RimWorld
Fertile Fields 1.5
53 comentarios
Souffrance97~Twitch~ 10 JUN a las 11:09 
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 a las 15:52 
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 a las 3:07 
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 a las 14:58 
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 a las 13:26 
protip: don't remove fertile fields midgame. Pawns stop eating food...
Valikdu 23 FEB a las 5:25 
It would be so great if Fertile Fields would be compatible with Ashlands
dergrossadmiral 1 FEB a las 1:10 
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 ENE a las 13:13 
Hi @kreitos, do you have the mod "multiplayer compatibility" installed? That should fix i!
Kreitos 9 ENE a las 0:18 
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 DIC 2024 a las 22:55 
Might I suggest making the required research for making compost at a butcher spot to be something other than "electricity"?
Killer Turnus 21 OCT 2024 a las 22:04 
Can we get a patch for the alpha biomes mod?
James Stone 19 OCT 2024 a las 13:51 
@Zedric that's pretty cool to hear! Thank you.
Zedric 8 OCT 2024 a las 18:52 
@James Stone & @Papitto & @Arkitekt Origins

"Exception in JobDriver tick" is due to having Deep Storage installed as well.

It's caused by Fertile Fields destroying the current "finished" job (to create the next step in the terraform chain, if needed), but Deep Storage not expecting the current job to be deleted and trying to reference it.

I've submitted a possible fix to Deep Storage.
kyrambox 5 SEP 2024 a las 9:54 
"plant scraps" graphic is so dull and all the same. We need more beautiful scraps, friend )))
James Stone 21 AGO 2024 a las 9:10 
I also confirm @Papitto 's bug report, including exactly the same error
Jack C 8 AGO 2024 a las 14:15 
plant scraps coming from the agrihand aren't automatically allowed. How do I fix this? I have smarter plant scrap forbidding activated.
TigerCheese 30 JUL 2024 a las 13:53 
Awesome mod. Most balanced terraforming mod ive seen
Pabluuz 30 JUL 2024 a las 8:39 
i can confirm bug from @Arkitekt Origins
every time one tile is terraformed, I'm getting
Exception in JobDriver tick for pawn Jake driver=JobDriver_ConstructFinishFrameConstruction (toilIndex=1) driver.job=(FinishFrameConstruction (Job_876024) A = Thing_Frame_Terraform_SoilF-Sand372203 Giver = JobGiver_Work [workGiverDef: ConstructFinishFramesTerraforming])
System.ArgumentNullException: Value cannot be null.
Parameter name: key
https://gist.github.com/HugsLibRecordKeeper/fb1e6dac51ecfb383b77c0978a8163ed
WDLKD 13 JUL 2024 a las 0:35 
@BluuOwl If you have it researched, you can make compost at a butchers table or spot. 👍
Shawn 12 JUL 2024 a las 11:51 
Same problem as Arkitekt Origins
BluuCrow 10 JUL 2024 a las 16:40 
how do you make Raw Compost?
WDLKD 7 JUL 2024 a las 13:24 
Is this completely compatible with ReGrowth?
Azrael 6 JUL 2024 a las 19:44 
@Aemi Daniels do you have Vanilla Furniture Expanded - Production installed? If so the functionality of the rock mill gets moved to the Electric Stone Cutter.

If you dont can you open up the build menu and at the bottom left of your screen try searching for it?
Richard 24 JUN 2024 a las 13:15 
https://gist.github.com/HugsLibRecordKeeper/460d520009233c7ca40c658d1bd925b3
Something is wrong. I get an error popup every time my pawns finish teraforming
狂暴血怒喵喵切 12 JUN 2024 a las 1:59 
Storage A bug occurs when he is combined with LWM's Deep Storage
Aemi Daniels 30 MAY 2024 a las 22:30 
my research tree says I can unlock the rock mill through researching electricity but I cant for the life of me FIND the silly thing. Its nowhere in my research tree, its nowhere in my menus... the literal ONLY place i find it is in the description of everything Electricity unlocks o_0
Help?
MatrixVirus 26 MAY 2024 a las 21:22 
is there a way to fill area dug for water without digging a trench to an existing water source?
feydras 19 MAY 2024 a las 17:49 
Thanks for the responses
Pinkamena 19 MAY 2024 a las 11:37 
@Feydras This mod forgoes digging spots in favor of a more DIY approach. You either build on terrain to 'move' the valuable soil/unfavorable rocks with terraforming, or make new soil by crushing rocks to clay and sand to make soil at the stonecutter (a multi-step process)
Rawzbeef 19 MAY 2024 a las 4:05 
@feydras mhh maybe, I assume you searched a recipe. Try "terraforming to" something that yield something, if you can't, try doing the terraforming research before.
feydras 16 MAY 2024 a las 17:07 
I'm not able to find anyway to dig dirt from the ground, like a digging spot. Am I missing something?
Pinkamena 13 MAY 2024 a las 16:58 
I feel like it could be as simple as using the map's generation seed to determine where stone types would appear if it had generated naturally, depending on how the code is structured. But as a programmer, I know that nothing is ever as simple as you'd hope.
Rawzbeef 12 MAY 2024 a las 6:21 
@YaBoiTem Nope, from what i could tell stone is placed with the same material the map is set to have. While the pattern seem to group them, it's generated each time so that may change if you revert to soil to stone again.

It may be more complex than that tho, like neighbor check or some other rule
-=GoW=-Dennis 11 MAY 2024 a las 16:51 
When placing terraforming that requires multiple steps and reloading the game, additional steps will not be automatically placed. (E.g. try to make rough stone to soil, which requires two steps - if you did the first, it will automatically place the second, but not when you reloaded the game inbetween)
西伯利亚的风 4 MAY 2024 a las 18:12 
Do u guys have Chinese translation
YaBoiTem 2 MAY 2024 a las 21:56 
is the stone type randomly selected when terraforming to stone?
Yuya 30 ABR 2024 a las 16:18 
The vanilla game added in a wall sun lamp can install now this mod removed that from the game. Could you please fix that the wall sun lamp uses up a lot less power the the floor lamp version so I like using it even though it covers less area.
DaniAngione 28 ABR 2024 a las 9:43 
There's an issue where "Raw Compost" in bills are only counting if you click the "Count equipped" option, which means that they keep running through your food supplies forever if you have "Make until you have X" bills for it... I only noticed it now that my colony was facing a huge Low Food crisis and I wasn't sure what was wrong xD

I had more than 1200 raw compost spread around even though my bills are to craft up to 30 xD
Pinkamena 27 ABR 2024 a las 18:43 
@IllPosedProblem

Nope, you've got the right of it this time, I'm just offering this as an alternative to 'all plants drop scraps'. So like, 'All plants drop scraps' vs 'Scrap made from plant matter' in the options so you could finely control the amount of plant scraps you're producing with option B. It would also mean you have to choose between feeding colonists or improving soil conditions which could make for interesting gameplay early in a run.
illPosedProblem 27 ABR 2024 a las 14:30 
@Pinkamena
Ah, I misunderstood.
I haven't checked recently, but you can set the mod options to reduce the need for scraps (by reducing or eliminating the chance of soil degradation) - to sidestep the issue. But a cooking recipe that shreds plant nutrition into scraps would be the solution, as you've mentioned initially.

Still - is that needed? Do you need extra scraps to maintain soil fertility? Also, if you want to fertilise soil or terraform to soil, you don't need scraps per se, you need rotten stuff, and you can directly rot your plant nutrition outside of the fridge.

Sorry if I misunderstood your point again.
Pinkamena 27 ABR 2024 a las 11:23 
@illPosedProblem
I meant the opposite, turning food into scraps for the option! :D
But I like your solution in case the change isn't viable. It's still a lot of extra cleanup but it's better than having a scrap overstuffed stockpile. Thank you for the advice~
illPosedProblem 27 ABR 2024 a las 3:34 
Perhaps converting scraps into nutrients is out-of-scope for a fertilising/terraforming mod.
I use Vanilla Nutrient Paste Expanded and Replimat to convert the scraps into nutrient paste or more complex food. (the nutrient paste tubes then feed the hapless prisoners in the drain caskets - from Vanilla Races Expanded - Sanguophage).
Otherwise, you can deal with scraps in the following way: have a 1-square stockpile in your freezer with a high priority, allowing scraps. No other storage should allow scraps. Then have a larger, low-priority dumping zone for scraps. Outside, ideally over water. That way, you'll have a priority stock of scraps, and what overflows gets destroyed outside.
Pinkamena 27 ABR 2024 a las 3:13 
I like the concept of this mod a lot, a farming mod that requires a decent amount of maintenance and effort to maintain a higher production. That's great! But the plant scraps gets excessive quickly, at least from what I experienced. Would it be possible to have an option without them, or perhaps an option to replace them with a bill that makes use of raw foods with a nutrition -> scraps ratio? If so or not, still a great mod and very happy to see it being maintained.
Rawzbeef 25 ABR 2024 a las 17:02 
Nice ! I'm looking forward to it then.
Greysuki  [autor] 25 ABR 2024 a las 6:14 
@Rawzbeef great, I will be organizing the mods and GitHub repositories in the near future. You can submit a pull request (PR) or send files to me in the issues.
Rawzbeef 23 ABR 2024 a las 16:55 
May I volonteers ? I am French and i believe i can properly translate it.
Greysuki  [autor] 23 ABR 2024 a las 9:20 
@Fenrius Some of the translation is missing due to a lack of volunteers. More accurately, all of the content after version 1.2 (Terraforming, and maybe some patches).
Fenrius 23 ABR 2024 a las 7:18 
Hello my mod is not in French what to do please ? =/
Citrix 19 ABR 2024 a las 6:48 
thx alot
Rawzbeef 19 ABR 2024 a las 4:32 
On the mason bench I believe you can grind brick and chunk into gavel then into sand then into clay.
Or you can "dig somewhere else" (reverse terraform) to get these.