Dynamic Composting

There is, IMHO, a glaring exploit in the way that composting a field works in this game. It adds a fixed amount of fertility (a flat +8%) which is slightly reduced by the Environmental Fertility Factor (EFF), but affected by nothing else. This means that composting a large field raises the fertility of a much larger area, and so boosts food production more, than composting a small field - despite it using the same amount of poop! So by the time your population is 400 or so, large fields feed enough people that they can be fertilised every year and kept at 95%+ fertility even when growing high intensity, fertility reducing crops (wheat, leeks, etc…) on land with mediocre EFF. I think this is a problem because it removes farm / fertility management as a challenge for the player to solve, makes small crop fields highly inefficient, and generally feels gamey and cheesy.

I’m putting this in this forum because I’ve written a mod that I believe could solve this issue, but I’d like feedback on the idea, and especially the numbers involved, before releasing it publicly on steam. What it does is two-fold:

(1) The fertility provided by compost scales directly with the size of the crop field. Double the area means that you’re spreading the compost half as thick everywhere, and so get half the fertility gain. Currently thinking of calibrating this so that a standard 12x12 field gets the same fertility from composting as now.

(2) Penalise composting the same field on consecutive years as a way to represent diminishing returns. Currently I’m thinking of a -50% penalty for composting two years in a row, -25% with a one year gap, and no penalty otherwise.

On top of that there’s a few minor changes: the fertility from composting is clamped to never be less than 1% or more than 40%, the UI shows how recently a field was fertilised, and the compost yard has an auto-compost option to go for the field that hasn’t been fertilised for the longest.

I’m hoping that this will allow more diverse strategies when it comes to farm size, and make managing fertility an issue even in the later game. For example, maybe growing high-intensity crops on small farms that get a big composting boost, while having low-intensity crops (eg hay, flax) on larger fields that don’t need it. All the while this shouldn’t make early / middle game farming any harder.


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Here’s the .dll if you want to try it out. I’ve tested it to the best of my ability, but it’s by far my most complicated FF mod so I can’t completely rule out side effects yet. It’s compatible with vanilla save files (and vice-versa), but it does modify the save file directly so I highly recommended making a backup and not overwriting unmodded save files. Unzip in Mono\Mods to run.

Dynamic Composting.zip (4.5 KB)

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This is a really well-thought-out observation and an equally well-reasoned fix—nice work!

Seems like a reasonable idea! I’ll give this a try when .97 is released. Thanks for making this.

Thanks for your work on modding already sir!

Thanks for the support and encouragement. I’ve put this on Steam as ā€œFarther Farmingā€, which includes a few related minor tweaks to farming. It’s part of the Farther & Further collection of mods which each rebalance / extend a different part of the game.

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After looking on the workshop page, it looks blank unless you click ā€˜items’ or another option, the mods are not displaying like normal, wonder if its same for all, but theres a few mods there already on steam workshop :thinking:

Between me and paboyafx there are a dozen mods on the forum. But yes, they’re not displayed normally. Firstly the workshop isn’t on the normal library page, you have to through ā€œCommunity Hubā€, and then the mods themselves aren’t on the workshop home page. I’m guessing this is because the workshop needs the Mono version which is playtest only at the moment? Hopefully that will change for main release.