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RimWorld

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Fertile Fields 1.5
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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26.297 MB
18 Apr, 2024 @ 6:52am
18 Apr, 2024 @ 9:13am
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Fertile Fields 1.5

Description
Unofficial Update of Jamaican Castle/Rainbeau Flambe/dburgdorf mod
https://sp.zhabite.com/sharedfiles/filedetails/?id=2012735237

All credit goes to author for the work.
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Updated 10/21/22 by Jamaican Castle

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Fertile Fields is now 1.4 compatible! The name remains unchanged because otherwise everyone's FindMod patches would have to change and nobody wants that.

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 not drop plant scraps, but to deplete soil less often. (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 depletes.

All terraforming-related resources (including plant scraps) now stack to 200. Fertilizer is less valuable when sold to caravans.

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.

Multi-terraformers, shown with a red ? icon, 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.

If you right-click on a multi-terraformer, you can select a single terraformer that will transform only one specific type of terrain into the selected terrain. More information about each transformation can be found in its single terraformer's description.

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 mitigate 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. In addition to being dug up, these clay can be ground from dirt or sand (and sand from rocks) at a stonecutter's table.

The rock mill is a new production bench that acts as an electrically powered stonecutter's table.

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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.

Vanilla Furniture Expanded - Production will remove the rock mill from the build menu, since it's redundant with that mod's electrical stonecutting table. Existing rock mills will still function.

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 and Erdnussbrot. 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 (2)
3
8 Feb @ 2:56pm
alpha biomes compatability?
Yuya
1
29 Sep, 2024 @ 7:34am
Terraforming Error
Titan Methos
53 Comments
Souffrance97~Twitch~ 10 Jun @ 11:09am 
I have an error message with this mod when launching my game, and I have compatible mods, it would be good to put the mods "NOT COMPATIBLE" thank you ....:steamthumbsup:
You Monster 7 Jun @ 3:52pm 
Hey there, having a strange issue, after terraforming a blueprint square remains, but acts as a building, so I can deconstruct it and get back the resources I used to terraform, but also keep the new terrain, any idea what could be causing this?
WJSabey 1 Jun @ 3:07am 
The electric composter is sensitive to temperature and the wooden compost bins are not. That has to be backwards. The low-tech ones should need to be kept at a safe temperature, and the hi-tech one should be able to regulate its temperature (assuming it has power).
Mr.Unchained 20 Mar @ 2:58pm 
Can i use poop from dub's bad hygiene mod to make fertilizer?

(Some people can say it's op, but it is realistic and also historically accurate for a medieval playthough.)
Fèru Or 27 Feb @ 1:26pm 
protip: don't remove fertile fields midgame. Pawns stop eating food...
Valikdu 23 Feb @ 5:25am 
It would be so great if Fertile Fields would be compatible with Ashlands
dergrossadmiral 1 Feb @ 1:10am 
Minor bug: the electric composting barrels currently work while switched off, so they don't actually need electricity. Easy to avoid (just don't turn them off, or uninstall them while not in use) but thought I'd report it.
Bastilikum 9 Jan @ 1:13pm 
Hi @kreitos, do you have the mod "multiplayer compatibility" installed? That should fix i!
Kreitos 9 Jan @ 12:18am 
Hi, Anyone use this mod for multiplayer? Me and my friends got de-sync when we use to fertile the soil. Sorry I haven't write bug report, if anyone use this with multiplayer and working, please let me know what to do, thanks!
theothersteve7 14 Dec, 2024 @ 10:55pm 
Might I suggest making the required research for making compost at a butcher spot to be something other than "electricity"?