RimWorld

RimWorld

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Fertile Fields [1.1]
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Mod, 1.1, 1.2, 1.3, 1.4
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25.999 MB
Mar 2, 2020 @ 10:24pm
Oct 22, 2022 @ 5:32pm
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Fertile Fields [1.1]

Description
Updated 3/19/20 by Jamaican Castle

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Fertile Fields allows you to transform and improve your colony's terrain, harvest raw materials from the land, and use them to enhance your environment.

- New in 1.1 -

Multi-terraforming tools, distinguished by the red ? icon, allow you to terraform multiple existing terrains to a single terrain of your choice with one designation. If it takes more than one step to go from the existing terrain to your chosen terrain, additional steps will be queued up for your colonists to work on.

Plant scraps have been rebalanced and made less obtrusive. Yields of plant scraps from many plants have been decreased, especially crops with low yields and decorative plants. Plants harvested in the wild or from hydroponics also have 50% lower plant scrap yields. A new fueled generator has been added that consumes 75 plant scraps per day for 1000W of power.

Growing zones have two new toggleable options: return to soil and automatically redesignate. The first option causes plants harvested there to never drop plant scraps, but also never deplete soil. (This is generally less efficient than harvesting the scraps and refertilizing, but saves a lot of labor and storage space.) The second option triggers automatic rebuilding of any soil that does deplete. Important: Because these are now per-zone options, they are NO LONGER found in the mod settings menu.

All terraforming-related resources (including plant scraps) now stack to 200. Fertilizer is less valuable when sold to caravans. Plant scraps no longer rot.

Terrains that share an affordance type with a basic terrain (such as soft sand for sand) can be transformed directly into that type. This mostly affects mod-added terrain.

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Terraforming

The Terraforming tab of the architect menu allows you to modify terrain to suit the needs of your colony. Transforming tiles to less fertile or useful terrain will generally yield resources such as sand, dirt, clay, or rock. Transforming tiles to more fertile terrain requires resources.

The multi-terraforming designators, listed first, will transform any terrain underneath them into the selected terrain. This may take multiple steps; if so, extra steps are built automatically after the first one is completed.

After the multi-terraforming designators are specific terrain designators which provide more information about the cost and yield of each transformation. Right-click on the designator to see what terrains you can transform into that terrain type.

The Terraforming technology unlocks the ability to perform more sweeping modifications of terrain: removing shallow water and marsh, transforming deep water into shallow water (or vice versa), and placing or breaking up solid stone terrain.

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Farming

The Farming tab of the architect menu allows you to enhance the fertility of your soil and the usefulness of your farms. Compost bins and barrels allow you to transform raw compost, created at the butcher's table, into fertilizer that can transform regular soil into rich soil.

The Farming technology expands your options by allowing you to place dirt on smooth stone or ice terrain to form topsoil, which can be fertilized. Rich soil, meanwhile, can be tilled for an even greater improvement in productivity.

Fertile soil used in a growing zone will eventually degrade into less fertile soil. You can use excess plant material to prevent this, or harvest these plant scraps to make fertilizer, as animal feed, or to fuel generators.

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Construction

Clay can be fired at a smithy to create bricks for walls, floors, and other constructions. Sand is used to construct sandbags. In addition to being dug up, these materials can be ground from stone at a rock mill.

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See also: the readme.txt in the mod's About folder.

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Compatibility

Terrains from Dub's Hygiene, CuproPanda's Quarry, Crashlanding, Nature's Pretty Sweet, Biomes!, and Tiberium Rim can be modified by Fertie Fields terrain transformations, where appropriate. (Note that this does *not* include Tiberium terrain in Tiberium Rim, which must be decrystalized first.)

Fertile Fields is compatible with Seeds Please!.

Glass production from Glass+Lights and Dub's Skylights will use sand from Fertile Fields.

Fertile Fields is compatible with Vegetable Garden, but will overwrite certain VGP Garden Tools that overlap with Fertile Fields tools. In addition, many VGP tools are located in the Farming tab.

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Credits

Fertile Fields 1.0 and earlier by Rainbeau Flambe/dburgdorf.

German language translation files were 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. Scrap-fueled generator XML and graphic by Pelador. Hygiene production compatibility patches by dninemfive.

The mod uses the Harmony patch library by Pardeike.

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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.
Popular Discussions View All (13)
28
Jan 28, 2023 @ 10:56am
Feature Requests
Lanthrudar
14
Mar 11, 2022 @ 10:04pm
Mod Errors
Lanthrudar
6
Jul 22, 2021 @ 1:05am
Mod-config-resetting crash
SineSwiper
887 Comments
Devsona Jul 4, 2024 @ 6:16am 
I would love an update. The mod really goes well with the way I prefer playing.
toradrow777 May 24, 2024 @ 2:16am 
Doing a medieval run, what's available for me in this mod at that tech level?
Greysuki Apr 18, 2024 @ 6:57am 
Here is version 1.5 page

https://steamcommunity.com/sharedfiles/filedetails/?id=3225843229

Thanks for the effort, Jamaican Castle! o7
Greysuki Apr 18, 2024 @ 5:11am 
yes, but until I fix the terraform no need for material and sound effect errors.
The Bard of Hearts Apr 17, 2024 @ 11:11pm 
@Greysuki Thanks for the fix. just our of sheer greed and laziness, is it possible for you to upload to the workshop? :d5_prinny:
TheBlackCat Apr 17, 2024 @ 10:33pm 
@Greysuki how to make it work?
QuakeTheTank Apr 16, 2024 @ 10:10pm 
one small bit of functionality I am not seeing is the progress bar on the compost bin. This is one of the items that had broken due to a method change. the code to draw it is still there, but for whatever reason it is not drawing it.. you can see the percentages working on the selection info panel though so I can personally live with that.
QuakeTheTank Apr 16, 2024 @ 10:00pm 
I updated the mod in my local environment today and so far it's running without issues. Only been testing for about 15 minutes. have teraformed down to deep water from soil and waiting for compost to turn to fertilizer to go the other direction. I'll be DMing the mod owner to advise on the three things that were broken due to 1.5 that I could find.
QuakeTheTank Apr 16, 2024 @ 6:45am 
@Greysuki I haven't done much modding so I haven't looked too into how to configure Visual Studio to start fixing the bugs myself. It seems to me that the error might not be all that much to fix. 1.5 might have just changed some sort of signature on a type that's throwing a bunch of stuff off. Might look into it tomorrow myself if the mod owner doesn't update us soon.
Good Dragon Apr 16, 2024 @ 3:26am 
I remember leaving bad review to this mod because I did not understood some mechanics, but I loved it later and now I cannot wait for it to update to 1.5