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Topics - dburgdorf

#1
Help / Using Harmony to Patch Another Mod?
December 07, 2018, 09:41:06 AM
(I already posted this question on the "Harmony" thread under "Tools," but figured I'd post here, as well.)

Is there a "trick" that I'm missing when using Harmony to patch a method in another mod instead of in the vanilla code?

I'm trying to patch a very minor change to "Work Tab," so that it and my "Pawns are Capable!" will (hopefully) once again work together nicely, just as a stop-gap until Fluffy can make the change properly. But the patch just seems to be ignored, even though all my other patches (to vanilla code) work just fine. And the Harmony debug log shows that the method I'm trying to patch is unaltered; there's no call added to it to either a prefix or a postfix (both of which I've tried).
#2


-=- Rainbeau Flambe's RimWorld 1.0 Mods -=-

(Versions for b19 can be found here.)
































































Advanced Bridges 12/05/18 Steam Dropbox Allows you to build bridges, obviously, out of stone or metal as well as wood, and over deep water as well as shallow. Originally called "Basic Bridges," but now that vanilla itself offers basic bridges....

Archipelagos 12/05/18 Steam Dropbox Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Concrete 12/05/18 Steam Dropbox Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls, embrasures, and reinforced concrete "bunker" walls.

Editable Backstories and Names 10/14/18 Steam Dropbox Replaces the vanilla backstory and name databases with completely customizable databases stored in XML and text files.

Etched Stone Walls 12/05/18 Steam Dropbox Allows pawns to "etch" smoothed stone walls so they match the look of constructed block walls. Also allows pawns to "decorate" such walls with pretty (or not-so-pretty) pictures.

Fertile Fields 12/05/18 Steam Dropbox Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, this isn't a simple farming mod, but rather, is a full-featured terraforming mod.)

Fishing 12/05/18 Steam Dropbox Lets your pawns fish from bridges or from the shore, catch shellfish in traps, and cook various seafood dishes. Originally an add-on for my "Basic Bridges" mod, it's now fully independent.

Packed Lunches 10/14/18 Steam Dropbox Turn meals into packed lunches, and your pawns will happily eat on the go and stop whining about tables!

Pawns Are Capable! 12/08/18 Steam Dropbox A mod which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate. Never again will you have to watch a colony burn to the ground because your last conscious colonist would rather die than fight a fire!

Permafrost 11/11/18 Steam Dropbox Adds a permafrost biome to the game. Also allows lakes and rivers (in any biome that gets cold enough) to freeze in the winter.

Rainbeau Flambe - Storyteller 12/05/18 Steam Dropbox Adds, obviously, a storyteller.

Rational Romance 12/05/18 Steam Dropbox Overhauls the game's romance system, fixing some problems and adding new options. Sort of a "spiritual successor" to SeveralPuffins' old "Romance Diversified" mod.

Realistic Planets 12/05/18 Steam Dropbox Allows you to create a wider variety of planets, cleans up some vanilla biome placement issues, and adds some new biomes.

Rim Disorders 11/08/18 Steam Dropbox Adds new mental illnesses, disorders, and counseling. An update of SeveralPuffins' original "Rim Disorders" mod.

Rumor Has It 11/03/18 Steam Dropbox Adds social interactions, traits, thoughts and events, all focused around people talking about people. An update of SeveralPuffins' old "Rumours and Deception" mod.

Scenarios 12/05/18 Steam Dropbox Adds a few scenarios and some related incidents. Make your crashlanding a bit more realistic, deal as a tribal group with the aftermath of an exploding moon, or just start with less research handed to you.

Tribal Pawn Names 10/14/18 Steam Dropbox Overhauls the game's tribal pawn names to give them a more Native American feel. Also allows for more interesting tribal nicknames, and ensures that tribal pets have tribal-style names.

Tribal Raiders 10/14/18 Steam Dropbox Adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Also allows creation of "tribal planet" worlds, on which outlander and pirate factions are disabled, so that they generate with only tribal and tribal raider settlements.

Wild Cultivation 12/05/18 Steam Dropbox Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.




If you're a modpack maker and want to include any of my mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!



#3
Releases / [B19] Rainbeau's Mods
September 15, 2018, 07:30:50 PM


-=- Rainbeau Flambe's B19 Mods -=-

(Versions for 1.0 can be found here.)











































Advanced Bridges 10/05/18 Steam Dropbox Allows you to build bridges, obviously, out of stone or metal as well as wood, and over deep water as well as shallow. Originally called "Basic Bridges," but now that vanilla itself offers basic bridges....

Archipelagos 09/29/18 Steam Dropbox Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Concrete 10/09/18 Steam Dropbox Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls, embrasures, and reinforced concrete "bunker" walls.

Editable Backstories and Names 10/12/18 Steam Dropbox Replaces the vanilla backstory and name databases with completely customizable databases stored in XML and text files.

Fertile Fields 10/13/18 Steam Dropbox Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, this isn't a simple farming mod, but rather, is a full-featured terraforming mod.)

Fishing 09/21/18 Steam Dropbox Lets your pawns fish from bridges or from the shore, catch shellfish in traps, and cook various seafood dishes. Originally an add-on for my "Basic Bridges" mod, it's now fully independent.

Packed Lunches 10/12/18 Steam Dropbox Turn meals into packed lunches, and your pawns will happily eat on the go and stop whining about tables!

Pawns Are Capable! 09/29/18 Steam Dropbox A mod which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate. Never again will you have to watch a colony burn to the ground because your last conscious colonist would rather die than fight a fire!

Rainbeau Flambe - Storyteller 10/03/18 Steam Dropbox Adds, obviously, a storyteller.

Tribal Pawn Names 09/18/18 Steam Dropbox Overhauls the game's tribal pawn names to give them a more Native American feel. Also allows for more interesting tribal nicknames, and ensures that tribal pets have tribal-style names.

Tribal Raiders 10/07/18 Steam Dropbox Adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Also allows creation of "tribal planet" worlds, on which outlander and pirate factions are disabled, so that they generate with only tribal and tribal raider settlements.

Wild Cultivation 10/05/18 Steam Dropbox Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.




Mods Updated from B18 to B19 and Now Maintained by Kiame Vivacity:

















Configurable Maps Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits Adds a lot of traits to the game.

Faction Control Provides you with complete control over which and how many factions and faction bases show up on your map. Also allows you to group faction bases geographically, with different factions' bases located in different parts of the world, to simulate the existence of actual nations.

More Trait Slots Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!




Mod Updated from B18 to B19 and Now Maintained by Dracoix:








Tribal Essentials A mod which adds a wide variety of new tribal items to the game for those players who want to play a tribal scenario and who don't want to rush into research.




If you're a modpack maker and want to include any of the mods that I'm still maintaining myself in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!



#4
Help / Another Harmony-Related Question
January 16, 2018, 11:56:00 AM
I suspect the answer to this question is "no," but it doesn't hurt to ask. ;)

Both my "Editable Pawn Titles" and "More Trait Slots" mods use transpilers to make changes to the "DrawCharacterCard" method.

Unfortunately, I've been made aware of a mod incompatibility. There's an NSFW mod that uses a "return false;" prefix to replace the "DrawCharacterCard" method. I haven't looked closely to see why the method is replaced, but that's irrelevant at the moment. The point is that the changes my mods make to the core code get ignored along with the core code itself.

Is there any way that I can "patch the patch," so to speak, if that mod is installed, so that the changes my mods make still take effect?
#5
Help / Looking for Help with Harmony Transpiler
January 11, 2018, 02:04:33 PM
I posted this on the "Harmony" thread, but figured it couldn't hurt to post it here, as well.

In the "DrawCharacterCard" method of RimWorld.CharacterCardUtility, there is one line:

Find.WindowStack.Add(new Dialog_ChangeNameTriple(pawn));

Which I would like to change to point to a custom method. (I'm toying with the idea of making a pawn's "short title" editable along with his or her nickname, but that's incidental to the point of my question here.)

The problem is that my familiarity with transpilers is extremely limited. I've used them to make changes to static values, but I have no idea how to use them to change method references. Any help would be much appreciated.
#6
These are my mods for RimWorld b18.

The list:

Archipelagos - 12/05/17 - Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Basic Bridges - 01/07/18 - Allows you to build bridges. Obviously.

Concrete - 01/20/18 - Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls and reinforced concrete "bunker" walls and embrasures. Originally designed as an add-on to "Fertile Fields," it can now be used independently.

Configurable Maps - 01/21/18 - Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits - 12/04/17 - Adds a lot of traits to the game. (This is my "cleaned up" compilation of traits I like from various other mods, as well as a few original ones.)

Editable Backstories - 01/07/18 - Replaces the vanilla backstory database with a completely customizable database of backstories stored in XML files. Also allows you to add new names to the game's name database.

Editable Pawn Titles - 01/14/18 - A simple but useful mod that allows you to edit pawns' titles as well as their nicknames. This allows you to give your colonists titles that reflect their current jobs instead of their backstories.

Faction Control - 12/31/17 - Provides you with complete control over which and how many factions and faction bases show up on your map. Also allows you to group faction bases geographically, with different factions' bases located in different parts of the world, to simulate the existence of actual nations.

Fertile Fields - 01/20/18 - Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, it's actually less a "farming" mod and more a "terraforming" mod.) NOW A YEAR OLD!

Fishing - 01/09/18 - An add-on for "Basic Bridges" which lets your pawns fish from bridges, catch shellfish in traps, and cook various seafood dishes.

More Trait Slots - 12/04/17 - Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!

Pawns Are Capable! - 12/04/17 - An offshoot of a mod I originally created in collaboration with RimRue, which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate.

Rainbeau Flambe - Storyteller - 12/04/17 - Adds, obviously, a storyteller.

Rascally Rabbits - 12/04/17 - Adds rabbits (both gentle and deadly), carrots, rabbit stew, and a few "rabbit themed" events. Also adds ducks and coyotes.

Scenarios - 12/31/17 - Adds a few scenarios and some related incidents. Make your crashlanding a bit more realistic, deal as a tribal group with the aftermath of an exploding moon, or just start with less research handed to you.

Smooth Stone Walls - 01/01/18 - Allows you to smooth and even decorate natural stone walls.

Tribal Essentials - 12/12/17 - An unofficial update of RimRue's a17 mod, which adds new tribal items for those players who want to play a tribal scenario and who don't want to rush into research. It includes joy items, production spots for butchering, brewing, art, tailoring, stonecutting and researching, a smokepit, a stone oven, psychoid tea, cooked eggs, popcorn, and art, apparel, walls and flooring.

Tribal Raiders - 12/31/17 - Another unofficial update of an a17 mod by RimRue. This one adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners.

We're All Mad, Here! - 01/07/18 - In time, most everyone on the Rim becomes a psychopath....

Wild Cultivation - 12/23/17 - Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.

If you'd like to just grab all of my b18 mods from Dropbox, you can find all of them here.

Alternately, you can keep track of my updates with ModSync.Ninja.




If you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

(For my a17 mods, check this thread.)
#7
Outdated / [A17] Rainbeau's Fertile Fields
May 29, 2017, 05:36:38 PM


Last update: 8/22/2017

"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.

Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rocky soil, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rocky dirt back into rough stone. Finally, it also allows you to create a rock mill at which you can create crushed rocks, sand and clay from stone chunks, which you can use to create dirt, so you'll no longer have to remove dirt from one tile in order to add it to another.

Using the Mod:

Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.

A few things, however, are less obvious.

Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.

Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.

Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've researched "Terraforming" and built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

Compatibility:

"Fertile Fields" should be compatible with most any other mods. If you run into specific issues, please let me know. You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")

Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Make sure that "Fertile Fields" appears *after* "Vegetable Garden" in your mod load order. The fertilizing and terraforming options from "Fertile Fields" should cleanly overwrite those from "Vegetable Garden," while leaving the plants, recipes, and everything else that that mod adds to the game readily available to you.

Credits:

German language translation files were generously provided by Ryder32x.

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." The C# code related to compost barrels draws from Sulusdacor's "[sd] Luciferium Production" mod, which in turn borrows heavily from the default code for fermentation barrels.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

License:

If you're a modpack maker and want to include "Fertile Fields" in your pack, or if you're a modder and want to use "Fertile Fields" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!
#8
These are my mods for RimWorld alpha 17.

The list:

Archipelagos - 9/24/2017 - Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Basic Bridges - 9/24/17 - Allows you to build bridges. Obviously.

Concrete - 9/24/17 - An add-on for "Fertile Fields" which adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls and reinforced concrete "bunker" walls and embrasures.

Configurable Maps - 9/23/17 - Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits - 9/18/2017 - Adds a lot of traits to the game. (This is my "cleaned up" compilation of traits I like from various other mods, as well as a few original ones.)

Editable Backstories - 9/18/17 - Replaces the vanilla backstory database with a completely customizable database of backstories stored in XML files. Also allows you to add new names to the game's name database.

Editable Backstories Lite - 9/18/17 - Allows you to add backstories and names to the game's databases, but does *not* delete or allow editing of the default backstories.

Fertile Fields - 8/22/2017 - Fertilize and plow your farmland, and eventually reshape your landscape! (Has its own forum thread.)

Fishing - 9/24/2017 - An add-on for "Basic Bridges" which lets your pawns fish from bridges, catch shellfish in traps, and cook various seafood dishes.

More Trait Slots - 7/23/2017 - Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!

Pawns Are Capable! - (collaboration with RimRue) - Replaces pawn "incapabilities" with traits that provide mood debuffs and/or other penalties when pawns are required to do types of work they hate.

Pawns Are Capable! ("No Traits" Version) - 9/5/17 - An alternate version that provides mood debuffs when pawns are assigned to hated work types, but doesn't add new traits to the game.

Rainbeau Flambe - Storyteller - 7/30/2017 - Adds, obviously, a storyteller.

Rascally Rabbits - 8/5/17 - Adds rabbits, carrots, rabbit stew, and a few "rabbit themed" events. Will eventually also add a few other critters (coyotes, ducks, and perhaps even road runners).

Smooth Stone Walls - 7/30/17 - Allows you to smooth and even decorate natural stone walls.

We're All Mad, Here! - 7/22/17 - In time, most everyone on the Rim becomes a psychopath....

Wild Cultivation - 7/30/17 - Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.


If you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

(For my b18 mods, check this thread. For my a16 mods, check this thread.)
#9
My "Rascally Rabbits" mod adds rabbits. Yeah. Surprising, right?

They were easy. I just modified the default graphics for hares.

I'd like to expand the mod. Continuing with its implied "Warner Brothers cartoons" theme, I'd like to add ducks. And also coyotes and road runners, though ducks are my top priority.

But there's a problem. I'm pretty good with Photoshop when it comes to modifying and editing preexisting graphic images. But I'm absolutely worthless when asked to create brand-new pictures. My artistic abilities are roughly on a par with those of typical kindergarten students.

So I figured, what the hell, I'll ask here and see if anyone with the talent I lack is bored enough to want to draw a few critters. ;)

Despite the cartoon inspiration, of course, I'd want the animals to have the "realistic" (albeit legless) look that other RimWorld creatures have.

So, anyway, if you have the ability and inclination to help an artistically-challenged modder bring daffy ducks, wily coyotes and/or rapid road runners out to the rim, let me know! Thanks! :D
#10
These are my alpha 16 mods. (For a17 mods, check this thread.)

The list:

Basic Bridges - 5/18/17 - build bridges, piers and boardwalks, and fish from them

Editable Backstories - 4/23/17 - freely edit and add pawn backstories

Editable Backstories Lite - 4/15/17 - add backstories, but no editing of default set

Fertile Fields - 4/23/17 - soil improvement & terraforming

Fertile Fields + FishIndustry + [sd] Bridges - 4/16/17 - compatibility patch

Fewer Ruins - 4/23/17 - reduce the number of old walls and buildings on brand new maps

Rascally Rabbits - 2/20/17 - rabbits, carrots, stew & events

Rascally Rabbits + A Dog Said - 2/20/17 - compatibility patch

Rainbeau Flambe - Storyteller - 2/20/17 - new storyteller, of course

Smooth Stone Walls - 4/23/17 - smooth rough stone walls as well as rough stone floors

Wild Cultivation - 4/23/17 - cultivate wild plants & find cultivated plants in the wild


If you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!
#11
Outdated / [A16] Rainbeau's Rascally Rabbits
January 19, 2017, 11:54:25 AM


Last update: 2/20/2017

"Rascally Rabbits," as you can probably guess from the title, adds... rabbits.

Rabbits are smaller, more social, and more tameable than hares, and are found in warmer climates. You might even start with one as a pet, though admittedly they're rather useless. Brown rabbits can be found in boreal and temperate forests, and grey desert rabbits can be found in arid shrublands and deserts. And then there are the Caerbannog bunnies, which show up occasionally in all of those biomes. Probably the result of some misguided ancient genetic manipulation, the innocent-looking Caerbannog bunny is surprisingly dangerous, with nasty, big, pointy teeth and a vicious streak a mile wide. A generally solitary creature, it should not be underestimated.

Of course, where there are rabbits, there must be carrots, and so "Rascally Rabbits" also adds carrots that you can grow and eat. And you'll be able to cook up a tasty rabbit stew, using rabbit meat, carrots and potatoes.

Finally, the mod adds a few rabbit-themed events:

+ "Beasts of Caerbannog" presents you with a swarm of maneating Caerbannog bunnies. Yes, it's a reskinned (rabbit-skinned?) copy of the default "Maneater Pack" incident. But it uses a custom copy of the incident code, so "Rascally Rabbits" is compatible with other mods, like ZorbaTHut's "Mad Rabbits of Caerbannog," which modify that event.

+ "Hare Today, Gone Tomorrow" sees a herd of rabbits migrating through your territory. (Yeah, I know, rabbits aren't actually migratory.) Tame, hunt or ignore them as you see fit. This incident is based on "Animal Migration" from Ilawz's "More Events and Incidents."

+ "Ravenous Rabbits" infests your garden with hungry, hungry rabbits who'll devour your crops if you let them. This one's based on Nandonalt's excellent "Pests!" mod.

+ "What's Up, Doc?" gifts you with a crashed escape pod, containing not a colonist, but a small stash of supplies and someone's injured pet bunny. (It combines code from the default "Cargo Pod" and "Refugee Pod" incidents.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

"Rascally Rabbits" adds new things, 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. But removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

License:

If you're a modpack maker and want to include "Rascally Rabbits" in your pack, or if you're a modder and want to use "Rascally Rabbits" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!
#12
Outdated / [A16] Rainbeau's Fertile Fields
January 12, 2017, 05:24:55 PM


Last update: 4/23/2017

"Fertile Fields" lets you fertilize and plow your soil, create farmland on solid rock so you can farm in inhospitable environs or inside of mountains, and eventually even restructure your landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching tillage and plowing your soil. Or learn the fine art of terrain reclamation, and terraform your environment to your heart's content.

Yes, this mod is in some ways very derivative of Sam's "Tilled Soil." I like the idea of that mod, but dislike the fact that it lets you turn any dirt into supersoil with virtually no work or effort. Dismarzero's "Vegetable Garden" offers a more balanced method of improving soil, using fertilizer, but it's a much larger mod than I really want, and adds some things I'm not terribly fond of. And so, I ended up combining what I liked from both of them, and came up with "Fertile Fields." Originally just an "improve your farmland" mod, it's since grown into a full-fledged terraforming mod.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to dig up piles of dirt from soil, and also to create raw compost and turn it into fertilizer. Fertilizer and dirt can be used together to upgrade gravel or marshy soil to regular soil, and fertilizer can be used by itself to upgrade regular soil to rich soil.

Researching "Tillage" opens up the ability to plow soil, which lets you increase the fertility of rich soil.

The "Terrain Reclamation" research opens up the ability to "reclaim" rocky terrain, turning it into farmable land. Essentially, you're figuring out how to effectively lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into impassable water to create deep water, which can then be further developed into shallow water. Alternately, you can remove dirt from deep water, producing impassable water. Finally, it also allows you to break solid rock into rocky soil, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility.

New Terrain Types:

Plowed Soil: Plowed soil has a fertility of 180%. It can be removed with the "remove floor" command, so if you find that you've plowed in the wrong area, you're not stuck with the plow lines.

Topsoil: Topsoil is quite simply a layer of soil placed on top of smooth stone. It can be fertilized to increase its quality, but it can't be plowed, as plowing it really wouldn't accomplish much. Still, it's a lot better for your crops than solid rock! If you decide you don't like the topsoil, you can remove it and get your stone floor back.

Rocky Soil: Rocky soil is the first step in converting smooth stone into true farmland, as opposed to simply layering topsoil on top of it. It's the immediate and quite labor intensive result of breaking up a smooth stone floor. It's minimally fertile (only 30%) but it can be further refined into gravel, and then into true farmland. Rocky soil is also what's left after you dig all the good dirt out of fertile soil.

Water: There are now three types of water rather than just two: shallow, deep and impassable water. Shallow water slows movement a fair amount, deep water slows it tremendously, and impassable water, as the name suggests, can't be moved through at all.

New Items:

Raw Compost: Raw compost is made at a butcher's table with raw or rotted food. It requires both animal and vegetable matter. Essentially, it's a disgusting mix of organic waste products.

Compost Bin: You can create a compost bin with wood and raw compost. Once you've created one, it'll just sit (and stink up the place) for about 3 days, before becoming fertilizer. Yeah, I know. Composting should take weeks or even months. We must be dealing here with some sort of super high-tech space compost bins.

Compost Barrel: Compost barrels require power, but are reusable, and are also more space efficient than compost bins, converting 10 raw compost into 10 fertilizer all at once.

Fertilizer: Plant and animal waste products have been used for millennia to improve soil for farming. Fertilizer is made from raw compost in a compost bin or barrel.

Pile of Dirt: Dirt is used in a variety of terrain improvements. Dirt piles can be dug up from fertile soil, leaving less fertile terrain behind.

Crushed Rocks: You can break up stone chunks at a stonecutter's table into crushed rocks. These can be further pulverized and mixed with fertilizer to create dirt, or can be used to recreate rough stone floors from rocky dirt terrain.

Compatibility:

"Fertile Fields" adds new things, but doesn't change many existing things, so it should be compatible with pretty much any other mod except perhaps for those which also change vanilla terrain definitions or map generation. You should be able to add it to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

Special note regarding "Vegetable Garden": Though I don't necessarily recommend trying to use them both of them at the same time, "Fertile Fields" (FF) and "Vegetable Garden" (VG) are technically compatible with each other. Make sure that FF appears *after* VG in your mod load order. There are, of course, a few things to be aware of if you're using the mods together. First, you won't be able to make fertilizer at a butcher's table as you normally can in VG. You can only make compost there. VG's other methods of fertilizer production, however, should be unaffected. Second, both mods add piles of dirt, but they define those items differently. So you'll actually have two types of dirt piles. One comes from VG's digging spots, and is used for VG's terrain improvements, and the other comes from FF's terrain alterations, and is used for FF's terrain improvements. Finally, FF's plowed soil will overwrite VG's tilled soil, meaning that it will have 180% fertility instead of 120%, and it can only be placed according to FF's requirements, not VG's.

Credits:

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." The C# code related to compost barrels draws from Sulusdacor's "[sd] Luciferium Production" mod, which in turn borrows heavily from the default code for fermentation barrels.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

License:

If you're a modpack maker and want to include "Fertile Fields" in your pack, or if you're a modder and want to use "Fertile Fields" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!