RimWorld

RimWorld

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Soil Relocation Framework (Continued)
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Mod, 1.3, 1.4, 1.5
File Size
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1.273 MB
May 17, 2024 @ 1:38pm
Sep 27, 2024 @ 12:10pm
4 Change Notes ( view )

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Soil Relocation Framework (Continued)

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

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



[dsc.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 HugsLib 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


163 Comments
Andrew™ 11 hours ago 
Glad this is going to be updated to 1.6. One of my favourite mods. Thank you Mlie!
Mlie  [author] Jul 2 @ 3:39pm 
@RomainG Updating all of my mods, see discord for progress
RomainG Jul 2 @ 2:28pm 
Thanks for your amazing contribution to the community btw :)
RomainG Jul 2 @ 2:27pm 
I know I'm gonna be that one guy but... any chance you port it to 1.6 ? Also, since the water freezing mechanic will be locked behind the DLC, will you port Water Freezes to 1.6 ?
Deggial Jul 1 @ 1:42pm 
So, both incidents are *not* related.
This... this is bizarre!

Thank you for maintaining all these essential mods, Mlie.
Now I know for sure and more than ever that I'm not made for modding.
Mlie  [author] Jul 1 @ 11:05am 
@Deggial Yes, the cosistent deep drilling change they did was that whatever stone you place the drill on, results in that stone type cunk produced. The dependency of this mod controls the stone types that spawn when you remove the soil/sand, that is still random in 1.6.
Deggial Jul 1 @ 10:56am 
Yep, I was refering to the deep drilling consistency.
So, "soil relocation" does use *another* feature added by "Consistent Map Stone" then?

Fair enough. :)
Thank you for answering!
Mlie  [author] Jul 1 @ 10:39am 
@Deggial Oh, you are referring to the deep-drilling consistency. That is not what this mod does.
Mlie  [author] Jul 1 @ 10:11am 
@Deggial I wasnt aware of such a change, where do you see that?
Deggial Jul 1 @ 9:55am 
Hi @Mlie,
as RimWorld 1.6 will support consistent stone, would it be possible to remove the related dependency?

That would mean one less mod to worry about updating and one less mod to bloat loading times. (Even if they manage to reduce these with 1.6.)