Advanced Cultivation [1.1.9]
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Current version: 1.1.9 for Rimworld 1.0, 1.1, 1.2, 1.3, and 1.4
Download
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Description:Advanced Cultivation aims to diversify the farming experience in Rimworld. To this aim, soil has been reworked and composting and fertilizer have been introduced!
Overwritten Vanilla Ground:
- Marshy Soil
- Fertility: 70%
- Dries to: Rich Soil
New Ground Types:
- Tilling
- Tilling soil gives a 30% fertility boost
- Soil must be re-tilled after each harvest
- Fertilized Soil
- Has 100% fertility
- Costs 1 Fertilizer to construct
- Enriched Soil
- Has 130% fertility
- Costs 1 Enriched Fertilizer to construct
- Miracle Soil
- Has 170% fertility
- Costs 1 Miracle Fertilizer to construct
New Items:
- Raw Compost
- Requires the "Composting" research
- Costs .25 nutrition (~5 meat) per compost
- Can be crafted in batches of 5
- Craft at crafting spot or butcher table
- Fermented Compost
- Raw Compost naturally ferments over time (10 days by default)
- Compost Bins allow compost to ferment faster (6 days by default)
- Fertilizer
- Requires the "Simple Cultivation" research
- Costs 5 fermented compost per fertilizer
- Craft at a Butcher Table or Drug Lab
- Enriched Fertilizer
- Requires the "Advanced Cultivation" research
- Costs 7 fermented compost and 2 psychite tea per fertilizer
- Craft at a Drug Lab
- Miracle Fertilizer
- Requires the "Miracle Cultivation" research
- Costs 10 fermented compost and 3 flake per fertilizer
- Craft at a Drug Lab
If you don't like the increased difficulty from the soil changes, feel free to modify the Terrain_AC.xml.
ConflictsThis mod alters vanilla ground objects (soil, rich soil, gravel, march, and lichen). Any mod loaded after it which alters these terrain may override these changes. Mods which add growable soil types will not have those types be tillable. Other than that, I don't anticipate any conflicts.
Author/Mod TeamGasch (aka theguruofreason)
Download(https://community.akamai.steamstatic.com/public/shared/images/header/logo_steam.svg?t=962016) (https://steamcommunity.com/sharedfiles/filedetails/?id=1500420126)
(https://github.githubassets.com/images/modules/logos_page/Octocat.png) (https://github.com/theguruofreason/Advanced_Cultivation/releases/download/1.1.9/Advanced_Cultivation.rar)
(https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/4524-4-1324770482.jpg) (https://www.nexusmods.com/rimworld/mods/251?tab=files&file_id=2744)
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
License Info:
- Can modpack makers include your mod in their modpack? YES (ensure you provide credit to me for this content)
- Can other modders make derivative mods based on yours? YES (ensure you provide credit to me for this content)
Feel free to contact me for any reason:
Discord: Gasch#6759
Steam: https://steamcommunity.com/id/theguruofreason/
theguruofreason,
thanks for the mod would be a nice improvement, special since Fertile Field isn't updated to B19 yet.
But what do you think to made miracle Fertilizer not craftable.
Such superior item should be rewarded by quests or buyable from orbital traders only.
I find it extremely similar to Rainbeau's Fertile Fields, which is one of the most popular mods out there. The main difference is the extra tweak on numbers, but without any terraforming. It's a nice standalone, but FF has the numbers i'm used to, in fact normal soil not being the 100% seems so confusing, it's like using a scale that is calibrated wrong.
Quote from: Canute on September 01, 2018, 04:49:44 PM
theguruofreason,
thanks for the mod would be a nice improvement, special since Fertile Field isn't updated to B19 yet.
But what do you think to made miracle Fertilizer not craftable.
Such superior item should be rewarded by quests or buyable from orbital traders only.
If you don't want it to be craftable you can simply delete the recipe. If it's overtuned in your opinion, you can tune it down a bit. As it is, it's relatively difficult to craft large quantities needed for farming as it requires 10 fermented compost (6 days to compost per batch of 25) and 3 flake per unit.
Quote from: ultra4 on September 01, 2018, 05:34:54 PM
I find it extremely similar to Rainbeau's Fertile Fields, which is one of the most popular mods out there. The main difference is the extra tweak on numbers, but without any terraforming. It's a nice standalone, but FF has the numbers i'm used to, in fact normal soil not being the 100% seems so confusing, it's like using a scale that is calibrated wrong.
That makes sense. I made this as a personal project because I felt that Rainbeau's is too overbearing, adding too much with terraforming. Another major difference is the addition of composting and fertilizer. If you want to change the soil number, feel free. I changed them because I felt that unfertilized, untilled soil should be below-grade soil to grow in, representing poor and uncivilized farming conditions. Fertile soil is then the new standard for growth.
Quote from: ultra4 on September 01, 2018, 05:34:54 PMhas the numbers i'm used to, in fact normal soil not being the 100% seems so confusing, it's like using a scale that is calibrated wrong.
Agreed. Normal soil being so low and rich soil only being 100% makes this a mod that I would probably only consider using if I were to start a colony somewhere with a long growing season. As I'm really loving trying out Naked Brutality runs in Boreal forest/Tundra biomes, this would up the difficulty massively
I do understand the feeling of wanting something simpler than Rainbeau's Fertile Fields though
You had me until Miracle Fertilizer. That makes it just another OP mod
I like that you need to invest some efforts to make growing fields viable. And being a bit better than vanilla fields is fine. But this is too much
I like the idea of this mod(especially nerfing natural soil), but
Quote from: Serenity on September 02, 2018, 04:19:50 AM
You had me until Miracle Fertilizer. That makes it just another OP mod
I like that you need to invest some efforts to make growing fields viable. And being a bit better than vanilla fields is fine. But this is too much
I have the same opinion as this person.
200% is OP.
Quote from: Serenity on September 02, 2018, 04:19:50 AM
You had me until Miracle Fertilizer. That makes it just another OP mod
I like that you need to invest some efforts to make growing fields viable. And being a bit better than vanilla fields is fine. But this is too much
Miracle Fertilizer is very expensive and time consuming to produce, costly to research, and still doesn't have nearly as high fertility as hydroponics (280%). I'm balancing it with regard to hydroponics basins, as that's where you'll be. I don't like OP mods either, and I've carefully considered the numbers on this.
If you think it's too much, I'd be happy to consider changing it if you play and provide some feedback. You can also simply edit the fertility yourself by changing 1 line in the XML.
theguruofreason,
i notice the research project's are under vanilla research view a bit chaotic (picture).
And they overlay with vanilla projects.
You should put them into an own research tab.
[attachment deleted due to age]
@Canute Advanced Cultivation now has its own research tab!
Updated to 1.0.2 (github link is updated)
- Vanilla terrain changes are now patches instead of full overwrites! (makes this compatible with other terrain altering mods)
- You now receive a message when raw compost is ruined by temperature whether it's in bins or in a stockpile
- Raw compost which has not been binned now properly ferments!
Updated to 1.1.1 (github link is updated)
- Tilling is now a growing-zone designation
- Tilling provides +30% fertility
- A cell is untilled upon harvest of the plant in that cell
- Natural fertility values adjusted slightly to account for tilling (basically -30% on all fertilized soils)
- Mud now dries to rich soil
theguruofreason,
the release zip from github are missing the Mod-folder.
You know, unexpierenced people just unzip into Mods and the mod wouldn't work.
Edit:
the tilling is a nice idea.
But could you maybe add a check that pawn don't till a tile which is allready sown.
Or maybe a mod option
you can select
Till only at empty tile's.
Can till upto 30%/60% grown plants.
I'm liking you mod. I noticed the Grower doesn't do the tilling, the Builder does. The builder has no place inside the greenhouse after it's built (except when the damn heater goes down again, then he really needs to get is ass over there yesterday)
...and gain skill, the new farmer will be using the hoe alot while he whatches the old man collect devilstand without mistakes
Quote from: ultra4 on September 19, 2018, 04:00:22 PM
I noticed the Grower doesn't do the tilling, the Builder does.
Really? The work give has the "workType" set to "Growing", and in all my testing growers till and gain growing experience while doing so. I'll take another look at it tonight.
Quote from: Canute on September 19, 2018, 10:30:59 AM
the tilling is a nice idea.
But could you maybe add a check that pawn don't till a tile which is allready sown.
Or maybe a mod option
you can select
Till only at empty tile's.
I'll probably add that the un-sowed portions of the field get tilled.
With regard to the zip file, it's kind of a lose-lose. I'm going to err on the side of people should pay attention to what they're unzipping, and many zip utilities have simple options for unzipping into a dir matching the zip file dir. Technically (at least in unix, I believe), the zip file is a directory unto itself.
My grower are doing that tilling job, and tilling is at the Grow worktype.
I think it is a mod conflict. He should post an error log + modlist.
I like the simplicity and idea of the mod, the only thing holding me back from trying it out is the early game will become more difficult in certain biomes with minimal grow days. By changing the baseline to 70%, and requiring more work to get 100%, I feel like it kinda nerfs regions with only 10 or 20 days to grow, these biomes are my favorites.
Of course it's your mod, I just wanted to provide some honest feedback if you are looking for any. If not, feel free to ignore :)
70% is doable. I was using "configurable maps" mod (https://ludeon.com/forums/index.php?topic=44428.0), i made a desert with reduced mountains, reduced plants (preview had agave but end result had none), fertile soil zero, so its ...just sand almost just sand and sandstone chunks, very few cactus in a 325x325 size. 3 pawns, 30 packed meals, no guns. Was aiming for the vegan challenge, but had to knife down 2 dromedaries when the carrots where almost harvestable (vegetable garden (https://ludeon.com/forums/index.php?topic=36926.0): carrot is fast as rice but low soil sensitivity), so the colony survived, after that, start the power and the greenhouses ("transparent roofs" (https://steamcommunity.com/sharedfiles/filedetails/?id=1512478761&searchtext=) is a must sure). Its a very hard start, but doable. i liked it (on rough Cassandra)
as for the job assignments (modlist) Loading game from file B19 2 with mods Core, HugsLib, JecsTools, Humanoid Alien Races 2.0, Miscellaneous 'CORE', VGP Vegetable Garden, VGP Garden Tools, Spoons Hair Mod, Misc. Training, Androids, A Dog Said..., [KV] Change Dresser - B19, Configurable Maps - B19, Death Rattle, [CP] Detailed Body Textures II (B19), Doors Expanded, Dubs Bad Hygiene, Dubs Mint Menus, FashionRIMsta, Extended Storage, Faction Control - B19, EdB Prepare Carefully, ED-Embrasures, Expanded Roofing, Fences And Floors, Fluffy Breakdowns, Hardcore Armors, Heat Map, Hospitality, MendAndRecycle, Misc. Robots, Pawn Rules, [XND] Targeting Modes, VGP_CoffeeTeaDrugs, VGP Garden Drinks, VGP Garden Fabrics, VGP Garden Canning, VGP Garden Gourmet, Take Your Pills, VGP Garden Medicine, VGP More Veggies, Static Quality Plus B19, VGP Garden Resources, Work Tab, [XND] Visible Pants, VGP Xtra Trees and Flowers, SS Lightning Rod, Sparkling Worlds - Full Mod [B19], RT Solar Flare Shield, RT Power Switch, RT Fuse, Misc. Robots++, Industrial Rollers, Harvest Organs Post Mortem - 4.0 [B18], RIMkea, [KV] RimFridge - B19, [RF] Pawns are Capable! [b19], Research Tree, RBSE Lite Edition, Questionable Ethics, [XND] Profitable Weapons, Pharmacist, [SYR] Prosthetic Icons, Additional Tools Mod, Psychology, Advanced Cultivation [B19]
Verse.Log:Message(String, Boolean)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
the cultivation does create an error:
Could not find class Advanced_Cultivation.TillingDict while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Advanced_Cultivation.TillingDict" />
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeComponents()
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame_Patch2(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
i love playing the game and getting more mods, but the error messages are chinese for me
EDIT: so this is new.... :o reinstaled to mod to check for bugs on my part for having outdated version, deleted old files and got fresh zip from first post. I now cannot till soil. The types of soil are there but not tiled. god mode doesn't has it either :o :o :o de-activated all other mods except hugslib and jectools, new colony, still the same
Yep, that the new version.
tilled soil got removed, and your pawn's can now till existing growing zone's.
Just select a growing zone and you will see a new icon.
But be careful, many people made gigantic outdoor growing zones and forbid sowing on them, so your pawn's will harvest wild growing stuff there.
You need to disable tilling on these zones too. :-)
theguruofreason,
could you exclude the tilled soil variant from the allowed building tile list ?
Example, currently you can build Fertilized soil on Tilled Fertilized soil, and would remove the tilling not to speak about to waste the fertilizer.
And currently the old soil get removed before the new one got build.
Ok i have no expierence with farming, just dig the compost at the dirt for my grandma, so it might could lead to an overfertilition when you just put the better fertilizer over the other.
But i think it wouldn't matter, the plant just take what they need.
QuoteWith regard to the zip file, it's kind of a lose-lose. I'm going to err on the side of people should pay attention to what they're unzipping, and many zip utilities have simple options for unzipping into a dir matching the zip file dir. Technically (at least in unix, I believe), the zip file is a directory unto itself.
Ahh yes i understood, and that's why your mod on the Steam workshop don't work ? :-)
I think the workshop got some rules how the filestructure should be.
Quote from: Amnesiac on September 20, 2018, 03:15:44 AM
I like the simplicity and idea of the mod, the only thing holding me back from trying it out is the early game will become more difficult in certain biomes with minimal grow days.
That's totally understandable. I plan to have modsettings to allows users to adjust fertilities and workToTill on the fly, but in the mean time you can edit <mod root dir>/Patches/Vanilla_Overwrites_AC.xml to change the fertilities (will probably want to change <mod root dir>/Defs/Terrain_AC.xml as well to boost the tilled types to correct values).
Quote from: Canute on September 20, 2018, 11:44:53 AM
But be careful, many people made gigantic outdoor growing zones and forbid sowing on them, so your pawn's will harvest wild growing stuff there.
You need to disable tilling on these zones too. :-)
The next version will have tilling disallowed by default.
Quote from: Canute on September 20, 2018, 05:12:37 PM
theguruofreason,
could you exclude the tilled soil variant from the allowed building tile list ?
Example, currently you can build Fertilized soil on Tilled Fertilized soil, and would remove the tilling not to speak about to waste the fertilizer.
I think you don't want to exclude tilled soil variants from the allowed building tile list because then the only way to remove tilled soil (say you want to build a wood floor there) would be to grow something on it and harvest it. It's a good point though, and I'll work on an elegant solution.
Quote from: Canute on September 20, 2018, 05:12:37 PM
And currently the old soil get removed before the new one got build.
Ok i have no expierence with farming, just dig the compost at the dirt for my grandma, so it might could lead to an overfertilition when you just put the better fertilizer over the other.
But i think it wouldn't matter, the plant just take what they need.
When designing game systems, you often have to compromise for the sake of simplicity. This is one of those times.
QuoteAhh yes i understood, and that's why your mod on the Steam workshop don't work ? :-)
I think the workshop got some rules how the filestructure should be.
My mod on the steam workshop doesn't work?!
Quote from: ultra4 on September 20, 2018, 08:02:44 AM
EDIT: so this is new.... :o reinstaled to mod to check for bugs on my part for having outdated version, deleted old files and got fresh zip from first post. I now cannot till soil. The types of soil are there but not tiled. god mode doesn't has it either :o :o :o de-activated all other mods except hugslib and jectools, new colony, still the same
Tilling has fundamentally changed (for the better)! Now tilling is a per-zone designation after research. This means that you can till all growable soil for 30% fertility bonus! It also means that you'll have to retill the soil after harvest. I've played with it in one challenging colony so far and it feels good to me. I'd be interested to know your perspective.
Quote from: theguruofreason on September 20, 2018, 11:52:56 PM
QuoteAhh yes i understood, and that's why your mod on the Steam workshop don't work ? :-)
I think the workshop got some rules how the filestructure should be.
My mod on the steam workshop doesn't work?!
Sorry no it was sarcastic.
But i think you should put the same archive you use for steam workshop at the github release, just to follow the mod guidelines for the folder structure.
Hi there, do you mind if I absorb this mod for Outer Galaxies? The concept of tilling for more realistic growing is very appealing.
Some other issue i found.
Other mod's like Blueberries or Vegetable garden add plant they don't need to be replant after harvest.
But a tilling would remove them.
Could you maybe add a check at tilling for an existing plant and then increase the tilling work by 50% ?
Edit:
Don't you think the raw compost generate a bit much heat ?
The room of the pic just got heated by the compost, outside -11 inside +14.
At summer i need to open the vents, or everything get cooked.
Could be a nice heating way on a perma winter base ! :-)
The compost bin start freezing even without load, and the sound/message on ruined compost get looped, only a reload fixed that.
[attachment deleted due to age]
Quote from: Razzoriel on September 21, 2018, 09:40:21 AM
Hi there, do you mind if I absorb this mod for Outer Galaxies? The concept of tilling for more realistic growing is very appealing.
Hey, yeah, go for it. If you could reference my mod or give me credit, that would be great!
Quote from: Canute on September 22, 2018, 03:37:03 AM
Some other issue i found.
Other mod's like Blueberries or Vegetable garden add plant they don't need to be replant after harvest.
But a tilling would remove them.
Could you maybe add a check at tilling for an existing plant and then increase the tilling work by 50% ?
This would require some pretty specific interactions and code checks I think. I don't want to fundamentally alter my mod just to accommodate some portion of its users who also use another mod. The upcoming version will prevent tilling if a sowed plant exists. I assume this will resolve your concern.
Quote from: Canute on September 22, 2018, 03:37:03 AM
Edit:
Don't you think the raw compost generate a bit much heat ?
No. Compost generates quite a bit of heat, and it's something you have to consider when storing your fermenting compost.
QuoteThe upcoming version will prevent tilling if a sowed plant exists. I assume this will resolve your concern.
Not realy since these plant never get the tilling bonus after the 1. harvest.
And you can't till the area where ambrosia sprout out, which are vanila plants and multiharvestable.
Quote from: Canute on September 23, 2018, 05:23:14 AM
And you can't till the area where ambrosia sprout out, which are vanila plants and multiharvestable.
This is intended. I think that you shouldn't be able to till any tile which already has a plant (tilling disturbs the soil too much).
As for the blueberries, that is an unfortunate conflict. I'm not sure what to do about it, if anything.
Update Released!V1.1.2
The github link in the main post is updated!
Change Notes:
- Growing zones have tilling set to "off" by default.
- Pawns will not till cells with sown plants. Cut or harvest sown plants to force them to till the cell.
- Compost bins now properly report fermentation progress after being refilled.
- Creating fertilized terrain can now be done underneath plants, but removes tilling.
- Fertilized terrain designations are now in a dropdown instead of in 3 separate gizmos.
- Can no longer "remove floor" on fertilized terrain.
I think tilling isn't just to plow the dirt, it to pull up the weeds too.
And since there is allready some plant there you want to protect and enhance, it take's more time then just a simple plowing the.
But ok, that's the last try. If you don't want do it, or too much work to implement it, it is fine.
Update Released!V1.1.4
The github link in the main post is updated!
Change Notes:
- Ensured Rimworld 1.0.0 compatibility
- Fixed compost bins repeatedly reporting being ruined by temp without compost inside
- Fixed compostables reporting a "completes in" period when they're not fermenting (when outside valid temp range)
Thanks,
don't forget to update the topic at your original posting, it is still labeled at B19 at the topic overview.
Farmers don't till close to permanent fruit trees\plants in real life either. It would damage the roots. Instead you top-dress with compost. If you want to be a little more realistic you could have weeds grow over time that reduce the amount of fertility that is available to the plant requiring a weeding job to clear out. But please don't do that. I hate weeding! :p
This looks fun. I'll have to try it soon.
Hi. I use this mod with russian locaisation and it break saves like this:
<thing Class="Advanced_Cultivation.Building_AC_CompostBin">
<def>AC_CompostBin</def>
<id>AC_CompostBin313063</id>
<map>0</map>
<pos>(164, 0, 127)</pos>
<health>100</health>
<faction>Faction_29</faction>
<процесс ферментации>0,7523428</процесс ферментации>
<compostCount>5</compostCount>
</thing>
I think "<процесс ферментации>0,7523428</процесс ферментации>" string in unnormal at XML.
Can anyone help?
Found solution. Remove next string from LanguageData.xml:
<AC.FermentProgressSave>процесс ферментации</AC.FermentProgressSave>
Rejoice! Advanced Cultivation is now Rimworld 1.1 compatible! Links in the main post have been updated. Happy farming!
This work with 1.2?
Do you have to refertilize it after every harvest?
Updated to 1.1.8
- Now compatible with Rimworld 1.3
Quote from: gendalf on October 14, 2021, 02:27:35 PM
Do you have to refertilize it after every harvest?
No. Fertilized soil is "built" like any other floor and persists across harvests. Tilling, however, must be done after each harvest.
Update Released!V1.1.9
All links updated!
Change Notes:
- Ensured Rimworld 1.4 compatibility