RimWorld
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Soil Relocation Framework (Continued)
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Mod, 1.3, 1.4, 1.5, 1.6
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1.205 MB
17 май 2024 в 13:38
1 авг. в 13:24
5 бележки за промени ( преглед )

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Soil Relocation Framework (Continued)

В 1 колекция от Mlie
Mlie's resurrected mods
933 артикула
Описание

Update of Evelyns mod https://steamcommunity.com/sharedfiles/filedetails/?id=2654088143



[discord.gg]
[github.com]


This mod adds a "Dig" order that when carried out gives you resource items. You can then use these to place the terrain back down in the "Floors" menu. It will behave precisely like the actual terrain because it's identical, not some copy!

With this mod you can
  • Move bits of fertile soil into a nice square to farm on instead of having disparate patches.
  • Remove soil from mountain bases to get a consistent smoothable stone floor.
  • Bring soil home to the desert or ice from other maps and farm.
  • Make a greenhouse or other farm within your mountain base.
  • Bring fertile soil home to plentifully farm from other maps.
  • Dig up ice and use stacks of it to keep rooms cold - tribal and medieval colonies can have a freezer!
  • Remove soil in an area to prevent fire spread.
  • Fill water cells with soil (cost and work time varies by the type of water) to remove them.
  • Fill wet bridgeable cells with soil (mud, marshy terrain in vanilla) to remove them.
    It also has a few other features
  • Recipes to grind a stone chunk, a stone brick, or multiple stone bricks into sand.
  • Optional patches to rebalance a few things in vanilla and other mods (see below for a list).
  • Stony soil takes 1/3 the material to fill water/wet bridgeable terrain in with, giving it some value/use.

FAQ
Q - What work type is it to dig?
A - Mining.

Q - If I'm on a map without sand, how can I get sand to make sandbags?
A - Recipes at stonecutter table to turn stone chunks, bricks, or 5x bricks into sand.

Q - I don't want sandbags to cost sand, I don't want mod X's recipe changed, etc..
A - All patches are toggleable without requiring a restart in the mod settings!

Patch List
Remember, all of these are optional!
  • (Vanilla) Sandbags Use Sand
  • (Ideology) Fungal Gravel Uses Fungus
  • (Dubs Skylights) Glass Uses Sand
  • (Just Glass) Glass Uses Sand
  • (Glass+Lights) Glass Uses Sand
  • (VFE Architect) Dirt Path Costs Dirt
Ask if you find something that looks like it could use similar treatment for balance or logic reasons!

Compatibility
  • Mods that let you do more stuff to soil *will work*, including things like tilling soil, etc..
  • This mod automatically tries to support modded soil types.
  • Tested and working with the Multiplayer mod!
  • With TD Enhancement Pack turn off the option to display fertility under floors or it will report the layer underneath the new terrain.
  • Designed to work with Water Freezes


Huge thanks to ZenthWolf, my official tester/troubleshooter, without whom it would take me longer to get patches out.

terrain, soil, dirt, terraform, dig, digging, remove, relocate, move, build, place


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: terrain manipulation
196 коментара
Lorebot преди 3 часа 
Looks like the mod is working fine with 1.6, but not with Odyssey. It doesn't let you build gravship substructure on rich soil or sand, and if you land your ship on those terrains it deletes your substructure. Real bummer cause I was enjoying being able to move soil around on a tribal playthrough but when I went back to my gravship save it started acting up.
Mlie  [автор] преди 10 часа 
@Aargh Tenna Please see the Reporting Issues section described above
Aargh Tenna преди 10 часа 
It just deletes rich soil from flood plains surrounding rivers, without producing any soil at all
Iirly 2 авг. в 10:39 
YEEEEESS! Thank you for the update*
killer tomato 2 авг. в 9:49 
i do understand that the blinking is not direktly your fault - would you maybe put a info in the description that it can blink if the fertility map is visible and gets updated
(i imagine that someone could assume this would be a mod confilct or good information if you have problems with seizures or so)
Mlie  [автор] 2 авг. в 9:01 
@killer tomato It has to update the fertility map when a tile that changes fertility is placed, elsy you would have the old fertility values
killer tomato 2 авг. в 8:48 
Mod seems to work fine - except one issue ... if you use the fertility map feature from rimworld and you build one tile the whole fertilitymap gets updated (it blinks) ... on highest speed with a fast pawn this blinking can be quite annoying
Paprikahörnchen 2 авг. в 3:12 
OMG AN UPDATE
I LOVE YOU!!!!
Andrew™ 2 авг. в 1:41 
HELL YES DUDE! I was so pumped when I saw that it had been updated on Rimpy! Lets goooooo!
isalcaruz 1 авг. в 22:07 
yeeeessssss