RimWorld

RimWorld

Fertile Fields [1.1]
Lanthrudar Mar 22, 2020 @ 10:01am
Feature Requests
With the recent changes, soil degrades past regular soil down to Stony soil. This means that harvesting trees, or other shrubs out in the wild can make large patches of the regular, untended game area, a place where plants may not be able to grow.

Request to have the mechanic reinstated where regular soil does not degrade unless deliberately terraformed. Rich soil and tilled soil should have a chance to degrade with the option set (only in growing zones), but now it's occurring everywhere.
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Showing 1-15 of 28 comments
Jamaican Castle  [developer] Mar 22, 2020 @ 12:40pm 
I can't seem to reproduce this issue. I've tried on various biomes cutting, harvesting, and chopping different plants at different growth stages and haven't seen any regular (or rich) soil depleting while in the wild. The mod extension controlling depletion is only called once in the whole project, which is safely within code that only applies inside of a growing zone. So, I'm at a bit of a loss on this one.
Lanthrudar Mar 22, 2020 @ 2:30pm 
I checked this again and you are correct. Apologies for any miscommunication. I usually set large grow zones for areas near my base with "Allow Sowing" turned off so my pawns will harvest the trees and berries, etc when they are mature.

This was occurring in those zones and I thought it was everywhere.
Jamaican Castle  [developer] Mar 22, 2020 @ 6:10pm 
I totally forgot that was a strategy... shows how much I (don't) optimize my bases, I guess. To account for this, in the next update plants without a yield and plants that aren't removed when harvested (such as wild berry bushes) won't deplete soil regardless of location.
DarkArtistryNKP Apr 11, 2020 @ 12:08pm 
Not truly relative to Original post, aside from being a Feature Request.
As there are a number of said requests in general Maybe this will help with Organization of said requests if others follow suit.

So I only just noticed the Plant Scraps Generator in a recent play-through. I was wondering if Plant scraps could be edited to be used a fuel source in general. This would be useful for Medieval/Tribal plays with tech restrictions. Obviously it would require significantly more scraps than wood to fuel something for the same amount of time.

In turn I'd like to request a designation change to where plant scraps are located. Rather than just being under "Food" them being under Animal feed, or Plant matter.
This would allow for storage furniture mods to be able to hold plant scraps.
Lanthrudar Apr 11, 2020 @ 6:27pm 
@DarkArtistryNKP You could try the mod "[JPT Burn It for Fuel]"
Lt. Aldo Raine Apr 15, 2020 @ 11:01pm 
Not to sound ungrateful but is there any way that we can get a version of this mod that is as it was in 1.0 without the changes? I only ask because I personally preferred the mod the way it was. With all of the changes that have been made, it really isn't the same to me. Again, I don't mean to sound ungrateful for the work, simply saying it would be a nice option to have the ability to set the settings to a 1.0 style of the mod vs a 1.1 style. Just a suggestion. Thanks for the adaptation to 1.1.
DarkArtistryNKP Apr 16, 2020 @ 9:11am 
Originally posted by Lt. Aldo Raine:
Not to sound ungrateful but is there any way that we can get a version of this mod that is as it was in 1.0 without the changes? I only ask because I personally preferred the mod the way it was. With all of the changes that have been made, it really isn't the same to me. Again, I don't mean to sound ungrateful for the work, simply saying it would be a nice option to have the ability to set the settings to a 1.0 style of the mod vs a 1.1 style. Just a suggestion. Thanks for the adaptation to 1.1.


To help the the current author provide this sort of option. You may want to be more specific as to which things you would prefer to be retro'd.
liosalpha Apr 19, 2020 @ 1:33pm 
I love the chances, it makes terraforming so much easier.
the only request i would like to make is a bulk bill for making (clay) bricks. there is one for all the other items, but not for this.
2501 May 11, 2020 @ 11:29pm 
This might be weird, but might it be possible to get a mod setting to change the saturation on brick blocks? I like them conceptually and they're great for mass-stone building, but find that their saturation makes for a bit too intense of a red for me.

Also a nitpick perhaps, but I've also noticed some weird items made out of brick, like brick clubs? I figure that's just 'cause clubs use any stone block, but figured I'd mention it as an oddity.
liosalpha May 12, 2020 @ 3:41am 
@2501 there is a mod called "dubs paint shop" it lets you paint almaont anything in any color.
there is a cheaty free way of doing this or a job based one, all in one mod.
this might be easier than trying to get the mod autor to get you color tint just right.
https://steamcommunity.com/sharedfiles/filedetails/?id=1579516669
2501 May 12, 2020 @ 5:13pm 
@liosalpha: Thank you, I'll have to add that to my modlist. Thanks!
Stucka_ / Luca Jun 8, 2020 @ 6:13am 
could you implement a way to change mother earh or how its called in english to normal dirt ? theres a hill in the way and after i made a path through there i want to make a packed dirt road but i cant do that
Lurmey Jun 26, 2020 @ 6:48pm 
Could you have terraforming jobs use their own stat? I see you've got farming speed, but terraforming speed would be a nice addition so that mods that add tools (such as Vanilla Weapons Expanded or Survival Tools) can patch their shovels to increase terraforming speed.
Lurmey Jun 27, 2020 @ 3:37am 
Also perhaps have fertilising, improving and plowing soil all be above sowing in the growing work type? It makes more sense that you'd do those things at a higher priority to sowing crops. Plow, fertilise, then sow. The only fertilisation job I have that makes sense to be done after sowing is Dub's Hygiene's fertilisation, which is a post-sow additive layer rather than a terrain change.
Lanthrudar Jun 27, 2020 @ 8:16am 
Or just make it "General Labor" since the various Vanilla expanded tools usually boost that as a booster, a lot of the "Expanded" apparel boosts general labor speed too.
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