RimWorld

RimWorld

Add Terraforming
26 Comments
Scentyz 13 Jun @ 11:13pm 
1.5 please?
Legato 25 Mar @ 11:48pm 
All that shows up for me is shallow water. If this isn't a known issue, then it must be an issue the game has with soil relocation framework.
Vateris 10 Apr, 2024 @ 8:09am 
I used in on 1.4 and I think it will work on 1.5
Operator 6 Mar, 2024 @ 3:23am 
1.4?
ProfileName 27 Jul, 2022 @ 2:30pm 
@Spirehawk I see that 1 to basic soil or 2 to fertile soil is not that expensive, mainly because *checks notes* just about everyone forgets about pemmican at times, and it's not a very nice food resource because it contains meat.
Spirehawk 29 Apr, 2022 @ 6:45pm 
does this come with options though? i feel only two pieces of pemmican for permanent fertile soil is a wee bit unbalances, personally id think 2-3 pieces for regular soil and 20-30 for rich
Zookes 18 Jan, 2022 @ 2:49pm 
Pemmican compost is so so so much better than adding new items!
Mlie 1 Nov, 2021 @ 1:00pm 
Since this mod is verified working in 1.3 I've added it to the No Version Warning-mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2599504692
Hope it helps!
der-Zar 26 Jul, 2021 @ 4:17am 
Mod v.1.3. Bitte
anthonator00 26 Jun, 2021 @ 7:49pm 
anybody know if you need to start a new game to use this? or is it fine on an already going save? just dont want to risk my save
Clippy  [author] 7 May, 2021 @ 2:02pm 
ok done, i hope the problem is fixed now.
ShadowTani 30 Mar, 2021 @ 1:59pm 
Ah, can you please add <MarketValue>0</MarketValue> to the items <statBases>? Otherwise the game will default to the value of the items that goes into producing an object (e.g. the Pemmican). In other words, this mod in its current form adds several thousand worth of extra starting wealth to any colony that uses it as the ground is considered player property by default. On a large map that will quickly translate to something over 100K-200K in extra starting wealth which makes for a very rough starting difficulty!
_DesertPunk_ 21 Feb, 2021 @ 5:19am 
Awesome addition!
Garry's man 22 Jan, 2021 @ 7:52pm 
We need to make terraforming more expensive! Add customization or make more pemican for terraforming please.
Clippy 1 Dec, 2020 @ 11:46pm 
V It does
The Wet Dog 13 Oct, 2020 @ 5:43pm 
With this mod on I have 117000 wealth with a naked brutality start compared to 4349 without the mod. I think this mod gives you ownership of all the dirt on the map.
The Wet Dog 13 Oct, 2020 @ 4:59am 
I think this one might be massively spiking colony wealth
feydras 9 Oct, 2020 @ 12:25pm 
Great concept. I'm finding that I can't research Terraforming in my Medieval playthrough although have the prereqs. It may not be realistic but I'd love to use it. Any chance you could set the tech level to Medieval assuming that's the problem.
SirScyther 7 May, 2020 @ 12:06pm 
You wrote "Kategorie" in your description instead of "category" ;)
dninemfive 7 May, 2020 @ 10:06am 
Fairaforming, if you will.
Clippy  [author] 6 May, 2020 @ 1:04pm 
ok first i changed a word in the description that its less cheating not no cheating. I missspellt there i didnt think its completly balanced. i wanted to say in comparison to other terraforming mods.
Its interesting to make conditions or ladder like steps (first turn into soil and then into rich soil).
Honestly i dont know if i can do that ^^ i will think of it
weregamer 6 May, 2020 @ 12:06pm 
Getting back to creating a body of water, I think the normal case could be made believable with much less coding work: The tile must already be adjacent to water, and the project requires a unit of stone blocks or metal to represent the supports for a stable channel.
weregamer 6 May, 2020 @ 12:02pm 
(second post because Steam)

Doing this right would require a bit more work in building the mod - Make separate projects for rock or ice shelf to bad soil, bad soil to normal soil, normal soil to rich soil. If there is already flooring, you just remove the flooring before you start (the same as if you wanted to change the flooring). Make a different project, that requires stone blocks, to turn mud into soft soil, and one that requires wood (for the walls that keep the adjacent water from washing it away) to turn shallow water into mud.

At that point, the project to turn a tile of water or rock shelf into one of rich soil will be as expensive as it is impressive, and still a great ROI because a quadrum's worth of work gains you fertile soil forever.
weregamer 6 May, 2020 @ 12:01pm 
Interesting idea, some comments followed by suggestions:

I am rather baffled why one uses pemmican (which is a Native American word for neolithic trail rations - just dried meat and fruit, think beef jerky with dried fruit mixed in) to create a body of water. The other two uses are not too crazy, it's just soil enrichment.

But creating a body of water is a big project, and involves either cutting a channel from a water source or digging a well and building a pump; the latter is definitely not neolithic.

I'm also troubled by converting "any terrain" being presented as balanced. On an ice shelf, getting fertile soil this easily is huge. Of course the player can just choose not to do that, but a mod option to turn it off would be nice.

Suggestions in next post, Steam hates good conversations.
Clippy  [author] 6 May, 2020 @ 10:02am 
you can change every terrain into the 3 one
5katz 6 May, 2020 @ 7:30am 
can the soil be placed over water/marsh/mud?