[A17/B18/B19] + 1.0/1.1 Super Soil

Started by AuxiliusM, January 14, 2017, 07:06:55 PM

Previous topic - Next topic

AuxiliusM

Ver 1.0/1.1 here: https://github.com/AuxiliusM/Super-Soil

Grow things very fast with the help of this bioengineered mycelium network which fertilizes your plants.

If you are on A17 it will still work without problem, just the version nuber is wrong (i hope ^_^)

Version for B19 is out get it on steam :3




Fertility rates are 200%>500%>1000%
(Most plants grow a bit slower because of modifiers, some like rice at thw full rate.)


To Build  (Research measured with industrial Tech Level)(not totaly up to date) :

Super Soil (200% fertility):
1. 1000 Research
2. 3 Steel, 3 Cloth, 1 Neutroamine

Mega Soil (500% fertility)::
1. 3000 Research
2. 5 Neutroamine, 3 Herbal medicine, 1 Component, 1 Yayo

Hyper Soil (1000% fertility):
1. 7000 Research
2. 30 Plasteel, 3 Penoxycyline, 1 Medicine, 1 Luciferium


Download:
https://steamcommunity.com/sharedfiles/filedetails/?id=823626435

https://www.dropbox.com/s/t5rj1jtbro230x2/Mods.rar?dl=0 (bundled with my other mod if anyone is interested)

https://www.dropbox.com/s/7xshskihtxwwdjb/Super%20Soil%20v.3.rar?dl=0
(A17/B18)


This mod uses code and textures from "Tilled Soil". Check it out

https://ludeon.com/forums/index.php?topic=5509.0
https://steamcommunity.com/sharedfiles/filedetails/?id=725747149

It's Tilled Soil compatible as it uses its own resources.


Feedback and bug reports are appreciated, it probably still needs some balancing. c:


It should be save game compatibe (:

You can use every part of this mod for you own projekts.

Iwillbenicetou

Mod Help! The basics on how to download mods!

Lomano

Such luck, much love, wow.

AuxiliusM

yea the steam community already did they're part ^_^

Krolon

What's this skull called "sinister bonus"? What it does?

AuxiliusM

#5
---its another kind of soil with a sinister trade off  >:D---

AuxiliusM

Update for A17 as always feedback is appreciated c:

AuxiliusM

Another Update for A17 to include the new research tab feature.

Furthermore removed some research requirements on the low tier ones to make them easier to access.

I hope i didnt break any save games. :^)

If i did (or something else bugs you) report pls :3


MRizqonT

I Didnt know why you removing the "Ultra Soil" i thing when you added the "Ultra Soil" Its make me know what to do with the prisoner(heart)

AuxiliusM

A18 Update // added a hard version with spiked up building and research cost

TryB4Buy

Can your mod be made to require the lower tier of soil before upgrading? ie first to sand, then gravel then normal then rich before super soil? And super soil (or a powered hydroponics bay) before megasoil (which would no longer require power)? Likewise mega soil before hyper soil?

If so, I'd like to re-analyze your numbers. One thing that needs to be the case is that the fertility should be in tiers, stepping up from 0% to 6% (sand) to 70% (gravel) to 100% (normal) to rich soil. Sand and gravel should be 25% and 50% respectively. Let's also say that +40% for rich soil is a mistake and it should be the more rounded +50% or x1.5 compared to normal soil.

For the cost of 1k gojuice's research you can essentially fertilize rich soil making it "richer" soil. That's a x2 compared to normal soil. It's cheaper to research compared to hydroponics and inferior since it has to be outside in an otherwise vanilla game, although it requires no power. The steel doesn't make much sense and the cloth would rot but the 1 Neutroamine is hard to come by and would make sense for it to act as fertilizer. This level of use is just a one time cost version for a 'no electricity play through' or whatever. It's rather niche.

For the cost of a 3k glittertech, megasoil gives a x5 modifier. But it should be a x3 modifier so it is better than hydroponics without blowing it out of the water. +1neutroamine, +1herbal medicine and a component with maybe a yayo does make sense here. The soil is getting higher doses and getting more "high tech"

For the cost of a 7k end-game tech, Hyper Soil gives a x10 modifier. But it should give a x6 modifier to keep it in line with previous gains. The additional +1neutroamine with tech, a bench and crafting time, +1neutroamine with different tech, the same bench and crafting time along with some cloth, and finally a nanite drug also sounds fine. The plasteel isn't needed. Thus you end up with about 3 hydroponics bays in a 1 hydronponics bay area.

Keep in mind that I do believe grow times are too long. Try rushing mass devilstrand production on a tribal playthrough. See how fun it is waiting almost full year. You'll think about ending the campaign before you harvest. Assuming you could upgrade the soil without disturbing the already planted crops and rushed your research like crazy, a new but determined colony could get a devilstrand crop out before the 2nd month of play. And yes you could grow rice after only a day or two, but its still more balanced than producing potatoes after an hour in game.

Heni

Good mod, but the itens needed for the soil are a bit strange, will be more realistic (i think) if you have to use more drugs, herbal and maybe animal resources. But nice work!

AuxiliusM

@TryB4Buy

just saw your suggestion and actually making the soil types dependent on each other was an aim of this mod sadly my "coding" skills are pretty much none existant so i could never realise that even afer much trying

to your numbers: make perfect sense, but i'm too lazy to change the mod / modpage so drastically + also unsure how people would react to such things so late after release

but feel free to create your own version ^_^

AuxiliusM

B19 Update + some bug fixes // have fun farming m8s

Nexilius

Is there download for B19 that's not on steam workshop?