RimWorld
Rimworld Farming
180 comentarios
Mkn 18 ABR a las 10:17 
1.5 please
pajur 13 ABR a las 12:44 
1.5?
Hades  [autor] 29 NOV 2023 a las 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 a las 2:53 
Why can't I use all plants in recipe ?
Hades  [autor] 19 NOV 2022 a las 1:23 
Hmmm I'll see if I can determine the setting to disable that!
Kitherit 16 NOV 2022 a las 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 a las 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 a las 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 a las 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.
Hades  [autor] 6 NOV 2022 a las 14:37 
@Black puppet.. theoretically they should work alongside since each mod creates a new "overlay" to the base tile. If you want to be safe, just make a different save game and play for an hour.

@Dressari... the best way to test a mod is by itself. If everything works fine with the vanilla game you've got a mod conflict. That said, Rimworld Farming has worked fine in 1.3 for ages (including debug commands)... so it's strange. How did you narrow it down to Rimworld Farming? 271 mods is a LOT (!!!)
Chibiabos 6 NOV 2022 a las 14:33 
Really wish you could use ingredients like Haygrass to make compost.
Vi-El 6 NOV 2022 a las 5:54 
Currently I am using the Tilled Soil Mod, do you think it would be easy to replace it with this one or should I install both and replace it with time till all tilled soil blocks are gone?

Primarily asking since these two mods are doing practically the same but this one seems far more indepth and balanced so Id like to make the switch :o
Dressari 6 NOV 2022 a las 4:50 
@Hades I'm sorry I neglected to mention I am running 1.3 still atm, I don't have the DLC and didn't see a reason to update yet otherwise I'd lose a bunch of mods I use currently. Um, I'm not sure how else to show whats going on other than demonstrating it, perhaps it's conflicting with another mod I have at the same time. But I have 271 mods so narrowing it down will take a long time. I'll see what I can find out if I can spare the time again.
Hades  [autor] 5 NOV 2022 a las 1:14 
(copied from other thread regarding the wealth spike bug - which I'm very sure is not caused by RImworld Farming)


Here's how I tested:

Did a dev quicktest map.
Map generated:

14097 wealth
- 9151 items
- 647 buildings
- 4300 people and amimals

I spawned 75 compost

Wealth 14172
- items 9226

I built 1 cultimated tile

Wealth 14176
- items 9216

I built another cultimated tile

Wealth 14180
- items 9206

Quit to Main Menu
Reloaded map.
Same values from save.

Pretty sure it's not Rimworld Farming causing the issue.
Hades  [autor] 5 NOV 2022 a las 0:59 
@kongkim... I checked the MarketValue of compost (used to make tilled/cultivated tiles in Rimworld Farming) and it's 1.

So by extension, the wealth of a tilled tile should be 1, and the wealth of a cultivated tile would be 10.

These values should not be creating a massive wealth spike.

I would say it's a game bug... or ReGrowth mod that is somehow not correctly calculating the value of a the Rimworld Farming tile from it's resource (compost).

I'll do some more testing on wealth before and after a save/load... but at this point it's not possible to lower the MarketValue of compost below 1.
Hades  [autor] 5 NOV 2022 a las 0:40 
@Dressari... the dev option "Spawn thing..." and "Try place direct thing" work fine for me. In 1.4 you can't search for "try" ., you need to click on "Show more actions" to see the Try... commands.
kongkim 4 NOV 2022 a las 1:16 
@Hades there were a update to the game that i think fixed the problem as it were a main game bug that broke biome mods :)
But have not testet it yet.
Hades  [autor] 3 NOV 2022 a las 20:03 
I'll take a look at these two issues, thanks people.
Dressari 1 NOV 2022 a las 18:44 
I'm not sure whats going on but I've sadly narrowed it down to this mod. But for some reason when I have this mod active it removes any ability to add and place items from the debug menu. As in I can no longer use any of the "Try place near thing..." options.
kongkim 31 OCT 2022 a las 9:33 
Hi there i found a Bug/Compatible issue with the mod after 1.4
When using it together with the ReGrowth Biome mod, it adds all tiles on the map as value to your base as building value. On a 5 day new colony i had a building value of 283.000.

When i removed this mod it go back to normal.

They talk a bit about it here.
https://steamproxy.net/app/294100/discussions/0/3487501375927432846/
abrahamv777 25 OCT 2022 a las 10:48 
I love this mod (^o^)
Hades  [autor] 23 OCT 2022 a las 1:49 
You have to research Composting for tilled soil (and the compost used to make it)
JE SUIS UN BEAR! 22 OCT 2022 a las 15:50 
Is there research for the basic tilled soil? I have nothing in my flooring tab for it.
Hades  [autor] 18 OCT 2022 a las 23:36 
Verified and updated to be v1.4 compatible.
Hades  [autor] 10 MAR 2022 a las 13:26 
I don't see why not... it only creates 2 new tiles and 1 new item, and doesn't change any other mechanics.
TheEventHorizon 9 MAR 2022 a las 14:27 
Compatible with Dubs Bad Hygine?
Hades  [autor] 24 NOV 2021 a las 19:24 
If you don't have Royalty, it does create a debug message but you can safely ignore it. I added gloomlights with no beauty penalty in (for no particular reason) and strangely the defs are stored in the Royalty folder.
fnx 24 NOV 2021 a las 2:26 
Hey Hades, When I installed Rimworld Farming in a test save it broke dev mode place near/place direct options, it could potentially be a conflict with some other mod as i did not test it in isolation but just figured you might want to know.
Snooooopy 30 OCT 2021 a las 10:48 
nice :D
Hades  [autor] 29 OCT 2021 a las 22:04 
Added that to the description area.
Snooooopy 29 OCT 2021 a las 20:58 
that's a damned shame, well I would try to make sure people are aware of this before wasting all their compost on downgrading their field
Hades  [autor] 29 OCT 2021 a las 20:55 
@Snoopy... unfortunately the fertility for a tile is fixed value, and overrides the base terrain :(
https://rimworldwiki.com/wiki/TerrainDef
Snooooopy 29 OCT 2021 a las 13:31 
sounds good Hades
Hellyeah Rook! 29 OCT 2021 a las 7:34 
Awesome Hades thanks for the reply. <3
Hades  [autor] 28 OCT 2021 a las 20:04 
@hellyeah... the errors you see won't affect the game. It's just a weird thing with the gloom lights appearing in Royalty only.

@Snoooy... I'll take a look at whether I can use addictive effect, rather than replacement effect, on soil fertility. AFAIK the only option is to replace a value not alter it
Snooooopy 28 OCT 2021 a las 16:51 
I feel like adding cultivated soil to already fertile ground should increase the fertility instead of lowering it. I just spent a lot of time getting half my fertile ground covered in cultivated soil which actually lowered the fertility from 140% to 125%. Why :(
Hellyeah Rook! 28 OCT 2021 a las 8:53 
I get errors and it's only this mod. I have vanilla game no expansions. Will this autofix if I get the Royalty expansion? I wanted to enjoy the vanilla game with mods first haha.
Hades  [autor] 4 OCT 2021 a las 17:03 
No, it's not additive. The compost lifts the level of any soil to the higher level. Rich soil is still useful for lower priority crops.
FlitterPuff 4 OCT 2021 a las 8:56 
So would tilling rich soil reduce the fertility? It's implied from the description, but I don't want to assume. That might be something to mention in your description.
Hades  [autor] 28 SEP 2021 a las 6:51 
I did more testing with a new game and only Rimworld Farming mod... and I do not see any errors.

Since I can confirm that Gloomlights are located in the Royalty folder, that must be what is causing you're issue.

I assume mech raids include Gloom lights sometimes for you? If so, that is strange because it's definitely only found in the Royalty DLC folder.

Does the game crash or break? I wasn't sure if this is simply an annoying log pop or something actually breaks?

P.S. Royalty is really good... if you love Rimworld, I would say Royalty is mandatory,
Three 28 SEP 2021 a las 0:13 
I tried to check what you write about, but unfortunately I do not have a colony having GL / MN. So I decided to add them using DevMod in a completely new colony that only uses your Mod. Unfortunately, when I clicked the option "Try place near thing ..." "Try spawn near stack ..." "Try place direct ..." an error appeared as in the attached log: https://gist.github.com/97080d6a09ec0f76855320166576cebe

When I tried to add GL / MN in a completely new colony that does not use mods (to see later how they behave when I add your mod) I couldn't find GL / MN in the list of items. Maybe they're not there because I don't have Royality or Ideology (?)
Hades  [autor] 27 SEP 2021 a las 20:59 
Interestingly I don't get any errors... does anyone else get errors?

But I did locate the issue... the label ref I used was "gloom light" but you're right, in Royalty they changed it to "mech node". What is a label? It's not the name (that's the same), tbh I don't know the purpose of it.

That said, yes they did put the gloomlight in the Royalty data folder. So that's probably causing your issue.

However, I do not use Core or Royalty paths in the mod... so technically it shouldn't matter.

Is it actually causing a problem? Like are gloom lights not appearing, or you can't reinstall them? Or is it purely an annoying log error?
Three 27 SEP 2021 a las 8:21 
Just to be sure I've tuned off any other modes and that error still apers :trolol:
https://gist.github.com/8c5229b0677082d870bd795d134241a9
Three 27 SEP 2021 a las 8:16 
Hi! At the outset, let me emphasize that your mod seems perfect to me. It supports the issues of agriculture, but at the same time does not make it child's play. Unfortunately, when I attach it to running mods, I get this message. Could you have a look at the log and tell me what might be causing it? Could it be influenced by the fact that I play RW without DLC?
My internet search only told me that Gloomlight was renamed to Mech node in RW v1.3

https://gist.github.com/76e9860f283302008e1440290fe14dbb
Hades  [autor] 11 SEP 2021 a las 7:39 
Forgot to mention I sneaked in a bonus feature a few months ago and forgot to update you all. It's kind of farming related :)
Hades  [autor] 11 SEP 2021 a las 7:38 
I'll do some testing to see if I can make it work with and without Bad Hygiene. Hopefully it won't throw errors if the Dub's mod isn't there.
hauntedPOPSicle 2 SEP 2021 a las 18:35 
It would be nice if this worked with Dub's Bad Hygeine, and you could use biosolids/fecal sludge to make compost.
Hades  [autor] 26 AGO 2021 a las 18:43 
Ah good idea... I'll add that.
neain2008 26 AGO 2021 a las 15:24 
I like it so far, maybe add to the description of the compost where its created? kinda like most/all of the vanilla items will state what station makes them. I mean, I checked back here and saw it was the butcher table/spot, but it would still be nice.
PremierVader 24 AGO 2021 a las 9:29 
Gotcha no problem and thanks!