RimWorld

RimWorld

[RF] Fertile Fields [b19]
149 Comments
Antares 16 Jul, 2019 @ 11:40am 
Advanced bioms isnt compatible could you fix that pls

:steamhappy:
Ashnal 16 Oct, 2018 @ 8:36am 
@Rainbeau Flambe Good point on the flagged plowing task on normal soil. That said, I think that issue could easily be solved by having plow soil jobs automatically give out a fertilize job instead if the soild is normal.

It weould also allow designating ploughing from normal soil and have the pawns do the work required to get it there, reducing micromanagement actually.
E-Claire  [author] 15 Oct, 2018 @ 9:10am 
@Madness: I will take a look when I have time, but glancing through the EPOE discussion forum, it appears that there are some issues with advanced bionics in that mod that have yet to be addressed by its author. It seems that pawns attempt to build such items out of materials added by other mods (brick, in the case of "Fertile Fields") and then the build process aborts as a result. And that's probably not something that can be fixed except from within EPOE itself.
duct tape enjoyer 15 Oct, 2018 @ 7:06am 
@Rainbeau Flambe that's what I thought until I removed solely Fertile Fields and retried it, I have no problems with any other of your mod but for some reason I just can't upgrade bionic parts when I have Fertile fields activated.
E-Claire  [author] 14 Oct, 2018 @ 4:58pm 
@Pacal: Whatever you get from whatever quarry mod you're referring to almost certainly isn't going to be recognized by "Fertile Fields" for use in its terraforming jobs, unless by sheer lucky chance the separate mods happen to give the items the same defNames. And even then, two different mods with overlapping functionality are unlikely to work well together in all respects unless specifically designed to.

"Terra Core" and "Fertile Fields" really shouldn't be used together. It's that simple. I certainly understand the appeal of the new biomes and terrain varieties that "Terra Core" offers, but I simply have neither the time nor the inclination right now to try to accommodate what is essentially an entirely new game into the "Fertile Fields" terraforming structure.
Pacal 14 Oct, 2018 @ 4:09pm 
If you are strugling to find dirt or sand because of the terra core mod terrains, just use the quarry mod and set it to mine 40% dirt and 20% sand.
VeggiePirate 14 Oct, 2018 @ 1:48pm 
Hot damn! Thanks again Rainbeau :)
E-Claire  [author] 14 Oct, 2018 @ 1:46pm 
@VeggiePirate: As it happens, that's one of the minor tweaks I made in the 1.0 update, which conveniently, is fully backwards-compatible with b19. :) So just replace this version of the mod with that one, and you'll be good to go. (You'll get the "wrong version" message when you activate it, but you can safely ignore that.)
VeggiePirate 14 Oct, 2018 @ 1:34pm 
Hey RF, could you make it so the rotten mush only becomes forbidden if it's *outside* of the home zone? I feel like that would still accomplish what you intended but also retain the automation of having pawns collect the mush from my corn silos and such.
E-Claire  [author] 14 Oct, 2018 @ 1:17pm 
keylocke 14 Oct, 2018 @ 12:40am 
@RF [(Frankly, if I were to make any change at all, and if I could do so without risk of screwing up other game mechanics, I'd far more likely make deep lake water or even deep ocean water passable than introduce yet another type of impassable terrain. Though I finally added it to the mod last year because people demanded it, I have *never* been happy with the ability to create impassable terrain. It is seriously overpowered.)]

iirc, there's a mod that adds a "swimming" skill, so it's actually fun now building deep water moats without feeling to overpowered.

it just looks right and immersive af.
Mrshilka 13 Oct, 2018 @ 9:58pm 
Thanks for the update!
E-Claire  [author] 13 Oct, 2018 @ 4:47pm 
Odd that you had to remake the bill rather than just allowing the extra item in the recipe, but hey, it's working, and that's what matters. ;)
Silvermink 13 Oct, 2018 @ 4:18pm 
I remade the compost bill (same table) and it's working.
E-Claire  [author] 13 Oct, 2018 @ 4:17pm 
@Silvermink: The recipe requires a minimum total "nutrition" value, so you may just not have enough scraps yet. But so long as scraps are allowed in the recipe, they'll be used.
Silvermink 13 Oct, 2018 @ 4:03pm 
How do you turn plant scraps into compost. My pawns don't seem to want to do it at a butcher bench after I added scraps to the recipe. They make it from mush no problem.
E-Claire  [author] 13 Oct, 2018 @ 2:45pm 
@Hex: This really isn't the place for an in-depth discussion of game raid strategies, which is why I deleted your multiple posts on the subject. I said I believe being able to place impassable terrain is overpowered, and I stand by that statement. Nonetheless, the mod *does* in fact allow you to do so, despite my personal misgivings about the issue. And so my original point, that there's no need to change or add water types, stands.
E-Claire  [author] 13 Oct, 2018 @ 12:56pm 
(Frankly, if I were to make any change at all, and if I could do so without risk of screwing up other game mechanics, I'd far more likely make deep lake water or even deep ocean water passable than introduce yet another type of impassable terrain. Though I finally added it to the mod last year because people demanded it, I have *never* been happy with the ability to create impassable terrain. It is seriously overpowered.)
E-Claire  [author] 13 Oct, 2018 @ 12:54pm 
@Hexatron: It's already possible to create deep lake water, which is impassable, as well as deep river water, which is passable. And unless you're creating deep water adjacent to existing moving water, the impassable water will actually be the default. So I'm afraid I fail to see any need for yet another type of water tile.
Hexatron 13 Oct, 2018 @ 12:39pm 
Can you make additional deep unpassable water to terraform things into? Maybe this would solve the problems as it is only created by players, but not by random gen.
E-Claire  [author] 13 Oct, 2018 @ 11:37am 
@Dominicawb: I don't know that there is one, and again, removing the terrain's passability would likely create problems with use of vanilla bridges.
dominicawb 13 Oct, 2018 @ 11:02am 
Thanks for continuing to work on this mod, any idea where we can find one that removes the passability of deep moving water again?
E-Claire  [author] 13 Oct, 2018 @ 10:50am 
UPDATE:

- 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.
E-Claire  [author] 13 Oct, 2018 @ 5:20am 
@Rasputin: Hmm. I thought (in b18, anyway) that I had it set so that any pawn could haul fertilizer to a field, just as any pawn can haul materials to a construction site. I'll take a look at that.

@Hexatron: There are six types of water in the game - shallow and deep lake water, shallow and deep ocean water, and shallow and deep river water. That's true in both b18 and b19. The only change in b19 vanilla was that "deep moving water" was (stupidly, in my opinion) renamed "chest-deep moving water," and made passable. "Fertile Fields" doesn't change or add anything about the types of water that exist.

(My "Advanced Bridges" *does* revert the name of deep river water back to just "deep moving water," though, and I suppose I could have "Fertile Fields" do the same. Making it impassable, though, might cause issues with vanilla bridges.)
Hexatron 13 Oct, 2018 @ 3:43am 
With the terraforming, the deep water has changed and is now called "chest deep water", while the deep water is also still in the game.

Your "deep water" option now creates the chest deep water. Any way you could rename that, and maybe add the really deep water back in as well?
Mrshilka 13 Oct, 2018 @ 1:20am 
Hello Rainbeau, I love the mod and am enjoying the changes to make fields require upkeep, but I was wonder could you possibly change the job type for transporting fertilizer so that my hauling bots can handle it, right now only those assigned to farming will carry and place fertilizer.
E-Claire  [author] 12 Oct, 2018 @ 1:36pm 
(And don't forget that as far as soil losing fertility over time is concerned, the conversion of rich soil to plowed soil *does* already require fertilizer. It's not necessarily realistic, but it helps keep things balanced.)
E-Claire  [author] 12 Oct, 2018 @ 1:34pm 
@Ashnal: Just to be clear, you're asking me to add an option to let plowed soil degrade directly to normal soil, so that two steps would be required to bring it back to what it was before harvesting, correct? It's an interesting idea, but one immediate issue comes to mind. I could have the resulting normal soil tile be auto-flagged for upgrade back to rich soil, but there'd be no way to also automate the step from rich soil back to plowed soil, meaning that some level of micromanagement would be unavoidable.
Ashnal 12 Oct, 2018 @ 1:29pm 
Can we get a little more hardcore percentage chance option for plowed soil to degrade to normal soil? I could see soil losing its fertility even if it is alway ploughed over time. Default could be 0%, I'd just like the option :)
E-Claire  [author] 12 Oct, 2018 @ 10:55am 
@Madness: Someone claimed on the Ludeon forums that an incompatibility existed between this mod and EPOE, but presented no evidence that such was the case. And conceptually, there's no reason at all why the mods *would* conflict, as they deal with entirely different aspects of the game. Whatever problem you're seeing with upgrading bionic parts almost certainly has nothing whatsoever to do with "Fertile Fields."
duct tape enjoyer 12 Oct, 2018 @ 10:51am 
It also isn't compatible with Expanded Organ and Engineering, you can't create upgrade bionic parts when you have this mod loaded.
E-Claire  [author] 11 Oct, 2018 @ 4:33am 
@Lord Hand: Yeah, for the time being, I'm afraid "Fertile Fields" and "Terra Core" aren't compatible. That mod makes extensive changes to map and terrain generation which I haven't yet had a chance to really look into and try to figure out how to work around.
Lord Hand 11 Oct, 2018 @ 1:48am 
When trying to designate sand for the "Shallow water from Sand" job, I keep getting the "can't be placed here," error. The tiles are within 3 of water... however the might not be. I am using the "Terra Project" mod aswell and it creates a whole buch of new tiles that probably don't meet the same requirements for your mods.

Just a head up. I'm totally sticking with your mods and turning off Terra Project in the short term though. =)
VeggiePirate 10 Oct, 2018 @ 9:00pm 
I know, because you always think of everything :)
E-Claire  [author] 10 Oct, 2018 @ 8:52pm 
@VeggiePirate: Well, at least you can turn it off if you decide you don't like it. :D
VeggiePirate 10 Oct, 2018 @ 8:47pm 
Ugh! This was a nasty surprise when I fired up my colony again, but I love it because it's so much more fair! Thanks again Rainbeau (sorta, lol)
E-Claire  [author] 10 Oct, 2018 @ 3:46pm 
UPDATE:

- 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.

- 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.
keylocke 10 Oct, 2018 @ 9:35am 
yea, something like auto-rearming of traps, it would be cool if there's also an auto-replow option.
E-Claire  [author] 10 Oct, 2018 @ 9:25am 
@dninemfive: In theory, that should be possible, but as I haven't yet actually tried it, I can't promise anything. But I will definitely look into it. :)
dninemfive 10 Oct, 2018 @ 9:11am 
@Rainbeau Flambe That sounds good, but while you're at it, can you add a mod option to replace plowed soil blueprints when plowed soil is removed? I don't mind (and actually like, in fact) having to refertilize the ground after every harvest, but I don't like the micromanagement of having to look at each field every few days and remake the blueprints.
Ralathar44 9 Oct, 2018 @ 4:56pm 
That's prolly for the best lol. Unfortunately with the way the soil fertillity is balanced in vanilla you're playing a game on a limited playing field so any more thorough design would take alot of work, and you've already done alot of work.

Ground up balanced design would likely be something like "crops reduce soil fertility by a % based on grow time when harvested" would allow alot more nuance in potential crop variation and things like "slash and burn" possibly being good. Likewise the lack of a "fertilize" button for a grow zone to maintain fertility without interfering with current crops.

But you're working within the restrictions of ground types, which limits you ability to tweak without large amounts of work considerably and the vanilla experience is designed in a very binary fashion :X. Options is likely the best time effective compromise. Ironically this is basically how normal game design progresses as well :P.
E-Claire  [author] 9 Oct, 2018 @ 4:32pm 
So, in summary, if it's too easy to maintain rich and plowed soil, some complain (correctly) that the mod's overpowered, but if it's too difficult to maintain them, others complain (correctly) that there's too much micromanagement. And there's no "balance point" that'll please everyone. :steamfacepalm:

So this is what I'm going to do....

The next update (maybe tonight, maybe tomorrow) will have two configuration settings, one to determine how likely plowed soil is to degrade to rich soil when harvested, and the other to determine how likely rich soil is to degrade to regular soil when harvested. If game balance is your thing, set both to 100%, and make your pawns refresh every better-than-average tile after you harvest. If you don't want to deal with the micromanagement at all, set both to 0%, and the mod will work in the same way it has for nearly two years, now. And if you want something in the middle, well, pick the settings that work for you.

Options are good. :steamhappy:
Ralathar44 9 Oct, 2018 @ 2:58pm 
That being said if there was any way to somehow make an "auto refertilze" toggle similar to the sow toggle that'd be ideal. But that's asking alot of the mod creator. As well the consideration of favoring longer grow time crops over shorter grow time crops is something I'm sure they'll be keeping an eye on regarding balancing.
Ralathar44 9 Oct, 2018 @ 2:57pm 
So from what I can see now: You have on call rich soil whever you want. 140% grow speed anywhere, which is a straight upgrade from vanilla. Then Fertilizer is still a "free" cash crop you can sell if you never touch plowed fields.

If you make fertilizer by letting a little food spoil then you can have 180% on all your crops OR if you just take the corpses you have you can choose 1-2 cash crops to permanently fertilize. Devil's Strand fields are really good for this and this change actually gives you a good reason to use longer grow time crops wheras alot of people were just using rice for everything....especially in combination with things like the industrial converyor belts mod. The amount of micromanagement needed for things like Corn, Devil's Strand, Haygrass, and Pyschoid is minimal with their long grow times and needing to refert every harvest would definitely incentivize longer grow time crops.
BlaxChrom 9 Oct, 2018 @ 12:59pm 
It's not really about it being overpowered or cheap, I'm mainly concerned, that It's going to get unnecessarily tedious and *micromanagy* to manually replow crops, that grow every 2 days.
The Ghost Minx 9 Oct, 2018 @ 12:32pm 
That'd be really nice. Ultimately though, Imma still use this mod because it's very well done and easy to use. Keep up the good work! :D
E-Claire  [author] 9 Oct, 2018 @ 12:29pm 
Without creating multiple different versions of plowed soil, which I don't plan to do, there's no way to have a plowed field sometimes require replowing without refertilizing. So in that regard, the degradation process will remain as it is. When plowed soil degrades to rich soil, it needs to be replowed, a process which includes both a work and a fertilizer cost.

That said, though, I suppose I could provide an option to determine how often the degradation happens. I doubt that there's any (easy) way to add an "x number of harvests" counter, but it would be simple to add a configurable randomized element to it, so that you could choose, for example, to have plowed soil tiles degrade when harvested only, say, 20% of the time instead of 100%.
The Ghost Minx 9 Oct, 2018 @ 12:11pm 
I agree with BlaxChrom here. Maybe every harvest or every other harvest, make the field need to be re-plowed. And then every five harvests, make it so it needed to be refertilized or something.
E-Claire  [author] 9 Oct, 2018 @ 12:10pm 
@BlaxChrom: Actually, the change was made specifically to balance things. Without it, as more than a few users have pointed out, fertilized/plowed soil quickly becomes somewhat overpowered, and fertilizer itself effectively becomes a "cash crop," as it's no longer needed for anything, but can still be fairly easily produced. (The change has actually been on my "to do" list for over a year.
It just took me way too long to get around to figuring out how to implement it.)
BlaxChrom 9 Oct, 2018 @ 11:55am 
I would find that useful, but it sounds counterproductive, as the fertilizer production is expensive and long term. Would be real if it needed re-plowing without fertilizer, but needed fertilizing from time to time.