RimWorld

RimWorld

223 ratings
Rimworld Farming
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5.808 MB
Apr 20, 2019 @ 2:09pm
Nov 19, 2022 @ 2:41am
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Rimworld Farming

Description
A simple, balanced farming mod that introduces tilled soil (above T in picture above) and cultivated soil (above C in picture above), without making it overpowered or superior to hydroponics. Once soil is laid no further re-tilling is required.

Rich soil is not upgraded, so only cultivated soil will improve it.

Adapted from the Simple Cultivation mod produced by Gasch and Madwookie. If you are looking for a more advanced and complex farming mode check out Gasch's advanced mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1500420126

New Floor Types

Tilled Soil
Has 120% fertility compared to normal soil (100%) and rich soil (140%).
If you till rich soil (140%) you will downgrade it to 120% fertility - however you can simply remove the tilled soil.
Requires the "Composting" research.
Costs 1 compost to construct.

Cultivated Soil
Has 180% fertility compared to rich soil (140%) and hydroponics (280%).
Requires the "Agronomy" research.
Costs 10 compost to construct.

New Item

Compost
Requires the "Composting" research.
Each compost requires 10 meat or plant, and can be any mix of different types.
Craft at butcher table or butcher spot.
Recipe for 1 compost for 10 food
Bulk recipe makes 8 compost for 75 food (and is faster as well)

Bonus Feature

Gloomlights taken from mechs are brighter visually, extend in a 2 x 2 radius, and do not have negative beauty. You can now use these lights as remote light sources just like the mechs.

NOTE: if you get any debug messages when loading it's because you don't have Royalty expansion installed. You can ignore the messages though... for some reason the developers associate gloomlights with Royalty even though they are in the base game. Go figure!
180 Comments
mkn Apr 18 @ 10:17am 
1.5 please
pajur Apr 13 @ 12:44pm 
1.5?
Hades  [author] Nov 29, 2023 @ 12:05pm 
The lore answer: "The high fertilization levels require animal meats".

The game answer: "Because it would be over-powered and too easy to max out quickly."
Fenikkusu Nov 29, 2023 @ 2:53am 
Why can't I use all plants in recipe ?
Hades  [author] Nov 19, 2022 @ 1:23am 
Hmmm I'll see if I can determine the setting to disable that!
Kitherit Nov 16, 2022 @ 4:16pm 
I noticed something just now: I think because this is considered "flooring", it allows kids to do their floor drawing activity on it. So it looks a little odd to have white chalk lines "drawn" on the tilled soil. Not sure if there's a way you can fix that, but thought it was worth mentioning.
Hades  [author] Nov 7, 2022 @ 10:31pm 
If you are up for it... I'd love to know what happens is you only add in Rimworld Farming (of the 5 new ones). If it's definitely causing the problem getting the debug log would be useful.
Dressari Nov 7, 2022 @ 7:07pm 
Rimworld farming was a very late stage mod I installed, it was in a batch of about 5 new ones I added in the last week or so. It was in fact the LAST mod I disabled out of the new five before it stopped doing it. But none of the five were doing it on it's own. I don't remember what the other four was now since then.

Yeah I pretty much push the game to it's limits. I have very few to zero issues despite that with the occasional hiccup.
Hades  [author] Nov 6, 2022 @ 2:39pm 
FYI the way I isolate mod conflicts is splitting them in half each time. So with 100 mods, I'll run a game with 50. If they work, I try the other 50. Then I'll split the problem 50 into 25 x 2 and keep repeating.

Generally this shows up an incompatible mod... mod conflicts can be harder to trace.

Try Rimworld Farming in both sets of mods as you split them. And keep splitting until you narrow down the mod conflict. I'll take a look at the mod causing the conflict and figure out why.
Hades  [author] Nov 6, 2022 @ 2:37pm 
@Black puppet.. theoretically they should work alongside since each mod creates a new "overlay" to the base tile. If you want to be safe, just make a different save game and play for an hour.

@Dressari... the best way to test a mod is by itself. If everything works fine with the vanilla game you've got a mod conflict. That said, Rimworld Farming has worked fine in 1.3 for ages (including debug commands)... so it's strange. How did you narrow it down to Rimworld Farming? 271 mods is a LOT (!!!)