RimWorld

RimWorld

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Soil Relocation Framework (Continued)
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.234 MB
May 17, 2024 @ 1:38pm
Sep 4 @ 3:48am
7 Change Notes ( view )

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Soil Relocation Framework (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
960 items
Description

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.
  • Always post your log using the Log Uploader
  • 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
228 Comments
Lemniscate_Mike 3 hours ago 
Started getting an error on game launch pointing to this.
Here's the full log!

https://gist.github.com/HugsLibRecordKeeper/f3b5b77dd30a9d2faaaf18b6595138e6
Mlie  [author] Sep 28 @ 8:16am 
@syn See the steps described under reporting issues.
Also, RimPy is abandoned and has not been updated in years.
syn Sep 28 @ 7:30am 
Ok I looked at the mod files and see that there is indeed a patch for VFEClassical, I will try to remove that and see if that fixes it
syn Sep 28 @ 7:27am 
hey Mlie, i think this mod causes an issue with the cement press in VFE Classical. Pawns can't use the cement press, which also causes them to bug out and just stand around if there is an active process in the cement press.

(Also concrete paths now need the VFEC concrete blocks instead of another type of concrete, which is why i built the cement press in the first place.)

Rimpy says to load VFEClassical before this mod, but that seemingly causes these issues, I'm gonna try to load them the other way around.
I
Joanne Sep 21 @ 6:12am 
any chance that this can be updated to place the biome specific soil variations from odyssey? right now if you dig up soil in a grassland for example and place it 3 tiles to the left it uses the default soil texture and doesnt match the surroudning ground you pulled it from. Also maybe a way of moving lava would be very cool but maybe thats beyond scope.
Mlie  [author] Sep 18 @ 7:32am 
@tzverg Sorry, there were way to many changes between 1.5 and 1.6 for me to keep the 1.5 version of the mod updated
tzverg Sep 18 @ 6:42am 
@Mlie pls, add this fix for version 1.5
Mlie  [author] Sep 14 @ 9:57pm 
@tzverg That was included in the last update, as stated in the changenotes
tzverg Sep 14 @ 5:43pm 
@Mlie any updates about problem with argonic core mod?
Leo Sep 1 @ 6:11pm 
Hi, looks like riverbank soil cannot be dug...