[A16] Rainbeau's Fertile Fields

Started by dburgdorf, January 12, 2017, 05:24:55 PM

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GlitchKs

Small bug I noticed. I was having power issues so I turned off my 2 powered compost barrels. However they continued to work. even with the electric bolt icon on them that shows they are off. I have left them off for over a year. I have gotten SEVERAL batches of fertilizer.

That said... something I love about your mod. My game has about 2 years on it. I have had 2 compost barrels the entire time (I could make more for speed but choose not too). I bought 700ish raw compost from a trader.

In those 2 years I have made 4 sunlamps worth of cave green houses in a very cold environment where outside growing isn't an option. 3 1/2 those are also fertilized. I have about half my last sunlamp to go. Starting to mine out a 5th now. This mod vs "Fertile Fields" in the past I just "did" it. Not thought, no prep no nothing. These 4 fields have been work. I feel like I accomplished something. Staying just ahead of my population's needs.

dburgdorf

Quote from: GlitchKs on May 01, 2017, 01:56:37 PMSmall bug I noticed. I was having power issues so I turned off my 2 powered compost barrels. However they continued to work.

Yeah, that's already been noticed by others, and is on my "to do" list to track down.

Quote from: GlitchKs on May 01, 2017, 01:56:37 PMThese 4 fields have been work. I feel like I accomplished something.

I appreciate the positive feedback. ;)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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Dr_Zhivago

#137
Quote from: dburgdorf on May 02, 2017, 09:25:54 PM
I appreciate the positive feedback. ;)

I also really enjoy the ability of your terraforming processes. However, I didn't enjoy all the conflicts with Vegetable Garden, and mucking about with multiple "soils". So I made a combined mod for A16. Not sure if I should keep it to steam or also upload it here on Ludeon though. Let me know what you think.

Release: http://steamcommunity.com/sharedfiles/filedetails/?id=920629802

~Zhivago

dburgdorf

Quote from: Dr_Zhivago on May 06, 2017, 07:03:45 PMSo I made a combined mod for A16.

And just in time for everything to be switching over to A17.  :D

Joking aside, though, I have no objection to you uploading the mod here. Given how insanely popular Vegetable Garden is, I'm sure you'll find at least a few people interested in it. ;)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Dr_Zhivago

Just so you're aware, the mod "Fertile Fields" is incompatible with the mod "Where's the gravel?". I believe this mod is only on Steam. The mod changes the texture of gravel to be a different color.

If your mod is loaded above "Where's the gravel?" the option to terraform sand->gravel does not appear.

If your mod is loaded below "Where's the gravel?" the option to terraform is available, but the texture is unchanged.

Just thought I'd give you a heads-up incase anyone else has the issue. I resolved the issue by changing the texture your mod uses, for my own personal copy.

dburgdorf

Quote from: Dr_Zhivago on May 08, 2017, 12:05:07 PMJust so you're aware, the mod "Fertile Fields" is incompatible with the mod "Where's the gravel?".

That shouldn't be an issue, since "Fertile Fields" already changes the gravel texture to make it a bit more distinct....

But it won't matter for long, anyway. The in-progress rewrite of "Fertile Fields" for a17 should be much more compatible with other mods that make graphical or other minor changes to terrain tiles.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Dr_Zhivago

Quote from: dburgdorf on May 08, 2017, 12:15:49 PM
That shouldn't be an issue, since "Fertile Fields" already changes the gravel texture to make it a bit more distinct....

Awesome! Keep up the wonderful work! Really enjoy using your mods, and they're coded in an easy-to-read manner as well.

rudew

Quote from: Dr_Zhivago on May 06, 2017, 07:03:45 PM
Quote from: dburgdorf on May 02, 2017, 09:25:54 PM
I appreciate the positive feedback. ;)

I also really enjoy the ability of your terraforming processes. However, I didn't enjoy all the conflicts with Vegetable Garden, and mucking about with multiple "soils". So I made a combined mod for A16. Not sure if I should keep it to steam or also upload it here on Ludeon though. Let me know what you think.

Release: http://steamcommunity.com/sharedfiles/filedetails/?id=920629802

~Zhivago
Could you post it here if you already got permission from the creator of vegetable garden aswell? My steam has been being fuzzy with me recently, gonna have to get new internet, but ye know, Dont wanna wait for that before my next rimworld game, and this sounds like a amazing idea :P.

Dr_Zhivago

Quote from: rudew on May 20, 2017, 03:18:33 AM
Could you post it here if you already got permission from the creator of vegetable garden aswell?

Dismar (VG creator) never responded to me... I guess I'll just put it up on the releases thread and if it upsets him I can just take it down. I'll set it up now.

Aedesia

Quote from: dburgdorf on April 26, 2017, 02:32:48 PM
So.... Thoughts? Is it an idea worth pursuing, or would it be an unwelcome change that I'd be better off forgetting about?

I think thats a great idea!

I actually came here to post that I'm wondering if there's a way to stop caravans from carrying crushed rocks and dirt. Its not a gameplay issue its just a little immersion breaking.

notfood

#145
Liking the mod so far!

I believe it needs a check to see if the meats it replaces actually have a Map, because it keeps tossing errors about RottenMush created with no map.

Another thing, is there a reason why RottedMeat and RottenMush lack compRottable? I added the following to RottedMeat and RottedMush and it works beautifuly. It can get filtered by Allow Rotten and looks alright! Consider adding it please.

      <comps>
        <li Class="CompProperties_Rottable">
          <daysToRotStart>0</daysToRotStart>
          <rotDestroys>false</rotDestroys>
        </li>
      </comps>


The recipes that have (rotted) seem to clutter the recipe list unnecessarily... using the recipe filters is enough to get the same result with only one more click.

dburgdorf

Quote from: notfood on June 02, 2017, 03:02:36 AMI believe it needs a check to see if the meats it replaces actually have a Map, because it keeps tossing errors about RottenMush created with no map.

Easy enough to look into. Thanks!

Quote from: notfood on June 02, 2017, 03:02:36 AMAnother thing, is there a reason why RottedMeat and RottenMush lack compRottable? I added the following to RottedMeat and RottedMush and it works beautifuly. It can get filtered by Allow Rotten and looks alright! Consider adding it please.

I'd just never really thought about it beyond, "It's already rotted, so why would I need to set it to be rottable?" The filtering option never occurred to me. ;)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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MisterVertigo

I've been playing with this for a couple of days now, and I really love the terraforming! It actually feels pretty well balanced and not too "cheaty". It takes some labor to get the dirt and move it around to do what you want. Thank you!

I have a question though about fertilizer, and maybe it's been addressed earlier in the thread but I'll admit I didn't read all the way through it. I'm trying to make compost. I don't want to use fresh meat as every drop of that I get goes towards feeding my colonists. Where does rotten meat come from? Do I literally kill an animal, butcher it, and then let the fresh meat go bad by not freezing it? Does that become rotted meat? I had a couple of dead animals on my map, but there wasn't a way to specify to haul the rotted corpses to a different stockpile than the fresh corpses (like the stuff I'm hunting for food). I did manage to get a couple of animals I killed in the stockpile and they went bad, but I wasn't able to specify a butcher table to make rotten meat out of it.

At this point I'm thinking about hunting some of the smaller animals that I don't normally eat (rabbits, squirrels, rats, etc) and butchering them and using their fresh meat for the recipe. Is this how you intended it to work? Or is there another way to get rotten meat and/or compost that I'm not getting?

Thank you, and I hope the above makes sense. Thank you!
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

dburgdorf

Quote from: MisterVertigo on June 11, 2017, 07:45:57 PM
Where does rotten meat come from? Do I literally kill an animal, butcher it, and then let the fresh meat go bad by not freezing it? Does that become rotted meat?

Yes.

Quote from: MisterVertigo on June 11, 2017, 07:45:57 PMAt this point I'm thinking about hunting some of the smaller animals that I don't normally eat (rabbits, squirrels, rats, etc) and butchering them and using their fresh meat for the recipe. Is this how you intended it to work?

That works as well.

Any sort of meat (and any sort of vegetable matter) can be used to create compost. And any meat or vegetable matter that sits out long enough will become rotten meat or rotten mush, at the point at which in vanilla RimWorld it would simply disappear. And any sort of rotten material can also be used to create compost.

- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

SpaceDorf

You could always use raider-meat.

Accept the debuff for butchering once and you get tons of rotten meat.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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