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Messages - dburgdorf

#1336
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 01, 2017, 05:27:52 PM
Quote from: AngleWyrm on March 01, 2017, 04:43:41 PM#1: The only option I see for converting mud is to turn it into marshy soil, but when I attempt to place the marshy soil on the mud it says "The terrain here cannot support this."

#2: There is a need for two resources, dirt and compost. Can someone please show me the sequence of activity they use to produce dirt and compost?

As to #2, piles of dirt are obtained by digging up soil. The menu icons with shovels will allow you to do so. Fertilizer is made from compost in either a compost bin or a compost barrel, both of which you'll also find available to construct from the menu bar. Compost is made at a butcher's table.

As to #1, I can double-check when I get home from work to make sure I didn't screw something up in my last update, but I think the problem may actually be the result of a mod conflict. It looks like you've got "Vegetable Garden" installed. I don't know if VG and FF are mutually compatible, but I wouldn't be surprised if they're not, since VG also introduces terrain improvement options. But I'll check when I get home to make sure the problem isn't actually with "Fertile Fields" itself.
#1337
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 01, 2017, 02:24:42 PM
Quote from: Rambus200 on March 01, 2017, 01:41:16 PMI've tested it with your mod fertile field.... So therefore all your terror-forming tools....

First, just let me say, I love "terror-forming."  I hadn't realized "Fertile Fields" was a horror-themed mod, but then again, some of the headaches it's given me have definitely been scary.  :D

On a more serious note, thanks for the information.  I'll take a closer look at "Better Terrain," probably this weekend.  It's apparently making changes to terrain types, and possibly even creating new ones.  But such changes *shouldn't* be too difficult to accommodate within "Fertile Fields," so hopefully, it won't prove too difficult to let the mods work together.
#1338
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 01, 2017, 01:16:53 AM
Quote from: Rambus200 on February 28, 2017, 09:01:23 PM
Is there going to be a compatibility patch for 'Better Terrain'? blackhalo is doing some fancy work with terrain generation.

I'm not familiar with that mod, but it looks like it just modifies terrain generation. So I'd assume that if you load it after "Fertile Fields," its terrain generation changes will overwrite mine, but "Fertile Fields" will otherwise remain functional.

An actual compatibility patch -- which adds my new terrain tiles to his modified generation -- could be difficult, especially as it seems "Better Terrain" is still very much a work in progress.
#1339
Outdated / Re: [A16] Rainbeau's Other Mods
February 25, 2017, 11:18:47 PM


Last update: 4/23/2017

"Smooth Stone Walls" allows you to smooth natural stone walls, just as you can smooth natural stone floors, thanks to a new option in the "Structure" tab of the architect menu. This allows you to have real walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from scratch. Smoothing a section of stone wall takes four times as long as smoothing a section of floor, as there's more work involved. (And because it seems about right for balance purposes.) Smoothed stone walls are slightly more durable than stone walls constructed of blocks. When deconstructed, smooth stone walls don't yield blocks, but instead have a chance to drop stone chunks, just as if you'd mined them.

Smoothed stone walls are, as you'd expect, smooth. They don't have the graphic patterning that constructed (block) walls have. The two wall types blend into each other quite nicely, but still, some players prefer to have all their walls look exactly the same. If you're one of them, you can have your pawns "etch" the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls. Alternatively, you can have a pawn with artistic skill do decorative etching, in which case some of your wall tiles, in addition to a brick pattern, will end up randomly decorated with pictures.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Known Issues:

When you smooth a wall, as far as the program code is concerned, you're actually deleting the rough wall from the tile and replacing it with a smooth wall. So for a split second, there is no wall present. The same thing happens when etching a smoothed wall. This means, for example, that if the wall in question is a critical support, the roof above it will collapse. Unfortunately, there's nothing I can do about this behavior. So plan accordingly, and put up temporary roof supports as necessary to avoid pawn death or dismemberment during the smoothing process.

Wall Graphics:

The mod makes minor alterations to the default wall graphics, in order to allow walls and rock of the same stone type to blend into each other seamlessly.

Compatibility:

"Smooth Stone Walls" adds a new capability, but doesn't change any existing things, so it should be compatible with pretty much any other mod, unless that mod also modifies the "Structure" architect tab. You should be able to add it to an existing saved game without trouble. Removing it from a game in progress, however, will make the game unplayable if you have any smoothed or etched walls in your base.

Mods which allow items to be built on walls without first deconstructing those walls may or may not recognize non-vanilla walls, so you may find that some items which can be built directly on top of vanilla walls can't be built on smoothed walls. Obviously, you can work around the problem by deconstructing the wall where you want to place the item. There really isn't much I can do about it, as it depends upon how the other mods are coded, and in any event, I consider it a very minor issue.

"Smooth Stone Walls" is fully compatible with stone types added by other mods, meaning that you'll be able to smooth walls of non-vanilla stone types as easily as you can those of vanilla stone types.

Credits:

Most of the images used for wall art came from the flaticon.com Web site.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
#1340
Outdated / Re: [A16] Rainbeau's Fertile Fields
February 25, 2017, 11:14:31 PM
Quote from: AngleWyrm on February 25, 2017, 09:45:40 PM
Hi, just tried this puppy out, and the rough ground presents an interesting challenge. Maybe a bit over the top as far as limiting the availability of wood though.

Rocky dirt only generates on some of the tiles that otherwise would have been gravel, so it shouldn't impact the availability of trees for wood in any way.

Quote from: AngleWyrm on February 25, 2017, 09:45:40 PMThis mod sort of works with Rikiki's Fish Industry mod....

If you look in my "other mods" thread -- the link's in my sig -- you'll find that I've already released a compatibility patch mod that allows "Fertile Fields," "FishIndustry," and "[sd] Bridges" to all play nicely together. I did that because I like having fishing piers and bridges available on my own maps. :D
#1341
Outdated / Re: [A16] Rainbeau's Other Mods
February 25, 2017, 03:02:50 PM
Fertile Fields + FishIndustry + [sd] Bridges compatibility patch has been updated with a few minor tweaks to keep up with the changes in "Fertile Fields."
#1342
Outdated / Re: [A16] Rainbeau's Fertile Fields
February 25, 2017, 02:58:06 PM
Another quick update:

- Rocky dirt can now be constructed on either rough or smooth stone, costs a pile of dirt, and has a chance of yielding a chunk of the appropriate stone type.

- As a side effect of the above, it's no longer possible to construct rocky dirt on floors, which never should have been possible, anyway.

- Converting deep water to shallow water now costs dirt, and converting shallow to deep produces it.

- Made some "behind the scenes" adjustments to improve backward save compatibility and to prevent further usage of old terrain defs.
#1343
Outdated / Re: [A16] Rainbeau's Fertile Fields
February 22, 2017, 11:23:59 PM
Quote from: gendalf on February 22, 2017, 02:59:32 PM
maybe make removing smooth stone from the ground produce stone chunks, like when mining?

After yesterday, when I updated everything, I *thought* I might have a chance to actually play the game a bit before I got back to working on mods. But, NO! You had to go and come up with another brilliant suggestion. :P

Seriously, though, I love the idea, and I'm already working on it. Converting stone to rocky dirt will cost a pile of dirt, but will also have a chance to provide you with a chunk of the appropriate stone type.
#1344
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 10:13:37 PM
Dropbox links have been added for the mods in this thread, for those who don't use Steam Workshop.
#1345
Outdated / Re: [A16] Rainbeau's Fertile Fields
February 22, 2017, 09:06:54 PM
Quote from: sdp0et on February 22, 2017, 07:46:07 PM
I'm having a problem with references sticking around after disabling the mod....

If you try to load a game that was created with the mod after you've removed the mod, you'll have problems.  If you disable the mod but don't actually restart the game, you can still have problems.

But I have no idea why you'd be getting these errors if you disabled the mod and then restarted the game before creating a new world, as at that point there shouldn't be anything referencing the "Fertile Fields"-specific terrain tiles (or architect tab).

My best guess is that you've got another mod in your list that depends on "Fertile Fields," probably either my "Fertile Fields + FishIndustry + [sd] Bridges" patch mod or "Rainbeau's Cleanup Mod," but even then, the errors as you're describing them don't seem to make much sense.

(The "Shallowmoat" tile, by the way, comes from "More Vanilla Turrets." In "Rainbeau's Cleanup Mod," I alter its definition so it matches the placeable shallow water tiles from "Fertile Fields.")
#1346
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 01:48:04 PM
Quote from: SpaceDorf on February 22, 2017, 01:27:36 PM
The non-steam option is coming, right ?
Because I really want this Wild Cultivation Mod :)

Yeah, I'll add Dropbox links this evening, after I get home. I'm at work right now, and I don't have access to the files to upload them to Dropbox from here.  ;)
#1347
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 01:04:59 PM


Last update: 4/23/2017

Blur the lines between wild and cultivated plants! "Wild Cultivation" allows you to cultivate a variety of plants formerly found only in the wild, and adds wild generation of most of the plants that previously could only be cultivated.

Plants which can now be found naturally include corn, haygrass and smokeleaf (most commonly, but not exclusively, found in arid shrubland biomes), daylilies, hops and strawberries (most easily found in boreal forests), psychoid plants (least uncommon in deserts), cotton, potatoes and roses (most readily discovered in temperate forests), and healroot and rice (most easily obtained from tropical rainforests).

The ability to find these plants in the wild provides a few extra resource options in the early game, and also allows those using the "Seeds Please!" mod a chance to obtain seeds for plants they might otherwise not be able to grow.

"Wild Cultivation" also allows you to cultivate cacti (both pincushion and saguaro), agave, astragalus, and grass, all of which could formerly only be found in the wild.

You can also now create growing zones on any terrain that's not completely infertile. This doesn't allow you to grow plants on ground that's not fertile enough to support them, of course. The change is primarily intended to allow you to create growing zones on sand for cacti.

Finally, "Wild Cultivation" adds one new type of flower, the geranium. Geraniums are functionally identical to daylilies, and in fact the geranium graphic is simply a recolored version of the daylily graphic. I just wanted a purple flower in the game, to add a bit more variety to garden colors.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Cultivated Plant Notes:

Agave grows more slowly and has a lower yield than in vanilla, to prevent it becoming a "superplant" when cultivated. It also takes a bit more work to sow and to harvest than most other plants, though it doesn't take as much work to harvest as it does in vanilla.

Saguaro cacti grow slower than in vanilla, in order to put their wood production capabitility on a par with other trees.

Compatibility:

"Wild Cultivation" changes vanilla plant definitions, and so will conflict with other mods that do the same. Generally speaking, though, any such conflicts shouldn't be game-breaking. You should be able to add "Wild Cultivation" to an existing saved game without trouble, but removing the mod from a game in progress might (but probably won't) cause problems.

Special note regarding "Vegetable Garden": "Wild Cultivation" and "Vegetable Garden" are fully compatible. Just make sure that "Vegetable Garden" loads first. "Wild Cultivation" will check to see if "Vegetable Garden" is installed, and if it is, will make minor modifications to its own plant definitions to ensure that everything behaves as "Vegetable Garden" expects.
#1348
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 01:04:13 PM


Last update: 4/16/2017

This is a patch mod designed to allow Sulusdacor's "[sd] Bridges," Rikiki's "FishIndustry," and my own "Fertile Fields" to play nicely together. It makes no difference in what order those three mods are loaded, though of course this patch must be loaded after all of them.

What it does, specifically, is:

+ Moves all piers and bridge components to a new "Bridges" architect tab.

+ Removes terraforming research and options from "[sd] Bridges" in favor of the more extensive options available in "Fertile Fields."

Since this removes the custom terrain tiles introduced in "[sd] Bridges," by the way, it also removes the major incompatibility between that mod and "FishIndustry."

+ Ensures that foundation bases, pontoon bridges and the "on mud" version of fishing piers can be built (and can only be built) on the intended terrain types.

Both "[sd] Bridges" and "FishIndustry" use the Undefined terrain affordance as a filter to determine where certain things can be built. Unfortunately, "Fertile Fields" adds that affordance to a number of additional terrain types, so without this fix, you could for example build pontoon bridges across grassy plains, which would just be silly. As well, "Fertile Fields" puts a third type of water tile on the map, which the other mods don't recognize by default.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

This patch is designed to make a few mods which alter vanilla terrain definitions play nicely together. If you try to use it alongside still other mods that alter those vanilla definitions, well, all bets are off.
#1349
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 01:03:20 PM


Last update: 2/20/2017

This mod enables "A Dog Said" animal surgery for the rabbits added in the "Rascally Rabbits" mod. Yes, it even allows you to patch up Caerbannog bunnies. It should be loaded after both "A Dog Said" and "Rascally Rabbits." And it should go without saying, that if you're not actually using both "A Dog Said" and "Rascally Rabbits," then you have no need for this mod.

Steam Workshop Link

Dropbox Link
#1350
Outdated / Re: [A16] Rainbeau's Other Mods
February 22, 2017, 01:02:40 PM


Last update: 2/20/2017

This mod adds a new storyteller, Rainbeau Flambe.

Rain shares Randy's love of the unpredictable, but tempers that love with a bit of Cassandra's storytelling flair. Still, he'll send big threats nearly as often as small ones. After all, he has to keep his cat, Sabre, amused. He also likes to have a slightly larger cast of characters to work with than Cassandra does, and so will subtly encourage you to have more colonists.

In addition to the storyteller, and in honor of my own long-standing tendency to get distracted with new projects and never actually finish old ones, the mod also adds an event, "Distraction." (The event is available to all storytellers, not just to Rain.) A random colonist will become distracted and forget what he or she was working on. A new job will be started, but if the colonist was in the middle of crafting, doctoring, or the like, any progress will be lost. "Distraction" is based on the "Amnesia" event in Ilawz's "More Events and Incidents" mod.

-- Rainbeau Flambe (dburgdorf) - the modder, not the storyteller ;)


Steam Workshop Link

Dropbox Link

Compatibility:

"Rainbeau Flambe - Storyteller" adds a new storyteller and incident, but doesn't change any existing things, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. You should also be able to safely remove it from a game in progress, at least so long as Rain's not the currently active storyteller.

Acknowledgement:

The image of Rainbeau Flambe was created with HeroMachine 3, and then edited in Photoshop.