Mods / Art of Growing
Author: Fedarmens
Side: Both
Created: Jun 29th 2024 at 9:30 AM
Last modified: 22 hours ago
Downloads: 4960
Follow Unfollow 250
Latest file for Various v1.20.x:
ArtOfGrowing_0.2.5.zip
1-click install
The Core of Arts mod is required | Требуется мод Core of Arts
Attention! Mod versions 0.1.0 and higher are INCOMPATIBLE with earlier versions! You can still install a mod on an existing vanilla world and convert all crops and vegetables to wild ones.
Внимание! Версии мода 0.1.0 и выше НЕСОВМЕСТИМЫ с более ранними версиями! Вы всё ещё можете установить мод на уже существующий ванильный мир и преобразовать все посевы и овощи в дикие.
You can support the author on Boosty | Поддержать автора можно на Boosty
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! Collect the ears of grain from the crops and extract grain from them, and process the flax straw to get fiber.
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! Соберите колосья с зерновых посевов и добудьте из них зерно, а льняную солому обработайте, чтобы заполучить волокно.
Most of the plants in the farmland are divided into 7 varieties: Wild, Small, Medium, Decent, Large, Hefty and Giant. From a plant of each variety, you can get seeds of a better variety with a small chance.
Turnips, carrots, parsnips, cabbage, onions.
These crops are generated worldwide only in the form of wild varieties. You can find mature and withered plants - from the latter you can collect seeds for growing at your farmland. By planting seeds in the farmland, you will grow a plant of the appropriate variety. You can get either vegetables or their seeds from these plants.
To obtain vegetables, it is enough to harvest before the moment of complete drying. However, to obtain seeds, it is necessary to leave the plant in the farmland and wait for flowering. When the plant blooms and withers, it will be possible to collect the seeds.
The best growth stage for harvesting varies from plant to plant. The most vegetables can be obtained: cabbage – at the 12th stage, parsnips – at the 8th stage, carrots and onions – at the 7th stage, and turnips – at the 6th stage of growth.
Vegetables vary in size and nutritional value depending on the variety. Vegetables of all varieties can be used in dishes and pickled – they will provide the appropriate nutritional value.
Green onions are also harvested from growing and ripe onions. It can be eaten or used in dishes like any vegetable.
Some crops can be planted back in the farmland to grow more seeds. Take the carrots, parsnips, turnips or onions and plant them in the farmland. After full ripening, you will receive seeds for growing new vegetables. Only seeds can be obtained from seedlings, without vegetables.
Spelt, rice, rye, flax, amaranth
Like vegetables, these crops are generated in the wild. After the plant has fully matured, they can be harvested and a bundle of ears of the corresponding crops can be obtained. You get these bundles in their raw form and they need to be dried before processing. To do this, place them on the ground and wait for a while. After drying, they can be processed by separating the grains from the straw.
To separate the grains, take a stick in your hand and press the rightmouse-click. The amount of straw obtained after separation depends on the variety – the better the variety, the more straw. The probability system works with grades smaller than Large - the worse the grade, the less likely it is to get straw from each processed bunch of ears.
The grains obtained by this method can be planted back in the farmland, or cleaned with a knife and get cereals that can already be used in cooking. Grain can also be eaten, but it will give less saturation than the cereal obtained from it. Cereals cannot be planted in the farmland.
The grain can also be used to feed pets. The required amount of grain for one serving of feed is the same for all varieties.
Sunflower is generally similar to other crops, except for the moment of grain separation. After harvesting, you immediately get straw and sunflower heads, from which you need to extract the grains. To do this, hold the sunflower in your hands and press the rightmouse-click with your empty left hand. There is no need to dry the sunflower. Just like other grains, sunflower grains can be planted in the farmland or cleaned. Sunflower cereals cannot be planted in the farmland, but they can be used in food like other cereals.
Pumpkins are grown the same way as before, the size of the resulting pumpkins varies depending on the variety.
To get pumpkin slices and seeds, place the pumpkin on the ground and press for a few seconds with a knife or cleaver to cut. The number of slices depends on the size of pumpkin.
Pumpkin seeds can be used as animal feed, or cleaned and used like other cereals in dishes or ground into flour.
Flax fibers no longer fall out during harvest. To obtain them, it is necessary to process flax straw in a special way.
First, a bunch of flax ears must be dried and separated from the grains.
Next, the resulting flax straw must be placed in a block of water. The straw will soak in it for several days.
After that, you need to collect it and rinse it with water in a barrel or in a crafting grid.
The resulting clean straw must be crumpled. To do this, hold it in your hands and with your empty left hand press the rightmouse-click.
Finally, the crumpled straw must be divided into fibers using a wooden comb. This comb is easy to create from a board and a stick using a knife in a crafting grid. Holding the comb in your left hand and the crumpled straw in your main hand, press rightmouse-click.
The fibers obtained in this way can already be used for their intended purpose.
Dry grass and straw can be placed on the ground by creating a stack by pressing Shift+rightmouse-click.
To create a campfire, you can now use not only dry grass, but also straw, using the usual keyboard shortcut.
Objects made of dry grass and straw now differ in color - the thatch is lighter.
Bales of hay or straw can be obtained by interacting with a stack of dry grass or straw with a coil of rope in your hands.
Большинство растений на грядке разделены на 7 сортов: Дикий, Мелкий, Средний, Приличный, Крупный, Обильный и Гигантский. Из растения каждого сорта с небольшим шансом можно получить семена более лучшего сорта.
Репа, морковь, пастернак, капуста, лук.
Данные культуры генерируются в мире только в виде диких сортов. Вы можете найти созревшие и засохшие растения - с последних можно собрать семена для выращивания у себя на грядке. Посадив семена на грядку вы вырастите растение соответствующего сорта. Из данных растений вы можете получить либо овощи, либо их семена.
Для получения плодов достаточно собрать урожай до момента полного засыхания. Однако для получения семян необходимо оставить растение на грядке и дождаться цветения. Когда растение отцветёт и засохнет, можно будет собрать семена.
Лучшая стадия роста для сбора урожая различается у разных растений. Больше всего плодов можно получить: капусты – на 12 стадии, пастернака – на 8 стадии, морковки и лука – на 7 стадии, а репы – на 6 стадии роста.
Плоды различаются размером и питательностью в зависимости от сорта. Овощи всех сортов можно использовать в блюдах и мариновать – они будут давать соответствующую своему размеру питательность.
Из растущего и созревшего лука также собирается зеленый лук. Его можно съесть, либо использовать в блюдах как любой овощ.
Некоторые культуры можно высадить обратно на грядку, чтобы вырастить больше семян. Возьмите плоды морковки, пастернака, репы или лука и посадите на грядку. После полного созревания вы получите семена для выращивания новых плодов. С рассады можно получить только семена, без плодов.
Полба, рис, рожь, лен, амарант
Как и овощи, данные культуры генерируются в диком виде. После полного созревания растения их можно собрать и получить связку колосьев соответствующих культур. Эти связки вы получаете в сыром виде и перед обработкой их необходимо просушить. Для этого разместите их на земле и подождите некоторое время. После сушки их можно обработать, отделив зерна от соломы.
Для отделения зерен возьмите палку в руку и нажимайте ПКМ. Количество получаемой после отделения соломы зависит от сорта – чем лучше сорт, тем больше и соломы. С сортами меньше Крупного работает система вероятности - чем хуже сорт, тем меньше вероятность получить солому с каждой обработанной связки колосьев.
Полученные данным способом зерна можно посадить обратно на грядку, либо очистить ножом и получить крупу, которую уже можно использовать в приготовлении пищи. Зерно тоже можно съесть, но оно даст меньше насыщенности, чем полученная из него крупа. Крупу посадить на грядку нельзя.
Также зерно можно использовать для кормления домашних животных. Необходимое количество зерна для одной порции корма одинаковое для всех сортов.
Подсолнух в целом похож на остальные зерновые культуры, за исключением момента отделения семян. После сбора урожая вы сразу получаете солому и головки подсолнуха, из которых и нужно извлечь семечки. Для этого держите подсолнух в руках и с пустой левой рукой нажимайте ПКМ. Сушить подсолнух не нужно. Также как и у остальных зерновых, семечки подсолнуха можно посадить на грядку либо очистить. Ядра подсолнуха нельзя посадить на грядку, но можно использовать в еде как остальные крупы.
Тыквы выращиваются также, как и раньше, от сорта различается размер получаемых тыкв.
Для получения ломтиков и семян тыквы необходимо разместить тыкву на землю и несколько секунд нажимать ножом или тесаком для разрезания. Количество ломтиков зависит от сорта тыквы.
Семечки тыквы можно использовать как корм для животных, либо очистить и использовать как остальные крупы - в блюдах или перемолоть в муку.
Волокна льна больше не выпадают во время сбора урожая. Для их получения необходимо особым образом обработать льняную солому.
Для начала связку льняных колосьев нужно просушить и отделить от зерен.
Далее полученную льняную солому нужно поместить в блок воды. В ней солома будет отмокать несколько дней.
После нужно её собрать и промыть водой в бочке, либо в сетке крафта.
Полученную чистую солому нужно измять. Для этого держите её в руках и с пустой левой рукой нажимайте ПКМ.
Напоследок мятую солому нужно разделить на волокна с помощью деревянного гребня. Данный гребень легко создать из доски и палки с помощью ножа в сетке крафта. Держа гребень в левой руке, а мятую солому в основной, нажимайте ПКМ.
Полученные таким образом волокна уже можно использовать по прямому назначению.
Сухую траву и солому можно разместить на земле, создав стог, зажав Shift+Ctrl+ПКМ.
Для розжига костра теперь можно использовать не только сухую траву, но и солому, используя обычную комбинацию клавиш.
Предметы из сухой травы и соломы теперь различаются цветом - солома светлее.
Тюки сена или соломы можно получить, взаимодействуя со стогом сухой травы или соломы с мотком веревки в руках.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.2.5 | 320 | 22 hours ago | Show | ArtOfGrowing_0.2.5.zip | Install now | |
v0.2.4 | 459 | 2 days ago | Show | ArtOfGrowing_0.2.4.zip | Install now | |
v0.2.3 | 169 | 2 days ago | Show | ArtOfGrowing_0.2.3.zip | Install now | |
v0.2.2 | 47 | 2 days ago | Show | ArtOfGrowing_0.2.2.zip | Install now | |
v0.2.0 | 878 | 6 days ago | Show | ArtOfGrowing_0.2.0.zip | Install now | |
v0.1.1 | 993 | Jan 15th at 8:42 PM | Show | ArtOfGrowing_0.1.1.zip | Install now | |
v0.1.0 | 95 | Jan 15th at 10:54 AM | Show | ArtOfGrowing_0.1.0.zip | Install now | |
v0.0.4 | 1313 | Jul 22nd 2024 at 11:27 PM | Show | ArtOfGrowing-0.0.4.zip | Install now | |
v0.0.3 | 327 | Jul 6th 2024 at 12:17 AM | Show | ArtOfGrowing-0.0.3.zip | Install now | |
v0.0.2 | 245 | Jun 30th 2024 at 7:15 PM | Show | ArtOfGrowing-0.0.2.zip | Install now | |
v0.0.1 | 113 | Jun 29th 2024 at 10:06 AM | Show | ArtOfGrowing-0.0.1.zip | Install now |
0.2.5 for some reasons is not working for me, all items are ?. Reverting to 0.2.4 makes things back to normal.
Fedarmens
I understand the delay in automation processing for flax, can you then in the interim allow the current process to be a lot faster in terms of the manual actions like crumpling and coming?
Don't seem to be able to make porridge with cereals either
This looks quite interesting! I want to mention a few things though.
One, as others have also mentioned, I would like a way to automate flax processing - or at least a way to do it faster. Two separate steps that each take several seconds per flax fiber is insane.
Two, getting flax fibers now requires a board, for the wooden comb. This means that getting flax fibers - previously accessible as soon as a player finds some wild flax - now requires access to clay and enough metal to produce an anvil, hammer, and saw blade. So, a minimum of 220 metal bits, as well as enough charcoal to melt all of that and so on. This puts flax a good deal further along the "tech tree," so to speak, and with it a lot of other things that could previously be accessed without any metal at all.
As much as the rest of this mod sounds amazing, these two points mean I just can't enjoy using this mod.
Also I would also love to see XSkills compatability, though just a note on issues/conflicts would work too ;p
conninator2000
Metal pots are added in my other Art of Cooking mod - they hold up to 12 servings. Everything is still difficult with XSkills - as I understand it, it will be enough to apply the same patch that XSkills applies to the base class of the pot, only to the one that I am introducing. But for some reason, I still can't do it myself...
Hey love the work you have done, just brought this back into my mod list. +1 to getting xSkills compatibility though, or at least mentioning it as a compatibility issue in the description since I tried to make 2 different meals (onions + eggs from truth and beauty, and carrots + onions) with xSkills giving me 8 capacity in the pot. Both times they would cook to full and then reset the cooking bar wasting a some firewood and time. But putting in 2 portions worth of veggies was able to make the meal in the pot correctly. So i'd assume using up to 6 portions would work since thats the vanilla cap.
Also in an earlier post you mentioned that this mod adds pots that are already more spacious - but I havent been able to find what you meant by that. What are the new pots called?
SalmonGod
Nope. Only from peeled grains. From cereals. Now it's not so difficult, after remaking the balance.
Should I be able to make porridge with wild grains?
Cuddly_Khan
Op, my mistake is that I incorrectly entered the spelt and rice grains into the troughs. Fixed it, I'll upload an update to the site soon.
I'm getting a bunch of these errors when launching my server:
Toudi
Yes, dependence on rain is planned, but it is not yet amenable. As for fast drying, it's strange, but I'm not sure how to change it yet. I'll fix the pumpkin seeds - I forgot about them during the refactoring of the rest of the code.
But the tools are for faster processing of flax, yes I will add. But for threshing, I think there is no need to replace the stick for the sake of replacement. This is a simple action, nothing more is needed for it. But another faster way to do it is possible.
Crops as food for rabbits - it is necessary to check...
frihu
There is no such function and recipes in this mod. There is no compatibility with the mod that has it, and it is not planned.
MamaCrow
It's strange, I can't figure out exactly what's going on with you. Please describe in more detail what is going on? Screenshots may be useful.
I like this mod so far. few notes thus far: you can "cheese" the drying process a bit - you can add wet things into almost dry pile (one sayin like 0,2 dyas left) without penalty - adding wet things to pile should increase/reverse the drying process. Also maybe rain should reset the drying process, its kinda weird seeing things dry in rain - would incentivise players to build barns. Also idea - piles of straw/grass could become rottent if moistened by rain for too long.
Also there is some wierdness with the pumpkin seds variants - they dont stack too well in inventory when picked up, player has to manually stack them in inventory whitch makes pumpkins bit tedious.
I like the flax processing, althou I would love to have some more tools/stations especially for the "crumble by hand"
Some tresher tool would also be nice instead of the stick - it almost feel placeholder-ish. As for the treshing, its bit tedious to have to re do the piles of the dry grain in order to tresh them.
This mod certainly makes the farmin a lot more involved, but at the end of year 0 I had decent amount of rye cerial and some veggies for winter but certainly less than in vanilla - and thats ok imho as in vainilla it alsmot feel too op for 1 person.
one thing that concerns me - not sure if i was lucky but for the whole year no rabbit was intrested in my crops, not sure if its the mod fault or just luck, i admit i did not grow carrots or parsnips but i made no fence just to test.
Great mod, but i found next problem
I can't chop veggies and recipies for chopping are not shown.
Is there a way to prevent the linen soaking in water from despawning? It keeps vanishing on me.
Annastasija
Hmm, it's strange, I didn't have a error just now. What is the mod version? Can you send the crash log and describe in more detail how exactly this happens?
the game crashes when you try to crumple the flax in your hands.
I understand, I appreciate the update, can't wait what future holds for it!
Kylocard
wojtek16
Yes, I plan to add the ability to process grain and flax in bulk using automation. But first we need to figure out the rest of the problems...
I'm not sure what you said about the textures, but I thought that we could improve the pumpkin model to make them more rounded, in the image of the actual barrel model...
Dutch_Rut
Toudi
Metalsoul212
FlayedCrusader
Oh, I'm so sorry! I removed the function where the grain dries worse in the room, but I broke the drying timer completely! And I even forgot about this fix. I'll post a fix right now!
Same here. Any grain on ground states it will dry in +20 days. Fortunately keeping it in inventory looks to work normally.
Came here to report the same issue, flax is taking 672hours to 'melt' for me. Spoils within
336 hour(14 days). Guess I'll just throw it in the cellar until a fix comes out.
similar issue here: the wet grain says it will dry in 20 days and is fresh for 3 days, similar thing with soaking linen 200 days and freesh for 6 or so (v 0.2.3)
Love the mod so far! Do you know if there might be something like what this mod does in regards of the texture, to make it more realistic? Would be cool if it got implemented, and not sure if you were able to see my previous message about if you might be adding automation into your mod some point!
https://mods.vintagestory.at/show/mod/7922
Thank you for all your work, it's beautiful!
Fedarmens
Is there any way to process flax in bulk? Doing it manually one at a time is pretty tedious. It would be cool if there was an automated or bulk way to process flax.
I am running into an issue in this game as I have harvested grains which needs to be dried, however when I place it on the ground outside it keeps fresh for max 4 days and dries in 20 days. In my basement I have fresh 15 days and drying 20 days. No matter what I try it will rot before it is even starting to dry. Any resolution for this issue?
Toudi
As far as I understand, due to the refactoring of the code in version 0.2.2, starting from this version it should not work.
There is a bit of an exploit with Expanded foods - you can chop any veggie into chopped form that gives you extra food eg: 1 wild turnip (20 saturation) turns into 1 chopped turnip (100 saturation)
This is by far one of my favourite mods.
This and butchering just make farming SO much more enjoyable without making it annoyingly complex.
Fedarmens is also just a beast, thanks for all the fixes!
Seconding Metalsoul on compatibility with Expanded Foods - that would be awesome to see.
Ingvard12
Количество соломы зависит от сорта. Это отображается в проценте выпадения - из дикого льна солома выпадает с низким шансом. Возможно, вам просто не повезло
Ingvard12
Количество соломы зависит от сорта. Это отображается в проценте выпадения - из дикого льна солома выпадает с низким шансом. Возможно, вам просто не повезло
Из льняных колосьев всегда выпадает льняная солома? Обработал 20-30 дикого льна и солома не выпала ни разу
Whenever I pick grains from the broken pots spawning randomly, they wouldn't stack unless I manually stack them. Can I fix it somehow?
So early game first 4-5 hours I've been grabbing mature rye and flax as I pass it by and I would pile the wet rye and wet flax on the ground in some corner of my house, it would dry after a day or two like normal. But after those first few piles it seems all of the piles I've started since will literally rot on the ground before actually turning into dry the timer will say fresh for 9.2 days and will dry in 11 days. Its worth mentioning I always start a new pile with a fresh batch of picked wild crops, I will have like 6 piles with anywhere between 5-15 items in them.
Is it okay to dry the pile outside vs inside? I live in a common rain area so I've kept them inside, but I don't know if rain will make it worse, which is why I keep it indoors.
Link to Dropbox with logs and screenshots in a zip.
The screenshots are from my first real harvest that I just piled up immediately before taking the picture. You can see that its already set to spoil before it even finishes drying!
Also are there plans to add compatibility to Expanded Foods?
Fedarmens
Edit: Tried drying it outside and now I'm getting normal drying times, seems I've answered my own question on the matter. Turns out drying indoors is a bad idea.
Metalsoul212
Hi. I checked with myself and did not observe this. The timer only occasionally showed -0.1 or -0.2 before finally drying out. Can you describe in more detail what exactly you were doing and under what circumstances did you get this feeling?
Since the last update, I've noticed that the drying times for the wet grain products have increased from about 1 day to11+ days. Also some of them say it will take a negative number of days like -8.8.
Read the little blue text up the top. Second line from the top just under the links to Core of Arts.
Shiitake
can I add this mod to existing save?
I'm loving the mod so far! The latest update is very good.
I'm wondering if you would be interested in adding a way to dig furrows into the dirt for irrigation in a similar way that Primitive Survival does it. Also, it would be cool if you had to have a special kind of soil for rice to grow in that is a bit waterlogged.
Got a small question, is there compatibility with Expanded foods? Or could it have conflicts with other mods like wildcraft berries and nuts? Wildcraft adds watermelons so just wanted to check if those things would work properly!
A small question, if you think you might add some automation in the future like a machine that seperates grain wheat by fanning, like a mill thresher grain seperator or something like that haha like the image below, I feel like this would be so cool to add, and if you think you might be able to implement it, I would love to help create it! I was thinking of something like this in the process of grain harvesting, using the stem for straw, and using this machine to seperate the wheats from the shells and using the shells to make rot so it's not completely useless.
Yep its all working now TY
namG1998
The Core of Arts mod also needs to be updated. I will indicate this now in the description of the update.
Just updated from v0.1.1 to v0.2.0 and nothing is working granted I do have l do have a large mod list, but the pre version was working items previously crafted are black squares and crops are their original forms
rhino1998
Thank you for bringing this to my attention! Fixed it!
Looks like the files for the most recent version got messed up. It isn't downloadable
Cuddly_Khan
Hmm, I'll see if there's anything I can do. But this mod changes the capacity of the pots depending on the skill, and I still don't know how to combine this with the fact that the new pots are already twice as spacious. In any case, I plan to spend time on compatibility issues with different mods in the next update.
frihu
Kylocard
Fixed it.
The conversion rate of grains to cereals is really bad; I can't feed my animals reasonably with even large plots of fertile soil for the wild variants; and I only have two chickens.
Fedarmens
Are there any plans for making this compatible with xskills? "Core of Arts seems to overwrite the "BlockCookingContainer" class and therefore overrides patches applied to it. Compatibility is not planned at moment from my side." - from the xskills mod creator
I can't place a dry grass under boiler.
When I tried to use a hoe to till the soil under a crop it told me that it won't work because there's a block above it (the crop).
Fedarmens
Xeros08
If I stop being too lazy, I'll write it all down myself)
Cuddly_Khan
In the next update, I will add fully ripened wild crops to the world generation. It will be possible to collect seeds from them. I also checked - when I installed farmland under a wild crop, it started to grow.
Estirra
The duplication issue will be fixed in the next update. I've already found the reason.
Would love to see someone making a video explaining all the mechanicks of the mod! Loving it so far!
Because of how vegetables spawn in the world and how you get seeds from them in this mod, it is incredibly hard to find seed bearing wild crops, because you can only get seeds from fully grown vegetable crops. Crops spawned in on world generation don't grow. Previously you could till the soil underneath them to make them start growing, but that is no longer possible. With this mod it is now pretty much only possible to find seeds for vegetables by breaking cracked vessels in ruins.
Do you have any plans on changing this so that it is more possible to get vege seeds?
Hello!! I love this mod so far, it feels the right mix between simple yet complex. I've noticed a bug where if I harvest a wild grown turnip at stage 5 and try to plant it, it duplicates in my hand if I try to put an item in the slot it was just in. On a relog, all the 'duplicate turnips' I've planted are gone. I can eat the buggy turnip just fine. I'm not sure if this is somehow caused by the variety of mods I have or is something else - But I also haven't been able to find any wild fully grown vegetables to grab proper seeds from (Or found any other growth stage 5 veggies to test this with).
I'm not sure if plants grow very slowly in the wild or if I'm just unlucky, but I haven't found any full-grown veggies, only grains. Normally this isn't a problem since there's still a low chance to get a seed from them on lower growth stages in vanilla. I like that you can eventually get lots of seeds from your 'one' seed in this mod pack, and cultivate them, but getting those first few seeds seems a bit difficult at this time if wild plants don't grow.
Good mod!
Toudi
Hi.
I changed the buttons to create a campfire for uniformity - shift+click is used to place objects on the ground, so I assigned this combination to place grass.
Yes, wild objects don't have pages in the handbook - I know this problem and I'm trying to solve it.
There are instructions for processing flax in the description of straw variations - each piece of flax straw indicates what needs to be done with it. But yes, I also plan to make a guide.
Love the concept of the mod
few things that threw me off guard so far:
the change to vanilla pit kilns to be ctrl+shift+click,
the wild grain does not have handbook page (pressing H over wild flax grain does not send you to a page)
a guide in handbook would also be most welcome
and/or the dry/wet flax should alo have some info on how to process flax in its handbook description
RowdyArt
Good afternoon. The ears of grain are stacked on the ground in two stacks. A stack of wild ears holds up to 512 pieces, and ground storage holds 1024. At the same time, there are only up to 8 giant ears of stack and up to 16 on the ground. As for the name on earth, indeed, I made a mistake in the English version of the translation, corrected it and posted a micro update.
Couple things I have noticed just from messing around with the mod. the stacks of grain for drying and threshing do not generate their name correctly, like it does not have a section for it in the lang file.These piles, at least the one i tried for rye, were storing over a 1000 pieces, which im assuming is not intentional as the dry grass pile is only 128. Also when placing the new versions of crops in ground storage they only generate the normal model, so a tiny wild onion looks the same in ground storage as a gigantic.
I absolutely adore the concept for this mod, and am honestly so excited it has been updated for the new release. Please keep expanding this mod concept, it is easily one of my favorites!
You not only updated this mod to 1.20, but started a whole new and cool mod series. Very excited to see where things go and to use this in our upcoming roleplay server. :)
Congrats on the new release! I'm excited to try it out!
great mod idea, cant wait for update to 1.20 (because the version from 1.19 crashess when ctrl clicking the raw grain ears on the ground)
one thing is that the last stage of vegetables could have a more vibrant/pronounced/visible/colorful flowers similar to mods.vintagestory.at/show/mod/15401
LielenBlue
Good afternoon. Seeds from vegetables fall only when they are ripe. To do this, you need to wait for the last stage of growth, at which you will receive only seeds, not vegetables. In the near future, I will post a new version and describe in more detail how the mod works.
Fedarmens - Absolute wonder of a farming mod! These mechanics are wonderful, and were really what I'm looking for! Please don't give up on this mod. 😉
@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!
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!
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.
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?
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.
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
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
Awesome! This is something I always desired to be in the game, will wait until other crops are done though.
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.
@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.
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!
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.
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 😁
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.
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.
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 😅)
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.
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 :).
If someone wanted to pitch in to help with this; what sorts of things would you want/need?
Looks good, I might give it a try in a future run.
This seems very promising.
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.
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.
Do you recommend to start a new save during these early updates? Thank you for the update, by the way.
I LOVE THIS!!! i wished basegame had this for the longest time! you've got my support :)
Oh man, this looks fantastic. It's going to make l33tman pull his hair out, but still!
Love it, I look forward to seeing your work flourish
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!
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.
Following for now, very much interested to see how this goes
This looks amazing!
I think l33tman might shit himself if this becomes popular though.
More recipes.
OMG this looks so coool!
yeah, i'm all for this! please please please finish this
Hey, I was just talking about this idea with my friend the other day! Very excited to see where this mod goes!