边缘世界 RimWorld

边缘世界 RimWorld

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Configurable Tilled Soil
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Mod, 1.4, 1.5, 1.6
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2.870 MB
2023 年 1 月 26 日 下午 2:39
10 月 24 日 上午 5:52
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Configurable Tilled Soil

描述
There are many versions of Tilled Soil. None of them had the exact combination of features I wanted, so I made my own. I also added some stuff. Here it is.

This mod adds the ability to till soil to increase its fertility. There is also a research project, Terrain Rehabilitation, that allows you to replace other natural floors with regular soil. Doing this requires that you get the soil from somewhere, so you can now designate growable soil to dig up bags of dirt.

Configuration options:
  • Fertility of tilled soil, default is 120%, max is 1000%.
  • Terrain affordance required for tilling, default growable, can change to light.
  • Terrain affordance required for placing dirt, default rough stone, can change to light.
  • Whether tilling requires bags of dirt.
  • How many bags of dirt is needed for each tilled tile.
  • How much work it takes to till.

FAQ
Why can't I remove a dirt floor that I placed?
Because you can only have one natural floor and one placed floor on a tile. Since tilled soil is placed on top of dirt, placing dirt has to replace the natural floor.

Why do the bags of dirt look like boxes?
Because I'm bad at art and the mod is otherwise done. Maybe I'll do a better job someday. Look at that shovel though! That sure is a shovel.

Credits
Sam_ for the original Tilled Soil mod
ZombieZilla for a previous configurable version
binchcannon for IceWorld, which helped me figure out how to add the designator for digging up dirt

[github.com]
[ko-fi.com]
89 条留言
divineDerivative  [作者] 10 月 24 日 上午 5:56 
@axle yang Ah, you're not supposed to be able to set it to 0, looks like there's a bug that ignores the min and max values for that setting. If you want it to have no cost, uncheck "Does the Tilled Soil require dirt to construct?" I've uploaded a fix for the bug as well.
axle yang 10 月 24 日 上午 12:30 
its when the cost is set to 0 for me is when it doesn't work for some reson
axle yang 10 月 23 日 下午 3:46 
i fixed the problem, sorry for bothering you
divineDerivative  [作者] 10 月 23 日 上午 5:25 
@axle yang Works fine for me. Could you please provide a log and mod list so I can look into it?
axle yang 10 月 23 日 上午 2:10 
the configuration does not work. i set the fertility to 1000% but it still says and acts like 200% and the other setting do not work. i don't get an error log, the menu says its 1000% but even after a reload and a game restart it still doesn't work.
Halfelfaedyn 9 月 1 日 下午 6:56 
Thank you for this mod!
Anubis 8 月 2 日 下午 2:25 
For asteroids, whilst true, I find it a bit comical to portray "bags of dirt" as a limitation, considering the requirement to get to the asteroid itself.

Almost all deserts have some amount of soil (I hesitate to say all because world gen wonkyness but it is the norm) and the bags can be infinitely "generated" from a single tile - I suppose it'd be an issue on the "extreme" versions.

For the most part "ice sheet's" balance is covered by "terrain affordance for dirt", I guess it's applicable if you want it easier on the affordance (via choosing light) and harder on the materials - I believe, however, that this is a prime example of why the existence of the options are a good thing.

---

Still, I was mostly just throwing my hat in the ring because I saw other people asking for the option but I respect your choice on the subject. :steamthumbsup:
divineDerivative  [作者] 8 月 2 日 下午 1:06 
@Two I guess I only ever tested with god mode on and tilling placed dirt never actually worked? It should work now though. I can't replicate the other one, they eat grass on tilled soil just fine for me.
divineDerivative  [作者] 8 月 2 日 下午 1:01 
@Anubis I completely disagree. Being able to place soil where ever you want on a desert, ice sheet, or asteroid has huge balance implications. If you want dirt in those situations, you need to bring it from somewhere, same as you have to go elsewhere for other scarce resoures.
Anubis 8 月 2 日 上午 11:00 
I'll throw in my 2 cents about the same subject @heilan9 mentioned, regarding placing regular soil and the dirt requirement.

Rimworld already has abstractions of this nature, you need not think about it as pawns "conjuring" dirt - the "work needed" should just reflect the fact that it it includes transporting dirt from somewhere else, despite the fact that the pawn will not actually move.

On a mechanical sense, the main point of this is to remove a resource that has a singular non recurrent purpose from the game - after the soil is placed at the position where the player will use it, the dirt "thing" no longer serves any purpose, however, both the resource and the workbench/bills still exist in the world and menus.

On the other hand, abstracting the "dirt" transportation makes for a "cleaner" game without balance implications that are any worse than placing soil already is and the only downside is that you will not see the pawn physically walking to pick up the dirt.