RimWorld

RimWorld

Terraforming Devices
36 Comments
I love anime 19 Jul @ 12:11am 
Glorious. Need more injectors though. What a fine addition, it could be, converting soil, rich soil or stony soil into sand and maybe even further, into soft sand
Swifty_Meme_lord 17 Jul @ 11:54pm 
if you smooth rocks the stony soil pump doesn't function correctly. it does not convert the rocks to soil
BadFish 12 Jul @ 10:54pm 
So this mod works, idk what the people below me are on about.
thorman123456789 12 Jul @ 12:22am 
Is an update for 1.6 planned?
kmbirkhimer 29 Apr @ 8:29pm 
I can't get this to work at all. I've got so much power running to both the moisture injector and deep water injector and they still show up with the lightning bolt like they aren't connected...
Spunk 20 Mar @ 5:19pm 
@SilkCircuit
I have tried to change the behaviour of the deep water pump to allow for terrains from other mods however whatever i changed in the code, nothing worked. Even using base-game Tiles. I've gotten to the point where i completely removed the "Source"-Folder. Still everything worked. Maybe its in the Assemblies folder but i could be wrong. Can you recreate that or is something wierd happening?
Xin 14 Mar @ 4:00pm 
never mind, none of them work except the moisture pump lol
Xin 14 Mar @ 1:04pm 
is their a reason my deep water pump doesn't work? it just disappears after construction is finished.. the moisture pump works perfectly
CTH2004 1 Mar @ 10:33am 
heres a question: could you add a way to make stone. Not just stony soil, but outright rock.

As there are multiple types, maybe in the menue you can select if you want granite, marble, slate, ect.

Perhaps also a "biome default", which will randomly distribute (in a logical-ish way) watever stone types would naturally occur?

Just a thought!
Ratatoskr 19 Feb @ 1:58pm 
I've noticed this doesn't seem to pick up the rough natural stone floors that result from [K]Extra Stone (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=852103845) . That's a pretty long running mod which has been pretty popular and stable for a long time, so it's probably worth supporting those types.
SilkCircuit  [author] 10 Feb @ 8:21pm 
@Persona Glorp – From the name alone, DankPyon_NaturalWall_Clay_RoughHewn looks like a wall, not terrain—if so, that’s the issue. If it is a terrain, you'll need to edit CompProperties_TerrainPumpSoil. There are six classes handling terrain changes, so make sure it’s in the right one.

Find the part of the code that has the comment: Check the terrain type and return the corresponding deep water type.

Then, add a condition like: if (terrainDef.defName == "DankPyon_NaturalWall_Clay_RoughHewn") return TerrainDef.Named("Soil"); inside the right class.

That should make it work. If you're comfortable doing it yourself, go for it! Otherwise, send me your code, and I can take a quick look. No promises on when I can add full support, but I’ll keep it in mind.

cc @Zujin Doom – Saw your comment, and I’ll be working on future compatibility updates.
Roleplayer Glorp 10 Feb @ 4:40pm 
I am attempting to patch the clay terrain from Medieval Overhaul, however when adding terrainDef.defName == "DankPyon_NaturalWall_Clay_RoughHewn" It seems to fail. Any advice?
Zujin Doom 28 Jan @ 6:57pm 
Any chance of adding support for terrains from other mods like Alpha Biomes?
Lekrayte 28 Jan @ 1:03pm 
@DeepRockGalactic You Can change this yourself pretty easily, btw.
Go to "/steamapps/workshop/content/294100/3406457135/Defs/" and open "TerraformerDefs.xml" in whatever you want. Then change every instance of "<daysToRadius>20</daysToRadius>" to whatever time you want. You can also change the other variables here too. You'll just have to re-do it any time the mod updates but thats life.
hi can you please add the option to speed up the pump process? 20 days is just too long
Ratatoskr 22 Jan @ 12:30am 
One conflict I've found is with "Water Freezes", which sets a "Natural Water" status for cells as well as a depth, and from that sets the type of terrain. This means that as soon as the deep water injector converts a tile, water freezes converts it back to shallow water.
Uskok 20 Jan @ 11:21am 
@DeNayTan @SilkCircuit - There is a recent mod called Atmosphere Adjuster by Atoombom007 which allows changing outdoor temperature.
SilkCircuit  [author] 18 Jan @ 7:16pm 
@DeNayTan - Absolutely love the idea of the outdoor ambient cooler (and heater) mechanism. It gives me a couple ideas.

@歪比歪比?歪比巴卜!- I'm overriding the moisture pump's days-to-radius from 60 to 20 (but increased the power requirement from 150 W to 450 W), so yes, this mod does decrease the moisture pump's time to complete. Without testing the mod you mentioned, I'd imagine that whichever one is higher in your mod list would determine the moisture pump's timing. Hope this helps.
他们叫我先导 16 Jan @ 1:53pm 
我想知道,这个mod是否兼容
[WD] Fast Moisture Pump
以及就是,这个mod是否也让原版游戏里的水泵,抽水速度变快
I want to know if this mod is compatible
[WD] Fast Moisture Pump
And also, does this mod make the pumping speed of the water pump in the original game faster:mhwgood:
DeNayTan 16 Jan @ 1:27pm 
Seems really cool! Excited to use this. Here's an idea to continue the terraforming theme in a different way, though: How about a pair of machines that allow you to raise or lower the ambient temperature in your area? Like the atmospheric heater of the Anomaly DLC, but doesn't require anomaly resources. It's also always struck me as weird that the Atmospheric Heater doesn't have an Atmospheric Cooler counterpart.
justydusty 15 Jan @ 3:12pm 
im currently running a colony on a wasteland rn this was perfect timing appearing on the front page, i have a new goal!
Sovereign Star 15 Jan @ 12:32am 
You, sir, is why Glitterworld exists.
Dex 14 Jan @ 8:22pm 
You're a god damn legend. Thank you so much!
SilkCircuit  [author] 14 Jan @ 7:19pm 
@Dex - I've added a 'stony soil injector' which is effective on sand, soil, mossy terrain, rough stone surfaces (including sandstone, granite, limestone, slate, and marble), packed dirt, and broken asphalt.
Dex 14 Jan @ 5:37pm 
Is it possible to get something to convert stone to stony soil? I want to beautify my mountain base so badly and this is almost everything I want.
Bcw81 14 Jan @ 5:07am 
@SilkCircuit Re: Dubs Bad Hygiene
So for Dub's one of the main functionalities is adding an underground water table to the game. You set up wells, pumps, and water towers to extract water from this water table and store it in the water towers/buttes/bigger tower for later usage in your toiletries/showers/pools/ect.

I would make it so your pumps extract water from ground level (like lakes and stuff) and store it in the DBH towers. On the other side, require water (maybe instead of power) in the DBH towers to pump into the ground with your structures to make lakes/deepwater/fertile soil. I would probably use the DBH's pool fill rate as a rough estimate on how much water is needed to do anything.

Thanks for the reply, this is a really neat mod! Thanks for making it!

Edited for formatting.
Pablo Discobar 13 Jan @ 8:47pm 
Yup, this is awesome.
SilkCircuit  [author] 13 Jan @ 7:52pm 
@Mr. Wonderful - Thanks for the kind words. These ideas have been rattling around in my head for years—stuff I've always wanted to see in the game. Glad they’re resonating with you.
Mr. Wonderful 13 Jan @ 3:48pm 
@SilkCircuit - Just want to say you've been on fire lately, putting out so many useful mods in such a short period of time. Thank you so much!
SilkCircuit  [author] 13 Jan @ 10:31am 
@Bcw81 -
1) Yes, this works with VFE. I just tested it, and my pawns went fishing in the pond I created with the moisture injector. (This Terraforming Devices mod should work with any existing water functionality since all terrains removed/added are core base game terrain—i.e., I didn't add or change the terrain functionality.)
2) For Dubs Bad Hygiene, what specifically are you looking at in terms of functionality? I haven't used Bad Hygiene in some time, so I'm not as familiar with the mechanics, but I'm happy to look into it.

@Apricot - Yes, this is safe to use on an existing save. However, like any mod, removing a mod from a save can create issues, but there should be no issue with adding it.
Harmonea 13 Jan @ 9:09am 
Always good to have more terraforming options. It might help to highlight somewhere in the description what your mod does better/differently from the existing "TerraPumps"? I see that yours are faster and need more power, at least, and tbh I like the textures a bit better, so I'll probably switch, but it might be nice to see anything else I'm missing clearly laid out.
(To be clear since text can be misconstrued, this is not passive-aggressive sass about mods having overlapping functionality. I'm a firm believer of the "holy s, two cakes!" school of thought)
Apricot 13 Jan @ 5:36am 
Been waiting for something just like this!
Is it safe to enable on an existing save?
Bcw81 13 Jan @ 12:52am 
Also at that thought, can I use VFE fishing in these lakes? I think that might be based on biome so probably, going to test it out.
Bcw81 13 Jan @ 12:48am 
Any chance for compatibility with Dubs Bad Hygiene so the pumps can pump/push water from storage?
SilkCircuit  [author] 12 Jan @ 9:09pm 
@srtxdp - Yes, the deep water injected is impassable; raiders cannot swim over or cross it. And yes, the terrain remains changed once altered (you can revert it back or further modify it with another pump or injector).
srtxdp 12 Jan @ 8:36pm 
This is a godsend—altering the terrain in-game and it isn't a straight-up dev tool. Will using the deep water injector stop enemies from reaching my base? Does the terrain remain changed after the device is removed?