[MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)

Started by Winter Hermit, December 28, 2014, 07:52:06 PM

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Winter Hermit

Hermit's Farm Mod

Hi guys, this is my first mod. So I hope it works! In my future plans list below you'll be able to keep track of what I get done. As I finish a part i'll cross it off the list. As you can see there is quite a bit of work to be done, so it may be a week or two until I finish those parts.

Opening Remarks

Once I reach v0.05, I plan to stop adding content, and by content I mean more foods and plants. I plan to focus on deepening the mechanics of the game a little. I'll aim to alter the optimal growing temperatures of the plants so that each plant will grow faster or slower in different climates. I'll also link the yield of the crop to how long it has been under optimal conditions.

After this i'll be messing around with the an irrigation system. I'll need to implement a water pump and ditches and then add a moisture property to each tile. The moisture will slowly degrade with time and use, and only be replenished by either rain, irrigation or the proximity to water.

From there i'll move onto ground nutrients. I'll need a compost heap where rotting food or plant waste will rot down to fertilizer. A job for the colonists would be to then distribute the fertilizer to the fields and thereby increase a nutrients property of the soil. The ground nutrients will also degrade with use. The moisture and ground nutrients will then both be linked into the growth speed and yield of each crop.

At this point the mechanics for the growth of the crops will include the factors of moisture, nutrients and temperature. The player would then have to content and account for these if they are to get the most out of their fields.

Description

I've created a simple mod that adds:
- Wheat, Rice, Barley, Oats, Rye and Maize Crops
- Flour, water, dough
- Bread, Pasta, Noodles and Boiled Rice
- Well, Oven, Flour Grinder, Worktop and Crafting Table

I've reworked the ingredients for the meals. There are now five types of meals. Rustic, Simple, Fine (no meat), Fine (no veg) and Lavish. Rustic requires only raw ingredients. The others require food to be prepared. The foods are grouped into staples, meat and vegetables. The recipes for each meal are:

-Rustic = 10 raw food
-Simple = 1xPrepared Staples
-Fine (no meat) = 1xPrepared Staples + 1xPrepared Vegetables
-Fine (no veg) = 1xPrepared Staples + 1xPrepared Meat
-Lavish = 1xPrepared Staples + 1xPrepared Meat + 1xPrepared Vegetables

The production lines follow the paths shown.



Future Plans
(crossed out is completed)
v0.05
-Textures for:
-Granary,Windmill,Serving Table,Hob, and Grill
-baked potatoes,boiled potatoes, and chopped potatoes
-sliced meat,grilled meat, and fried meat
-pealed carrots,chopped carrots,boiled carrots, and baked carrots
-pealed tomatoes,grilled tomatoes,tomato sauce, and chopped tomatoes
-chopped lettuce
-cucumber,cucumber plant, and chopped cucumber
-mushrooms plant and mushrooms
-pepper plant and raw pepper
-Swede Plant and Raw Swede
-Parsnip Plant and Raw Parsnip
-Sprouts Plant and Sprouts
-Raw Leeks and Leek Plant
-onion plant,raw onion and chopped onion
-Def files:
-Add Onion,Leek, Sprouts, Peppers, Swede and Cucumber plant and raw food def files.
-Add Chopped Onion, Chopped Cucumber, Chopped Potatoes, Sliced Meat, Pealed Carrots,Chopped Carrots, Pealed Tomatoes, Tomato Sauce, Chopped Tomatoes, and Chopped lettuce recipes to Worktop.
-Boiled Potatoes, Fried Meat, Boiled Carrots to Hob.
-Grilled Meat, Grilled Tomatoes recipes to Grill.
-Baked Potatoes, baked carrots recipes to Oven.
-Add pastry to worktop recipes.
-Add vegetable and meat pie recipes to oven.
-Move Rustic Meal and Add Vegetarian Meal, Meat Feast Meal and Banquet Meal to Serving Table.
-Revert Simple, Fine and Lavish Meals back to vanilla settings.
-Add Hob, Grill and Serving Table def files.
-Include Telkir's expanded crops.
v0.06
-Research tree
v0.07 and beyond
-Irrigation system, where soil degrades with use.
-Add orchards and apples.
-Barns and granaries to store produce.
-Cows, chickens and sheep. All can be purchased from traders and kept in pastures.

Closing Remarks

Feedback and suggestions are always welcome. If anyone spots a mistake, even if it is just a description or naming thing, or a bug, please let me know straight away so i can fix it.

Credit

I may have used Telkir's expanded crop's mod as my base. I copied some of his files across and edited them. I learnt how to mod from him!

I have used parts of elStrages's God's Lubricant mod. I thought their mechanic was good. I remade the well texture though.

Log

Hermit's Farm Mod
v0.04.1  (16/01/2015)
-Bug fixes
v0.04    (14/01/2015)
-Balancing!
v0.03    (12/01/2015)
- Added Rice, Barley, Oats, Rye and Maize crop.
- Added Noodles, Pasta, Boiled Rice, Prepared Meat and Prepared Vegetables.
- Added Rustic Meal.
- Reworked recipes and needed ingredients.
v0.02    (03/01/2015)
-Added Dough
-Added Worktop
-Added Dough recipe
-Incorporated God's Lubricant mod to utilize the water mechanics.
-Improved Well, Oven, Flour Grinder, Bread and Flour textures.
v0.01    (29/12/2014)
-Added Wheat, Flour and Bread.
-Added Oven and Flour Grinder production buildings.
-Added Flour and Bread recipes.


Screenshots





[attachment deleted due to age]

Evaaahg

Looks like a mod with great potential, I always liked the idea of having a farm with animals and I'm glad there is someone working on this . I think that it would be nice to have a resource heavy kind of animal food. If you decide to give them the food as an extra on top of just grass the animals will produce more than without the special food.
I hope you keep it up, and have fun  :D

Xiupan

Yes! This sounds amazing!
I love the idea of Banished-style crops, orchards and farms in Rimworld! :D

Igabod

Don't forget to post screenshots. Looks like a nice mod idea so far. I'm going to hold off on downloading it until it gets a little further in development, but I'm keeping my eye on this one. I'm especially keen on the cows, sheep, and chickens part of it. Also the irrigation system idea seems really interesting. Keep up the good work. And if you need help with anything don't hesitate to ask. I may not be the best modder on these forums, but I will do my best to help or at least point you toward someone who can help.


MaraWorf


Telkir

Good luck with your mod, and glad my stuff was useful to you!

BadgerFodder

I was just thinking the other day that we should be able to grow wheat. My plan was to use it to make pasta or noodles which could then be dried so they don't spoil quickly, maybe double the time that vegetables usually do.

Great idea anyways and I'll check it out after this current colony collapses.

millenium

with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.

lude

Quote from: millenium on December 29, 2014, 11:14:11 AM
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.
I dunno how clumsy/unelegant and cluttering for CPU time and stuff this solution would be, but make it so it cycles between 1 and -1 degrees Celsius, the cycle ratio would result in an extended shelf life


/edit

Nice mod,

dunno if it's due to future plans but for compability with clutter/storage mods and perhaps cooking mods it would be better if bread, flour and wheat were grouped as raw food, tho bread might be better served en par with a simple meal, for example with T's mod you could add in a Sandwhich with a special mood bonus (lettuce, tomatoes, bread, meat)

/edit
If you want I just made the mod work in the way that flour and wheat are grouped under food and updated recipes so it continues to work (since the recipes did take anything from the wheat/flour category, tho this perhaps isn't a bad idea since bread was made from a lot of weird grinded things, even stone ... ^ I dunno if subsubgroups are possible, that would solve it more neatly anyway.

Winter Hermit

Thanks for the positive comments! I'll be adding things over time as i learn more about the modding process and about C#. I currently only know how to use C, so object orientated programming is new to me.

Quote from: Telkir on December 29, 2014, 06:39:38 AM
Good luck with your mod, and glad my stuff was useful to you!

It was very useful! I may use your mod for the textures and file defs for the recipes and plants. Would you be ok with that?

Quote from: millenium on December 29, 2014, 11:14:11 AM
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.

My idea with barns and granaries would be that they are a more efficient way of storing certain types of items. When stuff is in a stockpile, it is simply a pile of items on the ground. The specialist storage would be built to hold an item better and therefore allow larger stack sizes. This will create a reason to actually build the buildings other than simple aesthetics.

Quote from: lude on December 29, 2014, 06:43:22 PM
Nice mod,

dunno if it's due to future plans but for compability with clutter/storage mods and perhaps cooking mods it would be better if bread, flour and wheat were grouped as raw food, tho bread might be better served en par with a simple meal, for example with T's mod you could add in a Sandwhich with a special mood bonus (lettuce, tomatoes, bread, meat)

/edit
If you want I just made the mod work in the way that flour and wheat are grouped under food and updated recipes so it continues to work (since the recipes did take anything from the wheat/flour category, tho this perhaps isn't a bad idea since bread was made from a lot of weird grinded things, even stone ... ^ I dunno if subsubgroups are possible, that would solve it more neatly anyway.

Do you mean grouping in the storage tab? I created separate categories for bread and flour as during testing the colonists were eating the flour as raw food before i could bake it into bread! So i created it as a separate category so they would leave it alone.

I'll add orchards, pasta and noodles to the list of things i'll add. Thanks for the ideas! Later today i'll give better descriptions of how i plan to go about the irrigation and animal system.

Telkir

Quote from: Winter Hermit on December 30, 2014, 02:23:56 AM
It was very useful! I may use your mod for the textures and file defs for the recipes and plants. Would you be ok with that?
No problem at all! If you could add a link back to my mod somewhere then all the better, but no big deal :)

Temeez

This mod looks very promising, and I even got an feature suggestion that would fit perfectly; A windmill. You could research it, put it down, haul grains to/into it and over time it would make flour. The speed of it work would depend on the wind speed (wind turbine logic). The building would have a slot for intake and output (grain --> time --> flour).

Igabod

If you are looking for a suggestion on how to handle the Orchards, I recommend you take a look at my Seedless Grape Vine in my Xtra Plants mod. It is just a building that produces 10 seedless grapes every 5 days. I got the idea from the water barrel in Tech Tree Minami. The fact that it is not an actual plant means that it is immune to weather changes and solar flares or changes in light, though I do have it required to be built not under a roof. I did that because I would think that if one were growing seedless grapes for their wine production business they would take extra steps to protect their crop from every possible disaster. I've seen people with prize winning Azalea bushes in my home-town that take such good care of them that they are perfectly healthy all year round no matter what the weather is like. One would think that it would be similar with an Orchard. I've considered removing my fruit trees from being growable in growing zones and converting them into an orchard building like the grape vine. If you end up going that route with your orchard idea I'd probably go ahead and remove the fruit trees from the growing zones just to make our mods compatible in that area.

MaxtheINFINITE

B20A TD05-16g 276hp. Daily driven.