[A16] Rainbeau's Fertile Fields

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

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SpaceDorf

Quote from: t3ff13 on April 12, 2017, 03:02:10 PM
What am I supposed to do with wet soil? I figured out the rest of the mod and it's great, but I'm not sure how you are supposed to process wet soil.

You could also research the Moisture Pump. Vanilla Rimworld offers it's own way to terraform .. in just a few seasons you go from wet soil to good soil :)
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Maxim 37 : There is no overkill. There is only open fire and reload.
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t3ff13

Yeah, this is what I did prior to installing this mod, but moisture pumps are so achingly slow. I liked that with the mod I could get rid of shallow water, just wished it also had a soil pathway for wet soil.

dburgdorf

Quote from: t3ff13 on April 14, 2017, 03:24:39 PMI liked that with the mod I could get rid of shallow water, just wished it also had a soil pathway for wet soil.

As I said before, there isn't any type of vanilla terrain (except for ice) that can't be modified, so whatever it is that you're referring to as "wet soil" *can* be altered, unless it's a non-vanilla terrain added by another mod.

If by "wet soil" you actually mean marshy soil, then you can either dig dirt from it and leave behind rocky dirt, or add dirt and fertilizer to it, producing soil. Neither of those actions require any special research.

If by "wet soil" you actually mean mud, then you can convert it either into marsh or into marshy soil, once you've researched "Terraforming."

If by "wet soil" you actually mean marsh, then you can convert it either into marshy soil or into shallow water, again after researching "Terraforming."
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t3ff13

On my screen it is literally "Wet Soil," I am not certain how it came about. It may have been due to me deconstructing my moisture pumps. I know the mod can transform Marsh, Marshy Soil, etc.

dburgdorf

Quote from: t3ff13 on April 14, 2017, 06:17:35 PMOn my screen it is literally "Wet Soil," I am not certain how it came about. It may have been due to me deconstructing my moisture pumps.

I can't find any reference to "wet soil" in the game's code, XML files, or language files, so I haven't a clue where that would even be coming from. But, yeah, if you're talking about something literally called "wet soil," and not just using the term generically as I originally assumed you were, then the mod's not going to let you modify it.
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SpaceDorf

@dburgdorf

I found an interesting issue with turning stone floors into soil.

I can't place rocky dirt on tiles I mined out, because it is called rough-hewn stonetype and not rough stonetype.
I know I could smooth the rock first, all I want to know is this intended behavior or
an oversight ?
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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dburgdorf

Quote from: SpaceDorf on April 15, 2017, 09:03:14 AMI can't place rocky dirt on tiles I mined out, because it is called rough-hewn stonetype and not rough stonetype.

No, that's not intentional. Someone on Steam spotted the same issue earlier this week. I'll try and get it fixed over the weekend.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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SpaceDorf

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.
Avatar Made by Chickenplucker

faltonico

Hello there!
I like the idea of this mod very much, seems to be more in depth than vegetable garden, but because i am already using the later i don't dare to install your mod, simply to avoid any trouble (i am worried about the description in the OP on the matter xD).

I was always thinking on the possibility of having to keep fertilizing your fields for them to keep having the growth rate boost. If they could have to have some sort of maintenance to keep their properties, similar to reality. Some sort of soil degradation the more crops you harvest from them that needs to be restored by pouring fertilizer on them.
How hard would it be to do that?


dburgdorf

Quote from: faltonico on April 15, 2017, 05:56:57 PMI like the idea of this mod very much, seems to be more in depth than vegetable garden, but because i am already using the later i don't dare to install your mod, simply to avoid any trouble (i am worried about the description in the OP on the matter xD).

Yeah, it's both good and bad when two mods have so much conceptual overlap. Options are always good, but if you want both the terraforming that "Fertile Fields" offers *and* the food options that "Vegetable Garden" offers, well, you're kind of stuck. Yes, they'll technically work together, but as they do similar things in rather different ways, they don't mesh as well as a user might like. ;)

Quote from: faltonico on April 15, 2017, 05:56:57 PMSome sort of soil degradation the more crops you harvest from them that needs to be restored by pouring fertilizer on them.

This is something that's been discussed already, and is on my "to do" list. I just have to get around to figuring out how I want to implement it.  ;)
- Rainbeau Flambe (aka Darryl Burgdorf) -
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dburgdorf

UPDATE:

- Rough-hewn stone can now be converted to rocky soil without needing to be smoothed first.

- Stone chunks can now be broken up at a stonecutter's table into crushed rocks, which can be used to create piles of dirt or to recreate rough stone floor from rocky dirt.

- Yes, rocky dirt can now be converted back into rough stone flooring. (Don't ask how. Maybe you're gluing all the stones back together?)

- Converting soil to sand now yields two piles of dirt.

- Soil has been recolored slightly to better differentiate it from gravel and also to make the difference between regular and rich soil not quite so glaring.

- The recipe to make compost solely from rotted matter no longer cares what sort of rotted material you're using. (The regular compost recipe still requires both meat and vegetable matter.)

- I've added recipes allowing you to make five compost at the same time, to speed up bulk compost creation.

- Fresh and salt water are now defined separately. This is a completely invisible change if you're using "Fertile Fields" by itself, but will allow other mods that care about water types to know whether a water tile should be treated as ocean (salt) or lake (fresh) water.
- Rainbeau Flambe (aka Darryl Burgdorf) -
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SpaceDorf

May I ask what was the solution with the rough-hewn floor ?

Out of interest I looked through your xml and vanilla after I found the issue but
found nothing.

Also Thank you for forseeing some of the other requests I allready thought of  ;D
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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dburgdorf

Quote from: SpaceDorf on April 17, 2017, 07:57:08 AMMay I ask what was the solution with the rough-hewn floor ?

I just had to fix an oversight in the coding. In the previous version, the code allowed placement of rocky dirt only if the existing terrain's defName was "xxx_Smooth" or "xxx_Rough," where "xxx" was the name of a stone type. It was unnecessarily clumsy, since it ran through the entire list of stone types, and it also disallowed "xxx_RoughHewn," which I hadn't noticed was a separate terrain. In the update, the code simply checks to see if the terrain's defName includes "_Smooth" or "_Rough," and if it does, allows creation of rocky dirt.


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SpaceDorf

#118
So its also a performance Boost :) Awesome. And of course I could not find some errors in your code.

============EDIT ===================

And I just remembered the visual suggestion for your Terraform menu I had recently.

With the Shovel you allready show that terrain gets changed into something less fertile.
If you could show the terrain which gets changed into which by changing the look of the Button, it would be easier to know which one to apply.

==================EDIT II =========================

I created a mockup and attached it to the post.
I changed rock and rocky dirt to what I think would be helpful.

Sadly that is all my paint skills allowed me to create :)

[attachment deleted by admin due to age]
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.
Avatar Made by Chickenplucker

dburgdorf

Quote from: SpaceDorf on April 17, 2017, 09:29:10 AMWith the Shovel you allready show that terrain gets changed into something less fertile.

Well, technically, the shovel's supposed to show which options give you dirt, but it amounts to the same thing. ;)

The only problem I can think of with your suggestion is that it doesn't easily allow for the cases where a particular terrain can be made from several different terrain types. For example, one of the "soil" icons is attached to an upgrade which can be used to turn either marshy soil or gravel into standard soil. The "before and after" imagery would be difficult to implement when there are multiple "before" options. :D
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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