边缘世界 RimWorld

边缘世界 RimWorld

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Crop Rotation
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Mod, 1.4, 1.5, 1.6
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更新日期
332.930 KB
2023 年 8 月 10 日 下午 12:02
7 月 24 日 上午 11:25
9 项改动说明 ( 查看 )

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Crop Rotation

在 Mlie 的 1 个合集中
Developed by me
111 件物品
描述


Planting the same crop over and over is fine in Rimworld but in real life this causes issues.
The soil looses its fertility and pests and diseases happily make themselves a permanent home as their preferred food source is guaranteed.
Crop rotation helps return nutrients to the soil without synthetic inputs.

This mod lowers the yield of crops when the same crop is planted in the same spot multiple times.
The yield gets lower and lower each time, but rotating the crop instead increases the yield.
This only affects plants in growing-zones that are destroyed upon harvesting.

You can also select multiple crops for growing-zones and pawns will change crop after each harvest.
The change happens per cell, so unless you are using a mod like Growth Sync your fields may soon look a bit random as plants may grow at different speeds.
Pawns will also look at skill requirements when switching crop and skip any crop that no colonist can plant.

The gizmo for extra crops are only visible if the base-crop selected is a harvestable crop that is not a tree and where the plant is destroyed when harvesting. The selectable extra plants are also limited by this.
So zones for trees, flowers and crops that do not need replanting after harvest will not have any extra plants selectable.

You can also switch to seasonal rotation where you can select a different crop to be sown for each season.
This option will only be visible in maps that do not have permanent winter/summer.

Growing zones will also have an extra action for burning the crops to increase the yield. This is locked behind the basic crop-rotation research. A pawn will then come over to the field, set it on fire and stand watch to stop the fire from spreading.

Mod-options
  • The amount to lower/increase the yield for each crop-iteration
  • Maximum yield-multiplier
  • Minimum yield-multiplier
  • The amount of crop-iterations to take into account to calculate the yield
  • If automatic rotation of crops should require research to be done first
  • If burned crops should increase yield and by how much
  • If empty cells should increase yield back to 100% over time and how fast
  • If three or more different crops are required for yield improvement or just two
  • If rotating crops should just lower the yield by a smaller amount to force the use of burning or waiting

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: soil fertility, farming
128 条留言
YuuYWeeW_50010 9 月 22 日 上午 4:59 
Would automatically removing the Home zone on the field being burned then adding it back work for stopping the Fire! alert when field burning?
Poetic 8 月 27 日 下午 10:50 
I was looking for a mod that will let pawns plant a few random random plants within a single growzone for flowerbeds, but I think this is close enough. Thanks for the unique mod, and keeping it updated! Appreciate it!
Mlie  [作者] 8 月 26 日 上午 1:52 
@[RTB] Sarianos This sounds like a feature to request for the Worldbuilder mod I think
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3522102833
[RTB] Sarianos 8 月 26 日 上午 1:42 
@Mlie This is likely not far within the scope of this mod, if at all, but the ability to disable the 'permanent winter/summer' designation for a map would be greatly appreciated as I cannot find any mods having this function, all non-equatorial maps generally still have seasonal variance but over/under a certain average temperature the season is simply not considered as a relative value but none the less it remains valuable information.
A Curious Jackdaw 7 月 26 日 上午 7:04 
Okay to note: Can it be possible to apply the crop rotation to planters? I'd like to do rotation on my ship, if possible.
A Curious Jackdaw 7 月 26 日 上午 6:53 
Thank you for the update, I can now go back to letting my farmers handle a 16 crop cycle between four planter groups and have an endless variety of food and medicinal materials.
Katana Sado 7 月 18 日 下午 3:39 
out of curiosity dose this work as of 1.6?

I hate to be one of those people to ask about updates but this was a mod I used in every play-through. I have been a bit paranoid to try.
Brumes Wolf 4 月 20 日 下午 4:44 
Nope this was on a save were the tech was unlocked before, something broke with the fields and while trying to fix it I enabled/disabled the mod and noticed it didn't give me the gizmo's.
SketchyGalore 4 月 20 日 上午 11:08 
@Brumes Wolf Out of curiosity, were you running dev mode on the new game? I was confused by this as well, but didn't realize/remember that the gizmos are gated by technology, so you don't see them without research (but they are visible in dev mode).

Also noticed a funny little soft incompatibility, where using VE Farming's soil tilling command under a crop would make a pawn set the plant on fire immediately afterwards. Could just be something goofy with my own setup, though!
Brumes Wolf 4 月 7 日 上午 7:15 
It seems that when you load this in an existing save it doesn't do anything?
I had an error and tried disabling and reenabling the mod in my save, but after saving without and then loading with this mod the gizmos for rotation are not present on either existing or new growing zones. When starting a new game it does work.