RimWorld

RimWorld

VFE Medieval: Moat Changes
33 Comments
CrackaJack 31 Dec, 2023 @ 8:35am 
@Acarii try consistent map stone(side effect: meteors dont leave stone floors) and soil relocation
Acarii 21 Nov, 2023 @ 7:40am 
Would you be willing to make a version that lets you convert stone into stony soil? I'd like to clean up the mess the meteors left in my lake.
GonDragon  [author] 21 Oct, 2023 @ 4:36pm 
Update: I updated this mod, now works with the newest version of VFE Medieval. Now, the mod is just a patch. One minor change: Gravel is now the bottom line, you can no longer dig it into Shallow Water. I'll update the description of the mod later.
hottt3 10 Oct, 2023 @ 7:22pm 
This mod generates errors. Had to unsub:(
Dizzy Ioeuy 20 Jun, 2023 @ 4:23pm 
Oh this is sad. your system was so much more rational!
GonDragon  [author] 20 Jun, 2023 @ 3:20pm 
I've noticed that VFE Medieval has made some changes to the way they handle moats. There's now less hardcoding involved. With these modifications, I can streamline much of this mod's code. However, it's a time-consuming process I currently can't undertake, as it requires me to:

> Delve deeply into the VFE Medieval code to understand their current approach.
> Review my own code thoroughly to recall the specifics of what I did and why.
> Implement the actual changes to the code...

So, for the time being, this mod is deprecated. Please, for now, remove it from your mod list.
GonDragon  [author] 12 May, 2023 @ 2:31pm 
@Caramel: Sorry, but no. I don't have the right to fork and modify the source code of VFE Medieval. And even if I ask and they gave me permission, isolating the relevant code to make a standalone would be more work than I'm willing to do.
Caramel 11 May, 2023 @ 7:13pm 
can you make a standalone mod for this?
Pullle - TTV 3 Feb, 2023 @ 12:02am 
Would love to see if one could dig down to "deep water" and/or dig stone instead of only soil/sand.
fallenscion 21 Nov, 2022 @ 4:48pm 
Is there any way to make digging faster? It seems absurd that I can build floored and a furnished room faster than I can dig a 2x2 patch of soil down into mud.
GonDragon  [author] 26 Oct, 2022 @ 3:10pm 
Recompiled for 1.4
Enduriel 22 Oct, 2022 @ 5:43am 
hey there, big fan of this mod here. Hoping you're gonna update for 1.4 ^^
GonDragon  [author] 30 Sep, 2022 @ 8:32pm 
@kirsche: I don't know, it depends on how VFE Medieval interacts with that other mod.
grenade lobber 30 Sep, 2022 @ 4:46am 
ooh, is it possible to integrate this with the soil relocation framework?
GonDragon  [author] 31 Aug, 2022 @ 9:30am 
@Renchon: Sadly no, the value is hardcoded on the JobDriver of the Dig and Fill tasks... So, it's always 5000 for Digging, and 7000 for Filling, no matter what terrain. Also, a Patch to change those values to something lower may not be possible, as in the way is coded, there is a high chance that Harmony can't reach those values.
Renchon 28 Aug, 2022 @ 7:54am 
Hey, is there any possibillity of changing how much work digging and filling need? I just can't find the right number
sou 9 Aug, 2022 @ 10:35am 
@GonDragon Ah, XML edit. Got it. Thank you for the explanation!
GonDragon  [author] 9 Aug, 2022 @ 8:59am 
@sou This mod does not touch mud, but it can be easily expanded using an XML file to do so. The comment below is from someone who writed the XML to touch the mud in it's own game.
sou 9 Aug, 2022 @ 4:55am 
Is mud supported by this mod? Someone wrote below that mud became diggable with this mod, but mud on my terrain remains undiggable.
Quiana 8 May, 2022 @ 8:24am 
You are the man, I'll test this later once I finish desk work. Appreciate it! (I don't need the reverse only cause I'm using Eve's framework for soil which can fill deep water even)
GonDragon  [author] 7 May, 2022 @ 11:58am 
@Quiana it should be easy, it's just adding one DEF that looks like this: https://pastebin.com/ZFNbpkVD
Quiana 7 May, 2022 @ 11:51am 
@GonDragon I just realized, my colonists aren't standing on the tiles to dig. They stand to the side like a mining job. Would it be possible to add the tile type to the end of the set? I'm not asking you to do it, just wanted to know how easy/hard that would be for myself to add on?
GonDragon  [author] 7 May, 2022 @ 9:48am 
@Quiana To dig, the colonist needs to be over the terrain they are digging. If they dig in Shallow Water to make Deep Water, they will end up trapped on a tile they can't move trough.
Quiana 7 May, 2022 @ 8:25am 
Hi GonDragon, I was curious, I looked at the code a bit, it seems the shallow water stopping point is possibly hard-coded into the system? Is there an easy means for someone to say, bolt-on adding deep water into this?
Blood_Red_Hunter 22 Feb, 2022 @ 9:15pm 
ooh, is it possible to integrate this with the soil relocation framework?
Pillowkitty 27 Dec, 2021 @ 9:41am 
I too felt the original design wasn't quite right and you nailed it in your execution! Had my own look awhile back and saw how the original code wasn't XML friendly, which is the limit of my abilities currently. Adore your API/resource idea!

Haven't much play in standard deserts, but I was majorly disappointed when playing in a cold bog. Discovering that mud was untouchable ruined my original moat plans. I'd either have to resort to research beyond medieval/moisture pumps or pull out the console commands. Thanks to your mod I was able to incorporate mud as being diggable.
Delta1138 26 Dec, 2021 @ 12:03pm 
"There is also 50% chance that, after digging in the Sand, you find... more sand."

<Anakin Skywalker rage intensifies>
ZerFog 25 Dec, 2021 @ 4:38pm 
Please add Deep Water
Enduriel 25 Dec, 2021 @ 1:09am 
Ran into this completely on accident but after interacting with the digging system this is a MUCH more logical approach (I'm on a desert map and it felt odd that I should be able to get soil) so ty lots!
Chime 24 Dec, 2021 @ 9:49pm 
well done, much more logical system for moat digging.
GonDragon  [author] 24 Dec, 2021 @ 5:23am 
@Arky No, this mod is to modify how the moats works specifically on vfe medieval.

You can use the original Standalone version of the moats . It's for 1.2, but it still should work fine on 1.3 (Although this mod wouldn't work with it).


Other alternatives are Defensive Moats (continued) , Simple Landfill and I think that you can do something similar with Fertile Fields .
Arky 24 Dec, 2021 @ 1:39am 
Does it provide the moat feature by itself? I don't want to use vfe medieval but I love moats :(
Forgan_Meeman 23 Dec, 2021 @ 12:23am 
Thank you!!! Ive been wanting a mod that makes fertile soil moatable.