RimWorld

RimWorld

Fertile Fields 1.6
90 Comments
BIG GAY 10 Aug @ 6:21pm 
just a friendly warning to anyone using this to PAY ATTENTION when placing soil tiles

terraforming ignores no-cut rule for trees so i just destroyed my anima nexus
Finite8 1 Aug @ 8:28pm 
@Greysuki look forward to your updates to the mod, but def have fun playing it first!
danzloblaha13 1 Aug @ 12:02am 
sad then you dont have water pool around and rain itself doesnt fill the empty trench :P
{}{}{}{}{}{}{} 31 Jul @ 8:24am 
needs work
turol 29 Jul @ 1:23pm 
"Smarter plant scrap forbidding" does not work with agrihands. It's annoying to have to unforbid that stuff manually. Can you add an option to just always unforbid plant scrap? My lifters will get to it eventually.
Lorebot 29 Jul @ 4:49am 
The compatibility warns about this and VGP Garden Tools working together but not really playing nice with each other since they both use the Farming tab of the menus. Would it be possible for you to make this play nicer with Garden Tools? The only way for me to get dirt in my current game is to crush rocks then turn it into clay and sand, then mix the clay and sand with fertilizer to make normal dirt...
dominicawb 28 Jul @ 10:40am 
I know you aren't the original author, but you really need to look at how terrforming works. Why is it that turning Soil to Marsh yields 1 dirt and 5 clay, yet turning Marsh to Soil requires 2 Dirt and 5 crushed rocks????

You need to make these exchanges make more sense and be more even with vice/versa cut/fills.
Dandyroot 22 Jul @ 10:08pm 
What would you think about adding advanced processing methods for the fertiliser line? for example, semi-automatic mulching machines that process plant scraps to compost faster, or electrically-heated and stirred composting units that speed up composting/allow for larger batches to be processed in less space. Lets players invest more in the production.
RadioAk7iV 22 Jul @ 12:54pm 
Is it possible that the rotting mush can be switched off? I sometimes have 20000 pieces in stock. I think you used to be able to switch it off.
Rekalty 21 Jul @ 8:16am 
Thanks for updating the mod, looking forward to being able to terraform the new Odyssey terrain..
Moja 19 Jul @ 4:39pm 
If you dig lakes, it would be cool if fish would spawn ;-)
Guardias 15 Jul @ 6:20pm 
Thanks for the riverbank fix, appreciate it.
Luneyl 14 Jul @ 11:17pm 
Dubs Skylights has "Smelt Glass x4" recipe that is not patched to include sand, unlike normal "Smelt Glass" recipe.
R3d Viking 14 Jul @ 9:50pm 
when you are terraforming on the toxic lakes will the terraforming to shallow water or deep water be replaced with toxic lake or will it add in pockets of water?
McDuff 14 Jul @ 12:53am 
I devmode "cheated" the grasslands soil to regular soil and that worked. Bit hacky but as far as I can tell they''re basically the same thing, there's just a grass colour difference
Greysuki  [author] 13 Jul @ 11:59pm 
Updated: Riverbanks are now supported.

The rest of the new terrains in Odyssey still need to wait. I’ve already purchased Odyssey, but I haven’t had time to play it yet.
The Onion Bandit 13 Jul @ 4:00pm 
I have the same issue as @McDuff. Cannot build in Soil on Grasslands Map. I CAN build on the rough gravel and stone ground types, just not soil. Thank you for this fantastic mod!
Guardias 13 Jul @ 11:17am 
Unable to modify riverbanks, which is making my moat project impossible.
Greysuki  [author] 13 Jul @ 6:38am 
Updated. Hope this is the last update to fix my previous ugly code.
You Monster 13 Jul @ 4:31am 
@Greysuki it has fixed the build without any resources bug, but I'm having colonists building without all of the resources, for instance rough gravel to soil requires three dirt but they were able to build it with 1
Nathanese 13 Jul @ 1:23am 
Thank you very very much for updating this
McDuff 12 Jul @ 1:00pm 
Sorry. Turns out soil in grassland is a different kind of terrain!
McDuff 12 Jul @ 10:40am 
I had a look at the xml and none of the terraformer lists have ordinary soil in them,
McDuff 12 Jul @ 10:24am 
I don't seem to be able to build stony soil on soil to get the soil resource :(
Greysuki  [author] 12 Jul @ 12:42am 
This update should fix the build-without-resources bug.
WJSabey 11 Jul @ 8:41pm 
Got a problem with the 1.5 version, when I try to load a save it crashes back to the main menu. Only mod change is this one. It fills the log with "unable to regenerate fog/snow layer, object reference not set to an instance".
Log. [gist.github.com]
You Monster 11 Jul @ 3:37pm 
Yes this keeps happening to me at the moment
Morgreth 11 Jul @ 3:11pm 
Anyone else have the bug that you can build terrain without any resources? In any case, I do. Here my log:

https://gist.github.com/HugsLibRecordKeeper/cc7b92c0a060cb927ff7efa957ec41a2
Devsona 11 Jul @ 12:28am 
Thanks for your work :goldcoin:
Zairya 10 Jul @ 5:30am 
Thank you for making it playable in 1.6. It's my one-and-only-terraforming mod
Greysuki  [author] 10 Jul @ 3:02am 
Updated to 1.6.
Electric composting barrels are still buggy, so feel free to exploit them until I have time to fix it.
The new biome terraforming options from 1.6 might not be buildable yet, but everything else should work just fine.
tanyfilina 6 Jul @ 12:12pm 
Any hope for 1.6?
danzloblaha13 1 Jul @ 9:23am 
thats up for some ultra wealth management as tribal roleplay ? :steamhappy:
danzloblaha13 1 Jul @ 9:22am 
wow took me few IRL days to realise that then you make bricks from clay you can make cheapest walls ever ... half value of wooden wall lmao ... :noshurt: :steamfacepalm:
Proxy 30 Jun @ 1:23pm 
Does it work with Tilled Soil?
tanyfilina 22 Jun @ 9:47am 
Plant scraps already can be fed to animals. Have anybody tried this with 1.6, it works?
Askesis 22 Jun @ 8:40am 
I love this mod so much, I got rid of it when I did a SOS playthrough but now I'm doing a primitive start and I'm so glad to have it back.

Any chance of maybe adding silage made from plant scraps to feed animals? :-)
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"?
Killer Turnus 21 Oct, 2024 @ 10:04pm 
Can we get a patch for the alpha biomes mod?
James Stone 19 Oct, 2024 @ 1:51pm 
@Zedric that's pretty cool to hear! Thank you.
Zedric 8 Oct, 2024 @ 6:52pm 
@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.