RimWorld

RimWorld

Fertile Fields [1.1]
Počet komentářů: 887
Devsona 4. čvc. 2024 v 6.16 
I would love an update. The mod really goes well with the way I prefer playing.
toradrow777 24. kvě. 2024 v 2.16 
Doing a medieval run, what's available for me in this mod at that tech level?
Greysuki 18. dub. 2024 v 6.57 
Here is version 1.5 page

https://sp.zhabite.com/sharedfiles/filedetails/?id=3225843229

Thanks for the effort, Jamaican Castle! o7
Greysuki 18. dub. 2024 v 5.11 
yes, but until I fix the terraform no need for material and sound effect errors.
The Bard of Hearts 17. dub. 2024 v 23.11 
@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 17. dub. 2024 v 22.33 
@Greysuki how to make it work?
QuakeTheTank 16. dub. 2024 v 22.10 
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 16. dub. 2024 v 22.00 
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 16. dub. 2024 v 6.45 
@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 16. dub. 2024 v 3.26 
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
Greysuki 16. dub. 2024 v 2.24 
I've taken a look at the code, and it really causes a lot of issues in 1.5.
QuakeTheTank 16. dub. 2024 v 0.38 
Add another to the list of requests.
Mister Vertigo 15. dub. 2024 v 12.49 
I agree with Ranger below; this has always been the best mod for terraforming. Here's hoping for a 1.5 update.
Ranger|.\\ 15. dub. 2024 v 0.08 
AFAIK this is the best mod for terraforming. Anyone know any alternatives I can use while hoping for an update?
Zombull 17. bře. 2024 v 10.23 
Is 1.5 in the works, hopefully? :D
LordKingsmen 14. bře. 2024 v 23.25 
could you make this compatible with Expanded Materials - Stone and Mortars?
jonilgz 8. bře. 2024 v 11.15 
Abandoned mod, lot of incompatibilities.
Zombull 5. bře. 2024 v 22.54 
I'm also having the problem where I can't terraform plain soil. It started happening in one game, but if I start a new game with the same mods it works fine. For me, removing ReGrowth: Core resolved the issue in the affected game.
beetlecat 21. úno. 2024 v 22.02 
@WJSabey it should be part of the chain of making rich soil. If you have fertilizer, you can apply it directly to the ground with a terraform operation, or you can create "dirt" by combining it with sand & clay.

Did you actually find a recipe that *consumes* ash? I don't seem to find it. I thought it would be at the butcher table, but maybe there's another workbench? The compost recipe doesn't have ash as an ingredient.

What do I do with the Ash?
Thels 20. úno. 2024 v 0.40 
The same issues apply with the full version of DBH set to Lite mode.
Thels 20. úno. 2024 v 0.34 
This mod seems incompatible with Dubs Bad Hygiene Lite. If both are installed, lots of red errors appear (at least for me). Could it be that FF sees DBH-Lite and expects the full version of DBH, thus applying the compatibility features, which DBH-Lite doesn't support?
WJSabey 6. úno. 2024 v 21.08 
Yes, I crafted some and now I have no idea what the hell to do with it.
Triel 5. úno. 2024 v 7.48 
You craft it I think
WJSabey 5. úno. 2024 v 4.07 
What exactly is the deal with the ash that we can burn sludge from dubs hygiene into? The description suggests that it can be used to make fertiliser, but I can't make any of my pawns load it into the compost barrel.
Raskii 31. led. 2024 v 6.21 
Same here. I can Terraform from one type to another without problem EXCEPT for terraforming from regular Soil to something else. Stony Soil to Tilled Soil? Works fine. Shallow Water to Rough Gravel? Not sure why you would want that, but it works great. Soil to Rich Soil? Doesn't work.
Eren Iron 24. led. 2024 v 1.45 
I think I'm getting the same issue as Oobaneko below. The mod can't seem to affect soil that was generated with the map. I can change rough stone, sand, stony soil, and rich soil
Triel 21. led. 2024 v 5.46 
Never had any problems with either... Also that comment is hard to understand
Oobaneko 20. led. 2024 v 20.14 
Looks like it conflicts with Vanilla plants expanded. There are Tilling command, that works on soil from that mod, yet, it works ok with stone terraformed into soil, so as Fertile Fields, while with generated on map soil terraforming is not working at all.
Triel 13. led. 2024 v 17.52 
Maybe you didnt get the appropriate research yet
The Moose 13. led. 2024 v 16.33 
How can I transform soil into fertile soil so that I can transform that into rich soil? I don't see an option under Farming or Terraforming for turning a tile into fertile soil.
Neebat 23. pro. 2023 v 16.43 
I have a really tough time growing hay, but I have plenty of plant scraps. Could we please use plant scraps for straw flooring?
cyanobot 4. pro. 2023 v 12.31 
In the Harmony prefix for DesignationCategoryDef.ResolveDesignators (found in your DesignatorTerraform.cs), I am guessing that the second foreach loop is intended to simply replicate the vanilla behaviour (as the code pertaining to terraformers is found further up).

However, it's missing a line:
dictionary[item.designatorDropdown].Order = item.uiOrder;

This results in all dropdown designators having a UI Order of 0 and appearing at the start of the architect menu regardless of the XML defined uiOrders of the buildings.
Rusturion 4. pro. 2023 v 1.46 
Create a local copy of the mod (Assuming you use mod manager)

Open install path
\Program files\Steam\steamapps\common\RimWorld\Mods\__LocalCopy_Fertile Fields [1.1]_-4-12\Defs

Open ResearchProjects_RFF in Notepad++

Just change <techLevel>Industrial</techLevel> to Medieval
Rusturion 4. pro. 2023 v 1.35 
@Ticket that sounds like a reasonable alteration.
Probably really easy, as well. Have you considered making that change yourself, in your local copy of the mod?
Ticket 28. lis. 2023 v 18.10 
When doing a medieval run which caps tech levels at medieval, the terraforming research project is not available, as it is set to industrial. I think it would be fair to make the terraforming research project medieval in tech level. This would open up the ability to backfill shallow water, convert stone floor to dirt, during a medieval run. All those things do not require electricity and could be done long before the industrial era anyways. Thoughts?
510276865 11. lis. 2023 v 16.40 
I'm gonna translate it into Chinese, hope you will notice.
luh grunch 9. říj. 2023 v 12.47 
i have found that having a terraform job on a tile with a forbidden deep drill will quickly freeze up all colonists cause they cant interact with the tile but are trying to anyway. funny little bug. everything back to normal when unforbidding the drill.
The Bard of Hearts 23. zář. 2023 v 17.10 
Could we please get an option to remove the temperature problems from composting barrels? It isn't realistic and it makes them less useful than just the wooden bins.
QWERTYww 5. zář. 2023 v 11.41 
You might wanna reconsider the value of clay, it's more valuable per unit than STEEL, and it's easier to get in huge quantities if you're doing a lot of terraforming.
Bruciez 4. zář. 2023 v 17.25 
How do you get plant scraps? I dont' get any from the fields?
YunoAloe 7. srp. 2023 v 10.35 
So my problem was caused by 1 terraforming tile that was being build under a skipdoor from vanilla psycasts expanded, it throwed exceptions and pawns couldn't start this kind of activity. But after I removed that tile it all works ok. :)
Katieclysm 5. srp. 2023 v 19.21 
Does this still connect with [RF] Concrete (Continued) updated by Mlie? (sand to concrete, etc)
Duke Flapjack 4. srp. 2023 v 6.27 
I would love to see that but I do believe this mod is in maintenance mode. That's a shame because this is hands down the BEST terraforming mod out there.
R41N 31. čvc. 2023 v 2.28 
Would you ever consider mod support for the Regrowth added biomes? :)
Triel 21. čvc. 2023 v 6.48 
Maybe terraforming has a priority elsewhere?
YunoAloe 21. čvc. 2023 v 6.13 
@Demopan

You mean the building tile? Nothing is wrong, they can be built if forced. It's just that pawns almost never do it by themselves. I found some similar jobs in growing, but setting them to 1 doesn't change anything either.
Triel 21. čvc. 2023 v 4.45 
Tried right clicking a job to maybe see whats wrong?
YunoAloe 20. čvc. 2023 v 2.21 
I have fluffy's work tab. I set all construction jobs to 1 and they still don't build it. All other priorities work fine. Thanks for the response though, I may try something more.
The Bard of Hearts 19. čvc. 2023 v 21.38 
It's technically a construction job, but its way down on the list of priorities for that job type. There's a mod that lets you set individual task priorities WITHIN job types. "Fluffy's Work Tab" i think is what its called. That would let you assign the terraforming tasks ahead of other building tasks if you wanted to.
YunoAloe 19. čvc. 2023 v 18.53 
Could somebody tell me please, as I couldn't identify it, which exactly type of job is terraforming (deep/shallow water to sand)? It doesn't seem to be nor building nor planting, my pawns almost never try to build tiles unless forced... They do bring resources to building spots immediately however.