RimWorld

RimWorld

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Rimworld Farming
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5.808 MB
20. Apr. 2019 um 14:09
19. Nov. 2022 um 2:41
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Rimworld Farming

Beschreibung
A simple, balanced farming mod that introduces tilled soil (above T in picture above) and cultivated soil (above C in picture above), without making it overpowered or superior to hydroponics. Once soil is laid no further re-tilling is required.

Rich soil is not upgraded, so only cultivated soil will improve it.

Adapted from the Simple Cultivation mod produced by Gasch and Madwookie. If you are looking for a more advanced and complex farming mode check out Gasch's advanced mod:
https://steamproxy.net/sharedfiles/filedetails/?id=1500420126

New Floor Types

Tilled Soil
Has 120% fertility compared to normal soil (100%) and rich soil (140%).
If you till rich soil (140%) you will downgrade it to 120% fertility - however you can simply remove the tilled soil.
Requires the "Composting" research.
Costs 1 compost to construct.

Cultivated Soil
Has 180% fertility compared to rich soil (140%) and hydroponics (280%).
Requires the "Agronomy" research.
Costs 10 compost to construct.

New Item

Compost
Requires the "Composting" research.
Each compost requires 10 meat or plant, and can be any mix of different types.
Craft at butcher table or butcher spot.
Recipe for 1 compost for 10 food
Bulk recipe makes 8 compost for 75 food (and is faster as well)

Bonus Feature

Gloomlights taken from mechs are brighter visually, extend in a 2 x 2 radius, and do not have negative beauty. You can now use these lights as remote light sources just like the mechs.

NOTE: if you get any debug messages when loading it's because you don't have Royalty expansion installed. You can ignore the messages though... for some reason the developers associate gloomlights with Royalty even though they are in the base game. Go figure!
181 Kommentare
Entropy Wins 16. Aug. um 14:24 
No 1.5 fork yet?
Mkn 18. Apr. um 10:17 
1.5 please
pajur 13. Apr. um 12:44 
1.5?
Hades  [Autor] 29. Nov. 2023 um 12:05 
The lore answer: "The high fertilization levels require animal meats".

The game answer: "Because it would be over-powered and too easy to max out quickly."
Fenikkusu 29. Nov. 2023 um 2:53 
Why can't I use all plants in recipe ?
Hades  [Autor] 19. Nov. 2022 um 1:23 
Hmmm I'll see if I can determine the setting to disable that!
Kitherit 16. Nov. 2022 um 16:16 
I noticed something just now: I think because this is considered "flooring", it allows kids to do their floor drawing activity on it. So it looks a little odd to have white chalk lines "drawn" on the tilled soil. Not sure if there's a way you can fix that, but thought it was worth mentioning.
Hades  [Autor] 7. Nov. 2022 um 22:31 
If you are up for it... I'd love to know what happens is you only add in Rimworld Farming (of the 5 new ones). If it's definitely causing the problem getting the debug log would be useful.
Dressari 7. Nov. 2022 um 19:07 
Rimworld farming was a very late stage mod I installed, it was in a batch of about 5 new ones I added in the last week or so. It was in fact the LAST mod I disabled out of the new five before it stopped doing it. But none of the five were doing it on it's own. I don't remember what the other four was now since then.

Yeah I pretty much push the game to it's limits. I have very few to zero issues despite that with the occasional hiccup.
Hades  [Autor] 6. Nov. 2022 um 14:39 
FYI the way I isolate mod conflicts is splitting them in half each time. So with 100 mods, I'll run a game with 50. If they work, I try the other 50. Then I'll split the problem 50 into 25 x 2 and keep repeating.

Generally this shows up an incompatible mod... mod conflicts can be harder to trace.

Try Rimworld Farming in both sets of mods as you split them. And keep splitting until you narrow down the mod conflict. I'll take a look at the mod causing the conflict and figure out why.