
Mods / Art of Growing
Author: Fedarmens
Side: Both
Created: Jun 29th 2024 at 9:30 AM
Last modified: Apr 21st at 9:25 AM
Downloads: 22276
Follow Unfollow 597
Latest release (for outdated Vintage Story v1.20.0 - v1.20.8):
ArtOfGrowing_1.1.2.zip
1-click install
The Core of Arts mod is required | Требуется мод Core of Arts
Attention! Starting with version 1.0.0, the plant variety system has been separated and moved to a separate mod addon. If you want to continue playing with a variety of plant varieties, download the Art of Growing: Breeding Addon mod. With its installation, you can continue playing as before, you don't need to do anything else.
Внимание! Начиная с версии 1.0.0 система сортов растений была отделена и вынесена в отдельный мод-аддон. Если вы хотите продолжить играть с множеством сортов растений, скачайте мод Art of Growing: Breeding Addon. С его установкой вы можете продолжить играть как и прежде, ничего больше делать не нужно.
You can support the author on Boosty | Поддержать автора можно на Boosty
Choose between getting vegetables and picking seeds! Collect the ears of grain from the crops and extract grain from them, and process the flax straw to get fiber! Mow the grass and dry it before use! Collect dried grass and grain with a fork!
Выбирайте между получением овощей и сбором семян! Соберите колосья с зерновых посевов и добудьте из них зерно, а льняную солому обработайте, чтобы заполучить волокно! Скашивайте траву и высушивайте её перед использованием! Соберите высушенную траву и зерно с помощью вил!
Turnips, carrots, parsnips, cabbage, onions.
You can get either vegetables or their seeds from these plants.
You can find mature and withered plants - from the latter you can collect seeds for growing at your farmland.
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.
To get the most vegetables, harvest at the "Mature" stage of growth. At the "Immature", "Overmature" and "Blooming" stages, you will also receive vegetables, but their number will be much smaller.
Scallions are also harvested from growing and ripe onions. It can be eaten or used in dishes or pies like any vegetable.
Turnips, carrots, parsnips, onions.
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
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. Rain affects the drying of grass and bundles of grain - if rain falls on the drain, the drying process will reset to zero.
After drying, they can be threshed, separating the grains from the straw. To thresh, take a stick in your hand and press the PCM on a pile of ears.
To speed up this process, you can use a Threshing flail.
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.
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. There is no need to dry the sunflower.
You can speed up the process of separating the seeds if your other hand is empty or if you are sitting (G button). If you are sitting at the same time and the other hand is free, the process will go even faster.
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, or ground into flour and baked.
Soybeans, peanuts
Legumes can be harvested at the last or penultimate stage of growth (in this case, you will get much fewer beans). After harvesting, you will receive the beans in a closed form, to use them you will first have to get them out of the shell. To do this, hold the beans in your hands and press the rightmouse-click.
You can speed up the process of separating the beans if your other hand is empty or if you are sitting (G button). If you are sitting at the same time and the other hand is free, the process will go even faster.
After cleaning, you can plant the beans back in the farmland, or add them to meals or pies. Peanuts can be simply eaten or fed to pigs. Soybeans can be pickled.
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.
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 press the rightmouse-click. In your left hand, you can take a creaser for faster processing - with it you will process 4 pieces at once. If you sit at the same time (G button), the amount of straw processed at a time will double.
Finally, the crumpled straw must be divided into fibers using a rough ridge. This ridge is easy to create from several sticks and a rope. Holding the ridge in your left hand and the crumpled straw in your main hand, press rightmouse-click. For a late game, you can create a wooden ridge from a plank and a stick using a knife in a crafting grid. It can be used to process 4 pieces at once. If you sit at the same time (G button), the amount of straw processed at a time will double.
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+Ctrl+rightmouse-click.
Fresh grass, aged hay, cattails and papyrus can also be placed in 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.
Fresh grass:
it is collected from mown grass;
dries into dry grass;
you can put it in an animal feeder - it is a more nutritious feed option, since only 4 pieces are required for one serving (whereas 8 pieces of dry grass are required).
Aged hay:
dry grass, straw, and all kinds of grain bundles turn into it during spoilage;
aged hay can be tied into a bale;
a matching roof can be made from aged hay.
Changed the mechanics of mowing grass:
when picking grass with a knife or scythe, a block of mown grass appears in its place;
mown grass can be collected immediately by clicking on it - you will get raw grass;
the mown grass will dry out in a day and become dry grass, which can be used as before;
in the inventory, the raw grass will take longer to dry. So it is more profitable to collect already dried grass;
this mechanic is also applied to grain crops;
after harvesting the mown or dried grass, the eaten grass will remain in its place, which will regrow;
when mowing with a knife, you will always get a minimum of grass, when mowing obliquely, the amount of mown grass depends on the height of the grass;
when mowing with a scythe, you can choose as before whether to leave the eaten grass after mowing or not;
rain affects the drying of grass and bundles of grain - if rain falls on the drain, the drying process will reset to zero.
Hayforks:
they are used for faster harvesting of mown or dried grass;
they act like a scythe, but they collect blocks of mown grass and haystacks immediately into the inventory, if there is a place there;
there are two modes of operation - it collects several blocks around or one specific block (useful if you need to assemble one specific stack).
Репа, морковь, пастернак, капуста, лук
Из данных растений вы можете получить либо овощи, либо их семена.
В мире вы можете найти созревшие и засохшие растения - с последних можно собрать семена для выращивания у себя на грядке.
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.
Чтобы получить больше всего плодов, собирайте урожай на стадии роста "Созревший". На стадиях "Недозревший", "Перезревший" и "Цветущий" вы также получите плоды, но их количество будет гораздо меньше.
Из растущего и созревшего лука также собирается зеленый лук. Его можно съесть, либо использовать в блюдах или пирогах как любой овощ.
Репа, морковь, пастернак, лук
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
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. Дождь влияет на сушку травы и связок зерновых - если дождь попадёт на стог, то процесс сушки сбросится до нуля.
После сушки их можно обмолотить, отделив зерна от соломы. Для обмолота возьмите палку в руку и нажимайте ПКМ по куче колосьев.
Для ускорения этого процесса можно воспользоваться Цепом для обмолота.
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.
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 нажимайте ПКМ. Сушить подсолнух не нужно.
Вы можете ускорить процесс отделения семечек, если вторая рука будет пустая или если будете сидеть (кнопка G). Если же одновременно будете сидеть и вторая рука будет свободна, процесс пойдёт ещё быстрее.
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, либо перемолоть в муку и испечь.
Соевые бобы, арахис
Бобовые можно собрать на последней или предпоследней стадии роста (в этом случае вы получите сильно меньше бобов). После сбора вы получите бобы в закрытом виде, чтобы использовать их вам придётся сперва достать их из скорлупы. Для этого держите бобы в руках и нажимайте ПКМ.
Вы можете ускорить процесс отделения бобов, если вторая рука будет пустая или если будете сидеть (кнопка G). Если же одновременно будете сидеть и вторая рука будет свободна, процесс пойдёт ещё быстрее.
После очистки вы можете посадить бобы обратно на грядку, либо добавить в блюда или пироги. Арахис можно просто съесть, либо покормить им свиней. Соевые бобы можно замариновать.
Для получения ломтиков и семян тыквы необходимо разместить тыкву на землю и несколько секунд нажимать ножом или тесаком для разрезания.
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 нажимайте ПКМ. Вы можете взять в левую руку ручную мялку - с ней вы будете обрабатывать сразу по 4 штуки. Если при этом вы будете сидеть (кнопка G), то количество обрабатываемой за раз соломы удвоится.
Напоследок мятую солому нужно разделить на волокна с помощью грубого гребня. Данный гребень легко создать из нескольких палок и веревки. Держа гребень в левой руке, а мятую солому в основной, нажимайте ПКМ. Для поздней игры можно создать деревянный гребень из доски и палки с помощью ножа в сетке крафта. С его помощью можно обрабатывать сразу по 4 штуки. Если при этом вы будете сидеть (кнопка G), то количество обрабатываемой за раз соломы удвоится.
Полученные таким образом волокна уже можно использовать по прямому назначению.
Сухую траву и солому можно разместить на земле, создав стог, зажав Shift+Ctrl+ПКМ.
Свежую траву, древнее сено, рогоз и папирус также можно разместить в стоге, зажав Shift+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.
Свежая трава:
собирается со скошенной травы;
высыхает в сухую траву;
можно положить в кормушку для животных - является более питательным вариантом корма, так как для одной порции требуется всего 4 штуки (тогда как сухой травы требуется 8 штук).
Древнее сено:
в него превращаются сухая трава, солома и все виды связок зерновых в процессе порчи;
древнее сено можно связать в тюк;
из древнего сена можно сделать соответстующую крышу.
Изменена механика покоса травы:
при сборе травы ножом или косой на её месте появляется блок скошенной травы;
скошенную траву можно собрать сразу, нажав на неё - вы получите сырую траву;
скошенная трава через сутки высохнет и станет сухой травой, которую можно использовать как и раньше;
в инвентаре сырой траве понадобится больше времени, чтобы высохнуть. Так что выгоднее собирать уже высохшую траву;
эта механика также применяется к зерновым культурам;
после сбора скошенной или высохшей травы на её месте останется съеденная трава, которая заново отрастет;
при покосе ножом вы всегда получите минимум травы, при покосе косой количество скошенной травы зависит от высоты травы;
при покосе косой можно как и раньше выбирать, оставлять после покоса съеденную траву или нет;
дождь влияет на сушку травы и связок зерновых - если дождь попадёт на стог, то процесс сушки сбросится до нуля.
Вилы:
используются для более быстрого сбора скошенной или высохшей травы;
действуют как и коса, но собирают блоки скошенной травы и стоги сена/соломы/зерновых сразу в инвентарь, если там есть место;
есть два режима работы - собирает несколько блоков вокруг или один конкретный блок (полезно, если нужно собрать один конкретный стог).
Совместимость с модом XSkills - для этого нужно установить мод Arts XSkills
Am I doing something wrong with growing and cultivating flax, or is it just incredibly slow to start with? (I'm also using the Breeding addon.)
I can plant a lot of flax and I get a fair amount of flax grain. But when I dry and beat a pile of 8-12 flax, I only get one or two straw. This is similar to the other grains, but for flax the straw is the most important part! And I know you can get more straw with better seeds than wild ones, but the percentage of improved grain is tiny compared to the unimproved (wild) grains -- maybe 1:20. I've been planting flax for months starting with what I could find in the wild, and I still have only a few "small" plants. Is this normal?
Is there any chance we'll get a more automated way to process flax specifically? It's such a long process to get even a stack of flax twine, yet alone the amount necessary for windmill sails.
Все пишут комментарии на английском, так что не уверен, можно ли писать по-русски, но всё равно напишу. Не уверен, баг это или нет, но яма для обжига не делается из соломы, хотя интерфейс показывает, что её тоже можно использовать. Как бы я ни старался, яма принимает только сухую траву. И ещё, мне кажется, можно добавить звук шелеста травы или что-то подобное при подборе срезанной свежей травы, а то сейчас это происходит вообще без звука.
Upd. Ещё обнаружил баг что если держать в руке больше 1 верёвки когда делаешь сноп сена, то верёвки израсходуются все, но снопов всё равно получится 4 (и потратиться 32 сена соотв.)
((Версия игры 1.20.10))
Upd². Тоже хз баг ли это, но если под диким растением вспахать землю мотыгой, то оно, примерно, в течении дня вырастит во взрослое(не важно на какой стадии роста оно было) и даст полноценный урожай(как выращенное на грядке)
I continue to enjoy this mod.
Please consider adding scallions as animal food for boars, goats, and sheep.
I'm in the same boat as DarkWolfHunter6, I can't seem to be able to craft the new flail. I tried with hammer and knife at full durability and a stack of each items and no luck. I used an Iron hammer, a Tin bronze knife, regular leather and Black Bronze nails and strips.
It is the mod "The Working Classes" causing this issue.
https://github.com/ArmouryGaming/theworkingclasses/blob/e636093038b54298c691f48ea5bdf7822d5b60ee/theworkingclasses/assets/game/patches/survival-blocktypes-plant-crop-amaranth.json
Scorives
I would love to see this mod working with pineapples and bellpeppers. I have never planted them myself but I think those are the last plants missing from this mod.
Leadkota16 You have to stack the flax in water by using shift+rmb
Vrael you can just convert everything from this mod into it's vanilla variant as far as I know!
Is it possible to add compatibility with Expanded Foods? All the seeds I am looting are the default seeds that can be turned into oil portions from Expanded Foods. Not sure if your seeds can be pressed into oil either.
So I'm having an issue in crafting the flail. I can see the crafting receipe in the help menu, but when I try to build it nothing happens. Not sure if it could be a mod conflict issue (which I haven't had in any other mod I play with) or if I need 100% durability tools (the hammer and knife). Regardless, only way to get the item I've found is to spawn it in.
I'm having an issue with soaking the flax in a block of water. Tried just tossing it in a block of water, the flax just despawns.
having a issue with dry grass not turning into plant ash in firepit. just heats the grass up but never transfers to ash.
Back for an annual VS binge, looking forward to checking this out! Being able to mass produce dry grass sounds great on it's own, I'm not a fan of dirt roofs)) Personally the plant-breeding mod you made sounds like a behavior that I would expect out of vanilla, I hope at some point the team does some passes and takes some of the good ideas here from mods, then add them to the game. Thanks for this and I hope you continue to work on it, wish you lots of fun!
Hi, question. Is there a tool to separate wet flaxes better than a stick?
the new grain textures being in bags makes it harder to see the size of the grain, could we go back to the previous one where the sizes were shown instead of the grain in a little bag?
22.4.2025 15:16:14 [Server Error] Patch 0 (target: game:blocktypes/plant/crop/amaranth.json) in game:patches/survival-blocktypes-plant-crop-amaranth.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-wild-wet",
"quantity": {
"avg": 6,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-small-wet",
"quantity": {
"avg": 0.6,
"var": 1
}
},
{
"type": "item",
"code": "thatch",
"quantity": {
"avg": 0.7
}
}
]
22.4.2025 15:16:14 [Server Error] Patch 0 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-11/1/dropModbyStat is invalid: The json path /dropsByType/*-11/1/dropModbyStat was not found. Could traverse until /dropsByType/*-11, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 0.85,
"var": 0.1
}
}
]
22.4.2025 15:16:14 [Server Error] Patch 1 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-12/1/dropModbyStat is invalid: The json path /dropsByType/*-12/1/dropModbyStat was not found. Could traverse until /dropsByType/*-12, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 2,
"var": 0
}
}
]
22.4.2025 15:16:14 [Server Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in game:patches/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-wild-wet",
"quantity": {
"avg": 8,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-small-wet",
"quantity": {
"avg": 0.3
}
"dropmodbystat": "ProduceDropeRate"
}
]
Ahhhhh I see
Hello I am looking for a mod where fertility instead of speeding up growthspeed increases yield, does this do something like that or is it planned?
Urologist
Since version 1.0.0, the variety system has been migrated to the Art of Growing: Breeding Addon
I assume that you have updated and not installed it.
Install it if you want to keep playing with different varieties of vegetables and grains. All seeds and vegetables will be repaired automatically.
Hey, I just updated the growing mod aswell as downloaded xskills onto my world (and your support version) but it appears that all of the seeds (vegetable and grain alike) I have no longer 'exist' in the game, I still have them and in the right quantity but it shows the code name and the item portrait is just a black image everything else appears fine Im unsure how to fix this though... I cannot spawn them in creative either almost like the file has been deleted
You actually used my suggested recipe :) I kinda feel honored cool :)
Tegotia
AlohaRyda
Found. Correcting it.
Odakhi
Yuukiku
Found. Correcting it.
GamerShane
To get cabbage seeds now, you just have to wait until it withered. I will increase the number of seeds falling from it.
Odakhi
To get the seeds, either wait until the crop is dry and collect the seeds, or plant the fruits back in the garden. I'm already fixing the problem with the seedlings.
Can confirm I am also having the smae issue as Odakhi
having the same bug as Tegotia
it's not game breaking or anything, i can still get seeds/cabbage, it's just kind of weird to look at.
Can someone please tell me how you're supposed to get more cabbiage seeds? I plant cabbage and harvest it when it's mature and get two cabbages, but I can't plant the cabagges to get more seeds, so I tried planting them and letting the cabbiage wither but I only got one seed back. Am I missing something?
I've run into a bug with the latest version of the mod (1.0.1). I've tested it running by itself with no other mods (besides the dependency) and it's not happening in 1.0.0. The issue is that cabbages show up with an error placeholder model in later growth stages. The number of growth stages also seems to be different between 1.0.1 and 1.0.0 which might be related to the problem.
Here is how it looks in 1.0.0: the cabbages have 12 total growth stages, and no error texture appears: (https://imgur.com/a/kR7ItOE)
Here is how it looks in 1.0.1: the cabbages have 16 total growth stages, and the one cabbage that has reached stage 12 has an error model: (https://imgur.com/a/egsmZhD)
Lightpowder
Как именно отвалились? У сухой травы, которая в мире? Скрин в студию. И да, в дискорде сделал канал - так что все туда 🙃
Fedarmens
У сухой травы отвалились названия, это из-за того, что на уже созданный мир накатили или просто что-то сломалось?
Алсо, сделай уже канал в офф дисе, умоляю.
HaraiseTenshi
I heard you) 😁
Honestly? If it doesn't move I wouldn't be to bothered as long as we can get the "faster processing"
And in reality it normally always was a couple of ppl doing that simultaneously not a single person because its hard work that takes a while ^^ So some kind of compromise we ARE investing materiaals in the tool as I can see the thrashing taking away said durability for the faster processing instead of whacking with a stick
Tankwv
Update the mod to 1.0.1 - it has been fixed.
FlayedCrusader
Oh, I completely forgot about this mod. I'll take a look.
HaraiseTenshi
Good idea. I was about to do this, but I had a question because I'm not sure how to make the tool animated. If it is a flail, it must be movable. I'm thinking about the amount, but my idea is that in reality this process is long and tedious and I don't want to make it too easy.
As a suggestion for the "Agricultural Flail" let it take
1 Stick (Handle), 1 Firewood (Flail), 1 Leather+1 Metal bits/nails (connection) with a Knife and Hammer in the grid as tools to assemble.
And maybe when whacking the grain let is process 16 each batch instead of 4 like right now?
Unfortunately, it seems the mod still causes the grass trampling from Natural Trails to not work correctly. While i know its basically nothing, was it checked thats something on side of AoG, or something on the side of Natural Trails?
hey so i cant deshell peanuts it complety crashes my game im runing mod version 1.0.0 and vintage story version 1.20.4
Fedarmens about the dry grass not spawning... it was Biomes. With it no tall grass spawns but without it there's some everywhere.
Also, name of the dry grass is missing on the info display for the block you're looking at.
wouldnt say automation just more efficient or fast the agricultural flail that koniu699 is on about probably fits the aesthetic of the mod more then full blown automation
Fedarmens
Thx, automation is not really necessary in my case. We use the mod in server and farming for 10 people or so now feels horr if you need smack wheat for 45 minutes straight
much smoother to get started now without having to find thatch thanks to the scattered dry grass, thanks.
the game design really needs you to be able to make a torch + firestarter from anywhere.
it's feeling really good to play, though I'm still early on and another grass mod (https://mods.vintagestory.at/wildgrass) is making a lot of dry grass so I'm having to avoid them to get the intended experience.
thanks apprciate it 😄
koniu699
LichKing34
OK, I hear you. In the next update, I will implement the ability to speed up and (but this is not accurate) automate grain threshing.
loving this mod and the extra stages tho i will say a way to speed up wacking grain would be nice as 4 at a time when ive easily got over 252 is a little bother some other wise love the mod
(might be worth adding a little not somewhere in game on best grow stage to harvest at as comming back to the wiki constantly is a little annoying)
Was the whacking of grains from wheat speed lowered? It seem to take ages now. If so, may I suggest adding agricultural flail?
First off, I really love this mod.
Everytime I try to seperate grains from sunflowers, the game crashes and corrupts my world. I'm not sure how bug reporting is supposed to work, so i've pasted the crash report below. If you need anything else, please let me know.
Nevermind, It seems like you just posted an update fixing it. The grain seperation is working and somehow my world is no longer corrupted. Thank you.
Tankwv
Please read the description of the mod carefully, as this is one of the main features of the mod. The last stage of vegetables is the stage of seed ripening. You will only get seeds on it. To get vegetables, you need to harvest earlier. At what stage to collect - this information is in the description of the mod on this page.
im having it where when i harvest my first turnips i get rot and seeds is that normal
Totally missed the Blue description text. Maybe color blind (lol) it has been fixed. Love the mod and the progression change it adds to farming!
XurxoMF
Dry grass grows everywhere, but with little chance. As for the compatibility of this with other mods, I don't know, maybe biomes break adding dry grass to the world generator. Here it is necessary to study in more detail.
Edit: try running the command .debug find talldrygrass - it will show if there are dry grass blocks and coordinates nearby. If it doesn't exist at all, then it definitely breaks down along with the biomes and I'll have to study how to fix it.
The dry grass generated in the world has been added - when it is destroyed, the dried grass is immediately obtained.
Where does this grass grow? Any region over the world(I'm using Biomes idk if that may be messing something)? I've been exploring for like 30 minutes on a newly created worlds but I can't find any.
Nyaaa_Natchi
Install the Art of Growing: Breeding Addon.
It now houses the entire variety system. If you want to continue playing with all the varieties, install it and everything will return. If you want to keep only the main mod, without plant varieties, then convert all seeds and vegetables to vanilla and remove the addon. Additionally, you can find out in the description of the mods - information about what is included in the main mod and what is in the addon is relevant in the description.
Hello, Not sure what happened but when I pushed an update for my mods, every planted art of growing crop other than some rice is now a texture missing white box and all piles and seeds in storage are now invisible. Im not a modder so I dont have a clue where to start but since your modded plants have been affected I wanted to let you know and see if theres a fix. Thank you for such a fun mod!
Amazing update with the life cycle of grass, I cannot play without your mods.
thanks for the quick fix! Fedarmens
Lightpowder
Момент, сейчас выпущу патч, чтобы она не отваливалась...
Kaschperle
I'm going to release a patch right now...
heyho for some reason after the latest update of your mod my game crashes when handling sunflowers to turn them into grain/seeds. (I'm also using your addon for cultivation)
Running on 64 bit Windows 10.0.19045.0 with 32715 MB RAM
Game Version: v1.20.7 (Stable)
08/04/2025 20:12:14: Critical error occurred in the following mod: artofgrowing@1.0.0
Loaded Mods: acorns@0.7.2, aculinaryartillery@1.2.5, americanfrontiersman@1.6.3, amitipack@1.20.4-RC.2, backpackpackStandardcontinuedSturdy@1.1.1, bedrespawn@1.1.0, bellheadshivers@1.0.0, bettercrates@1.8.0, betterloot@1.1.4, scrapblocks@1.2.6, bettertraders@0.0.9, canoemod@1.0.2, clicktopick@1.0.6, craftablecompanion@1.2.1, creaturescan@1.0.12, daubwashes@1.0.0, decor@1.2.1, drtagx@0.8.1, explosive@0.0.8, extrachests@1.9.0, TA_fieldsandplateaus@1.0.6, floralzonescaperegion@1.0.15, floralzonescaribbeanregion@1.0.12, floralzonescentralaustralianregion@1.0.9, floralzonescosmopolitanregion@1.0.0, floralzoneseastasiaticregion@1.0.7, floralzonesmediterraneanregion@1.0.5, floralzonesneozeylandicregion@1.0.8, flowers@1.0.1, bovinae@0.1.5, caninae@1.0.31, capreolinae@1.2.6, casuariidae@1.0.23, cervinae@0.1.4, dinornithidae@1.0.15, elephantidae@1.0.9, felinae@0.2.9, machairodontinae@1.0.24, manidae@1.0.14, meiolaniidae@0.1.4, pantherinae@1.1.24, rhinocerotidae@1.0.17, sirenia@1.0.18, spheniscidae@1.0.9, viverridae@1.0.3, vombatidae@0.3.2, geoaddons@1.4.1, blackguardheavyd@1.2.2, immersiveorecrush@2.2.1, improvedsheep@1.0.1, jonasboat@1.0.1, litbrig@0.7.6, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, millwright@1.1.9, npclibrary@0.1.2, npcelves@0.0.4, npcgoblins@0.0.1, npchalflings@0.0.4, npchumans@0.0.4, npckobolds@0.0.4, npcorcs@0.0.4, overhaullib@0.2.1, TA_plainsandvalleys@1.0.9, plasterwashes@1.1.0, primitivesurvival@3.7.6, prospecttogether@2.0.2, qptech@1.15.4, quicklimepk@1.1.0, resmeltableslight@1.1.2, rustandrot@1.0.6, saltandsands@1.1.0, SmokingChimneys@1.3.0, sprintmomentum@0.1.2, spyglass@0.5.2, sletharm@0.1.1, terraprety@6.0.2, torchholdersmithingplus@1.0.0, translocatorengineeringredux@1.5.6, game@1.20.7, vsimgui@1.1.7, vstrashcancontinued@1.0.6, ancienttools@1.5.25, animalcages@3.2.2, apegrapes@1.2.6, awearablelight@1.1.31, flags@1.1.8, betterentityinteraction@1.0.3, betterfirepit@1.1.5, betterfpcamera@1.3.0, betterhoe@1.1.3, betterruins@0.4.9, blacksmithenhancements@1.1.4, butchering@1.8.1, butcheringaurochspatch@1.0.2, carryon@1.8.0-rc.4, combatoverhaul@0.3.4, commonlib@2.6.1, configlib@1.5.2, coreofarts@0.2.3, danatweaks@3.4.1, electricity@0.0.12, remiel_sawsticks@1.0.0, expandedfoods@1.7.4, expandedskins@2.1.0, extrainfo@1.9.7, fieldsofsalt@1.2.3, Fixedupdatedwildcraftxskillspatch@0.2.2, foodshelves@1.5.3, forgesstaywarm@1.0.0, forlornheavyarmor@1.0.9, fromgoldencombs@1.8.12, gourmand@1.6.5, hardcorewater@1.3.5, heatretention@1.0.2, herbarium@1.4.0, hodblocks@1.0.9, hydrateordiedrate@2.0.18, immersivewoodchopping@0.7.5, jebsinventorytweaks@0.3.0, joyofsailing@1.4.0-rc.3, kevinsfurniture@1.6.5, knapster@2.14.4, leaderboards@1.1.6, wagonslessore@1.0.2, maltiezcrossbows@1.2.0, maltiezfirearms@0.13.1, mannequinstand@1.0.5, medievalexpansionpatch@1.0.1, morepiles@2.1.3, mudmotley@1.0.1, spearexpantion@0.3.1, onebedsleeping@2.5.3, oneroof@1.8.2, pelaguswinds@1.0.0, petai@3.3.1, playerlist@2.1.5, removeprimitivesurvivalstairs@1.0.0, rivers@4.1.0, rpgdifficulty@1.1.5, rustboundmagic@2.4.1, simplefootstepsredux@1.0.1, smithingplus@1.5.6, stonebakeoven@1.1.6, storageoptions@1.0.2, substrate@1.1.2, th3dungeon@0.4.2, toolsanimations@1.0.0, trailmodcupdate@1.2.1, traitacquirer@0.9.6, unconscious@1.10.3, vanillatitanium@2.1.0, vanvar@6.0.12, vanity@2.4.2, vintageafk@1.3.0, creative@1.20.7, vsquest@2.0.0, survival@1.20.7, vsvillage@2.0.0, wearandtear@1.4.2, woodenfortifications@2.0.5, workbenchexpansionpatch@1.0.0, xlib@0.8.16, xorberax-bloodmod@0.3.4, armory@0.2.3, artofcooking@0.2.4, artofgrowing@1.0.0, autoconfiglib@2.0.6, bugnetcompatibility@1.0.1, butcheringcompatpatch@1.0.4, campaigncartographer@4.6.7, captureanimals@2.8.1, cats@3.1.2, combat-overhaul-reanimated@1.0.0, detailedanimals@0.4.2, electricityaddon@0.0.20, em@3.2.1, extrafirearms@0.0.3, glassmaking@1.4.2, morearrows@1.0.3, moreblueclay@1.0.1, playercorpse@1.11.0, sausages@0.0.8, shearlib@1.1.2, simplevillages@1.0.1, stonequarry@3.4.3, th3dungeontopentrance@0.4.1, vsvillagedesert@1.0.0, vsvillageviking@1.0.0, vsvillageaged@0.0.5, vsvillageindustrial@0.0.5, vsvillagetowers@0.0.5, wildcraftfruit@1.3.2, wildcrafttree@1.3.0, wethology@1.0.0-dev.9, wolftaming@3.0.5, xinvtweaks@1.7.1, xskills@0.8.18, aogbreedingaddon@1.0.1, bricklayers@3.0.0, electricityxskillscompatibilitypatch@0.0.1, tailorsdelight@1.9.4, theworkingclasses@1.0.4, ashes@1.1.0, wool@1.6.1, xskillsallclassespatch@1.0.1, xskillsrebalance@1.0.0, combat_overhaul_rustbound_magic_classes_fix@1.0.0, dressmakers@1.5.2, traitacquirerwcaddon@1.0.0, twccormcompatredux@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at ArtOfGrowing.Items.AOGItemInteract.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in E:\Nik\vsmod\Arts\ArtOfGrowing\Items\AOGItemInteract.cs:line 126
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1183
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 236
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 07/04/2025 20:58:28, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.7.0, time stamp: 0x66470000
Faulting module name: ntdll.dll, version: 10.0.19041.5438, time stamp: 0xab0dece3
Exception code: 0xc0000374
Fault offset: 0x00000000000ff3c9
Faulting process ID: 0x200c
Faulting application start time: 0x01dba7ee947c6084
Faulting application path: I:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 4bd25c0b-91a0-494a-a827-c68184313ace
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 07/04/2025 00:19:05, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.7.0, time stamp: 0x66470000
Faulting module name: ntdll.dll, version: 10.0.19041.5438, time stamp: 0xab0dece3
Exception code: 0xc0000409
Fault offset: 0x00000000000c0b91
Faulting process ID: 0x3014
Faulting application start time: 0x01dba7415a2dda90
Faulting application path: I:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: b636604a-9766-4bbc-a3a8-47c5ad951fcf
Faulting package full name:
Faulting package-relative application ID: }
even without the mod im only getting 1 grass. when i got time ill have to look if another mod migth be patching grass in some way also.
При попытке достать соевые бобы из стручков у игры отвалилась жопа Fedarmens
Running on 64 bit Windows 10.0.19045.0 with 65438 MB RAM
Game Version: v1.20.7 (Stable)
08.04.2025 20:20:43: Critical error occurred in the following mod: artofgrowing@1.0.0
Loaded Mods: aculinaryartillery@1.2.5, barkbeetle@1.0.3, chiseltools@1.14.16, clicktopick@2.0.0, driedpeat@1.1.0, expandedmolds@1.1.2, firestarters@1.4.3, handtohand@1.0.3, immersiveorecrush@2.2.1, indappledgroves@2.1.2-rc.1, instantpickup@1.0.3, millwright@1.1.9, overhaullib@0.2.1, particlesplus@1.2.1, prospecttogether@2.0.2, quicklimepk@1.1.0, theremnants@1.0.3, slowwalkmod@1.2.3, sprintmomentum@0.1.2, stoneharvesting@1.0.5, game@1.20.7, vsimgui@1.1.8, offhandpenalty@1.2.1, apeflowerpots@1.2.3, flags@1.1.8, betterfirepit@1.1.5, betterruins@0.4.9, biggercellars@1.0.1, blacksmithenhancements@1.1.4, bradycrudebuilding@1.3.1, butchering@1.8.1, carryon@1.8.0-rc.4, combatoverhaul@0.3.4, commonlib@2.6.1, configlib@1.5.2, coreofarts@0.2.3, danatweaks@3.4.1, expandedfoods@1.7.4, foodshelves@1.5.3, fromgoldencombs@1.8.12, herbarium@1.4.0, hydrateordiedrate@2.0.17, joyofsailing@1.4.0-rc.4, kevinsfurniture@1.6.5, maltiezcrossbows@1.2.0, maltiezfirearms@0.13.1, moreantlermounts@1.0.1, morepiles@2.1.3, oneroof@1.8.2, petai@3.3.1, rivers@4.1.0, smithingplus@1.5.6, statushudcont@3.2.6, stonebakeoven@1.1.6, toolsmith@1.0.11, vanvar@6.0.12, vsatlas_resized@1.0.9, creative@1.20.7, survival@1.20.7, wearandtear@1.4.1, xlib@0.8.16, armory@0.2.3, artofcooking@0.2.4, artofgrowing@1.0.0, bookbinders@1.3.1, campaigncartographer@4.6.7, cats@3.2.0, combat-overhaul-reanimated@1.0.0, em@3.2.1, morearrows@1.0.3, playercorpse@1.11.0, shearlib@1.1.2, stonequarry@3.4.3, wildcraftfruit@1.3.2, wildcrafttree@1.3.0, wolftaming@3.0.5, xinvtweaks@1.8.0, xskills@0.8.18, aogbreedingaddon@1.0.1, artsxskills@1.1.0, bricklayers@3.0.0, exoskeletons@0.3.0, tailorsdelight@1.9.4, ashes@1.1.0, wool@1.6.1, dressmakers@1.5.2
System.NullReferenceException: Object reference not set to an instance of an object.
at ArtOfGrowing.Items.AOGItemInteract.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in E:\Nik\vsmod\Arts\ArtOfGrowing\Items\AOGItemInteract.cs:line 126
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1183
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 236
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 02.04.2025 18:59:06, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.20.7.0, метка времени: 0x66470000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x5f04
Время запуска сбойного приложения: 0x01dba3e7a33a2d25
Путь сбойного приложения: D:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: D:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 409d11dc-10e4-4830-93bc-2acd096ee998
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The new update is AMAZING and having the wild-giant varieties on a seppared addon is perfect! This will improve a lot compatiblity with other mods lol
I love the varieties so I'll use the addon and convert them to regular ones to use them on Expanded Foods but I'll try to make a little addon to add compatiblity with Expanded Foods with all the varieties directly. This could be AMAZING too.
Sidfu
I watched the Jack's Tall Grass mod myself. Logically, there shouldn't be any contradictions, but if I understood correctly what the mod does, you don't need it along with mine. In my mod, the amount of grass already depends on its size and it grows in stages - in the last update, I even increased the growth time and it grows even more slowly.
koniu699
Oh, configuration is my weak spot right now. But somehow I'll get over myself and get into it. It's not a fact that it's in the next update, but definitely in the next ones.
Sidfu
OK, I'll look at my code, otherwise I don't remember how I implemented it. 😁
Shizukesa
Yeah, I got it. Yes, it's all possible, and I'll do it!
Venusgate
The addon adds only different varieties and a progression from wild to gigantic crop sizes. In the original mod, there are new stages of growth, seeds falling only at the last stage, and everything else. Check out the description of the mod - it contains only what is relevant in version 1.0.0.
Can we have config file for this mod? Some of us on the server would like to be able to configure some things (like drop rates, times of specific growth stages etc.)
So, If i understand correctly, having both mods will still only yield seeds - and no vegetables - in the final growth stage, but without Breeding Addon, all crops are nominal size with no progression?
Compatibility with Trees and shrubs is the ability to make creaser and ridge from the tree species represented in the mod
Compatibility with Fruits and nuts is to redesign Musk melon, Watermelon, Mirza melon and cucumbers to fit the standards of your mod
Other fruits and nuts naturally do not offer, and the amount of work in this case would be unaffordable, and so called what is closest “mood” to mod, especially who does not want to see on his garden huge watermelon
Fedarmens
Fedarmens i looked and the mod is only 2 json files. i had tried to do it myself but seem ssoemthing in art of growing forces a single harvest of grass.i didnt see anywehre in files for it so can only think its in the plugin.
Shizukesa
Oh, I haven't used these mods fully. If you could tell me at least roughly what kind of compatibility is expected of me, it would be easier for me)
Going back to compatibility with other mods, are there plans for compatibility with Trees and Shrubs and Fruits and Nuts?
Sidfu
I'll see what I can do for compatibility.
Venusgate
It remains in this mod: vegetables grow until they dry out and seeds can only be obtained at the last stage; crops fall out in the form of sheaves that require drying and separating the grains; mowing grass and grain and harvesting it with hayforks. In general, everything else that does not concern varieties. I have updated the description of the mod, it contains only relevant information for the current version, you can view it)
Lacero
You can build a campfire and make a bed out of straw. But I'll think about making it easier to get dry grass. Perhaps the dry grass bushes generated in the world would be a good compromise.
Hey, just wondering, can this mod and the Breeding Addon be used in an already created world? If I already have planted crops, what will happen to them?
Chubz
О, да - лучше сделать это перед обновлением, чтобы не потерять урожай.
How does the drying mechanic work exactly?
How do you make a bed and torch for your first night if it takes 24 hours to dry grass?
nope it only gives 1 grass for short, 1 for medium but since its a new world there no tall yet.
Sidfu I dont have jacks tall grass, but I think this mod does this on it's own. Each pile of wet grass left behind has a variable amount that scales with grass height (I think). One swing of a scythe can yield 20 or so wet grass among 5 piles.
Fedarmens You split the mod? What is left behind if you don't have the breeding addon?
can we get a comp patch with this
its mainly in the drop ammounts.having all grass drop only 1 grass feels weird.
Нужно семена перекрафчивать в ванильные, если аддон не ставить?
Do i need to craft seeds into vanilla ones if im not going to use an addon?
You are incredible. Thank you so much for moving the varieties to another plugin. The hay system is amazing and I love it very much.
Thanks a lot for adding it to next release! I really love this mod and I want it to work perfectly fine with the other ones I use ^^
If you need help with some json patching or similar let me know. I've been "studying" how it works so I can help you with compatibility and so on.
XurxoMF
Oh, thank you so much for all the reports) I'm almost ready to release a new version that will fix almost all the bugs you described. And thanks for the code with the storageFlags - I'll quickly add it to the upcoming release!
After checking how the basked works on the Wildcraft mod, this will be easier for you than for Wildcraft author or me with patches.
The basket can carry Agriculture items only.
https://github.com/anegostudios/vsapi/blob/master/Common/Collectible/Item/EnumItemStorageFlags.cs
If you check that code, items with a storageFlags of 32 can be placed on Agriculture storages and items with 1 can be placed on all storages.
If you add an storageFlags: 33 it'll be possible to add them to regular storages + Agriculture storages.
Here is the code for seeds for example:
{
"code": "seeds",
"class": "AOGItemPlantableSeed",
"storageFlags": 33,
"maxstacksizeByType": {
"*-wild-*": 128,
"*-small-*": 96,
"*-medium-*": 64,
....
}
you can check it out on the stones.json from the Vintage Story game.
If you can add that simple line of code for every seed, vegetable, grain, etc... you'll fix one big incompatiblity with almost no code.
With patches we'll need much more code so... hope you can add it on the original mod ❤️
EDIT: If you want I can make a Pull Request to the repository on GitHub with the fixes. You only have to publish the new release.
BUG 1: Placing 1 wet rye(I found it with that one, it may happen with other ones too, only 1 item. If you have 2 or more on the same stack it works fine) on the flor will create an empty pile. The item dissapeared after some time. It created the empty pile and after a minute or so the wet rye dissapeared...
BUG 2: Grain piles, after drying, have to be picked up and placed again to hit them with a stick to sepparate items. Same thing with grass and rope to make bales.
BUG 3: Grain piles will change color while you add grain items after they've dried. Example: Dried falx pile will start with a green color, after some fals was added it'l change to brown, after a few mroe items it'll change back to green...
BUG 4: Sometimes, if you have a stack with only 1 wet grain, like wet rye, wet falx... if you shift click another item(it happend to me with a cattail) it'll replace the wet grain with that item. Example: 1 wet rye on a basket, 5 cattail on the hotbar. Shift + click the cattail, wet rye dissapears and cattail appears on the wet rye slot.
Maybe some of this bugs are game related and not mod related like the items and piles dissapearing/not containing anything but I report it here just in case. If it's a game related bug let me know to report ot on the VS issue tracker.
Fedarmens Fair enough. Though if you do decide to make your own version of it, my server will be one of the firsts to swap to it instead. Again, Thank you for making and maintaining this mod, you are awesome!
Fedarmens
Ah okay :) Was kinda torn between "maybe bug?" and "maybe intentional as they are basically free food on top of harvesting onions"
I'm here, I'm working on a mod, but I can't spend much time on it right now, and the current task for updating is quite large, so please wait for me 😅
Monty98
I fixed the problem with collecting with a knife and a scythe and will release a fix with an update, but the fact that the stack is not updated is something I'm struggling with right now, but so far the result is disappointing...
SecretFoxfire
Problems with pumpkins have been fixed, we just need to wait for the update to be ready.
XurxoMF
When I have time, I will consider the compatibility issue.
Zinn
To be honest, I don't really like the models and textures in this mod, so I'd rather make my mod with new cultures and built-in compatibility)
HaraiseTenshi
Yes, Scallions didn't add extra richness to the dishes - that's just the way it is. Didn't notice it, I'll fix it)
nedwobsamoht
craft them into cereal with a knife, though you should be able to eat the grains just like that as well. Just the amount of sat for wild plants is really low
It seems the interaction with "cooking" is not as straightforward as I though? At least for the Scallions a Soup made with 3 of them in it gave 150 sat. The same eating them raw would give. Are they the odd one out as in not increase sat when cooked or is this general behavious of the fooditems from the mod?
Love the immersion this adds to VS, and how much it adds to agriculture as well. If its not too much to ask though, is there a way to get compatibility with New World Crops? Not an immediate concern mind, would just like the Art to apply to all crops in my MP world. Thanks for making and maintaining this mod!
I'm playing this mod with Wildcraft trees and shrubs and seeds can't be added to the foragin basket.
It could be a good tweak on the future ^^
Is there a special to wait to eat grains. I have hit amaranth ears with a stick and have amaranth grain and at an eary stage of the game with no other food sources nearby I need to eat it in its less cultivated form, but the eating action doesnt seem to do anything. Is there something I'm missing or is ther another process to do before its edible?
I've been having a client crash every time I right-click to gather a ripe pumpkin from my farm, on my multiplayer server. I've logged a report in your issue tracker on Github. Despite the occasional issue, though, I'm really enjoying the immersion of this mod!
Quickly starting to really like this mod and its features makes agriculture a much more hands on part of the game and makes having large farms much more useful.
only a couple of bugs I've found so far the main one being with harvesting crops with a knife or sythe. It seems that regardless of the size of the seed plated it returns mainly wild crops verses when theyre harvested by hand where you get more what you would expect. For example when harvesting small rye crops I got all wild rye and the occasioanal small. But when i broke them with bare hands it drops mostly small with some medium.
the other is a not too much of an issue but it seems when a stack of grains drys on the ground it doesnt refresh meaning you have to pick it up then place it back down to then be able to process the grain and straw.
Thank you so much for all your hard work this mod makes the game so much more enjoyable for me!
Cynag
I'm currently updating the mod and I'm also thinking about this issue) I plan to rework everything a bit)
Vynk
Hmm, an unexpected and completely incomprehensible error) I will test what's the matter here...
was trying to build a pitkiln, and accidently deleted the clay bricks i was trying to fire, by clicking on the side of one of the blocks used to house the pit kiln with dry grass.
(aka, it placed the dry grass in a pile, where the bricks were, without checking if something was in that block first (i think))
if you'd like i could try to recreate this on a creative world and take some screenshots
Hello! I love your mod, but I have a question. Is there a faster way to remove seeds from grains? I have around 500 seeds, and hitting them with a stick takes waaaaaaaay too long.
LordWungus
Yes, it's a error - I'll fix it!
@Fedarmens Appreciated
When using this mod, soybeans are considered unsuitable fodder in a large trough. Is this an intentional change or has something broken?
Bebanbano
I haven't changed the information on the mod's page - to put the grass down, you need to press Shift+Ctrl+rightmouse-click. The game also has interaction hints - you can turn them on to see all possible ways of interaction, I regularly update the information there.
How the hell do you pack hay in this mod? How do you actually place dry grass on the ground without creating a fire pit?
wojtek16
The fact is that if you are talking about the variety system, then everything is done manually based on vanilla code. The models are of different sizes - they don't change automatically, but are made by me based on vanilla ones. And almost everything else, with the exception of mowing grass and grain, is vanilla code and new crops can be easily added there. Even for grains, the main thing is to look at my assets and make your own grains based on mine. The same is true for vegetables. I tried to tie everything I added to the code to attributes in assets - they can easily integrate their plants into the variety system.
Could there be an option in the future to allow for modders to add more crops that integrate with your system? I would love to add things such as cauliflower, cherry tomatoes, or potatoes (I know there are so many mods with them, but love your system the most for crop collection/taking care of and storage)
Redumulis
Hmm, I just realized that plants drop different amounts of crop depending on many factors, and when mowing, the maximum amount of drop is always obtained. We'll have to fix this...
Oh, something I forgot to ask. Is it intentional the grain crops drop significantly more crops if you use a knife or scythe compared to other crops? Approximetly 4x as much crop than other crops or using your fist.
Such a wonderful mod! I like farming and this basically overhauled half my game experience. Loving it! Just can't wait for that pumpkin fix! ^^
LyfCree
By growing vegetables to the last stage to get seeds, you can get some seeds of a larger variety - and so on to the largest. Also, some vegetables can be planted back in the garden and get even more seeds.
I'm still a little confused on how you get bigger vegetables, how does one do that?
Fedarmens Amazing to hear that! Thank you! Just used cheats to convert them for now. I've been really enjoying this mod. Especially the Pumpkins and sunflowers.
Tarbrough Remember that you need to use the grains (in the case of flax, the item that looks like a tiny pile of orange cubes) as seeds. You don't craft the grains into seeds.
Tarbrough
Oops, when mowing grain and after drying, ears of a better grade should have fallen out with a small chance. But I made a mistake and didn't do it. I'll do it in the update.
Update: I checked again, and it still works and the ears of the best variety also fall out, but with a small chance. So maybe you're just out of luck.
Adys
Vanilla seeds grow into wild-variety plants, from which modified seeds are already falling out.
I wonder if it would be possible to add crafting for converting vanilla seeds in to art of growing ones?
How does one go about creating seeds for larger variants of flax seed? I understand the veggies but it seems all I ever sow is tiny bits of flax?
SirBrungus
Ah, this will be fixed - the grass growth rate will be significantly reduced. I think that should be enough in this case.
Endurance
Yes, I'll fix it in the update. We just need to wait a bit
Pumpkin seed I bought from a trader did not grow into a ArtOfGrowing pumpking but a vanilla one that is not usable.
It's mostly the fact that we have a fairly large but spread out village in a wide open plain, so a ton of grass grows, and it seems to be growing faster now. We almost need to dedicate time to go through and cut the grass then come through and pick it up, but with so much other stuff to do it sorta becomes more of an "ugh need to cut the grass" rather than the immersion boost it's intended to be.
Redumulis
I will definitely think about speeding up this process.
SirBrungus
Hmm, I didn't think it would be so annoying. I'll see if it can be recycled or made optional.
Toudi
Yes, I will already reduce the speed of the grass in the update - I haven't tested it enough. As for nibbleCrop, there is this tag, just like in vanilla. So I do not know what is the matter.
As for the crop eating, I asked on discord and got info that "nibbleCrop food tag on the crop block json" should be responsible for that behaviour, maybe it will help
As for grass, does this mod somehow infuence the grass growth speed? I think the grass grwos way too fast, in few days all my neibrhood is just max tallest grass. Can the growth speed be toned down? (or add a config file to change it?)
Hello! I love having this mod on my server, but the whole mown grass thing is becoming a bit tedious and a source of frustration to the people on the server. I was wondering if there was any way to disable that while still leaving the mechanic with grain the same, like how it was before mown grass was added. Any help would be appreciated!
Incredible mod! My only request would be some tool to seperate and place grains faster. It takes so long but that might be my fault for having thousands to process.
Toudi
Oh, yes - loom sounds like a great plan. I'm just starting to think how far this is from the original idea of the mod and whether it's worth separating it into a separate mod... Question
Lightpowder
Уф, вот это сказал 🤣 Но мысль уловил - подумаю над долговечностью 😁
Проблема деревянных мялок сосалок и прочего не в скорости, а в том, что они тупо слишком быстро ломаются и это бесит.
as for flax processing, I would love to see some kind of loom to make the linen fabric (something similar to a grindstone, thet can be powered manually but also automated, saying this maybe just reuse grindstone with all its features and just reskin/animate it to look like loom?)
Hello everyone I'm sorry that I was unavailable for a long time - there were a lot of IRL cases. But I'm back in touch, the mods are being updated!
Azure09
Thank you for the nice words! There are no plans to upgrade animal husbandry, at least within the framework of this mod. Besides, I personally like the existing farm mods, so I don't have anything to add to this aspect of the game yet. But I don't deny that things may change in the future.
FlayedCrusader
Toudi
I'll check compatibility with NaturalTrail. I'll see if it's possible to fix it on my part.
Danny2703
In this mode, hayforks do not have operating modes. What kind of mode are you talking about?
Sorachi
Diminity
Paradoxal
Yes, there is a mistake with pumpkins - vanilla seeds remain in the game and a vanilla pumpkin grows out of them, with which nothing can be done. I'll fix this in the update.
conninator2000
As for more technologically advanced flax processing devices, yes, I plan to, but it's not a priority yet. At the moment, I have implemented a sufficient acceleration of production, so this can be postponed.
Toudi
As for the rabbits' interest, I don't even know what to look at. In this regard, the plant code is identical to vanilla, nothing should interfere with this. If there is someone smarter who will find the catch here, I will be very grateful and of course I will fix it then!
Raelin
egoanditspwn
Yes, I didn't notice the recipe conflict - I'll fix it, of course!
egoanditspwn
The fact that the dried grain needs to be lifted and re-installed is a mistake, and now I'm redoing the code in the hope of correcting this.
Gorfinhofin
It's strange, I'll study the code and see why the harvest can be phantom. And yes, the problem with the empty warehouse is probably because of this.
Stroomschok
I'll take a look at this mod and try to adjust compatibility from my side.
Taeo
Yes, I played like that myself and now I'm thinking how to do everything in the best possible way. I'll probably return the vanilla type of seeds for the grain...
LemonJamTart
Compatibility with this mod is not planned yet. I haven't played with it myself and I'm not sure how to interact with it. So maybe, but definitely not a priority.
I also want to say thank you to everyone for the kind words! I don't give up my mods and your comments motivate and inspire me a lot!
absolutely incredible mod, love it to bits. is there any chance we might get CAN Crops compat in the future?
small request, can the grains have their own little baggies like the seeds do? I'm using Food Shelves, which have seed shelf blocks, but the little piles of grains are really hard to see on there
Any chance to make this work for the custom scythe from the Toolworks mod? Their knife does work, it's just the scythe that doesn't drop the fresh grass.
I'm noticing sometimes when I get a small crop from a wild harvest, the small crop will vanish after a little while. I'm wondering if this could be some phantom items that aren't actually in the inventory or something? Maybe this could also explain Toudi's "Empty Stockpile" issue?
Is there any possibility to make the vanilla pumpkins that can be grown to actually be usable or are they completely worthless?
Yes but up to a point. The variety of vegetables are not recognised by EF unless you convert them to normal veggies. And on that note, is it possible to disable the veggie variants and use the normal ones? I really like all the mechanics you added and hoped to be a quicker way then to transform each veggies into vanilla ones.
Does this work with culinary artillery and expanded foods?
mod page and handbook could be a bit more clear for how to pile dry grass. shift + right click begins construction of campfire. instead, grass is piled by ctrl + shift + right click. threshing flax was also a bit unclear, trying to thresh a newly dried pile would only take dried flax out of the pile. figured out you need to remove all the dried flax and the place as a new pile in order to be able to thresh. also the straw hat recipe with actual straw conflicts with one of the roof recipes. thankfully dry grass version of straw hat recipe still works. i feel that wild cabbage could stand to be more rare as well, since in vanilla it's seeds are only found in loot. otherwise its been an enjoyable experience trying out the mod so far.
Aha! Ran through the modlist and found that if you have the mod "specialized bags revived" on it will stop you from putting them in the offhand. Let me know if its whats causing the conflict for you Jafex
Edit: funnily enough, someone else ran into this issue and logged it in their comments 11 days back. They just never posted about it on this page. The latest update to specialized bags should have this fixed I think. Damn... to think i spent all morning checking through code and testing mods for something that is already fixed... Oh well :P
I took a look and didnt see any changes that would really cause this in the last couple updates other than a few changes to the logic that make sense. I checked through a handful of the files that handle the processes of ridging/creasing the flax but they looked fine and the json files for those looked good as well. That being said, the github version is on i think the version from early feb, a few changes have come down the pipeline since but i dont think they made it to the repo yet. I actually went through and tested the versions on their own and oddly enough just using this mod (and core of arts) without any others lets you use the creaser and ridge normally. So this is 100% a mod compatibility issue. Im running through mine now to see if i can figure out which one is the problem child, but there is a fair bit of stuff to check.
Can you hit me up on the discord with your modlist? Jafex
Jafex
No, not really. On the 4th I think there was an update to the code for the ridges i think to give them more durability and stuff. I think that update (or whichever one touched the ridges/creasers last) made the mistake of making them not equippable in the offhand. Im waiting for fedarmis to check back but ill take a quick look at the source to see if there is anything i can notice quickly
conninator2000 I'm having the same issue with the ridge, did you figure it out? I'm using the rough ridge, and it won't let me use it on my left hand.
Moved to Issue Tracker.
(Edited)
Hi! I'm trying to make a straw roof ridge, but the dry grass ridge has the same recipe as the straw hat. Can you help? thank you!
BUG: Vanilla pumpking seeds grows to vanilla plant.
after playing some more im in love with this mod
but i also noticed that rabbits has no intrest in the crops, can it be fixed?
I'm having trouble with making hay bales--I have a pile of dry grass (x85), I have rope (x1), but clicking on it with rope in my hands doesn't seem to be working.
[EDIT] Nevermind, just figured out that hay and dry grass are two entirely different things. Love your mod!
Dust_Eh
You need to read the tutorial, everything is explained in detail, but long story short, there's four stages for your crops: Growing -> Mature -> Blooming -> Withered
You need to harvest them at some specific stage to get what you want, I could explain everything here for you, but the tutorial is already there for this purpose. So, honestly, read it ;)
omg this looks awesome
Im not sure if this is just a problem on my end or not, but in the latest versions im having trouble putting the creaser or ridge into my offhand to process flax.
Also more of a theoretical question since I know literally nothing about how flax use to be processed, but would there be a possibility to have creasers or ridges made out of more materials? The wooden ones seem to break so fast since I have to grow a bunch of flax to upkeep with the detailed animals mods increased animal eating. But having metal creasers that you smith and then have to use with a rope to bind together or ridges you can make would be really cool.
Just for the sake of ideas, I looked it up and found some ideas on how it was processed, for creasing there eventually was essentially metal rollers that were less efficient but much faster than by hand - though its slightly out of the "timeline" VS is in, it could be a late game block like the mill (https://en.wikipedia.org/wiki/Scutching#By_machine
). Ridges (heckling) were either done with several stages of ridges or using a hackle (https://en.wikipedia.org/wiki/Heckling_(flax)#Process_of_heckling) which was basically a board with a bunch of nails sticking through. Imo that could either be a tool like the ridge, or something you can place on the ground like a pot/crock and just hold right click on in order to process the crumpled flax through it.
Hope that helps if there were any plans for something like that, but let me know if the off hand bug thing is on my end or a current bug. Thanks!
latest changes to grass mowing seems to not work well with natural trail mod, the grass cannot be trampled. also the grass seems to grow way too much, my entire enigbrhood turned to very tall grass very quickly
all of my plants are instantly withering, i watched a plant for an 25 min waiting for the last growth stage and when i went to grab food out of my cellar by the time i walked back it was already withered. Can i turn this off or something?
Found a weird issue that sometimes trying to place wet grain on ground would create invisible "Empty Stockpile". Not sure how to repro.
Hey, it seems only base game pumpkins are growable. Modded seeds dont spawn and base pumpkins cant be broken down into slices, only more seeds.
edit: nvm, found modded seeds
i installed block overlay and there were 0 crops within 100k blocks of spawn, but i started a new world with the same mod list and the appeared like normal, so my world must have been bugged
Queic question. With the pitchfork what does the leaves mode do?
Hi, just reporting that probably Art of Growing (hopefully just one) seems to break the NaturalTrail Mod, as something from this prevents the grass beign trampled/destroyed on that mod.
hello i really like your mod and i was hoping youd make a mod or a patch that add more to animal husbandry if possible and also i really like the newest adds on thx
napalm_cowboy
First of all, I recommend updating all mods (first of all, all the mods in the Arts series to the latest). At first glance, none of these mods should change the generation of crops in the world. But I also thought that maybe you just don't notice wild crops - compared to vanilla crops, they have become smaller and less noticeable.
Elitekross
Is it the grain that you put in? What do you get after threshing the bundles of ears? Only cereals are suitable for cooking - it is made from grain using a knife in a crafting grid. Cereals are vanilla grains and there shouldn't be any problems with them at all. But you can also put grain in animal food.
I put in a recipie for porrige into a cooking pot, even just plain grain (cooking pot slots grain, grain, nothing, nothing), but it doesn't treat it like a recipe. The text that normally says "will cook into porridge" does not appear, and the cooking bar does not progress
i have version 1.1
my mods are
culinary artillery
armory
art of growing
autopanning
better prospecting
better ruins
combat overhaul
common lib
config lib
core of arts
expanded foods
extra overlays
immersive ore crush
ore golems
pet ai
primitive survival
prospect together
she pans seashells
smithing plus
thrifty smithing
and wetland harvest
idk which of those would cause issues or if any are incompatible
Gorfinhofin
Sorry! Fixed one, broke the other. Download the update, everything should work as it should.
Mowing naturally-spawned grain crops with the knife seems to be returning only straw at the moment. Harvesting by hand still gives a small amount of wet grain. And "wild" crops that were planted by the player are behaving like they should.
Huh, so i guess that does it. Since i had a bunch of wild and small variants.
Michaloid
It's really weird... Indeed, the command should influence the code, and I use vanilla code. All I change is the interaction with a knife and a scythe for grain, but that's all. So I can't even say if I can do anything about it... It's very strange...
All I can assume is that wild varieties have a reduced growth time compared to vanilla crops. The best varieties grow longer. Maybe that's the point... Wild ones grow fast, and with a team they grow even faster. I'll think about how to balance it out...
The command shortens the crops and berries growth time in vanilla. But with the mod the crops grow even faster than vanilla, to the point that when i come home they already withered.
So it seems like the timer accelerates longer than vanilla. I'm sorry for not using the issue tracker. I only noticed it now.
Michaloid
Does this command only break the timer for plants in mod? Does this not apply to vanilla plants? I have all the code from the vanilla game and the crops work the same way as the vanilla ones, it's just that several growth stages have been added to them. If you do accelerated plant growth, which reduces the window of opportunity for harvesting, then... I don't even know what's the best thing to do...
Can the crop wither be disabled or reduced? Because with the command /worldconfigcreate double cropGrowthRateMul the timer for the crops kinda break, when grown, the crops have a Super short time to be collected or they wither. Is there a way around that?
morryatay
Hmm, maybe... Perhaps even as part of another new fashion... But so far I don't have a detailed idea for new mods - so far, not everything has been done within the framework of existing ones, in particular, I have a lot of ideas with cooking)
KeKc
You're really out of luck. The amount of drops from plants that grow in the world themselves is much less than from a farmland - and this is regulated by the game itself, this is vanilla mechanics.
GawdAwful
Ingvard12
Oops, I really programmed it wrong... I'll release a patch today and fix it!
Упс, я действительно неправильно запрограммировал это... Сегодня же выпущу патч, исправлю!
CorvidCurse
There shouldn't be any problems with the code, I'll check it in practice!
Elitekross
What kind of problems are you talking about? Please describe it in more detail!
ladyphoenix
I didn't notice such a problem. What mods do you have installed? Are you using the latest version of the mod?
napalm_cowboy
On the contrary, this mod adds the last stages of plant growth to the generation of the world, it does not affect the probability at all. Perhaps some other mod is in conflict? What mods do you have? Do you have the latest version of my mod?
Does this mod mess with wild crop spawn rates? i havn't seen a single one
Когда срезаю средний лен ножем то после собирая его подбирается дикий лен. Если ссломать его рукой то он выпадает средним как и должен
im having issues with the pumpkins in this mod to break the pumpkin you need a cleaver or knife both dont work for me so i dont get the seed's or slices i have hole pumpkins
Also having issues with porridge. I'm using expanded food, is there maybe a compatibility issue w/ it?
Ah! it appears that grains and possibly vegetables from this mod don't work for reed basket traps!
Two things. It appears my small crops gave me back wild drops, unless I did that wrong. I'll be testing again, just don't have the time on hand rn.
But, more importantly, could you please look into adding a compatability patch for specialized bags? Maybe it needs to happen on their end, not yours, just checking.
https://mods.vintagestory.at/specializedbagsrevived
Sit down with an empty offhand to process things faster @RimuruFM
how can I proces Sunflower faster?
just harvested some wild cabbage and got nothing from the mature and blooming and only one seed from the withered one. is this a known problem with the mod or perhaps an incompatibility? i just installed some new mods but nothing that should be messing with the crops
edit: i might have just gotten super unlucky the first few times but everything seems to be working now
Aye that would be issue then, I do have XSkills. Suppose ill have to self balance and get rid of that trait haha
i know it's not really in the range of the mod but the whole drying stacks mechanic is too good, are you able to make peat have a drying phase before you can use it in fires, it'd be super neato.
Thanks a lot for the vanilla conversions!!!! I really wanted to use this mod with EF and AoC at the same time 😭
ShyishHazard
The conversion to vanilla takes place according to the variety. The worse the grade, the more it is needed for one unit of vanilla item. The ratio is the same as with the purification of grain into cereals.
Metalsoul212
Perhaps you play with XSkills? They add an extra drop to the harvest and it falls out as usual. That's why I didn't notice anything like this in my testing.
Aeliaz
Oops, fixed it...
MaiaK
Maybe... But for all these things, straw is now suitable, which can be found and does not need to be dried. And now the raw grass can be dried over a campfire - now you only need a little dry grass or straw to start. And by the way, under ideal conditions, the grass dries for a day if it is not harvested immediately after mowing.
new update is GOATED thank you!
only thing I'm considering, won't making dry grass take days to process severely affect the early game? You REQUIRE dry grass for a lot of primitive things (among them, firestarters) and putting on a 2 day timer on the best conditions is kind of brutal
Hi Fedarmens !
Some Error with Pumpkin !
```10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-wild-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-small-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-medium-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-decent-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-large-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-hefty-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-gigantic-1 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-wild-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-small-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-medium-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-decent-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-large-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-hefty-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-gigantic-2 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-wild-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-small-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-medium-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-decent-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-large-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-hefty-3 introuvable
10.2.2025 11:07:11 [Server Warning] Bloc ou comportement de collecte AOGPlacing pour le bloc game:pumpkin-fruit-gigantic-3 introuvable```
New update has an item duplication bug. Went out to harvest my small rye, dropped an item form of wet rye and the new mown rye mini block. Collecting the mown rye off the ground also gave me more wet rye, guessing that's not intended? Fedarmens
cool! Do the maximum size crops, when converted, turn into multiple of the original vanilla crop, or is it 1:1 the whole way?
JustGerry
I have released an update in which, among other things, you can create vanilla vegetables and seeds in a crafting grid. Of course, I hope this helps with compatibility with other mods and you won't have to delete this mod. 😁 But if you decide to do it anyway, it should help you not lose your seeds and vegetables (at least most of them).
Hey, I really enjoy this mod, but as my friends later opted to get expanded foods, I notice that we are locked out of quite a few processes because of this, and so I only have one question. If I remove this mod from my server, will it delete all crop variants completely, or will they revert to vanilla crops somehow? I just dont want to lose all our agriculture or have a terribly tough time finding all the seeds again
Fedarmens
Found the culprit.
After removing The Working Classes v.1.0.3
The errors were gone. Seems like they are not entirely compatible.
Thalius
No, it doesn't. But they are now visually less noticeable, so...
SeniLiX
Apparently, some other mod is trying to make changes to the crop file after the changes made by this mod, and it's not working.
Does AoG do anything to reduce the spawn rates of wild crops on worldgen?
Getting these errors every time I launch my singleplayer world:
9.2.2025 08:09:20 [Error] Patch 0 (target: game:blocktypes/plant/crop/amaranth.json) in game:patches/survival-blocktypes-plant-crop-amaranth.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
"*-9": [
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-wild-wet",
"quantity": {
"avg": 6,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-small-wet",
"quantity": {
"avg": 0.3
}
}
],
"*": [
{
"type": "item",
"code": "thatch",
"quantity": {
"avg": 0.7
}
}
]
}
9.2.2025 08:09:20 [Error] Patch 0 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-11/1/dropModbyStat is invalid: The json path /dropsByType/*-11/1/dropModbyStat was not found. Could traverse until /dropsByType/*-11, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 0.85,
"var": 0.1
}
}
]
9.2.2025 08:09:20 [Error] Patch 1 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-12/1/dropModbyStat is invalid: The json path /dropsByType/*-12/1/dropModbyStat was not found. Could traverse until /dropsByType/*-12, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 2,
"var": 0
}
}
]
9.2.2025 08:09:20 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in game:patches/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-wild-wet",
"quantity": {
"avg": 8,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-small-wet",
"quantity": {
"avg": 0.3
},
"dropModbyStat": "produceDropRate"
}
Dutch_Rut
Grain drying - Maybe I'll think about it.
What versions of mods do you use? In recent versions, the name of the attribute responsible for placing food in the shawarma has been changed. If you have one of the mods that is not the latest version, it may be because of this. But of course I'll check it out at my leisure.
Thighz
For harvesting (getting the vegetables themselves), it is better to harvest at the mature level. To get seeds - at the very last level. You can get either fruits or seeds from vegetables. Grains (rye, flax, etc.) are always harvested at the very last stage of growth to harvest grains (which are both grain and seeds, just like in real life). And all this is described in the description of the mod in the corresponding paragraph.
RimuruFM
Starting from version 0.3.0, there are tools for faster processing of all stages of flax straw. And since version 0.4.0, you can speed up processing by pressing the G button. Which version of the mod are you playing with? And yes, all the information is in the description of the mod and in the descriptions of updates...
Hello, I was playing, and now I got pure line straw. It's too slow processing one by one. Is there any faster way than using hands?
I am trying to roleplay as a tailor on a server, and the task of processing one by one is too demanding for the scale at which I want to work.
I would just normally ask on the discord mod thread but can't seem to find it.
Is it better to harvest when crops are at mature or blooming or withering? And is it different between things like rye and carrots?
I've just ran into the isue that I can't put wild carrots or onions in the shawarma of the arts of cooking mod. Worked before
Love the mod, do you think it would be possible to add option to dry grains faster in an oven? Not sure if that is a lot of work but would be awesome to speed it up that way
Fedarmens
The weird thing is that Dana's ConfigureEverything once it populates its settings with all the items, yours and the native roofs, all have burning values. And they start burning. So yea, voodoo magic?
Gods, I SO SO love this mod, both me and the farmers in our server. I so badly want to update, but I know if we do, we won't be able to have the soybean and peanut processing from Expanded food... (don't worry, I'm not asking for compat, just idle musing)
Thx a lot for that ^^ Fedarmens
Perfect. Thanks!
conninator2000
Hello. Thanks for observation! I noticed it myself when I decided to play with my mod (I finally found the time for it))). I'll fix it in the next update - I found what the problem was and it doesn't seem to be happening anymore.
itselre
Interesting! I didn't test it in practice, but I studied the roof code in the game - since I just copied the roof from the game with minimal intervention - and found that there are no lines in the game itself responsible for the possibility of fire and burning roofs. So vanilla roofs shouldn't burn down either, lol. I think I'll step in and make the roofs of grass, straw, and wood combustible...
XurxoMF
Hi! Thank you for your kind words! As I stated from the very beginning, I do not plan to deal with Expanded Foods compatibility myself. But I saw that enthusiasts were doing this and released a mod that allows you to slice my vegetables, among other things. Perhaps this is exactly what you are looking for: AllClasses - Art of Growing - Compatibility Mod
Thalius
Greetings! This happens with flax because my mod changes the texture and the Conquest mod changes both the texture and the model of the plant. The solution, for my part, is that I will set up this patch so that when using the Conquest mod on my side, the texture of wild flax does not change. I'll do it in the next update. This will not affect flax, which is planted in the garden in my mod, since from the point of view of the code and the game, this is a completely different plant, which is not modified.
Greetings Fedarmans!
Loving all the modules in this series so far. Nice and simple, and adds some good depth to growing and cultivating food.
We are seeing one small issue cropping up with regard to mod compatibility. Flax is handled in your mod in a way that overrides the vanilla flax textures rather than patching the changes in. This results in the texture being missing when used alongside something like Conquest Overhaul's texture rework. Flax is the only asset that does this, and is therefore the only asset in your mod missing textutres when used with Conquest.
Would you be willing to take a look at this and adjust the way flax uses the texture? It'd be greatly appreciated!
Pictured: Left is your modded flax texture with Conquest. Right is flax in vanilla texture setting.


Well, after testing it for a while... the mod is cool as fuck, I love it, but you can't use the new crops on foods(Expanded Foods) so... I'll have to wait for any of the parts(EF or AoG author) to add compatibility sadly, I can't live without EF.
Again, extremely cool mod ^^
Small headsup: roof blocks introduced by your mod are not burning when hit by lightning, while the wooden house under it completely burned.
I read through the patch notes but havent had time to try out the last update, but i noticed straw can be a little weird. I don't think its a conflict with any mods I have, but if I right click the ground with it (starting the firepit construction) it doesnt seem to properly take items from the inventory. Like if you place them down, the counter on the stack goes down - but if you place one when you have 1 straw in your hand the item in the hotbar becomes Straw (0), placing again puts the item as Straw (-1), etc. Now this doesnt let you dupe the straw because fire pits placed without holding shift (which is where this bug crops up) dont drop straw when broken, but it is a bit of a weird one.
If you need a little video example let me know on the discord via DM, its a bit weird to explain.
XurxoMF
Compatibility with Expanded Foods is not planned, as I said in another answer. Vanilla items such as vegetables and seeds should automatically convert to wild varieties if added in the mod. Everything you need is described in the item descriptions, but the information in the Handbook is planned. Everything is also described in detail on this page.
I've a few questions ^^
The mod looks amazing. If the first question is a yes I'll download it right away, I want to try it.
Hello, first, I really love your mod because it gives just the right difficulty and enjoyment to being a farmer on a server and roleplaying as one. However, in the beginning, it was very confusing. I always came here to read the descriptions of everything, and I have to ask if you could add something to the survival guide (H) to make it easier to understand how it works.😁
Fedarmens It is the Conquest Stone Age Expansion mod.
Also, I have some errors in my logs. I have lots of mods so I don't know if they are comatability issues. I just figured I'd let every one know about them and you can decide if you wanna fix them or not.
3.2.2025 11:59:58 [Error] Patch 1 (target: game:blocktypes/clay/lootvessel.json) in artofgrowing:patches/lootvessel.json failed because supplied path /attributes/lootListByType/*-farming/5/codes is invalid: The json path /attributes/lootListByType/*-farming/5/codes was not found. Could traverse until /attributes/lootListByType/*-farming, but then '5' does not exist. Full json at this path: [
{
"type": "item",
"chance": 0.75,
"minQuantity": 3,
"maxQuantity": 10,
"codes": [
"feather"
]
},
{
"type": "item",
"chance": 0.75,
"minQuantity": 2,
"maxQuantity": 10,
"codes": [
"flaxfibers"
]
},
{
"type": "item",
"chance": 0.35,
"minQuantity": 2,
"maxQuantity": 10,
"codes": [
"flaxtwine"
]
},
{
"type": "item",
"chance": 0.75,
"minQuantity": 2,
"maxQuantity": 4,
"codes": [
"seeds-cabbage"
]
},
{
"type": "item",
"chance": 0.75,
"minQuantity": 5,
"maxQuantity": 10,
"codes": [
"cattailtops"
]
}
]
3.2.2025 12:00:54 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code artofgrowing:pickledvegetable-scallions in barrel recipe artofgrowing:recipes/barrel/pickledvegetable.json
beiksglie
Hmm, I'll fix it!
KiriRae
A new firepit is created using straw, not dry grass. This is necessary so that it is impossible to convert straw into grass by placing and destroying a firepit. Tell me which mod you are using and maybe I will add compatibility with it.
icesharkk
I'm not sure about compatibility with this mod. If he does not make changes to the crops code, then everything should work fine. Crops use vanilla code. XSkills, for example, makes changes to crops, and I had to apply these changes to my crops for compatibility.
MaiaK
Flax processing tools will be "strengthened" in the update.
conninator2000
and everyone who asked for compatibility with XSkills, be happy) The Arts XSkills mod is at your service!
As a member of a town relying hevily on this mod for our farmers, I can tell you the Creaser and the new wooden ridge have WAY too low durability. I'd bump it by at least 4x if not more
does this mod's changes to crops interfere with the new beehive benefits in from colden combs? i havent had a chance to try and test it yet.
Question: Why is there a different firepit for this mod? I use a mod that gives powdered charcoal when the extinguished firepit, but it doesn't work if I get this firepit and i'm not real sure what makes this one versus the other. Please help :)
Got the following error while combing flax when the comb broke:
2.2.2025 20:55:40 [Server Error] Exception: Object reference not set to an instance of an object.
at ArtOfGrowing.Items.AOGItemFlaxSoft.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in E:\Nik\vsmod\Arts\ArtOfGrowing\Items\AOGItemFlaxSoft.cs:line 96
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1174
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 255
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147
Hey, a few days ago i asked about xskills compat with the pots, thanks for the reply! Spring finally rolled around in game and i also noticed that these crops arent synced up with xskills either - since harvesting them doesnt give farm XP and (i could only assume as a result) dont get affected by the perks. Ill put it here and on the xskills mod page since im not sure who exactly that would fall on, but would be amazing to see that work - even if id have to work around the pot bug. Thanks again for the amazing work, this is truly a great mod.
PS - how do you reliably get more cabbages? I have realized I can only get seeds from them at the final stage but it feels like I have at best maintained the number of cabbages I have and at worst been unlucky with drops and not gotten as many seeds as I originally planted.
2FPSWarrior
You use straw for that now by the way
Fedarmens
Idk if its a bug, but i can't put dry grass under boiler to make camp fire.
Hello, great mod but I'm far into my playthrough when I installed it and now I would want to know if I delete the mod will all my vegetables that were changed to wild versions dissapear?
Such great content!
Pine
If you're talking about the veggie cutting feature from EF then no, Fedarmens has stated that he has no intention of making the two mods compatible, and that if people want compatibility then that's something on them to patch themselves. If however you mean adding his own interpretation of a veggie cutting feature to his Art of Cooking mod, then that would be something to suggest there.
The wet grains piled on the ground are giving me the wrong times for when they'll dry. Some of them even go into negatives - "Dry in -0.2 days" or such - but then when I pick them up they're only around 35% dry.
My world is set to have more than the default 9 days though, is the mod adjusting for that somewhere? Or is there an unexpected impact from rain maybe?
EDIT: I also have some wild crops - onion and parsnips - which don't seem to be advancing, despite their grow times becoming negative (I have a mod that reveals those times).
Fedarmens
Will you be able to bake and cut veggies in a soon update?
frihu
I have no idea what it was, but the main thing is that everything works. XD
Fedarmens
On new world it works, items are in creative and after placing
EDIT:
now it works on old world too
Thanks for help
frihu
Is this happening only in the existing world? If you create a world based on the new version of the mod, will there be items in the creative menu?
Fedarmens
In mod menu it looks normal.
There are no items from the mod in creative menu
frihu
And what does it show in the list of mods? And in general, not a single item or block from the mod is unavailable?
Fedarmens
0.3.0 still not working for me, i have same mods as for 0.2.4 which works fine
30.1.2025 18:37:49 [Notification] Mods, sorted by dependency: aculinaryartillery, axleinblocks, backpackpackpluscontinued, bettertraders, buzzwords, chiseltools, forestsymphony, caninae, capreolinae, casuariidae, elephantidae, manidae, pantherinae, sirenia, HumanSkinTones, manualdough, manualscraping, manualtoolcrafting, millwright, MoveLikeKaji, offlinefoodnospoil, TA_plainsandvalleys, primitivesurvival, royalscurtains, SergTweaks, stoneharvesting, swifttime, tprunes, game, vsimgui, offhandpenalty, animalcages, apegrapes, apelanterns, apewindows, flags, betterfirepit, betterruins, blocksoverlay, carryon, colorfulcandles, configlib, coreofarts, danatweaks, expandedfoods, extrainfo, fromgoldencombs, herbarium, medievalexpansionpatch, moreanimals, norottinghides, spearexpantion, oneroof, petai, prospecttogether, statushudcont, stonebakeoven, stonerailings, tabletopgames, th3dungeon, unconscious, creative, survival, xlib, artofcooking, artofgrowing, cats, em, shearlib, th3dungeontopentrance, wildcraftfruit, wolftaming, xskills, tailorsdelight, wool, dressmakers
30.1.2025 18:32:18 [Error] [artofgrowing] An exception was thrown when trying to load assembly:
30.1.2025 18:32:18 [Error] [artofgrowing] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
frihu
Strange. Can you describe it in more detail? And a screenshot from the mods menu wouldn't hurt... And it's also worth looking at the logs.
Kylocard
I listened to you and everyone who pointed this out - the update has already been added, new flax processing tools are already in the game.
SalmonGod
It's also weird. Do you have other mods? In this mod, cereals are just renamed vanilla grains. So nothing should break, and my porridge was properly prepared when checking... Can you describe in more detail what you are doing and what happens? Screenshots are also welcome.
Kirona
Flax processing - check it out, now this experience should not be so depressingly boring)
XSkills compatibility - it would be much easier if another patch were added to the XSkills mod itself. Just copy the BlockCookingContainer patch and apply it to COABlockCookingContainer as well. For some reason, for my part, I can't implement this - sorry, I'm not that advanced in patches yet. And therefore, I could make the changes I need to BlockCookingContainer myself using patches - perhaps then compatibility would be much easier to implement, but as I said, patches are my weak point 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 https://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!