Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It weould also allow designating ploughing from normal soil and have the pawns do the work required to get it there, reducing micromanagement actually.
"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.
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.
- 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.
@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.)
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?
Just a head up. I'm totally sticking with your mods and turning off Terra Project in the short term though. =)
- 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.
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.
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.
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.
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%.
It just took me way too long to get around to figuring out how to implement it.)