Mods / Drulnirs Farm Expansion

Tags: #Crafting #Other #Storage
Author: Drulnir
Side: Both
Created: Jan 7th at 8:59 PM
Last modified: Jan 28th at 12:12 PM
Downloads: 469
Follow Unfollow 73

Latest release (for outdated Vintage Story v1.20.0 - v1.20.3):
drulnirs farm expansion 0.1.7.zip  1-click install


Requires Gameversion 1.20
last updated 05.02.2025 at 00:46

[Testversion 0.1.3 (may count as a demo/first impression)]
Adds a new tool, the fork.
The fork can currently only be used to place and pickup a new block called haypile. (craftet using 24 dry grass = 3 bales)
Haybales and aged haybales can be converted to haypiles by picking them up using the fork.
Currently fork, even tough it's functional, has no specific use.

[warning] blockname changes will lead to block turning into isMissing blocks when upgrading from the testversion.
Reason for this are some major reworks to allow easyer development of the mod.
Some Haypiles will turn into missing blocks and the fork may not be usable anymore on upgrade.
destroy them to keep the loot for the new version

Forkuse on a creature or animal will freeze the game!
fixed in newer versions.

Milestones

  • added new block to store hay called haypiles
  • added a tool to move haypiles around, the fork
  • added visualisation for the contents of the fork

[Version 0.1.4 ]
With this version the mod gains on content.
New cutting grass will result in piles of grass on the ground.
Those Piles will dry over time. currently unaffected by Rain or sunlight it will dry within 2 days.
Snow will dissolve/destroy any loose grass piles.
A rake can be used to gather hay onto 1 Block and reduce the losses ocurring on individual breaking of the piles.
(now the zip even contains something 😝)
[Version 0.1.5 ]
Fixed a bug where grass didn't turned to hay and therefore the player could not gain the vanilla hay item
[Version 0.1.6]
Fixed a bug where loose grass couldn't be broken
Fixed a bug where breaking grass resulted in a crash
Fixed a bug where loose grass picked up by the fork turned into aged hay
[Version 0.1.7 Released]
Fixed an Bug where the game crashed if grass was broken from anything else besides the player. (for instance fire)
Modsupport for tools that should be allowed to cut grass. To enable your tool to cut Grass modified by this mod add an attribute "grasscutting" with value true

 

Milestones

  • modified how grass works.
  • added rake
  • added simple dryness system

 

 

This mod is in early alpha and is still being developed, The versions released ar primarily for bugtesting to kill those nasty bugs as the mod grows.
also planned features may be delayed or new Ideas added for planned future versions of the mod

roadmap
+   done
>   working on
-   planned
<  delayed
Last sucesses or new goals
priority changes
expected Issues / known bugs

known Bugs

Feel free to report in the comments. Evaluated bug reports will be added here and removed from the comment section
fixed a bug where interacting while holding the fork and facing at a dummy/creature or into the sky would freeze the game. (bugfix released in 0.1.4 as no access to the old code)
fixed a bug where loose grass couldn't be broken
fixed a bug where breaking grass resulted in a crash
fixed a bug where loose grass picked up by the fork turned into aged hay
LunaGore fixed a bug where loose grass didn't turned to hay after 2 days as intended
nickzom please check your zip file. had an issue where i couldn't reupload a version and the Zip file became empty. if the bug's still consistent for 0.1.5 let me know
KiriRae Fixed an Bug where the game crashed if grass was broken from anything else besides the player. (for instance fire)
KiriRae misstyped the code of the rake recipe, leading to the intended recipe creating a wooden fork instead. (Fixing with next release)
drygrass items and drygrasspiles do not dry only drygrass-loose-piles dry



campfires can currently be made with grass version of drygrass

[to be completed before 0.2.0]

+ allow fork to add hay to troughts
+ change drops of grass, to Loose Grass piles
+ add new item variety for drygrass such as fresh grass and aged hay
+ check for possibility to drop a block called loose grass instead of the base game item when cutting grass, wich drops the base game item upon broken
+ changing loose grass pile drops to corresponding variants
+ added rake shape and model
+ after messing around for hours with animations I finally managed to make one for the rake. May not be perfect but it's way better than the hoe animation I used as placeholder.
many thanks to TheInsanityGod at this point for the countless times he helped me understand how things work

+ add dryness system for grasspiles
+ polishing and testing added Rake funcitonality before moving on to the dryness system.
[release of 0.1.4]
- add visuals increment for quantity contained in loose grass piles.
- adding quality feature determining the quality of the hay based on exposure to rain for possible later use for animal based features.
- expanding dryness system
- polishing gui and lang files

- recording and adding custom sounds to tools and blocks
- add a container to protect not yet dry grass from the rain (called Heinzen in german)
Rain only affects outer shell of the contents and therefor reduced the loss that can be caused by rain

heinzenheinzen empty

[to be completed before 0.3.0]

- transportation of hay using cloth (found no english name for it) working the same way as Backpacks
- nerf stacksizes to increase use of new hauling item as seen below

- add effekt of rain to dryness of haypiles etc.
HayTransport

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.1.7 187 Jan 28th at 12:12 PM Show drulnirs farm expansion 0.1.7.zip 1-click install
v0.1.6 Jan 22nd at 1:23 PM Show 1-click install
v0.1.5 Jan 22nd at 12:13 PM Show 1-click install
v0.1.4 Jan 21st at 2:27 PM Show 1-click install
v0.1.3 144 Jan 7th at 9:01 PM Show drulnirs farm expansion 0.1.3.zip 1-click install

15 Comments (oldest first | newest first)

💬 Spiridon, Apr 18th at 10:17 PM

Does this mod work rn? i ove the concept

💬 _ulysses_, Feb 27th at 3:16 AM

maybe some mechanics for hay that you can use to keep yourself and your animals warmer in the winter?

 

💬 Drulnir , Feb 7th at 11:42 AM

KiriRae thanks for your further information.
I'm gonna take a look at it.

I don't see a point on being sorry for any thoughts.
I'm greatful for you sharing it.

I'll see about the overlay but probably I'll become a visual feature > the haypile gets bigger if containing more than x dry grass.
The rake recipe was easy to fix but wanna add some more fixes such as propper naming before releasing the next version.
Currently I got stuff to get trough in real life so the Version may be a little retarded.

💬 KiriRae, Feb 5th at 1:44 AM

Drulnir Hmm, interesting about what caused the crash. I was using the fork to put down a hay pile but only had 1 durability on the fork. Heard the fork breaking sound and game dissapeared (crashed). When I got back on, instead of putting down the hay pile I just picked up another loose dry grass, the fork broke and the dry grass went into my inventory. No crash.

The compatability I mentioned was for the Conquest Stone Age Expansion and that fresh grass item. Just mentioned the other because that is the one that allows the grass to be put in a pile on the ground singly.

Also, did we figure out the rake recipe? And is there a way to put in the block info overlay how many grass is in the piles you rake together?

Sorry, lots of thoughts today. Doesn't happen very often 😅

💬 Drulnir , Feb 4th at 11:43 PM

KiriRae greetings Kiri.
Seams [unofficialancienttools] caused an error wich might be linked to the Mod: Primitive Survival.
Might look into contability as soon as I find the time for it.
tough making it possible for Grass to dry in haypiles, counts as one of my priorities.
Currently the mod does not officially support Art of Growing.
So no compatibilties are expected at the moment.

Thanks for your report.

💬 KiriRae, Feb 4th at 10:31 PM

Drulnir Have a crash for you to look at. VS Log 2-4-25

Also, a couple things: 1)How do you make the rake? There isn't a recipe. 2)Wondering if you might look into compatability with Conquest Stone Age Expansion. If your loose grass fresh piles could drop their fresh grass item when broken before drying, would make things a bit easier, as your item (game:item-drygrass-grass) won't dry in inventory nor in a pile that Art of Growing mod allows you to do.

💬 Drulnir , Jan 28th at 6:31 PM

LunaGore Since Art of Growing changes the Grass Item to allow placement of Straw and hay I'm unaware if my current version does work with the Art of Growing version.
Altough I plan to add genetic breeding mechanism for plants and animals I aim to make those parts a standalone versions meaning File to allow players to choose if they want to use em.
To make It possible for the two versions to be compatible, this Mod would require Art of Growing to not touch the Dry Grass Item class, or rely on a Drulnirs Farm Extension version of it since the Item class overhaul will be required to calculate dryness of grass to allow changing to hay.
So basically It's not going to be an easy task to make the two mods compatible.
But I may contact Fedarmens to see If we can collaborate as soon as I fixed all mayor bugs.

💬 LunaGore, Jan 28th at 4:00 PM

Would you consider compatibility with Art of Growing? I love the idea behind both mods and they do similar things.

💬 Drulnir , Jan 26th at 7:02 PM

Asil they're chiseled.
Based on local housebuilding.
The gaps are supposed to be used for ventilation.
The chiseled block would be debarked pine.

💬 Asil, Jan 26th at 12:25 AM

I love the barn walls! Where did you find them?

💬 Drulnir , Jan 22nd at 1:40 PM

AzViz I got a lot of Ideas.
Tough I'd like to just take it step by step.
don't wanna tell too much about where the mod is aiming towards as the progress feels even slower if I do.
Currently I'm doing my first steps on modding and therefor take the easy things first.
Check in here and there to get an update on what I might plan next.
I'm not a huge fan of unkept promises if you know what I mean

💬 AzViz, Jan 22nd at 12:47 PM

Cool overview of the version additions and the milestones for the future etc. But how can I tell what the mod is even trying to do in the grand scheme?

💬 Drulnir , Jan 15th at 8:48 PM

Thanks BatManInABox working hard on the next version to actually add something improving the gameplay experience.
Be aware that I needed to do some reworks that included the fork and the haypiles.
more information will follow when the next version reaches release.

I'll start with small steps but eventually your suggestion was my goal.
tough in a different way.
I aim to overhaul how quite some things work, but I'll start with more essential stuff that add to the feeling.
After the grass expansion my goal will be adding processing steps for grain, such as the grain flail etc.
Manure is not in front of my list at the moment but may become an important feature, once the mod offers basic content as the one I'm currently working on.
But I do not know what I can and cannot achieve nor the time I'll need to do so.
Meaning I'll keep things I manage to do a surprise and only promise features I believe I can reach.
I'll update this page with new goals and Ideas but as an actual real life farmer from a mountainous area, you sure can expect a lot of Ideas 😉Dratgon

💬 Dratgon, Jan 14th at 9:32 PM

This looks more like a grass themed mod than farm themed mod looks cool though.

Suggestion to new ideas (or just to hasten the progression into dev.hell):
- feature to mix feces (from domesticated farm animals) with hay to make manure (link if you want ideas).
- turning soil into pastures where animals can graze.

💬 BatManInABox, Jan 14th at 1:14 AM

i like the vision

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