Mods / Art of Growing

Category: #Crafting #Food #Storage #Technology
Author: Fedarmens
Side: Both
Created: Jun 29th at 9:30 AM
Last modified: Jul 22nd at 11:27 PM
Downloads: 1714
Follow Unfollow 131

Latest file for v1.19.8:
ArtOfGrowing-0.0.4.zip 1-click install


Very WIP!

At the moment, all changes to the mod affect only turnips, carrots, onions, rye, spelt, rice and flax. Going forward, at least all vegetables and grains will be changed. Write your impressions, questions, suggestions and errors you notice!

The mod can be installed on a previously created world, but I recommend creating a backup copy! All existing crops and seeds will be automatically converted to the wild variety, and vegetables to the purified versions.

Cultivation of plants from wild to cultivated varieties. Find wild versions of common crops in the world and improve them generation after generation until you grow the largest crops!

Added 7 varieties of crops: Wild, Small, Medium, Decent, Large, Hefty and Gigantic.

Each subsequent variety will produce larger crops, but will require more time to grow and more fertilizer in the soil.

The crops of each variety have a small chance of dropping seeds of a better variety.

You can peel the collected vegetables to use in dishes, or cooked them whole over a fire.

Unpeeled vegetables last the longest, but they take up more space.

In addition to vegetables, you can also harvest scallions from onion crops - you can eat them.

New feature!

Store straw and collected ears of grain in haystacks - up to 2 stacks can be placed in one haystack.

Raw ears of grain will be suitable for processing only after drying. Ears of grain can only dry in a stack - if they are in inventory or any container, they will deteriorate and turn into ordinary straw.

You can interact with a haystack in a special way - sit down (G button by default) and right-click on the haystack with an empty hand. This way you can:

  • Binding straw into hay blocks
  • Thresh dried ears, separating the grains from the straw


Flax, rye, spelt and rice grains can be immediately planted in the ground, or peeled with a knife to obtain cereals. Unrefined grains last longer. The cereal can be used in dishes and ground into flour.

Flax processing

  1. Thresh dried flax ears and get flax straw and flax grains.
  2. Place flax straw on the ground in water - the haystack will soak for about 7 days.
  3. Rinse the soaked flax straw with water in the craft window or in a barrel.
  4. Clean flax straw should dry in a haystack.
  5. Dry flax straw can be immediately divided into fibers, or first pressed in a press to obtain crumpled flax straw - it will produce more flax fibers.
Grains
  • Added varieties for rye, spelt, rice and flax
  • Mature crops can produce raw bunches of ears
  • Replaced shapes for grains and flour
Vegetables
  • Vanilla vegetables have been replaced with peeled versions. Only peeled vegetables can be used in dishes.
  • Vanilla seeds and crops have been replaced with wild ones.
  • Seeds from vegetables can only be obtained at the last stage of growth. Vegetables at this stage are already rotting, so what you get instead is rot.
  • More cultivated varieties last longer, but take up more space.
  • Vegetables can be eaten unpeeled - depending on the variety, the nutritional value of one vegetable varies. But by peeling vegetables you will get more nutrients, although peeled vegetables do not last as long.
Compatibility
Compatibility with any mods has not been tested at this time. In the future I will add compatibility as I can, but it is not a priority.
Road map
  1. Add varieties and update crops for all vegetables.
  2. Process grains according to the system of varieties.
  3. Add in-game help for the mod.
  4. New cultures.
  5. Perhaps a system for germinating seedlings before planting in the garden.

 


Очень ранний доступ!

На данный момент все изменения мода касаются только репы, моркови, лука, ржи, полбы, риса и льна. В дальнейшем будут изменены как минимум все овощи и зерновые. Пишите ваши впечатления, вопросы, предложения и замеченные вами ошибки!

Мод можно устанавливать на ранее созданный мир, однако рекомендую создать резервную копию! Все существующие посевы и семена будут автоматически преобразованы в дикий сорт, а плоды овощей - в очищенные версии.

Культивирование растений от диких до культурных сортов. Находите в мире дикие версии обычных культур и улучшайте их поколение за поколением, пока не вырастите самые крупные плоды!

Добавлено 7 сортов культур: Дикие, Мелкие, Средние, Приличные, Крупные, Обильные и Гигантские.

Каждый следующий сорт даст более крупные плоды, но потребует больше времени на рост и больше удобрений в почве.

Из посевов каждого сорта с небольшим шансом могут выпасть семена более лучшего сорта.

Собранные овощи вы можете очистить, чтобы использовать в блюдах, либо пожарить на костре целиком. 

Дольше всего хранятся неочищенные овощи, но они занимают больше места.

Из посевов лука помимо овоща можно собрать и зеленый лук - им можно подкрепиться.

Новая функция!

Складируйте солому и собранные колосья зерновых в стоги сена - в один стог можно поместить до 2-х стаков.

Сырые колосья зерновых будут пригодны для обработки только после высыхания. Высохнуть колосья могут только в стоге - при нахождении в инвентаре или любом контейнере они испортятся и превратятся в обычную солому.

Вы можете особым способом взаимодействовать со стогом сена - сядьте (по умолчанию кнопка G) и нажмите ПКМ пустой рукой на стог. Таким образом вы можете:

  • Связывать солому в блоки сена
  • Обмолачивать высохшие колосья, отделяя зерна от соломы

Зерна льна, ржи, полбы и риса можно сразу посадить в землю, либо очистить ножом и получить крупу. В неочищенном виде зерна хранятся дольше. Крупу можно использовать в блюдах и смолоть в муку.

Обработка льна

  1. Обмолотите высохшие колосья льна и получите льняную солому и зерна льна.
  2. Льняную солому поместите на землю в воде - стог будет замачиваться около 7 дней.
  3. Вымоченную льняную солому ополосните водой в сетке крафта, либо в бочке.
  4. Чистая льняная солома должна высохнуть в стоге.
  5. Сухую льняную солому можно сразу разделить на волокна, либо сначала спресовать в прессе и получить мятую льняную солому - из неё получится больше льняных волокон.
Зерновые
  • Добавлены сорта для ржи, полбы, риса и льна
  • Из зрелых посевов можно получить сырые связки колосьев
  • Заменены формы для зерен и муки
Овощи
  • Ванильные овощи заменены на очищенные варианты. В блюдах можно использовать только очищенные овощи.
  • Ванильные семена и посевы заменены на дикие.
  • Семена с овощей можно получить только на последней стадии роста. Овощи на этой стадии уже сгнивают, так что вместо них вы получите гниль.
  • Более культурные сорта хранятся дольше, но занимают больше места.
  • Овощи можно есть неочищенными - в зависимости от сорта различается и питательность одного овоща. Но почистив овощи вы получите больше питательных веществ, хотя чищенные овощи и хранятся не так долго.
Совместимость
На данный момент совместимость с какими-либо модами не проверялась. В дальнейшем совместимость в меру возможностей буду добавлять, но это не в приоритете.
Дорожная карта
  1. Добавить сорта и обновить посевы для всех овощей.
  2. Переработать под систему сортов все зерновые.
  3. Добавить внутриигровую помощь по моду.
  4. Новые культуры.
  5. Возможно, система проращивания рассады перед посадкой на грядку.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.4 1097 Jul 22nd at 11:27 PM Show ArtOfGrowing-0.0.4.zip Install now
v0.0.3 292 Jul 6th at 12:17 AM Show ArtOfGrowing-0.0.3.zip Install now
v0.0.2 231 Jun 30th at 7:15 PM Show ArtOfGrowing-0.0.2.zip Install now
v0.0.1 94 Jun 29th at 10:06 AM Show ArtOfGrowing-0.0.1.zip Install now

34 Comments (oldest first | newest first)

💬 LielenBlue, 1 day ago

@Fedarmen

Hi, I love this mod and im useing it in my public server, "The empire of 10 lives". But I'm having an issue i think. I havent ever gotten seeds from vegitables. They give back wild turnips, for example, but never turnip seeds. Is there a way to configure the rate of getting seeds from vegitables? it works fine with rye, spelt, flax, ect. Thank you for your time and thank you for making this mod!

💬 Negklar, Sep 26th at 12:49 AM

Great mod, thanks for your work on this!  Is there a possibility of adding customizable configuration for your mod?  For instance, to increase the amount of time a crop stays "fresh".  As it is, it's very hard to be online in a multiplayer game long enough to properly process flax for instance.  Thanks!

💬 Eudaemxnia, Sep 15th at 5:58 AM

I cannot for the life of me figure out how the hell I'm supposed to dry grain. The mod discription says they'll spoil in your inventory or a container and to put them into haystacks but I can find zero references to this in the survival handbook and this is mentioned no where else in the mod page. I have lost 3 harvests to spoilage while trying desperately to get them to dry.

💬 Teagan, Sep 10th at 6:16 PM

when will the threshing amount be decreased? Also I tried increasing the growth months for your seed varieties but it didn't seem to stick. Is it hard coded and cannot be patched?

💬 Snajper312, Aug 29th at 4:43 PM

Honestly, I don't know what is happening, but I my game gets crashed always I tresh the crops, like I am treshing for example spelt, and after some treshed crops(Randomly) my game get crash. Like i can tresh those, but i need to turn on my game several times after crashes.

💬 wildejackson, Aug 7th at 5:27 AM

Something I would love is if farmland required being turned over after a crop. Oviously irl this is important but in the game we desperatly need a reason to use hoes more because it makes no sense how little use that tool gets

💬 Galagher, Aug 6th at 11:25 PM

Fedarmen

Hey I have no idea what the "haystack" you're referring too? Is it a special block added by your mod is it the existing hay grass block that is made from dry grass? I have added your mod to our server Forlorn Returned and I need to teach myself how to properly play with your mod so I can teach new players how to farm using Art of Growing. This is a great idea for a mod because it makes farmers more important! Thank you!

Привет! Я совсем не понимаю, о каком "стоге сена" вы говорите? Это специальный блок, добавленный вашим модом, или это существующий блок сухой травы? Я добавил ваш мод на наш сервер Forlorn Returned, и мне нужно научиться правильно играть с вашим модом, чтобы я мог научить новых игроков, как заниматься фермерством с использованием "Искусства выращивания". Это отличная идея для мода, потому что он делает фермеров более важными! Спасибо

💬 Dextrose, Aug 6th at 10:18 PM

Awesome! This is something I always desired to be in the game, will wait until other crops are done though.

💬 Wahazar, Jul 26th at 11:11 AM

Additional idea: root/bulb plants require hoe, not knife/scythe, to harvest with full efficiency. Currently, making hoe better than flint one, is rather unfounded.

💬 FedarmensAuthor, Jul 25th at 7:46 AM

@Kattifnatt

 

Omg, I really made it so that 16 ears of wild crops were needed to get seeds. Now I see that this is not a good solution. As soon as I get to the PC, I'll fix it. In the future, it will be possible to get seeds from one bunch, but more wild seeds will be needed to get cereals. I will release a patch in about a week.

💬 Kattifnatt, Jul 24th at 8:37 PM

Hi! There is one thing I can't seem to figure out. I have dried my first few measly raw ears of grain in haystacks, but now that they're dry I can't do anything with them. Nothing happens when I sit down and right click (there is only a rustling sound). Does processing a haystack require a certain amount of raw ears to be in the stack? Or am I doing something wrong? These are my first few ears of wild flax and rye, so I was hoping to process them to get more seeds.

 

I'd also love to see some more in depth info on the processes of the mod in the in game Handbook/Guidebook (for confused brains like mine ;p).

 

Thank you for making a super cool mod!

💬 Wahazar, Jul 23rd at 11:36 AM

Very good idea for the mod.

About cereals separation - would be nice to have flail (working also as a weak weapon) to speed up this work, or even late game tresher (with iron parts) using windmill power.

💬 FedarmensAuthor, Jul 6th at 8:41 PM

Maamessu

What do you mean? That grain is made from a bunch of flax in the recipe, and flax fibers are obtained as a by-product? If it's just that, then I don't see much of a problem, but in any case, I delved a little deeper into the history of flax and the process of making linen fabric... Well, whatever you mean, I really intend to think about bringing the process a little closer fiber extraction to real. This should complicate it, but how much depends on what I consider to be a sufficient level of convention 😁

💬 Maamessu, Jul 6th at 4:41 PM

Very interesting and watching closely!

That said, I can't agree with the changes to flax. Historically, flax was grown for its fiber. If anything, I'd argue the grain is the by-product.

💬 Volund, Jul 5th at 1:03 PM

Fedarmen Completely understandable! Just tossing around thoughts here for the future. It's always nice seeing mods touching up on different aspects of the game, but they should always focus on themselves first. Compability is a secondary, non-obligatory thing that can be done, but is not needed to enjoy a mods content. Been there and done that in other modding scenes, ex. terraria.

💬 FedarmensAuthor, Jul 5th at 12:08 PM

Volund

As for compatibility - yes, peeled vegetables are the vanilla vegetables in vogue. This is essentially just a replacement of the model and name, the code does not change. So compatibility with the same Expanded foods mod should be normal even now. But I haven't tested it yet and I don't know when I'll get around to compatibility, especially with this mod - to be honest, I don't really like it and I'd prefer not to look back at it and Culinary Artillery and not depend on them. Perhaps in the future I would like to develop my mod into some kind of alternative to these mods (but right now it's too ambitious, so I didn't say anything 😅)

💬 FedarmensAuthor, Jul 5th at 12:00 PM

SniperGecko

At the moment I'm making content based on vanilla models/textures/code, so all I need right now is time. But in the future I have a desire to do more and go deeper into coding new mechanics - for example, growing seedlings before planting and immersive cooking on a kitchen board (without heat treatment - salads, sandwiches, etc.). And it’s with coding that I might need help, because it will be something new and unknown for me.

💬 Volund, Jul 4th at 10:44 PM

Following this mod with great interest! Hope that compatability with others won't be too much of a problem, but you never know. Given that ex. Expanded foods inherit nutritional values from the parent products, maybe one could find a way to code the wild or cultivated variants of crops so that they are recognized in the recipes, like a common key or ID etc.? Maybe peeled variants of vegetables = normal vegetable in other mods?

Regardless, mods like this and ex. "In Dappled groves" by VinterNacth really add to the immersion to me, as they both make the game more difficult/realistic by raising the bar for getting certain resources, resources that would often be way too easy to get in other games (ex. minecraft), but also rewards you for engaging with the mods content thoroughly (Ex. getting more resources than in current vanilla VS). And despite that, there's usually a caveat for getting more of said resource, like cultivated crops requiring more fertilizers and growing time.

Exited to see what this will evolve into :).

💬 SniperGecko, Jul 4th at 5:29 PM

If someone wanted to pitch in to help with this; what sorts of things would you want/need?

💬 Machineraptor, Jul 1st at 9:44 PM

Absolutely amazing! I wished for some, even basic, crop cultivation in a base game, so I started to develop my own mod where I planned to add new crops and wild varieties that have to be cultivated. Very similar to how you implemented this, but your implementation is definitely better! Very excited to see this mod flourish

💬 DrSwitch, Jul 1st at 7:09 PM

Looks good, I might give it a try in a future run.

💬 Odisurin, Jul 1st at 6:51 PM

This seems very promising.

💬 Jobnor, Jun 30th at 9:31 PM

Fedarmen Thank you so much for keeping that in mind! I haven't found turnips yet (that gave me seeds) so I'll be learning with flax.

💬 FedarmensAuthor, Jun 30th at 8:35 PM

Jobnor

You can use an old save, but I recommend making a backup copy. All existing crops and seeds will be automatically converted to wild ones, you will not lose anything. However, compatibility with other mods has not been tested, so be careful with this (although, logically, any mods not related to food, crops and cultivation should work together without problems). I plan to maintain continuity of new versions of the mod so that you can continue to play in the same world with each subsequent update.

💬 Jobnor, Jun 30th at 8:08 PM

Do you recommend to start a new save during these early updates? Thank you for the update, by the way.

💬 Moonbyes, Jun 30th at 3:44 AM

I LOVE THIS!!! i wished basegame had this for the longest time! you've got my support :)

💬 Thranos, Jun 30th at 2:12 AM

Oh man, this looks fantastic. It's going to make l33tman pull his hair out, but still!

💬 Quade, Jun 29th at 10:19 PM

Love it, I look forward to seeing your work flourish

💬 FedarmensAuthor, Jun 29th at 9:54 PM

PeterSanderson

Thanks for your feedback! I don’t quite fully understand your proposal (sorry, English is not my native language and the translator apparently does not translate it quite correctly), but it seems like you are proposing to make seed ripening possible only at a certain temperature? If so, then at the moment it’s technically difficult for me, since it requires writing custom code, and so far I’m only doing a content mod. And from the point of view of the idea, it seems to me that this is too much of a complication. Vanilla dependence on temperature suits me quite well at the moment.

In any case, thank you for your comment!

💬 PeterSanderson, Jun 29th at 9:40 PM

Following with great interest. I love the concept and was hoping to do something like it but I am a long way from having the skills. Ordinarily when the top temperature exceeds what a plant can tolerate, the crop withers. I wonder is there a way, since you are adding extra growing stages to the turnip, to have two critical hot temperatures? When it gets to the first temperature, say 30 C for turnips, it "bolts" or changes to produce seeds So at 30 C it accelerates its growth stage. Ideally you could set it at a stage each day at 30+ and 3 days of 30 it goes to 8. That also simulates how turnips become less desirable to eat in sustained temps over 30 C.

💬 GON, Jun 29th at 8:17 PM

Following for now, very much interested to see how this goes

💬 Maamessu, Jun 29th at 4:47 PM

This looks amazing!

I think l33tman might shit himself if this becomes popular though.

More recipes.

💬 Jobnor, Jun 29th at 1:10 PM

OMG this looks so coool!
yeah, i'm all for this! please please please finish this

💬 Vimasa, Jun 29th at 11:54 AM

Hey, I was just talking about this idea with my friend the other day! Very excited to see where this mod goes!

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