![]() ![]() It is now possible to allow the use of kibble and/or pemmican in the production of compost, though those ingredients will not be allowed by default. Plant scraps are now categorized (for stockpile purposes) as plant matter rather than as food, and rotted mush is now categorized simply as a generic raw resource. Rotted mush can still deteriorate, but will no longer "rot," so you'll no longer have rotted mush rotting into. Eh, the soil for terraforming is way more balanced imo because of the time and resources required. Humans have always shaped the environment to their needs, from making water streams flow wherever we want to even creating islands from scratch in the midst of the sea. Work amounts have been changed to give it a bit of balance. Rotted mush no longer has a nutritional value, so even pigs should no longer eat it (and make themselves sick as a result). The Buildable Terrain Mod allows you to build any terrain tile over any other terrain tile. German language translation files were provided by Ryder32x. ![]() Fertile Fields 1.0 and earlier by Rainbeau Flambe/dburgdorf. In addition, many VGP tools are located in the Farming tab. Compost recipe requirements are now based on total mass rather than total nutritional value. Fertile Fields is compatible with Vegetable Garden, but will overwrite certain VGP Garden Tools that overlap with Fertile Fields tools. Ground for all structures with 100 fertility and 87 walk speed. transform terrain into soil cost 1 Pemmican. This is a terraforming mod, that allows to change/build terrain, rocks, ores and terraforming stuff. Compost bins will now leave behind blueprints for new compost bins, if the "auto-refertilize" setting in the options menu is checked. Add new category terraforming Add new research Terraforming that require vanilla tech Pemmican to unlock 3 terrain transform options. Similarly, compost bins now require three piles of compost, instead of just one, and yield three piles of fertilizer. Compost barrels now have a higher capacity, and can convert up to 30 piles of compost (instead of just 10) into fertilizer per run. Made a few adjustments to the ordering of items on the "Terraform" tab, in order to prevent transformations which require research from incorrectly showing up before the prerequisite research is actually complete. Added a configuration option to determine whether plants actually drop scraps at all. ![]() The amount of scrap a particular plant will drop is now influenced by the plant's growth amount, so you'll no longer be able to plant things and immediately cut them down to quickly build up a large plant scrap supply. Not sure what mod this one was having a conflict with, but after reloading all my mods one at a time, I found that when i add this one, if I click on production tab for the build menu, I loose the left side arctect menu I.E. ![]()
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