RimWorld

RimWorld

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[RF] Fertile Fields [b18]
   
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Nov 15, 2017 @ 8:14pm
Jan 20, 2018 @ 2:45pm
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[RF] Fertile Fields [b18]

Description


"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)

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New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.

Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rocky soil, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rocky dirt back into rough stone. Finally, it also allows you to create a rock mill at which you can create crushed rocks, sand and clay from stone chunks, which you can use to create dirt, so you'll no longer have to remove dirt from one tile in order to add it to another.

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Using the Mod:

Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.

A few things, however, are less obvious.

Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.

Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.

Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've researched "Terraforming" and built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.

Sandbags, by the way, are now made from sand and cloth instead of from steel, and the mod also introduces "heavy sandbags," made from sand and leather.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

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Compatibility:

"Fertile Fields" should be compatible with most any other mods. If you run into specific issues, please let me know. You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

If you're using Fluffy's "Architect Sense" mod, you'll find that terraforming options are grouped together, making the "Terraform" menu rather less unwieldy.

Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. Hot and cold springs from "Nature's Pretty Sweet" can be transformed as if they were shallow water tiles, and that mod's various "wet" sand and soil terrains can be transformed using terraforming jobs that work on comparable vanilla sand and soil terrains. The various rocky soils to be found on "Biomes!" cavern maps can be terraformed with any conversion that works on rocky dirt. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")


Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Most elements of the "Vegetable Garden Project" are unchanged. However, if you're using "VGP Garden Tools," you'll notice that its fertilizing and terraforming options are missing, as they duplicate existing "Fertile Fields" functionality, and that its various new planter boxes, sunlamps and hydroponics basins are located in this mod's "Farming" tab along with their vanilla counterparts. Finally, be aware that if you try to add "Fertile Fields" to a game in which you've already been using "VGP Garden Tools," you may encounter problems.

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Credits:

German language translation files were generously provided by Ryder32x. Korean language translation files were provided by Ludeon forums user NEPH. French language translation files were provided by Steam user Redstylt. Russian files were provided by Steam user fox_kirya.

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." Other aspects of the mod's code have benefited in no small measure from NotFood's suggestions and contributions.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

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License:

If you're a modpack maker and want to include "Fertile Fields" in your pack, or if you're a modder and want to use "Fertile Fields" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

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The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
293 Comments
JackBlack1024 Sep 10, 2021 @ 1:46pm 
ok, so I may have a REALLY dumb question here but I don't see it directly addressed (unless I am just purely blind) but... when you terraform with this mod does it change the ground so that heavy buildings can be built on previously unbuildable ground? If so then this mod is the one I am looking for. I have a river and fertile soil that I want to build over with bridges and flooring but it will not let me build a stove or some other heavy object on top. My rooms have unbuildable spots in them. I am hoping this mod will fix that
Benjamin the Rogue Nov 13, 2018 @ 8:04pm 
Never hurts to ask if it's actually plugged in. Works far more than it should as a troubleshooting step. But yes, they're definitely plugged in, I can read the surplus/stored energy through them. And they're right next to the batteries in the janitor's closet.
Claire Burgdorf  [author] Nov 13, 2018 @ 6:07pm 
Fair enough. If you do happen to track down any useful info down the road, let me know.

(This is probably a stupid question, but it occurs to me to ask, the bin *is* connected to your colony's power grid, right?)
Benjamin the Rogue Nov 13, 2018 @ 5:57pm 
@Rainbeau Flambe Ah, you're right, wrong version. Glad I mentioned that. I think it's probably some sort of mod conflict most likely. I'm doing a playthrough with quite a few more than the 5 or 6 I was using. I'll just suck it up, I'm to far into this game to want to start taking it apart to figure out what is going on.
Claire Burgdorf  [author] Nov 13, 2018 @ 6:44am 
@Benjamin: Nobody else has ever reported such a problem, so I'm afraid I'm not sure what might be causing it. I think you might have posted on the wrong thread, though. Since you specifically mention *30* compost, I assume you're using the 1.0 version of the mod. This thread is for the old b18 version, in which compost bins only held 10 compost. ;)
Benjamin the Rogue Nov 13, 2018 @ 6:10am 
Is anyone else having issues with the Compost Bin being stuck at 0% saying it needs 3 days, even in optimum temperatures and filled with 30 compost? I can't take the compost out once it goes in, and so I'll have to dismantle the whole thing.
Limdood Oct 20, 2018 @ 7:03pm 
Thanks for the reply. Sorry It was B19, I apparently posted my comment in the wrong mod version. My apologies. I was probably mistaken about the double revert (plowed to normal)...I probably only thought I plowed it. Thanks again for a great mod!
Claire Burgdorf  [author] Oct 12, 2018 @ 11:03am 
Thanks for pointing out the tooltip issue, though. I should probably add a note to the "fertilize normal soil to rich soil" description similar to the one on the "plow rich soil" description.
Claire Burgdorf  [author] Oct 12, 2018 @ 11:00am 
@Limdood: What you're posting about isn't actually relevant to the b18 version of the mod, as it's a feature that was only introduced in the b19 version.

But yes, in b19, plowed soil can revert to rich soil when crops are harvested, and rich soil can revert to normal soil. (Both possibilities can be adjusted in the mod's settings; if you don't like the behavior, you can simply turn it off.) It is, however, impossible for plowed soil to revert directly to normal soil. There are no conditions under which rich soil will be "skipped" in the degradation process.

Also note that by default, when soil degrades after crops are harvested, the tile will immediately be flagged to be refertilized or replowed, preventing new crops from being planted until the tile is back to what it was before. But again, this behavior is configurable.
Limdood Oct 12, 2018 @ 10:34am 
The mod says that tilled soil can "un-till" when you harvest a plant. I'm getting both rich soil and fertilized topsoil BOTH also reverting back to regular soil when I harvest as well, which is not indicated in the tooltips (in fact, sometimes I have tilled soil reverting all the way back to regular soil). Is that a bug or is it intended, but the tooltips aren't there?