Still, I am digging the overall idea of the mod and was sort of what I were looking for. Definately gonna use it regardless.
The Rabid Otter 7 Jan, 2018 @ 12:17pm 
I suppose one in-game/lore-friendly reason for not incorporating evolution's effects on pesticides is that the pesticides are not being applied to very large areas, thus making their impact on the evolution of pests very localized. Alternately, the pesticides are SO effective that no pests are left to reproduce.Or perhaps they simply render sterile the pests.
StoneWolf  [author] 7 Jan, 2018 @ 12:09pm 
@The Rabbid Otter Your welcome ;) No they don't. In order to do so, different kinds of pesticide types would have to be added in order to let the player be able to avoid the decrease in effectiveness. Due to how the mod is formed, allowing for different kinds of pesticides would require a major rewrite of how the plants which pesticides have been applied onto are saved. Maybe in the future though, since right now I have another mod idea in my scope...
The Rabid Otter 7 Jan, 2018 @ 12:01pm 
@StoneWolf thanks for the mod. Do pesticides have a tendency to become less effective over time as bacteria, blight and so on evolve to become immune to it?
StoneWolf  [author] 7 Jan, 2018 @ 9:58am 
Yeah, more work for the farmers to do is kind of the point with this whole mod. I also like the idea behind tilled soil but as you say, there are a gazillion different mods that already do that which is one of the reasons why I with this mod wanted to do it with a bit more originality and with my own touch. Good idea with the maintenance though.

At the start I also planned to have other pesticides which could increase/decrease maximum/minimum comfortable temperature, flammability and so on but most of these variables are decided on type-level. That means that a change of one thing, will also affect all other things of the same type which of course doesn't really make any sense. Since this is due to the system structure, I can't as a sole modder really do anything about it. Sadly I realised this so late in development that I would be better of just finishing the mod as it is with I had made so far.
Meat Man (Alfons) 7 Jan, 2018 @ 6:21am 
I had an aaalmoost similar idea to this sometime ago, adding a new floor type which is 'Tilled soil' which has higher fertility (wow how original) but so many mods make it unbalanced. So what about this new floor type needs maintenace from your growers every 3 days to keep them occupied. If you dont maintain it, the fertility will drop lower than normal, maybe killing the crops in the proccess.

To give farmers more work for a higher reward. I guess this mod almost does the same except immunity to blight and requires a resource.