RimWorld

RimWorld

Advanced Cultivation
198 Comments
Ralathar44 16 Feb @ 8:44pm 
Haha I totes understand. Took me months to update the tiny mod I have because I was doing so many other things and I never properly learned how to mod Rimworld. I'm in the process of slowly deconstructing one of my favorite discontinued mods right now and seeing if I can fix it (Dampening Belts) but I keep getting distracted by life so its slow going.
Gasch  [author] 16 Feb @ 11:58am 
@Ralathar44 I forgot to say thank you for the kind words and support and understanding. I love you guys.
Gasch  [author] 16 Feb @ 11:57am 
@Ralathar44 No promises; I'm a father of 3 young children, working full time, and preparing for/dealing with the fascist takeover in the land of the free; but I'll see what I can do. Hopefully Rimworld core code hasn't changed much and it's a simple update.

Also, the repo is public on Github. Anyone can fork and take it over.

I agree; I made this mod because there wasn't anything like it. I like to add content and maintain balance instead of removing content by adding OP content. My philosophy is it's ultimate a removal of content if the new content trivializes existing content.
Ralathar44 16 Feb @ 9:16am 
But the mod maker has a life too ofc, and if that has trended away from modding I wish them all the best :D.
Ralathar44 16 Feb @ 9:16am 
I went full circle to basically no major farming overhaul again. Other farming mods tend to either be brokenly OP and just massively increase your farming for little cost or are super fiddly requiring you to manage plant scraps or seeds or something that just ends up as inventory glut.

I DO miss this mod.
Mutie 16 Feb @ 6:03am 
I really liked this mod, but I think it broke with 1.5. I hope it gets resolved, but I haven't been able to fix it with patches and other adjustments.

I practically lost all agriculture functions on my old saves and new maps and have started to collect other farming mods.
EnderNyktos 14 Apr, 2024 @ 10:54pm 
I need this mod uu
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 21 Mar, 2024 @ 8:37pm 
I don't want to be annoying incase you already looked but, I posted a bug report in bug reports section and I noticed it's been a while since you last commented in there just wondering if you've seen the log.
Gasch  [author] 26 Feb, 2024 @ 10:29am 
@None This is a known issue with mods which have plants which do not get removed when harvested. I don't have plans to fix it, currently.
@EnderNyktos Making compost is set to have the "Crafting" work type. I don't believe that it uses construction, but rather crafting. This may be a mod conflict, but I can't imagine how.
EnderNyktos 24 Feb, 2024 @ 4:23pm 
Making the raw compost requires construction skill, but you learn kitchen skill? Or is it a conflict with another mod?
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 2 Feb, 2024 @ 9:33pm 
my colonists wont till the ground after harvesting trees.
Kvshman 23 Oct, 2023 @ 6:26am 
@Gasch oh they have negative beauty. I think it was -15 or -18 but so long as you can offset them, it's no problem.
Gasch  [author] 22 Oct, 2023 @ 4:21pm 
@Kvshman It's a good heat source if you don't mind the smell! I can't recall if the bins have negative beauty, but that would be the only thing to watch for if you intend to keep them in the common room for heat :).
Kvshman 22 Oct, 2023 @ 9:00am 
@Gasch that makes sense! I am making my base heated using compost bins. Cheers!
Gasch  [author] 22 Oct, 2023 @ 7:33am 
@Kvshman Yes! Composting, as a process, actually generates a large amount of heat, even (especially) when binned! Some people have even leveraged it as a heating source by running coiled hoses through it and pumping water through the hose, capturing the heat energy for either radiant heat or to use the hot water directly for showers or cleaning.
Kvshman 22 Oct, 2023 @ 7:28am 
Does the compost bin give off heat? My heaters are set to 25*C in a Tundra with -5*C outside but ever since I placed these it shot up to over 40*C.
ball 17 Jul, 2023 @ 1:08pm 
it happens if i put butcher creature for one of the bills
Gasch  [author] 16 Jul, 2023 @ 5:56pm 
Thanks for the report, @ball! I'll take a look when I have time.
ball 16 Jul, 2023 @ 4:53pm 
if i right click butcher spot i can make compost without researching it
Gasch  [author] 6 Jan, 2023 @ 9:11am 
@Ralathar44 Thanks! I'll take a look today at what could be causing that logging.
Ralathar44 6 Jan, 2023 @ 2:30am 
Got debug log message spam in today's game for this mod. Was spamming the following over and over.

True
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
AdvancedCultivation.Building_AC_CompostBin:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()


Just ran across that while troubleshooting another rather nasty bug or conflict. When I tackle things in earnest this weekend I'll try just your mod on a clean save and see if I can reproduce. (and failing that I'll do the ole huntaroo) But as is im already up too late tonight lol :D. I work in 6 hours :P.
Gasch  [author] 18 Dec, 2022 @ 6:39pm 
@Muad'dib I do not know.
@Thundercraft I have not had this issue. If you have this issue there may be some slight compatibility issues with other mods in this respect. If you don't like the settings you can always edit the xml.
Ralathar44 18 Dec, 2022 @ 2:09am 
@Thundercraft I've not had any problems with it. I did a Rancher Run my last run and had tons of animals in my pen. I've not seen any animals graze the map bare either. That being said I also use the Grazing Lands mod and that changes how grazing works a little.
Thundercraft 17 Dec, 2022 @ 10:02am 
The regular "soil" fertility for a vanilla game is still 100% in RimWorld 1.4, correct? So, doesn't this mod nerfing that fertility down to 70% cause significant problems with game balance? I remember reading an old comment for the 1.2 version of this mod which complained quote,
"Some big critters need the vanilla fertility to not graze the map bare"
Muad'dib 17 Dec, 2022 @ 8:54am 
Do you know if this is multiplayer compatible? Anyone said if it has issues or not?
Gasch  [author] 30 Nov, 2022 @ 11:29am 
@Rainman_Slim I'm not sure I understand. Tilling is a Growing Zone level toggle. Once a zone is created, tilling for that zone is toggleable and, if on, growers will till before planting each time. I want to add an option to turn un-tilling on harvest on or off, but I haven't implemented it yet (as well as other options).

You shouldn't have to toggle the "till soil" option for each harvest. If you do, that's a bug.
Gasch  [author] 29 Nov, 2022 @ 6:36pm 
@Ralathar44 Thank you for the kind words! Yes, it is a Nu from Chrono Trigger.
Ralathar44 29 Nov, 2022 @ 7:02am 
Huzzah! Only a few mods left and my mod list from 1.3 is complete again :D. TY for your work. Also, that's a Chrono Trigger PFP you have IIRC <3.
Gasch  [author] 28 Nov, 2022 @ 1:45pm 
Rejoice! I have verified compatibility with Rimworld 1.4. No code changes were required. The update merely renames a directory and alters a few files to indicate compatibility so Rimworld won't complain.
Ralathar44 7 Nov, 2022 @ 7:48am 
Take care of your own life first, we understand and appreciate your hard work :). Whenever you get time is fine <3.
Gasch  [author] 7 Nov, 2022 @ 12:07am 
@FrozenToast I just bought the update. I'll work on it asap. My schedule is incredibly tight as of late.
FrozenToast 6 Nov, 2022 @ 9:42am 
1.4?
Ralathar44 2 Nov, 2022 @ 6:34pm 
agreed, I like this one because its not so OP like alot of other fertility mods.
Gasch  [author] 25 Oct, 2022 @ 5:12pm 
@Astrobia Thank you so much! I would love to mod more.
Astrobia 25 Oct, 2022 @ 5:05pm 
This is still by far the best balanced enhanced agriculture mod. Thanks for raising the bar there. If you find the time to update it hopefully you can integrate the Biotech expansion's new pollution mechanics to scale fertility as well.
Gasch  [author] 21 Sep, 2022 @ 10:49pm 
@Yusukitty Also thank you for the kind words!
Gasch  [author] 21 Sep, 2022 @ 10:48pm 
@yusukitty go to <steamapps>\workshop\content\294100\1500420126\<version of Rimworld you're playing>\Defs\TerrainDefs\Terrain_AC.xml and remove all of the "modExtensions" xml tags (and all encapsulated tags) from tilled soil defs. Those encapsulate the "tilledFrom" tag. That should do it, I think.

I would make a copy of the mod folder and put it in your local mod directory first, and give it a different name in the info file to specify that it's yours.

If that for some reason doesn't work, change the content of the "tilledFrom" tag to the defName of the def itself; that way it will "un-till" to itself.

Removing the tag should work though.
Yusukitty 21 Sep, 2022 @ 7:01pm 
I really like the design of this mod, but don't like that tilled soil has to be retilled each harvest (accurate, but for me not fun). Any way I ca change that? Not afraid to edit files.
Gasch  [author] 20 Jun, 2022 @ 9:03pm 
@soaringpen88 Thanks for the kind words! I'm so sorry that this mod seems to be conflicting with another. Unfortunately, I don't have much control over this. AC uses Harmony to add functionality to toil check calls. I'm not really sure how that could get messed up. It's possible that the other mod also adds functionality at this point and some conflict is occurring there, but that's just speculation.
jefener 20 Jun, 2022 @ 1:21pm 
I really like how this mod is designed, so that soil fertility becomes both an added challenge and a major opportunity, without running up an overwhelming number of small tasks. I did run into some issues, probably due to mod conflicts? Everything was working fine until mid-game, then suddenly pawns started getting stuck tilling forever, even on fields with tilling unchecked. This happened right after researching Medieval Overhaul's intermediate agriculture - not sure if this was related or not, just reporting in case it's useful for anyone else having issues!
Gnurro 7 May, 2022 @ 4:54am 
Changing the fertility values in the patch XML does nothing. I had to deactivate the mod to get normal soil back. This is needed with some wildlife mods, as some big critters need the vanilla fertility to not graze the map bare...
Astrobia 10 Mar, 2022 @ 11:34pm 
Jubilation!
velcroboy333 10 Mar, 2022 @ 4:03pm 
Thanks :mhwgood:
Gasch  [author] 10 Mar, 2022 @ 3:52pm 
Rejoice! I have implemented @velcroboy333's suggestion.
Gasch  [author] 8 Mar, 2022 @ 3:58pm 
@velcroboy333 Thank you so much! I will work on this asap.
velcroboy333 8 Mar, 2022 @ 9:30am 
Hello, I was looking to add this to a new list I'm putting together and came across some incompatibilities with another mod also patching terrain defs.

If you convert your Mod Extension patches to use Operation Class="PatchOperationAddModExtension" instead of Operation Class="PatchOperationAdd" it will solve this issue and be more compatible with any other potential mods adding an extension.

For example:

<Operation Class="PatchOperationAddModExtension">
<xpath>/Defs/TerrainDef[defName="Soil"]</xpath>
<value>
<li Class="AdvancedCultivation.TerrainExtension">
<tillsTo>AC_SoilTilled</tillsTo>
</li>
</value>
</Operation>
Gasch  [author] 5 Mar, 2022 @ 3:53pm 
@Vukanshak I don't know. I'll look into it.
Essem Shakhnov 5 Mar, 2022 @ 1:48pm 
is the plowing mechanic for this mod compatible with the tilled ground from vanilla plants expanded? each mod adds their own version of tilled ground.
PetLoverSpy 25 Jan, 2022 @ 12:00pm 
REJOICE
Gasch  [author] 25 Jan, 2022 @ 10:49am 
Rejoice, everyone! Advanced Cultivation has finally been updated to be Rimworld 1.3 compatible!