Victoria 3

Victoria 3

Fertilised Plantations & Other Agricultural Tweaks
26 Comments
Carolean  [author] 13 Jul @ 5:52am 
Updated it, mod should now have the basic localisation (as I copied over the default English localisation as is for the other languages).

Some of the names will probably be in Chinese because they draw from the same localisation as a base-game production method (eg: all the harvesting ones sans Cropdusting do), the rest will just be in English but at least it shouldn't be the string of code you were seeing previously.
CY-RPG 13 Jul @ 4:57am 
Hi, I am playing the game in chinese. The production methods' name become "pm_xxxx_xxxx". Can you please make a tweak to make it shows the proper names (in english)?
Carolean  [author] 17 Jun @ 11:37pm 
The mod should now work for 1.9, all that needed changing seems to have been copying the balance tweaks Paradox has made to farms.
MasterOfGrey 3 Jun @ 7:45pm 
Fantastic, love to hear it. :)
Carolean  [author] 3 Jun @ 7:42pm 
It should still be supported, I'm planning to start a new playthrough when 1.9 drops so I'll probably update it quickly.
MasterOfGrey 3 Jun @ 7:19am 
Heya, just wanted to check in with 1.9 coming soon. Will this mod be supported if there are any updates needed from the next patch?
Carolean  [author] 24 Mar @ 7:40pm 
Thanks for the heads up! This should now be fixed.
Zanko Hale 24 Mar @ 1:06pm 
Maize farms are missing their Train production methods, theres a typoe in production_method_groups/z_fpoat_agro: pmg_train_automation_building_maize_far which I'm assuming should be pmg_train_automation_building_maize_farm.

Otherwise, fantastic mod, love it
GAMERFANAT1C 5 Mar @ 6:46am 
I changed it to just require compression ignition.

Outside of maybe a challenge run where you specifically don't research pumpjacks, you'll never research compression ignition without pumpjacks as you need pumpjacks to produce the large amounts of oil needed to use diesel pumps. Compression ignition is also two tiers higher than pumpjacks, making pumpjacks a soft prerequisite of compression ignition anyway.
Carolean  [author] 4 Mar @ 8:23pm 
Yeah, I noticed that in my new playthrough last night after updating the mod. Unfortunately I have no idea how to make them both required rather than either/or, so for now I'm just leaving it as is until I work out how.

If someone does know how I'd appreciate any suggestions though :)
GAMERFANAT1C 4 Mar @ 9:45am 
Hey, I don't know if this is intentional, but diesel irrigation pumps are unlocked with pumpjacks as well as with compression ignition.
Carolean  [author] 28 Feb @ 8:45pm 
That sounds like a steam issue, unless it's a case of the name change meaning the save doesn't realise it's the same mod. In which case just ignoring the error shouldn't cause any issues.
ainspector1 28 Feb @ 8:49am 
Great mod although when I tried to load a saved game, I received the alert F P & O A T was not present in the load order . I removed from list , re downloaded it and got the same alert notice. Is something amiss. Will wait a day or so . Before having to start a new game play through.
Carolean  [author] 27 Feb @ 4:10am 
Thanks for the heads up, turns out the problem was when I renamed the files a while back to be non-vanilla ones I forgot to clear the back-up folder I had on my second hard drive. So the update meant both the new non-conflicting files and the old vanilla ones were included, hence the conflicts.

Hopefully they should be gone now, just deleted them from both the actual mod folder and my backup and updated it again.
蜀漢第二把交椅 27 Feb @ 4:03am 
Hello, I was playing your mod paired up with Grey's Ranch Production Rework yesterday, they work harmoniously with each other. However, perhaps after today's update, the production methods in the ranch returned to the vanila version.

I see that you mention that the mod only overwrites farms/plantations/misc resource. But I've turned off this mod to check whether this mod is the issue. Then, the Grey's version of production methods of the ranch came back.

Could you check whether this mod has a compatibility issue with ranches? Thanks, love the mod.
Carolean  [author] 26 Feb @ 7:39am 
Feel free! Only thing I'd ask is if it goes on the workshop that there's some basic 'X part came from this mod'
Kurt 26 Feb @ 2:56am 
Any chance I can edit something to get it to work with project variety?
The fertilizer PM is there but the automatic irrigation PM is missing no matter the load order.
MasterOfGrey 25 Feb @ 11:03pm 
You can actually. If you update the name in the metadata file in the mod it will update on here.
Carolean  [author] 25 Feb @ 6:59pm 
Well sh*t, sadly I can't rename this so my mistake is immortalised I guess
GAMERFANAT1C 25 Feb @ 12:41pm 
Hey, I don't know if you've noticed this, but you missed the first 'r' in agricultural.
Carolean  [author] 28 Dec, 2024 @ 9:33pm 
Thanks for the tips, I'd forgotten about the fact the non-modded buildings would still be in the files, updated now to fix that as well (all the unused ones are removed, plus the logging camp ones that aren't the hardwood pm).

And also I appreciate the fact you like it, this really just started as me wanting to tweak the plantations so that they used fertiliser (and thus I could ship it from the metropole to my colonies) and I went "hey, why not upload it if anyone else wants the same changes".
MasterOfGrey 28 Dec, 2024 @ 4:21pm 
Oh, and for the record, this is actually my favourite take on plantations and agriculture so far.
It's quite literally saved me making my own for these buildings. It just needs a bit of a cleanup to play nicer with other mods.
MasterOfGrey 28 Dec, 2024 @ 4:14pm 
First up, glad to hear you're active, I wasn't sure! :)

Following up:
z will usually overwrite patches and other things people might use to resolve conflicts

It would probably be better to use some sort of standard prefix that indicates the mod like fpoat (apologies it was late when I commented last or I'd have suggested this at the outset).

You should also remove all of the stuff for fishing and oil buildings that you're not touching - if it's not something you're changing, it shouldn't be in the mod. (I had to manually patch the oil wells to work properly with something else.)
Carolean  [author] 28 Dec, 2024 @ 8:11am 
Thanks for the heads-up, I've updated so the files are now all "z_fertilised_plantations_XYZ", assuming my knowledge of the load order is correct this should fix the problem.
MasterOfGrey 28 Dec, 2024 @ 3:21am 
Correction: this isn't the cause of the problem - but because you don't have new files for your changed PM's, they're easily overwritten by other base level files, and so this combined with many other mods results in the old automatic irrigation pm's being used where yours are.
This results in the buildings wanting to have 7-12k employees per level at odd times.
MasterOfGrey 28 Dec, 2024 @ 2:52am 
The automatic irrigation pms for plantations and rubber all cause issues and require waaaay too many people.
It's solely because those pm's are all missing the "pm_" prefix, adding it in makes them all work again.