I've used the map editor to create a large area of landfill and have placed a huge block of saplings on it. I'll leave it running in the background for a few hours and see what happens. I guess it just seemed that the saplings were taking forever to do anything relative to fertilized landfill (trees within a minute) on my real game.
Thanks!
In order to have a control, I wanted to place fertilizer using the map editor, but I couldn't find the entity. Is it possible the fertilizer is not "fully enabled" somehow? I can place saplings and other Bio-Industries stuff, but the fertilizer and super fertilizer icons don't show up...
Oh, right, that could be a bigger problem than expected! Contrary to saplings, fertilizers have no definitions for entities (which can be placed and mined in the world), but just the items (which can be placed in inventories, used in recipes, dropped on the ground, or picked up). Fertilizing the ground is entirely done by script:
Terraformers choose a random tile in their range, seedbombs use the tiles in a certain radius around the point of impact. If the tile is in the list of tiles with fertility (water tiles or the outer-space tiles from "Space Exploration" are not in there), and if it has a lower fertility value than what the fertilizer provides, the tile will be replaced with "grass-3" (85% fertility) for common and "grass-1" (100% fertility) for advanced fertilizer (the tile names are prefixed with "vegetation-green-" if Alien Biomes is active). When saplings are planted, we compare a random value with the tile's fertility. If this value is greater than the fertility value, the sapling won't grow. Now, landfill is in the list, but it has just a 1% fertility, so most of the time you'll be out of luck. Common fertilizer makes for a fertility of 85%, so the saplings will grow most of the time; and advanced fertilizer provides 100% fertility, so they will always grow.
I guess we need a ghost-entity for fertilizer (a real entity wouldn't be needed because we'd just replace the tile when the item is used). Perhaps we could just use the item's icon for the ghost? Or would it even be possible to create tile ghosts? Not sure, I'll have to think about it. :-)
Thanks for the tips with the seedbombs, I think I might do that. I'm hesitant to use the terraformer as I don't want to string up electricity everywhere. That's what I liked about bots with landfill/saplings, I can just designated a blueprint of landfill, let them complete that, then designate a blueprint with saplings and wait for them to distribute it all.
The gardens are another option (there will be bigger versions in the next release), but of course, they also need electricity …