RimWorld
Fertile Fields 1.6
90 則留言
BIG GAY 8 月 10 日 下午 6:21 
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 8 月 1 日 下午 8:28 
@Greysuki look forward to your updates to the mod, but def have fun playing it first!
danzloblaha13 8 月 1 日 上午 12:02 
sad then you dont have water pool around and rain itself doesnt fill the empty trench :P
{}{}{}{}{}{}{} 7 月 31 日 上午 8:24 
needs work
turol 7 月 29 日 下午 1:23 
"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 7 月 29 日 上午 4:49 
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 7 月 28 日 上午 10:40 
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 7 月 22 日 下午 10:08 
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 7 月 22 日 下午 12:54 
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 7 月 21 日 上午 8:16 
Thanks for updating the mod, looking forward to being able to terraform the new Odyssey terrain..
Moja 7 月 19 日 下午 4:39 
If you dig lakes, it would be cool if fish would spawn ;-)
Guardias 7 月 15 日 下午 6:20 
Thanks for the riverbank fix, appreciate it.
Luneyl 7 月 14 日 下午 11:17 
Dubs Skylights has "Smelt Glass x4" recipe that is not patched to include sand, unlike normal "Smelt Glass" recipe.
R3d Viking 7 月 14 日 下午 9:50 
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 7 月 14 日 上午 12:53 
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  [作者] 7 月 13 日 下午 11:59 
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 7 月 13 日 下午 4:00 
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 7 月 13 日 上午 11:17 
Unable to modify riverbanks, which is making my moat project impossible.
Greysuki  [作者] 7 月 13 日 上午 6:38 
Updated. Hope this is the last update to fix my previous ugly code.
You Monster 7 月 13 日 上午 4:31 
@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 7 月 13 日 上午 1:23 
Thank you very very much for updating this
McDuff 7 月 12 日 下午 1:00 
Sorry. Turns out soil in grassland is a different kind of terrain!
McDuff 7 月 12 日 上午 10:40 
I had a look at the xml and none of the terraformer lists have ordinary soil in them,
McDuff 7 月 12 日 上午 10:24 
I don't seem to be able to build stony soil on soil to get the soil resource :(
Greysuki  [作者] 7 月 12 日 上午 12:42 
This update should fix the build-without-resources bug.
WJSabey 7 月 11 日 下午 8:41 
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 7 月 11 日 下午 3:37 
Yes this keeps happening to me at the moment
Morgreth 7 月 11 日 下午 3:11 
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 7 月 11 日 上午 12:28 
Thanks for your work :goldcoin:
Zairya 7 月 10 日 上午 5:30 
Thank you for making it playable in 1.6. It's my one-and-only-terraforming mod
Greysuki  [作者] 7 月 10 日 上午 3:02 
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 7 月 6 日 下午 12:12 
Any hope for 1.6?
danzloblaha13 7 月 1 日 上午 9:23 
thats up for some ultra wealth management as tribal roleplay ? :steamhappy:
danzloblaha13 7 月 1 日 上午 9:22 
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 6 月 30 日 下午 1:23 
Does it work with Tilled Soil?
tanyfilina 6 月 22 日 上午 9:47 
Plant scraps already can be fed to animals. Have anybody tried this with 1.6, it works?
Askesis 6 月 22 日 上午 8:40 
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~ 6 月 10 日 上午 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 6 月 7 日 下午 3:52 
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 6 月 1 日 上午 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 3 月 20 日 下午 2:58 
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 2 月 27 日 下午 1:26 
protip: don't remove fertile fields midgame. Pawns stop eating food...
Valikdu 2 月 23 日 上午 5:25 
It would be so great if Fertile Fields would be compatible with Ashlands
dergrossadmiral 2 月 1 日 上午 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 1 月 9 日 下午 1:13 
Hi @kreitos, do you have the mod "multiplayer compatibility" installed? That should fix i!
Kreitos 1 月 9 日 上午 12:18 
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 2024 年 12 月 14 日 下午 10:55 
Might I suggest making the required research for making compost at a butcher spot to be something other than "electricity"?
Killer Turnus 2024 年 10 月 21 日 下午 10:04 
Can we get a patch for the alpha biomes mod?
James Stone 2024 年 10 月 19 日 下午 1:51 
@Zedric that's pretty cool to hear! Thank you.
Zedric 2024 年 10 月 8 日 下午 6:52 
@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.