RimWorld

RimWorld

Configurable Tilled Soil
83 Comments
Anubis 2 Aug @ 2:25pm 
For asteroids, whilst true, I find it a bit comical to portray "bags of dirt" as a limitation, considering the requirement to get to the asteroid itself.

Almost all deserts have some amount of soil (I hesitate to say all because world gen wonkyness but it is the norm) and the bags can be infinitely "generated" from a single tile - I suppose it'd be an issue on the "extreme" versions.

For the most part "ice sheet's" balance is covered by "terrain affordance for dirt", I guess it's applicable if you want it easier on the affordance (via choosing light) and harder on the materials - I believe, however, that this is a prime example of why the existence of the options are a good thing.

---

Still, I was mostly just throwing my hat in the ring because I saw other people asking for the option but I respect your choice on the subject. :steamthumbsup:
divineDerivative  [author] 2 Aug @ 1:06pm 
@Two I guess I only ever tested with god mode on and tilling placed dirt never actually worked? It should work now though. I can't replicate the other one, they eat grass on tilled soil just fine for me.
divineDerivative  [author] 2 Aug @ 1:01pm 
@Anubis I completely disagree. Being able to place soil where ever you want on a desert, ice sheet, or asteroid has huge balance implications. If you want dirt in those situations, you need to bring it from somewhere, same as you have to go elsewhere for other scarce resoures.
Anubis 2 Aug @ 11:00am 
I'll throw in my 2 cents about the same subject @heilan9 mentioned, regarding placing regular soil and the dirt requirement.

Rimworld already has abstractions of this nature, you need not think about it as pawns "conjuring" dirt - the "work needed" should just reflect the fact that it it includes transporting dirt from somewhere else, despite the fact that the pawn will not actually move.

On a mechanical sense, the main point of this is to remove a resource that has a singular non recurrent purpose from the game - after the soil is placed at the position where the player will use it, the dirt "thing" no longer serves any purpose, however, both the resource and the workbench/bills still exist in the world and menus.

On the other hand, abstracting the "dirt" transportation makes for a "cleaner" game without balance implications that are any worse than placing soil already is and the only downside is that you will not see the pawn physically walking to pick up the dirt.
Two 30 Jul @ 1:41pm 
I have two bugs to report for 1.6

Placing dirt first on rough stone floor I am unable to then place tilled soil on top of that.

For some reason animals in my pens don't see tilled soil as a valid place to graze from.
liu jianlong 29 Jul @ 7:20am 
@divineDerivative thank u very much,i can do that now
divineDerivative  [author] 29 Jul @ 6:17am 
@liu jianlong You can adjust the fertility in the mod's settings.
liu jianlong 28 Jul @ 8:06pm 
how could i get 1000% ?
divineDerivative  [author] 21 Jul @ 4:30pm 
@heilan9 That's gonna be a hard sell. You want to just make dirt out of nothing? With tilled soil, you could argue that you're just tilling existing soil, so it being optional makes sense. Putting soil on other terrain without a cost does not make sense to me.
heilan9 21 Jul @ 11:32am 
Could you please include a option for that?
divineDerivative  [author] 21 Jul @ 10:47am 
@heilan9 You've disabled the option to require dirt for tilled soil, there is no such option for regular soil.
heilan9 21 Jul @ 7:46am 
i've disabled the option to require dirt to construct soil on rock, but it still shows up
divineDerivative  [author] 20 Jul @ 4:08pm 
@Brumes Wolf Yep, I'm dumb, should be fixed now.

@Carnage I'm not sure what you mean. This mod doesn't add removing terrain. In 1.6 you can remove plain soil that you set down, but not any natural soil.
Brumes Wolf 20 Jul @ 12:13pm 
This is throwing 2 errors for me on startup on 1.5:
"Failed to find Verse.TerrainDef named 'Dirt'. DefDatabase<Verse.TerrainDef>" and
"Error in static constructor of TilledSoil.OnStartup: System.TypeInitializationException: The type initializer for 'TilledSoil.OnStartup' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object."

I assume the 2nd is causing the 1st.
If more info is required tell me and i'll make an issue on github with full logs/modsconfig info.
Carnage 19 Jul @ 7:52am 
Does this mod work with removing stony soil (trying to make my land greener and can't make a lawn over stony soil)
阿柠 18 Jul @ 12:15pm 
Great! Thank you! The original unconditional 200% was too extreme. Yours is the best!
MercuryDoll 16 Jul @ 6:06am 
ah, fair enough, dunno why i expected full terraforming
divineDerivative  [author] 15 Jul @ 5:07pm 
@MercuryDoll Yes, anything with the "Soil" tag is a valid target for digging. There's nothing 'under' the terrain layer, so making digging eventually replace the terrain would be a whole new mechanic that is not in the scope of this mod.
MercuryDoll 15 Jul @ 12:59pm 
is it intended that i can dig for dirt on stony soil tiles over and over again? (when i first saw digging possible on stony soil i was kinda expecting/hoping id get rough stone)
DeathGun 14 Jul @ 9:34am 
Please remove the 1000% limit. I want more, faster.
divineDerivative  [author] 14 Jul @ 7:55am 
@无郁 If you're talking about putting down tilled soil, it's a floor. The regular dirt will be there too once you research it.
无郁 14 Jul @ 3:08am 
Could you please tell me where the configurable farmland is being built? I joined this MOD later on.
Maersk Aerospace 11 Jul @ 4:23pm 
soil re-tilling would rule, big thumbs up
divineDerivative  [author] 13 Jun @ 10:58am 
With the new temporary terrain system from 1.6, placed soil no longer replaces the existing terrain! You can now put soil on top of stone, or any other natural terrain, and later remove it to get the stone back.

I'm interested in adding a setting to remove tilled soil when a plant is harvested. Please comment if that's something you'd like to see, or mention it in the discord.
К P ! N }!{ 2 Jun @ 2:36am 
Thanks
divineDerivative  [author] 1 Jun @ 10:39am 
@К P ! N }!{ It's Floors Are (Almost) Worthless. Move Configurable Tilled Soil below that in the load order.
divineDerivative  [author] 31 May @ 8:24am 
@К P ! N }!{ Then likely another mod is interfering with my patch. Check that you're not getting any errors on startup and send me a log.
К P ! N }!{ 31 May @ 4:07am 
Yeah i found it in changelog but this mod downloaded in march 2025 and definitely affect tiles prices at least in my save cos after removing it all wealth from dirt was gone
divineDerivative  [author] 29 May @ 2:42pm 
@К P ! N }!{ Nope, I fixed that a year ago.
К P ! N }!{ 28 May @ 6:30am 
Seems this mod adds trade price for soil tile, my colony have 40k wealth from building (its all dirt)
divineDerivative  [author] 3 Apr @ 9:06am 
@Dementus Setty You can already do that with a moisture pump. Unless you mean turning water tiles into dirt, which is not something that makes sense for this mod. There are terraforming mods you could try.
Dementus Setty 1 Apr @ 10:34am 
Hello, I've been using your mod for a long time, and I really like it.
Could you add the mechanics of filling the swamp with earth?
CursedBun 31 Mar @ 5:30pm 
There is fertile soil there, but your mod does not interact with it in any way. Okay, I will collect soil in neighboring cells on the map)
divineDerivative  [author] 31 Mar @ 5:11pm 
@CursedBun Probably the biome. You should be able to dig up anything that has the GrowSoil tag, so terrain that you can plant on.
CursedBun 31 Mar @ 4:54pm 
I can't collect bags of soil anywhere. Is the problem with this mod or the biome?
divineDerivative  [author] 31 Mar @ 6:08am 
@CursedBun Doesn't work how? What do you expect to happen and what happens instead?
CursedBun 31 Mar @ 3:01am 
Doesn't work with the pyroclastic conflagration from alpha biomes
divineDerivative  [author] 27 Oct, 2024 @ 3:03pm 
@se7enarcher Thank you! Looks like I put some stuff out of order when I fixed it breaking without VFE. Should be fixed now.
se7enarcher 27 Oct, 2024 @ 11:27am 
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1D3A1370]
at TilledSoil.TilledSoilSettings.UpdateSettings () [0x000c7] in <5478c03fa28e4c8fba76a32b0541fa48>:0
at TilledSoil.TilledSoilMod.WriteSettings () [0x00008] in <5478c03fa28e4c8fba76a32b0541fa48>:0
at RimWorld.Dialog_ModSettings.PreClose () [0x00006] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.WindowStack.TryRemove (Verse.Window window, System.Boolean doCloseSound) [0x00051] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.Window.Close (System.Boolean doCloseSound) [0x00005] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.Window.OnCancelKeyPressed () [0x00008] in <2a40c3593b334f29ac3cb3d32d652351>:0
se7enarcher 27 Oct, 2024 @ 11:27am 
at Verse.WindowStack.Notify_PressedCancel () [0x00056] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.WindowStack.HandleEventsHighPriority () [0x00049] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.UIRoot.UIRootOnGUI () [0x00046] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.UIRoot_Entry.UIRootOnGUI () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0
at Verse.Root.OnGUI () [0x0003d] in <2a40c3593b334f29ac3cb3d32d652351>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Root:OnGUI ()
se7enarcher 27 Oct, 2024 @ 11:27am 
Hello, author. I found that when this mod is used together with Vanilla Furniture Expanded - Architect, the settings menu freezes.
divineDerivative  [author] 27 Oct, 2024 @ 8:31am 
@se7enarcher If you can't close the page, then errors are happening, but if you don't have dev mode on you'll never see them. You can also look at Player.log, there is a button on the game's options page to open the correct folder if you don't know where to find it.
se7enarcher 27 Oct, 2024 @ 8:24am 
However, there are no red error messages, so I’m not sure why this issue occurs. Although it doesn’t affect functionality, it does impact the flexibility of this mod.
se7enarcher 27 Oct, 2024 @ 8:24am 
Hello author, I reinstalled this mod, and I found that enabling this mod alone does not cause any errors. However, it seems that enabling it together with a certain other mod prevents the configuration interface from closing properly.
divineDerivative  [author] 26 Oct, 2024 @ 10:31pm 
@Herg The Derg @se7enarcher Works fine for me, can I get an error message? Make sure you have the most recent version, there was an error with the previous one.
Herg The Derg 26 Oct, 2024 @ 8:27pm 
same issue, can't close configuration page
se7enarcher 26 Oct, 2024 @ 8:21pm 
I'm unable to close the configuration page. How can I resolve this?
divineDerivative  [author] 24 Oct, 2024 @ 9:59am 
@DisKorruptd I think I'd have to make two versions of tilled soil to make that work, so they could have separate costs, and I don't like duplicating things. I'll put it on the suggestions list though, maybe I can come up with something.
DisKorruptd 24 Oct, 2024 @ 9:42am 
Dumb question, would it be possible to have it with a dropdown, not needing dirt in order to till existing soil, but still needing it in order to place tilled soil on non-growable spaces like on stone?