[A15] Tilled Soil - v1.2About:Since the beginning of civilization humanity has been cultivating land and planting crops, now you can plant crops properly too.
Description:This mod is a small addition to the game. It adds tilled soil, which is a constructable version of the rich soil found naturally spawning.
The fertility of tilled soil is set to 3 at this stage, but may be increased after testing. Currently the fertility is higher then rich soil, and will grow potatoes in 1 day, instead of 2 days using standard soil.
Pictures:(http://i.imgur.com/mblJIYD.png)
Changelog:
v1.2
Updated to Alpha 15
v1.2
Changed toiled soil texture
v1.1
Updated to Alpha 14
v1.06
Updated to Alpha 13
Tilled Soil is now removable
v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod
v1.0
Initial release
Download:(https://farm1.staticflickr.com/302/20331612022_dc372b07fb_o.png)
(https://www.dropbox.com/s/fy6gro3cekal9zk/TilledSoil.zip?dl=0)
Additional Mods:
- Glitter Tech - v0.91 (https://ludeon.com/forums/index.php?topic=5509.msg52416#msg52416)
License:
- You are hereby encouraged to tear my mod end from end. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please PM a link to the forum post.
Beautifully done. Good work. if youre willing to you could setup a dll mod and have the tilled soil revert on harvesting of plant (or after a timeframe).
@ Skully. I'd suggest the latter, time is a resource and spending it turning the soil to grow quicker plants is already equal for smaller growths such as potatoes / rice etc. if you had to turn the soil for every potato growth there would be nothing saved / gained from this mod as you'd spend the saved growth time on turning soil. For longer growth (eg develstrand) then a timeframe would make sense.
and Sam. Thanks for mod, will give this one a try when i do a modded colony. (PS, new to the game, can someone give link / info to where i can leave mod suggestion's? chef's cooking one meal at a time is bugging me as I am a chef and cant remember the last time i did one at a time. haha) thanks.
><
I had a couple minutes to spare and figured this would be an easy enough contribution to make. So I made a tilled soil texture. Feel free to use it or not use it. No need to credit me for it or anything.
(http://i.imgur.com/mFUYOdh.jpg)
[attachment deleted due to age]
I can't wait to give this a try :D will comment again after I have given it a spin
Quote from: SilverTitch on March 03, 2015, 07:04:17 PM
(PS, new to the game, can someone give link / info to where i can leave mod suggestion's? chef's cooking one meal at a time is bugging me as I am a chef and cant remember the last time i did one at a time. haha) thanks.
First, to answer your question. You can post mod suggestions on the board one level up from this one called Mods. It is located HERE (https://ludeon.com/forums/index.php?board=12.0). Post the suggestion with a subject that looks like this: "[Mod Suggestion] Brief synopsis of the idea"
And to address your issue with cooking, I just made a mod that allows you to cook 4 meals at a time (since there are 4 burners on the stove). Check it out HERE (https://ludeon.com/forums/index.php?topic=11155).
Could you tell me what the fertility rates are for vanilla soils? Regular, rich, marshy, etc.
I'm trying to get an idea of vanilla soils and the available mod ones.
Also, does this mod require any research for you to till land, or do you need something like fertilizer?
Ideally I'm looking for something that'll provide me with a way to 'till land for regular soil' and through research and crafting, fertilize the land for a better crop yield. Perhaps even a few stages of fertilizer/advanced fertilizer.
Is this mod save game compatable? I'd love to add it to an already in use save and i know some mods arn't compatable in that way.
Hey, I have a thought. Would it be possible to, instead of the suggested timeframe or per-harvest revert, have the soil have a %degradation, like walls and items on the ground? Daily, the soil will lose this % and eventually at 0% revert to normal soil. This would give us a visual as to how long we have left on it?
Quote from: benben471 on March 14, 2015, 08:35:01 AM
Is this mod save game compatable? I'd love to add it to an already in use save and i know some mods arn't compatable in that way.
works for me on my old save.
Quote from: daveboy2000 on March 15, 2015, 05:32:29 AM
works for me on my old save.
Thanks for telling me, proceeding to download and extract now :)
Quote from: Bucketsmith on March 14, 2015, 05:23:26 AM
Could you tell me what the fertility rates are for vanilla soils? Regular, rich, marshy, etc.
I'm trying to get an idea of vanilla soils and the available mod ones.
The values can be edited by the user or by another mod overwriting them but reading them out they are
Vanilla Lands:
Mud 0
Marsh 0
Sand 0.06
Marshy Land 0.7
Gravel 0.7
Soil 1.0
Mossy Terrain 1.2
Rich Soil 1.4
This Mod:
Tilled Soil 3
Quote from: Bucketsmith on March 14, 2015, 05:23:26 AM
Also, does this mod require any research for you to till land, or do you need something like fertilizer?
Ideally I'm looking for something that'll provide me with a way to 'till land for regular soil' and through research and crafting, fertilize the land for a better crop yield. Perhaps even a few stages of fertilizer/advanced fertilizer.
This one doesn't appear to use any research or resources to build the tilled land and doesn't use as much building time as the soiling mod in hard mode.
I would be interested in knowing if you have found any other mods that allow for the fertilization of farmland
Quote from: IAMEPSIL0N on April 17, 2015, 03:25:07 AM
I would be interested in knowing if you have found any other mods that allow for the fertilization of farmland
Thanks for the info.
Sorry, but I haven't found any other mods that work on fertilization, yet.
Quote from: Bucketsmith on April 17, 2015, 05:01:14 AM
Thanks for the info.
Sorry, but I haven't found any other mods that work on fertilization, yet.
There is composter in Superior Crafting mod. I was able to parse it out, it is not that hard.
With it, you create mulch from wooden logs and create fertile soil with it :)
I will try to make mod in the future, in which you create compost tea and apply it to get biologically active soil :D Tillage is bad, it leads to soil degradation :D :D
EDIT: I just found another mod for creating new soil: https://ludeon.com/forums/index.php?topic=11171.msg111219#msg111219
Quote from: Igabod on March 03, 2015, 08:45:07 PM
I had a couple minutes to spare and figured this would be an easy enough contribution to make. So I made a tilled soil texture. Feel free to use it or not use it. No need to credit me for it or anything.
I was in the process of updating and decided to make a texture for this. Awkwardly, in my laziness, I went to google typing in "tilled soil texture" and your picture on my mod thread was there. Thanks for the contribution!
I would have done this sooner but I have not found the vanilla art assets, if anyone has a link to those I would appreciate it a lot.
Quote from: Sam_ on May 04, 2015, 01:29:50 PM
Quote from: Igabod on March 03, 2015, 08:45:07 PM
I had a couple minutes to spare and figured this would be an easy enough contribution to make. So I made a tilled soil texture. Feel free to use it or not use it. No need to credit me for it or anything.
I was in the process of updating and decided to make a texture for this. Awkwardly, in my laziness, I went to google typing in "tilled soil texture" and your picture on my mod thread was there. Thanks for the contribution!
I would have done this sooner but I have not found the vanilla art assets, if anyone has a link to those I would appreciate it a lot.
No problem. Here's a LINK (https://ludeon.com/forums/index.php?topic=2325.msg114888#msg114888) to the latest release of the vanilla art assets. It's from a9 though.
Thanks
Quote from: Igabod on March 03, 2015, 08:45:07 PM
I had a couple minutes to spare and figured this would be an easy enough contribution to make. So I made a tilled soil texture. Feel free to use it or not use it. No need to credit me for it or anything.
I just noticed the width is a bit off. :D
I'm assuming the lighter areas are the higher levels of the soil, but it doesn't matter for my point. :P
If you look at the columns(top to bottom) of crops, it alternates whether or not it's on the proper level.
Perhaps widen it by quite a bit? There's only one crop per column anyway. Might as well make the middle part stand up and the rest flattened ground.
I'm sorry, I'm a bit obsessive with details sometimes. :-[
I activated the mod on an existing save and I believe it turned all my existing soil into sand haha. (Wasn't an issue, I caught it in time after noticing my food supply dropping and realizing that all my existing grow zones weren't getting re-sown because the land underneath was sand instead of soil now). I was able to quickly remedy this with your soil tiles. It's kind of interesting seeing sand everywhere else on the map though, kind of gives a Dune/Tatooine feel.
can i get normal rich soil data instead, like old time?, this tilled soil cant overrive cave terrain
Update on this for A11?
Any update for alpha 11 ?
Bump.
Updated this to Alpha 11. Cheers guys!
[attachment deleted due to age]
Quote from: Match on June 18, 2015, 11:52:10 AM
Updated this to Alpha 11. Cheers guys!
Thank you man ;)
Hey,thanks for updating this to Alpha 11!But does anyone have the vanilla Rimworld soil texture?The new texture is glitchy for me,i'd like to try just the vanilla texture for the soil that is everywhere in the world,please? :)
<texturePath>Terrain/Surfaces/SoilRich</texturePath>
is the path for it.
Having trouble getting this to work, just causes a freeze when I try to activate it in the menu..
Nice ;)
Quote from: Encode on July 19, 2015, 10:33:03 PM
updated this to A11. Hope the author don't mind. :)
Out of curiosity, what did you need to change? I looked through the code and didn't see anything that looked out of place..
Not sure about encode's but my A11 update seems to be compatible with A12
Finally some realism :)
It seems i am not allowed to access the download section.
Quote from: Nam on August 26, 2015, 04:39:57 PM
It seems i am not allowed to access the download section.
I'm having that problem too
I also attempted to download the mod, and was unable to access the download section of the ludeon site inspite of being logged in.
perhaps an attachment or dropbox type download link could give usa work around to this issue
it wont let me download D:
Why is this not fixed yet? I would love to be able to download this....
I'm still using my update, but I downloaded Encode's to compare the difference. Here is a copy of his.
Post hoc edit: I was not able to discern any noticeable differences between A11 and A12 and the A11 version has yet to give me any errors.
[attachment deleted due to age]
Download link doesn't seem to be working?
Quote from: Match on August 27, 2015, 12:54:23 AM
I'm still using my update, but I downloaded Encode's to compare the difference. Here is a copy of his.
Post hoc edit: I was not able to discern any noticeable differences between A11 and A12 and the A11 version has yet to give me any errors.
Thanks Man!
cannot download, forum throws "no access to section"
Download Link Fixed and Updated
I love this mod but I have a question... I tilled the land. but then later moved my garden. I tried to remove tilled land/floor tile but it wont let me. I even tried installing wood on top of it then removing... nope... Is there a way I can turn the tilled land back into say whatever was originally there underneath it? Perhaps in an update...
Quote from: AngryOscar on September 01, 2015, 04:57:12 PM
I love this mod but I have a question... I tilled the land. but then later moved my garden. I tried to remove tilled land/floor tile but it wont let me. I even tried installing wood on top of it then removing... nope... Is there a way I can turn the tilled land back into say whatever was originally there underneath it? Perhaps in an update...
Oh the alpha 12 updated added the option to remove the floors. I forgot to implement that. There is another flooring in this mod blocked by research that lets you place generic soil down, for use in caves mostly. So it can be turned to soil at least until I fix it.
What is the name of the research? I only want to remove a small 2x5 piece so I can put the wind turbine in middle of my farm.
Thank you for the mod. Can you update it to add the remove floor option? Would it break my save?
Tilled Soil seems to be unremovable in early game, I trust it can become removable with the... new research project which by the way is unspecified in the mod description.
I encourage you to write as much detal as you can in the mod description because, this mod doesnt only modifies the TerrainDefs, but it also plays with ResearchProjectDefs, which can generate incompatibilities with other mods, without the user even knowing why. Even if it is a very unlikely thing to happen, better safe than sorry.
I was hoping one could remove the Tilled Soil with the default "Remove-Floor" tool, and I was certainly not expecting a new research project. Still... no unbalances so far, no bugs or glitches. Not bad for now :)
It would be nice if every mod developer would write a long comprehensive list of every file that is changed. Or the user may wish to take a small portion of time to perhaps view the files in the mod themselves, if a incompatibility were to occur.
This mod was created prior to the newest update which added the ability to remove the floors. In that earlier time the only way to "remove" flooring was to put something else on top of it. The dirt can used to cover the toiled soil as you have stated, but it can also be placed on other flooring including but not limited to smooth rock, which means after smoothing the floors in any cave or rocky area you are able to place the dirt over the top, thus creating farmland inside a mountain. Such a powerful option, that makes the vanilla hydroponics a waste of time, should obviously be late game and kept locked behind research.
This is not a main feature of the mod, but resulted from the intention of using dirt to cover old flooring, therefore it is not mentioned in the description, and should not need to be. I am not a fan of spoon feeding, especially since players looking for modifications should have an excellent understanding of game mechanics.
I have not updated the mechanics in this mod , such as allowing the floor removal tool to be used, mostly because this mod will be deprecated and the features will be included a future update of Glittertech (https://ludeon.com/forums/index.php?topic=5509.0).
It would be awesome if the tilled soil had a deterioration process, and require some animal filth (i.e. manure) to construct it. That would also involve messing with the animal behavior, i guess. (that would also add more reason to have tamed animals)
unfortunately, not being a modder myself, i cannot imagine how much work that would be.
I'm somewhat interested in modding, and I think that making something with similar purpose to this mod, will be the first thing I'll do - except I want different soil types diggable up(you get back items), and then placeable. Also, tilled soil enabling plants to grow twice as fast is ridiculous. 1.1x, or 1.15x is reasonable, but not 2x. Fertilizers are another thing that'd be nice to add, but I just don't see it being much better than the natural rich soil, which has a reasonable 1.4x multiplier. I'd really like to see modmakers try to keep things vanilla-geared.
Quote from: Llamageddon on November 30, 2015, 01:35:46 PM
I'm somewhat interested in modding, and I think that making something with similar purpose to this mod, will be the first thing I'll do - except I want different soil types diggable up(you get back items), and then placeable. Also, tilled soil enabling plants to grow twice as fast is ridiculous. 1.1x, or 1.15x is reasonable, but not 2x. Fertilizers are another thing that'd be nice to add, but I just don't see it being much better than the natural rich soil, which has a reasonable 1.4x multiplier. I'd really like to see modmakers try to keep things vanilla-geared.
This mod started as a small addition for the people who are tired of planting on normal dirt. I also found that a fertility modifier that visually sped up the growth was more satisfying and encouraged players to actually bother using tilled soil. I know the 2x speed is a bit unrealistic, so perhaps your mod could address more complexity such as crop rotation and actual fertilisation methods.
Quote from: Grimandevil on November 30, 2015, 12:16:23 PM
It would be awesome if the tilled soil had a deterioration process, and require some animal filth (i.e. manure) to construct it. That would also involve messing with the animal behavior, i guess. (that would also add more reason to have tamed animals)
unfortunately, not being a modder myself, i cannot imagine how much work that would be.
It is one of the first comments to this mod. Now that I have dived into modding DLLs I'm sure a timer or something could be coded to make the tilled soil fallow after a period of time, which would be a shorter period with active crops on the soil, to implement crop rotation. However having an addition to the game that adds a timer to every tile of soil may cause performance issues. It certainly would balance the soil having 2x or higher fertility by requiring players to micro manage crops.
(Lerk comment pls ignore)
Quote from: Encode on December 03, 2015, 01:20:54 AM
not sure why but the tilled soil in the mountain seemed not to work properly, the planted crop keep disappearing randomly a few at a time...
No poison ships on the map and they're definitely not getting eaten by pets or dying due to temperature fluctuations?
Quote from: Encode on December 03, 2015, 01:20:54 AM
not sure why but the tilled soil in the mountain seemed not to work properly, the planted crop keep disappearing randomly a few at a time...
It works the same as a "green house" that you build outside. You need the sun lamp to provide light to crops, and you need a stable temperature. Each plant has a temperature range, so you should match it. For general food it's usually best to set the room to 21 degrees. You may need multiple heaters if the room is large enough. I have a feeling the lighting was the issue, but you have to account for everything the plant normally consumes.
Quote from: Encode on December 03, 2015, 08:54:23 AM
Umm.. the thing is everything (temperature/lighting) is 'normal' yet crops start to disappear 1 at a time at a constant pace...
The only different thing I did was using DEV mode and running at max (4) speed.
2nd pic showed the result of 'disappearing act' after i put colonists' [Growing] to lowest priority.
That is strange indeed. Everything looks normal, compared to the crops I have had in my own games that work fine. I can only guess that there is a mod conflict, or perhaps a mod that changes the sun lamp. What information is displayed for the plants? Particularly the growth rate.
Can someone please explain, what the research Terrain Rehabilitation is for? I thought with this research you can grow plants on floor where you can't grow plants normally. But if I try to set up soil/tilled soil, it says "this floor is too unstable"
Quote from: Jan2607 on December 11, 2015, 05:38:41 PM
Can someone please explain, what the research Terrain Rehabilitation is for? I thought with this research you can grow plants on floor where you can't grow plants normally. But if I try to set up soil/tilled soil, it says "this floor is too unstable"
After researching it you can place soil on smooth stone floors and then turn that into tilled soil. The smoothing is necessary though.
Okay, thank you :)
Does this work in alpha 13?
Quote from: DJFergy on April 11, 2016, 01:16:07 AM
Does this work in alpha 13?
Two lines in the code need changed :)
Dismar, what lines need changing and what are the changes?
Yeah, real helpful. Why even post that if you can't help us out by telling us what to change. Most of us don' t know how to code a mod...
oh ok i'll fix it for ya
Tilled Soil a13 (https://www.dropbox.com/s/y2tgv2gvfyzyg5d/TilledSoil.rar?dl=0)
Quote from: MisterVertigo on April 13, 2016, 08:53:09 AM
Yeah, real helpful. Why even post that if you can't help us out by telling us what to change. Most of us don' t know how to code a mod...
And i'm sorry I work 14 hours a day. Have my own mods that need worked on. And just forgot to post this update.
Thank you. Sorry if I came off short. The pain meds I'm on right now have altered my brain-to-mouth filter (or in this case, brain-to-keyboard).
Quote from: MisterVertigo on April 13, 2016, 09:05:32 AM
Thank you. Sorry if I came off short. The pain meds I'm on right now have altered my brain-to-mouth filter (or in this case, brain-to-keyboard).
I'm tired! *Hugs* :)
Thank you Dismar!
Updated to Alpha 13Quote from: dismar on April 11, 2016, 08:45:39 AM
Quote from: DJFergy on April 11, 2016, 01:16:07 AM
Does this work in alpha 13?
Two lines in the code need changed :)
That is strange it worked fine for me, I only changed one line to make tilled soil removable...
Quote from: Sam_ on April 14, 2016, 07:19:11 AM
Updated to Alpha 13
Quote from: dismar on April 11, 2016, 08:45:39 AM
Quote from: DJFergy on April 11, 2016, 01:16:07 AM
Does this work in alpha 13?
Two lines in the code need changed :)
That is strange it worked fine for me, I only changed one line to make tilled soil removable...
I ony had to change one line :) It was with the research
Can Tilled Soil be used inside a mountain for example? Hate the damn hydroponics :P
Quote from: Nebbeh on April 14, 2016, 09:58:56 AM
Can Tilled Soil be used inside a mountain for example? Hate the damn hydroponics :P
There is research; terrain rehabilitation, which allows you to place dirt on smoothed stone. That dirt acts like normal dirt letting you place tilled soil on it. Effectively letting you building large mountainous greenhouses by smoothing the floors, placing dirt and then placing tilled soil (or just using the dirt if you're lazy).
Awesome! Thanks for super not op mod like a tilled soil mod I had in A12 that didnt require research or nothing :)
Yay! Thank you, I've been waiting for this update.
I'm not sure what texture you went with but the one with the strips just looks wrong. If you are going to use that , make sure it has 1 strip per column of plants. You don't have multiples strips for 1 column. Just saying.
Quote from: Rock5 on April 16, 2016, 11:03:09 AM
I'm not sure what texture you went with but the one with the strips just looks wrong. If you are going to use that , make sure it has 1 strip per column of plants. You don't have multiples strips for 1 column. Just saying.
(http://www.zo.utexas.edu/courses/Thoc/Ag-tilled_soil.jpg)
Tilling soil is to prepare the soil for planting. It doesn't need to be organised it simply "mixes" or agitates it in order to guarantee seeds take root and reach all of the nutrients. The texture simply gives the appearance that it was prepared by humanity for crops. Implying fertiliser and pesticide was dumped as well.... Just sayin'
Furthermore, if you have ever planted crops of rice in the game it places the plants randomly, thus making the idea of properly spaced textures moot. I find it more unrealistic that you don't have to till the soil ever time you plant.
Oh. Ok. I was thinking when you make those trenches to hold the water. I think it's called furrow sowing? Anyway...
I am i not supposed to be able to put tilled soil on normal ground? like having my farm outside and not being able to till soil it? I can only use soil on smooth stone then till soil that
Quote from: silentwolf123 on April 24, 2016, 11:14:58 AM
I am i not supposed to be able to put tilled soil on normal ground? like having my farm outside and not being able to till soil it? I can only use soil on smooth stone then till soil that
Got the same problem. Fixed that by editing def
hey, i love this mod. but i feel like its op. i think it has to take more time to till the soil :)
Updated to Alpha 14
Why are you setting the fertility so high? The only reason I won't use this is because it feels like an exploit.
It has to be high for it to be worthwhile. You have to understand that if the value is not high you could have planted many more crops, albeit in a bigger space, in the same time it took you to till and then plant. I do feel like it could be gated by research and even require a material. Some kind of fertilizer or compost, perhaps a new plant you have to grow first and use as the material (Fertilily). Or possibly just require the grower to have a certain skill level.
Quote from: Ashiver on July 17, 2016, 09:55:31 AM
It has to be high for it to be worthwhile. You have to understand that if the value is not high you could have planted many more crops, albeit in a bigger space, in the same time it took you to till and then plant. I do feel like it could be gated by research and even require a material. Some kind of fertilizer or compost, perhaps a new plant you have to grow first and use as the material (Fertilily). Or possibly just require the grower to have a certain skill level.
I think a research and a grower skill would be good enough to justify it.
Quote from: eberkain on July 28, 2016, 09:18:58 AM
Quote from: Ashiver on July 17, 2016, 09:55:31 AM
... (long comment truncated to: 'It should be harder to make') ...
I think a research and a grower skill would be good enough to justify it.
I agree that gated by research and skill would be great, as it is-
I didn't need to do the research to build the soil!
So i changed the cost way up, 7585 and made the beauty the same as regular soil - to offset the wonderfulness that is free rich soil :)
edit: then i actually read the research blurb and realized what was intended
Updated
Quote from: Ashiver on July 17, 2016, 09:55:31 AM
It has to be high for it to be worthwhile. You have to understand that if the value is not high you could have planted many more crops, albeit in a bigger space, in the same time it took you to till and then plant. I do feel like it could be gated by research and even require a material. Some kind of fertilizer or compost, perhaps a new plant you have to grow first and use as the material (Fertilily). Or possibly just require the grower to have a certain skill level.
Skullywag's Extended natural floor (https://ludeon.com/forums/index.php?topic=14177.0) do exactly that
Updated to Alpha 15
Would you be able to give a link for the A14 version as steam has autoupdated and I need to downgrade.
Moved as per your request.
Don't know why this is in Outdated..
Sorted out what's up. Sam rolled his mods into a main thread. A15 links and links to older releases in that thread, in theory.
https://ludeon.com/forums/index.php?topic=5509.0
How can i play A14 version?
Help me..
This mod is placed in Outdated when there is plenty of [A14] mods in the releases.
That's just pure bull
This is outdated, because it was integrated in another thread:
https://ludeon.com/forums/index.php?topic=5509.0
My current version of the tilled soil texture. Can remake or fix it if needed. Consider using it?
(Too large to attach) http://imgur.com/a/8O7Au (http://imgur.com/a/8O7Au)