Mods / Fields of Gold
Author: Vinter_Nacht
Side: Both
Created: Oct 9th 2021 at 11:46 PM
Last modified: Apr 22nd 2023 at 4:18 PM
Downloads: 23194
Follow Unfollow 225
Latest file for v1.18.0-pre:
FieldsOfGold-1.18_v2.1.6.zip
1-click install
Animals Are No Longer Covered By This Mod
Fields of Gold is for the farmer who prefers more naturalistic growth periods for their crops and is wanting yields more in keeping with real-life farming. 1.1.9 continues this theme by adding support for More Crops and Wildcraft. In addition, you’ll find some small features and changes to existing recipes.
This Mod Adapts To Your Month/Day Length Settings Automatically
Translation Contributions: Macoto Hino
Features:
- The Haystack (New) – A haystack has been implemented, allowing you to store large amounts of dry grass in a convenient pile that adds more of that farmland feel to your barns and fields. Haystacks are created by Ctrl+Shift clicking the ground with dry grass, getting larger with the amount it holds, up to a maximum of 256.
- The Hay Bale – The hay bale grid recipe has been removed. You will now create a hay bale by interacting with a haystack with a rope. The hay bale takes 64 straw to make, so the haystack must hold at least that much. You can place a hay bale and use a knife on it to return your 64 straw. While they can still be carried in your inventory, they can also be carried with CarryCapacity.
- The Straw Mat (New) – The straw mat is created in the same manner as the hay bale, but requires 8 straw and 4 reed fibers (Cooper’s Reed/Papyrus). Straw mats can also be placed on the ground to create a nice straw floor for your house or animal pen. They are also used in crafting beds, and in making thatching.
- Thatched Roof – As mentioned above, straw mats are now required for crafting a thatched roof. In addition, sticks have been added to the recipe to account for framing.
- Grain Seeds – Grain seeds can no longer be used as a form of seed as in earlier FOG iterations. Instead, you can craft grain in your grid recipe to produce 3 seeds of the appropriate type for each unit of grain. This crafting process also works in reverse, so you can make a portion of the appropriate grain out of three-grain seeds of the same type. Seed drops have accordingly been removed from the individual grains, and the overall drop rate of grains from crops has dropped. You will now receive 1 or 2 grains per plant. Plan your fields accordingly.
- Cattail/Papyrus – These roots can now be split in half, with each half being able to be planted. This allows the propagation of cattail root and papyrus. Each half can also be roasted and eaten for half the nutrition of the full root. When freshly planted you will create a ‘growing’ cattail or papyrus plant that will not drop anything if broken. Also, cattail and papyrus roots will now decay.
- Beehives – Beehives have had their harvestable hours set to once every 60 days, encouraging the creation of larger apiaries. You can modify how often you can harvest the hives in the config file. This portion of the mod is automatically disabled if From Golden Combs is installed.
- Configurability - Many features of the mod are now configurable, with more to come.
Growing Time Information:
Cattail/Papyrus:
- From Growing to Harvested: 154 days
- From Growing to Harvested: 115 days
- From Harvested to Normal: 39 days
- Hives: 1488 hours –> 62 Days
Berry Bushes
- Empty to Flower: 62 days
- Flower to Berry: 28 days
- Berry to Empty: 14 days
Vanilla Crops:
- Amaranth: 84 days
- Bellpepper: 84 days
- Cabbage: 70 days
- Cassava: 540 days (Cassava takes a ridiculously long time to become harvestable)
- Flax: 110 days
- Onion: 100 days
- Parsnip: 90 days
- Peanut: 120 days
- Pineapple: 485 days (Can confirm, have Pineapples in my yard)
- Pumpkin: 90 days (Some concern over how well this works)
- Rice: 120 days
- Rye: 120 days
- Soybean: 65 days
- Spelt: 110 days
- Sunflower: 90 days
- Turnip: 40 days (this stuff grows FAST RL)
More Crops:
- Beets: 56 Days
- Cauliflower: 90 Days
- Corn: 90 Days
- Eggplant: 120 Days
- Jalapeno: 80 Days
- Potatoes: 90 Days
WildCraft:
- All Herbs: 56 Days
(This will likely be updated further at a later date, but for now, they all grow on the same cycle)
Known Bugs: (Last Updated 04/20/23)
- Sprouting Reeds planted using split cattail/papyrus roots currently show a missing texture.
Frequently Asked Questions:
- Did you decrease hunger or increase crop yield to compensate? No. The intent was to require larger farms and bring crop growth in line with a more real-ish standard.
Upcoming Features:
Add planters pots, racks, and trays for pre–Spring planting.
Change grains to drop ‘fresh sheaves of <grain>
Add Stook mechanic for drying sheaves of grain.
Stooks will hold up to 12 fresh sheaves of grain
It will take a base of 21 days to dry
Modified by local rain/temperature
Will not dry underground (unless underground farming is true)
Must have 6 of 8 horizontal spaces near it empty of other non–grass blocks.
Must have 3x3 space over it exposed directly to the sky. (Keep your stooks outdoors!)
Add a threshing mechanic to separate the dry sheaves into dry grass and threshed grain.
Add winnowing grain mechanic using panning pan to convert threshed grain to grain.
Mushroom cultivation mechanics
Stackable sacks for storing grain
GUI–less interface
Will display stored grain type on the sack.
Will have storage time similar to a storage vessel.
Can be stacked 3 to a block.
Can be set down and opened for accessing contents.
thanks for the information, I will just use your other 3 for now & not fields of gold. Thanks for letting me know!
QiForce - This mod is not currently being updated, and is not officially compatible with 1.19. At Water's Edge and From Golden Combs should work fine alongside it in any case. The only possible conflict I'm aware of might be that Fields of Gold may attempt to manage cattails and such as well. My last recollection is that I removed this functionality from Fields of Gold when I added At Water's Edge. However, I could easily be mistaken.
does this work in 1.19.8? also if I am using your from golden combs & at water's edge mods would they overlap with this?
so i have to find some haystack ?
duvillard22 -
Hand full of cattails (4 I think) and you right click or shift-right-click the haystack.
hey, there a bit of confusion, how do i craft the straw mat ? because i don't understand how to craft it
Vinter_Nacht No worries, I'm aware. I was letting others know to be careful with the cattails more than asking for a fix
Just to be transparent, Fields of Gold is currently on hold for any kind of development. I will >eventually< get back to work on it, but there is groundwork to be laid first.
I tried to plant a split cattail and got a crash to desktop, just as a warning to others
so ever since one of the 1.19 updates my honey pot tops disappear when placed. oddly enough the butchery mod has the same problem with hung animals on hooks and the ancient tools mod has an issue with chests in their hand cart. all these items can be interacted with but are invisible. i mention the other mods cause maybe yall can figure out what change has made this behaivor appear.
thanbks for this mod its one my MUST have favorites!
Does this mod still work in the latest version of the game?
@Lyre_Valdys - I'm looking at the same thing. As far as I can figure out, it's not in the JSON, it's in the block entity files, specifically BEBerryBush.cs which is part of the source code, rather than the JSONs. I'm pretty sure the perameter we're looking at is growthRateMul, but changing that would be a code mod, and I don't know enough coding yet to take it on. There's a conversation on the modding thread on discord from a few days ago between me and Catasteroid talking about it.
UPDATE 4/6/2024: Today, I figured it out. Turns out you don't need a mod to change the parameter: just enter /worldconfigcreate float cropGrowthRateMul [value]. The value can be between 0.1 and 10 - higher numbers mean faster growth, lower numbers mean slower growth. I haven't tested it on a survival world yet; it seemed to require me to replant the berry bush to show the updated time to next stage, but it seemed to work on a creative test world. I'm also not quite sure what it does to normal vanilla crops, but those can be altered in the JSON, so we can fix whatever we break there.
Since WildFarming might stay behind again with SpearAndFang not keen on updating it anymore, can you please implement proper flower harvesting and growing? Not only it benefits beekeeping, some mods make use of flowers and it's basically one aspect of the game that keeps being left behind.
is this planning to move to 1.19 soon?.. hopeing to be able to include it on my server.. :-) been a great mod in previous plays
Hello everyone, I am looking to modify the growth time of the berry bushes, could a kind soul give me the path to the file (I have searched EVERYTHING, no way to find it :/)
Thanks in advance
So I used the config file to adjust the time of growth of berry bushes to from empty to flower, flower to ripe, and ripe to empty to by 1, but when i plant down the berry bush, it says 30 days... Is the config file adjust not being respected?
@Dalipax - Have you been reading my development notes somehow?
Though punishing a.f., this mod will be added to my vanilla playthrough ;-; You really have the right ideas!
Since you are already thinking of a drying mechanic for grain, may I suggest also using this for animal fodder?
For example: Cutting grass will mainly drop fresh grass, which has a spoilage rate, and only occasionally dropping dry grass.
Stacking fresh grass in stooks or on a hayrack converts it into dry grass which does not spoil as long the haystack is protected from rain.
Fresh grass could still be used in throughs but since it spoils rather quick IRL it must be dried for long term storage.
Pumpkins are not working, tested with only FoG in a new world. The mother plant seems to never get to 8/8 or wither. The vines seem to never extend beyond 1 block from the mother plant. The vines never spawn pumpkins (but they do flower). Game version is 1.18.15 Tested by generating a new world with only FoG installed, plant a pumpkin seed 3 blocks from water, set time speed to 12800 and watch.
@Orcling - That sounds about right, yes.
Berry bushes take 66 days to flower on 20 day months??
So, short version:
Yes, it's entirely possible for Berry Bushes to be too cold, or too hot. At certain temps, it will pause their growth, at more extreme temps, it will reset their growth. This is vanilla, and a part of the mechanics I haven't messed with.
Vinter_Nacht
Since then we've gone through about 150 game days. We're using 30 day months. When I reported this initially it was approx Jul Year 1. Now it is January Y2. The first bushes were planted around Dec Y0, and have been sporadically planted more throughout Y1.
The bushes have (mostly) flowered, and are (mostly) 20-74 days from ripening. We have a mix of vanilla and WildCraft bushes, all behaving the same. I have not yet seen a single one ripe and I know none of my server mates harvested these ones.
This location is a fairly warm location (~7-40C). We have other planted berries in colder places that seem on a more normal schedule, though I don't have numbers on those as due to the cold those players assumed they'll just get 1 harvest/year.
I have wild bushes in the vicinity (honeysuckle, blackberry) which have cycled to fruiting multiple times in this same timeframe.
Some thoughts:
Do the berries have a temperature range outside they pause progression? (eg. this area is too hot?)
Do berries have any kind of vinterization mechanic like the fruit trees which my area might not be cold enough for?
Our mods are:
alchemy-1.6.12.zip
AncientTools_V1.5.7.zip
animalcages_v2.1.5.zip
ApacheTech.VintageMods.Knapster_v2.4.2.zip
BetterDrifters_v2.1.3.zip
BetterRuinsv0.2.1.zip
BlacksmithGloves.zip
bodyheatbar.zip
canbeignited_v1.1.0.zip
CarryOn-1.18_v1.2.0.zip
cats_v1.7.0_petai_v1.7.+.zip
cob_cavebeacons.zip
cob_tradercamps_1.0.5.zip
CommonLib_v1.18.3_v2.1.1.zip
Composter-v1.0.4.zip
DeathWaypoints_v1.0.3.cs
Electricity.zip
FancySky.zip
FieldsOfGold-1.18_v2.1.6.zip
FotSA-Capreolinae-v1.0.2.zip
FromGoldenCombs-1.18-v1.4.16-rc.2.zip
hangingoillamps_1.0.1.zip
hudclock-3.2.0.zip
medievalexpansion-3.9.3.zip
MeteoricExpansion_V1.2.4.zip
NightWatcher-1.18-1.4.zip
NoisyBears.zip
petai_v1.7.9.zip
PieOnTheShelf-v1.0.0.zip
Plainsandvalleys-v1.02.zip
PlayerCorpse_v1.18.0-rc.1_v1.7.1.zip
PotOnTheShelf-v1.0.0.zip
PrimitiveSurvival3.2.3.zip
ProspectorInfo-4.3.0.zip
RangedWeapons-0.6.2.zip
roomindicator.zip
ScytheMore-v1.0.1.zip
SmokyChimneys.zip
StepUp-v1.2.0.cs
tstools_v1.3.6.zip
useful-cu-ni-1.0.1.zip
ViesCraftMachines-VS1.18.5-v2.2.2.zip
weightmod_v0.2.0.zip
Wildcraft Trees-1.1.9.zip
wildcraft-v1.6.6.zip
WildFarmingRevival1.0.6.zip
WoodBarrels-v1.0.4.zip
@Praal
I'm going to need more information. What's your mod loadout?
We're seeing a few issues witht his mod on our server (all config is as default):
Hello, does it work for 1.18.5? Thanks
I'll be looking into the professed issues in the near future. I apologize to all of you for the delays.
also would be nice to add support for hides and fabric mod
does it support Farm to Table mod?
Bery Bushes are ignoring configured values.
@Gon - They are not, though that has potential as a 'pest' for your haystacks. XD
Are animals able to eat from haystacks? Trying to figure out why I have a sudden sheep population boom nearby, hah
@Jenpai
I haven't looked at Pumplin since it moved to 1.18, though I had no reason to suspect it wouldn't work. I'll look into it and see what's going on.
Pumpkin don't seem to be working/growing, anyone know how to fix it?
Haybales were changed to serve as a method of storing hay, and not necessarily as a building block. Will consider adding some form of configuration for haybale size in later updates.
So, I can make a hay bale, but it takes an entire stack of 256 grass to make just one. I thought it was supposed to only take 64? Resorting to switching game mode when I need to make them and just throwing out the appropriate amount of grass because it takes waaaaay too long otherwise.
Oh that's good to know they don't play well together! They do happen to both be installed on this server so that might explain! Thank you
Tyyni
At Water's Edge and Fields of Gold should not be installed together. Recipe for sadness that.
I'm sorry I wasnt able to get on before, no it was not a full stack but I will try again in a bit and let you know
Thanks Vinter I planted the cattails prior to the mod being installed I think (otherwise I'd not have been able to plant them on the ground without splitting). The propogation makes sense! I'm assuming it's just a wait and see type thing for the split roots to grow. I'm not running the server myself so I'm not sure on their config settings. I'll have to see about looking at chunks not yet loaded to see if those match up
There's a couple of things potentially going on there.
1 - The cattail roots will regrow faster because you aren't propogating them, pretty sure that was intended... I did not intend it to be that fast, however.
2 - I may not have intended for the cattail roots, unsplit, to grow at all. I'll have to look into it again.
3 - Wild cattails should be on the same growth as the planted after harvest, as they are literally (code-side) the same plant/block at that point.
Apologies if this has been asked/answered already but I've been having an issue with replanting from split roots. The cattails that have not been split have grown/regrown 3-4 times since I planted some split roots and they have not yet grown. Still states unharvestable. I see that someone else had a similar issue that appeared to be resolved on it's own. I'm just curious is the split root growth (after 1st harvest) is on the same growth speed as wild cattails or if they have been slowed down.
Also I appreciate all your mods. Thank you for continuing to update and share them with us.
Laughter, is it a full haystack of 256?
Its possible that I'm just an idiot but I cant seem to figure out how to make a hay bale. It says to "interact" with a rope but no matter what I do nothing happens.
Vinter_Nacht well it was entertaining at least watching and waiting every day in a way xD
just as a suggestion for mod compatibility you could add materials from wildcraft (lige hardsedge) to interact with the haybale to make mats and stuff, I saw that you could make rope and cordage out of some of these materials just like with cattail and papyrus ^^
@Burgersim - All of my mods tend to roll like that. ;)
HI, it seems to me that the cattails may not be growing at all when planting from split roots, we planted them like 2 or 3 irl days ago, we played every day since but they're still in the unharvestable stage. Or does it just really take that long?
Edit: Yes it does, sry for the commotion ^^*
It's likely that the next release of Fields of Gold will not include crop time changes. The introduction of Craluminum's new mod that permits changing crop times from the Config makes that feature obsolete and clunky, and I'd just as soon Fields of Gold doesn't compete with it functionality-wise. I will keep a close eye on those mods to ensure there aren't any insurmountable problems, of course. I'm also communicating with them to ensure that all of the crop growth functionality provided by FoG is included in theirs, including variant timers based on the number of days in a month/hours in a day.
From this point forward (until further notice), Fields of Gold will focus primarily on deepening the agricultural experience. This will include new processes involving crops and perhaps the inclusion of tri-nutrient crop requirements, nutrient fixers, etc. Some of my current plans include sheaves and stooks, threshing, winnowing, and other traditional processes.
Berries are still not following the modconfig in the latest version
Thanks I'll install it again tomorrow thanks for the reply I appreciate it :-)
You are as awesome as your mods ;-)
There are new recipes for the hayblock and hay bed.
You have to create a haystack (Ctrl+Right-Click the ground with grass)
Then, you use cattail/papyrus fibers on it to create straw matting.
Three straw matting makes a bed. It's also used for making thatched roofs.
Haybales are intended for mass storage of drygrass, and take a full haystack to make (or is it 64 pieces? It's been a hot minute).
So, the crafting method has changed but the items are still in game.
If you're not playing with your block interaction HUD on, please turn it on. (Ctrl+B, or Ctrl+N, I can't remember which)
Hay block and Hay Bed not craftable
Hi just to let you know that the Hay block made from dry grass is no longer available for crafting and because of that the Hay bed can only be made from straw which seems impossible to come by.
This only seems to be an issue with Fields of Gold installed so I have temporarily removed it. I uderstand from your comments below that this might not get fixed quickly just wanted to let you know, no rush 😉
Love this mod btw
Berry Bushes are not following the modconfig for the mod. all three stages are to 1 and bushes are still using the default values.
I literally just logged into the DB to share that that will be on my list of updates when I return to modding in a week or so. It's coming.
@Pabadger The majority of crops have to be at full maturity (or one level off) for them to produce seeds. Eventually, the crops will have a 'seeding stage' added (when appropriate) which only occurs after their ripe (in most cases). Also, the "fully grown wild crops" dropping nothing at all is an artifact of the fact that wild crop drops base their drops off of half the chance of domestic crops. Essentially, you have a high rate of 0 off of wild crops. Something that wasn't precisely intended.
The latest version has a configuration options (found in vintagestorydata/modconfig/fieldsofgold) that you can change to increase the drop chance of drops from wild crops.
Howdy! seeing as how More Crops hasn't been updated in yonks, could this mod be made compatible with the Farm to Table mod? <3
Corn, when baking in oven cooks directly into charred corn. This makes it impossible to create baked corn (obviously) but also prevents you from making corn flour.
Do vegetable seeds only drop from fully grown vegetables now? There's nothing mentioned here or on the forums.
Also, is it intended behavior for fully grown crops to drop nothing at all? It's happened quite a few times trying to gather wild crops, which seems a bit odd.
@Lumber It was originally designed to work with 30-day months only. I have since learned how to make it adapt to any days per month you set. So it will take the equivalent of the days listed to grow your crops based on your days per month setting.
IE - As the above listed timeframes are for 30 day months, you'd just: Days Crop Growth Time * (Days Per Month/30) to figure out how long it would take for them to grow.
And yes, it might make more sense to do that now, it didn't when the mod post was written, as you had to have your days per month set to 30 for it to produce the desired effect.
@Vinter_Nacht I'm trying to figure out how the growth time days to game year length work. Are the growth times listed in the mod description based on the vanilla 108 day year or some other modified amount like 360 days a year?
Edit: After posting the question, I thought to see if there was a tooltip on the seeds. I see that the mod description must be using a 360 day year as a baseline. Wouldn't it make more sense to use the vanilla year as a baseline in the mod description? The only reason I hadn't tried this mod until now was because I thought it was rediculous that it would take an many crops over a full in game year to grow! :)
@McBain - Writing handbook entries is my weak point. However, the haystack should give information on mouseover. Do you maybe not have the Block interaction menu up? (I think it's N or something like that? I never turn it off)
I love what you are doing with all the in wold crafting interaction but it was not easy for me to figure out how make things like haystacks, bales and mats work without reading this mods page. The in game handbook gives some hints about the changes but I didn't see any specific instructions for key combinations or anything in the block interaction overlay, if you have that turned on, when holding grass or rope or cattails. It would be really useful if the key combos appeared in both places.
it seems every time I harvest a Cooper's Reed it pops into inventory as a regular cattail... thus making straw mats impossible
Edit: I figured it out! you need to control click the haystack with 4 cattails in your hand (i doesn't need to be called cooper's reeds.... those ARE cattails) to get a single mat. Wow... that was a struggle! now to figure out the haybale thing... 😅
Doornydew - For those who like more immersion, it adds that. It also changes certain elements of the game. If you don't want to travel far to forage, you have to make larger farm plots. It makes it somewhat more difficult to get the hit points from vegetables and grains, but far from impossible. For RPG servers, it increases the importance of farming and farmers. It slows down the game a bit. Some folks are looking for that. It's just a different flavour of play. Our server runs 30 day, 12 month years, with FoG running, and soil regeneration turned right down. You "have" to do crop rotation and enrich the soil. If that's not something that appeals to you, that's cool. But some players like it, and that's who it is for ☺️
im genuinly confused, a server im in lasts 6 hours per day, im supposed to just... wait a MONTH IRL to get my crops? im not certain how anyone can truly find this a fun experience. not trying to rant here. im just genuinly confused on why someone would make it so long.
@Axeman - You don't have to. It handles it automatically.
Am I missing it or is it impossible to configure the growth times to different months lengths?
Just a little patch to fix the reed patches that weren't working, plus another minor gameplay tweak.
@Vinter_Nacht Ooh! You're right, I play with mine always toggled off... Didnt even think about it while searching for that.
It should be simple enough then since its displayed for most users. Sorry for the confusion!
Ejooj It's supposed to have a block interaction help pop-up. I can only assume it doesn't indicate it requires sprinting to achieve the desired goal.
@Vinter_Nacht It took me reading into code to figure it out, so I would guess its not intuitive at all! I think just right clicking with the items in hand would be better, although I dont know if thats feasible without any conflict or bugs
Ejooj - I don't really like that interaction. Would it be preferable for it not to require sprinting?
Hey, I'm currently not beign able to create straw mats... I get no reponse when interacting with the haystack while crouched and with 8 cattails on hand and attempting to interact with it while standing only collets 16 grass
Neverming, just took a quick look at the code and noticed you must be pressing only Sprint key for it to work!
I addressed the issue with the reeds, and updated the haystack to not crash when crafting haybales. Please continue to report errors.
I have had the same error
That is... Quite odd. I'll look into Zinc
I would appreciate it if you could add that to the Issue Tracker following the link at the top of the db entry.
I've run into a crash when cutting reeds with a flint knife, another player had the same problem. I saw a similar issue on the issue tracker from March. The server is running 1.17 with several other mods. Here's the top of the crash log, let me know if you'd like the whole thing:
Game Version: v1.17.3 (Stable)
9/16/2022 9:28:59 PM: Critical error occurred in the following mod: fieldsofgold@1.3.0-dev.1
Loaded Mods: ancienttools@1.4.7, animalcages@2.0.6, backpackpackplus@1.0.3, chiseltools@1.5.5, fancydoors@1.1.1, fieldsofgold@1.3.0-dev.1, necessaries@1.1.3, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@3.0.5, tradeomat@1.6.3, game@1.17.3, wildcraft@1.4.3, alchemy@1.6.4, carrycapacity@0.6.5, fromgoldencombs@1.3.14-pre.1, lichen@1.6.1, medievalexpansion@3.8.1, petai@1.5.4, playercorpse@1.4.3, vanvar@2.0.1, wildfarming@1.2.1, creative@1.17.3, survival@1.17.3, woodbarrels@1.0.3, workbenchexpansion@1.5.1, xrowboat@0.0.5, cats@1.5.2, em@1.0.0, feverstonehorses@1.2.9, floating-landmasses@1.0.5, foxtaming@1.2.0, wolftaming@1.5.3, bricklayers@1.0.1
Newtonsoft.Json.JsonSerializationException: Error converting value 923 to type 'Vintagestory.GameContent.TransientProperties'. Path '', line 1, position 3. ---> System.ArgumentException: Could not cast or convert from System.Int64 to Vintagestory.GameContent.TransientProperties.
at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable(Object value, Type initialType, Type targetType)
at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast(Object initialValue, CultureInfo culture, Type targetType)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
--- End of inner exception stack trace ---
v1.3.0 is for 1.17 - Is not compatible with earlier versions of VS
One known bug is that it shows the growth times on mouseover twice. Not a huge issue, just one I haven't resolved yet.
The berry bush growth modifiers need testing. As always, go break it.
BugFix + Lang expansion
1.16-1.2.4
- Russian Translation Added
- Corrected issue where haystack read drygrassPerMat instead of cattailPerMat from config
YourCreator - I'll add the translation to the next release, thank you for your efforts! I just missed it in the release of this one.
1.16-1.2.3
- Adjustment made to ensure pumpkins grow properly in any variable month/hoursperday setting.
- New configuration options for haybale and straw mat (TY KeninVonag)
- Farmland will no longer show 4xxxxxxxxxxxxxx days when no crop is present. (TY KeninVonag)
- Farmland will now not show the crop growth times when crop is at max growth stage
- Haystack now changes hitbox size as it gains/loses grass (TY KeninVonag)
- Berrybush Growth cycle reduced from 176 days to 100.
- Berrybush Growth Cycle per step is now configurable
Pls add translation
Very good, all your mods making game more longer and pleasantly
Barring any new bugs, this will be the last release of Fields of Gold for a while. I have to work through a few other mods and make sure they're stable and bug free. I'll be coming back to Fields of Gold for a release with new features and content when those projects are stabilized. I released this one because I figured a week was too long to go without addressing the yampocalypse.
1.16-4-1.2.2-Stable
- Added compatibiltiy with vanvar pans
- Corrected compatibility issues with seed to grain/grain to seed recipes
- Fixed yampocalypse (At full growth would drop 63 yams... but no seeds. Now drops 5-7 yams and 1-2 seeds)
New update is a minor fix for those using MoreClasses. The non-Farmer grain to seed recipe consumed the pan used as part of the recipe. That has been fixed. No impact on those not using MoreClasses.
1.16.4-1.2.2-rc.5
Finally fixed Reed behavior:
- Reeds now have a 3694 hour growth time when planted using a split cattail/papyrus root.
- First growth period is 2771 hours, during which it is a 'sprouting '
- It then becomes a 'harvested ' for the next 923 hours, during this period it can be harvested for a full root.
- After the aforementioned 923 hours it becomes a full reed, which can be harvested for fibers. It will then return to the harvested state.
- This means that you can harvest for reed tops multiple times per year if you do not harvest the root.
- Growing a cattail root crop would require nearly a full growing season (May 1st-Oct 1st)
Added Decay timer to papyrus root and cattail root
Wildfarming compatibility is coming, but it isn't here yet. I'm still working out a bizarrely difficult issue with the cooper's reeds.
RE: Making grain last forever by turning it into seeds. I could theoretically do this thing, but it jars against my sense of realism more than grains lasting forever. Grain already lasts a stupidly long time iRL, we've planted and grown grains some 2-5000 years old found in jars. Unlike a lot of plants grain seeds are just... grain. Turnips have seeds, onions have seeds... But grain is just... seed we eat.
Adalrann
I don't see FoG having any issues with Wild Farming, though I haven't tested the two mods together myself. The mushrooms in Wild Farming definitely will be growing a lot faster than you'd probably want compared to how long everything else grows in FoG.
Is this compatible with Wild Farming?
And second, regarding the fact that you can basicaly make grain last forever by turning it into seeds, would it be possible to just disable the recipe the turns seeds back into grain?
No problem! 👍
Typos are the worst when coding, at least for me. I'm always looking for some syntax error like a missing comma or semicolon when I'm debugging my own code, not typing a filename wrong.
With all due respect WesCookie... Die in a fire.
Honestly, thank you. Will get hotfix out.
In the new update for FoG, you still have a typo for the More Crops compatibility.
For the patch "crop_growth.json" you're referencing the wrong files.
for beets: "potatoes:blocktypes/plant/crop/beets.json" should be changed to "potatoes:blocktypes/plant/crop/beet.json"
for potatoes: "potatoes:blocktypes/plant/crop/potatoes.json" should be changed to "potatoes:blocktypes/plant/crop/potato.json"
Yeaaahhh... That is definitely a by-product I've been thinking about. It was a portion of why I was originally going to make grain seeds a thing of the past and replace them with "handfuls of grain" that had a decay timer. Will reevaluate moving forward. For now, however, enjoy immortal grain I guess?
Something I noticed as a by-product of being able to turn grain into seeds and seeds back into grain: It means you can effectively keep grain forever without it going bad. Just turn it into seeds and it will last forever, or just cycle it from grain to seed to grain again to reset the perish timer.
Vinter_Nacht
Glad to see it all resolved. We appreciate the hard work, man. At the risk of sounding demanding or ungrateful, I do have a small bug report in the HRF comments, but that one should be slightly more simple, I would hope. Just a little recipe mixup, far as I can tell. Don't know if you've seen it yet or not. Take a look whenever you feel the inclination and have the time.
Thanks again, the care is much appreciated.
Alright, spent some time investigating the errors you've all been reporting and boy did I find out some wacky things. The Wildcraft incompatibility was particularly bizarre... Don't worry, it came down to me being an idiot. And the need to create a whole new class to manage their growth process so it would adapt to changing dates. MoreCrops? That was a typo, go me. Go ahead and test the hell out of this, but it worked in testing. And yes, I checked it for 9 days and 30 days. Anyone out there using some other bizarre variation of daysPerMonth should report back too.
Sorry for the long journey to total functionality. Ok, almost total functionality.
There's still that Cattail issue to clean up. Enjoy your free cattail roots for now, I guess. :D
Vinter_Nacht
Hi!
I have set a 30-day month on my server, but I can confirm that the berry bushes also bloom and can be harvested several times a day. In other words, I have the same problem with a 30-day rhythm
So. An update on the berry issue. What I'm observing is that at 9 day months, the berry bushes are cycling incredibly fast. They go from empty, to flowering, to ripe, several times a day. Clearly there's something off with the math. The mystery is, why does this not happen at 30 day settings? The math being used is the same, and it's not a typo this time. Very curious.
So I've been looking into this, and it's *extremely* strange. MoreCrops crops use BlockCrop, just like the vanilla crops. All of the calculations are exactly the same, going through the same processes. There's nothing that *should* be different about them. I'm still looking into this.z
And this is why you don't go looking for errors when you're tired and don't have time to devote to them. >.< The MoreCrops issue was a typo that didn't throw an error for some reason. I should have this fixed on the next release.
As for the berry issue.... Looking into it.
So I've been looking into this, and it's *extremely* strange. MoreCrops crops use BlockCrop, just like the vanilla crops. All of the calculations are exactly the same, going through the same processes. There's nothing that *should* be different about them. I'm still looking into this.
Vinter_Nacht With or without mods, I have the issue with berries growing very quickly: it always says less than a day, and it literally can go from nothing to flowering to ripe in less than 10 minutes irl.
With just the More Crops mod, all crops from More Crops also grow very quickly: says next stage in less than a day, and it seems to go multiple stages every game day, with the jump being anywhere from 1 stage up to 3 stages.
While I cannot confirm with exact timing on herbs from Wildcraft, I do know they take way less time to grow than the stated "56 days" in the mod description (though they're not as ludicrously fast growing as berries or more crops).
Perhaps there's a connection between how berries and More Crops are handled by your mod?
One point of importance: The length of a day does *not* refer to how long it takes in real time for a day to pass. It refers to how many in-game hours there are in an in-game day. These are two separate values.
BlockFarmland automatically calculates the length of a growth stage by dividing the totalgrowthtime by the number of stages a crop has.
Re: Seeds -> I literally did not know that was a thing. I've never looked at them that closely. Will have to take a look at MoreCrops and see what they're doing differently.
Vinter_Nacht
So for example, 1 hour days, 40 day crop, 15 day months, 4 stages, 2 nutrient modifier, +/- 2%
[1*40*(15/30)/4*1/2]+-2%
This comes out to somewhere between 2.45 and 2.55 days. At nine day months you have 1.5 days total growth. That math seems off, wouldn't total growth supercede the need to include the number of stages in the logic, or is it calculating the time to go from one stage of growth to the next? If the latter (suggested by the fact that things seem to work fine at the 30 day scale), everything seems to be fairly sound.
The only issue I can see in the formula is the lack of brackets around the 1 / __instance.GetGrowthRate(block!.CropProps.RequiredNutrient) which, would directly divide the sum of the equation prior to the randomization counter by the nutrient modifier instead of multiplying it by the solution of 1 divided by the nutrient modifier. Of course, upon testing, it seems to not matter to the overall solution - that is, unless the nutrient modifier is zero. I don't know if that is a possible outcome or not, but it's the best I have for now.
Edit: As for the seeds, I noticed that turnip seeds (or some other vanilla seed, I think it was turnip but the memory isn't as good as it once was) do show the correct maturation timeframe, but corn seeds or other More Crops seeds do not. So apparently all seeds display how long it takes for them to reach a harvestable state.
__result = __instance.Api.World.Calendar.HoursPerDay * block.CropProps.TotalGrowthDays
* (__instance.Api.World.Calendar.DaysPerMonth / 30.0) / block.CropProps.GrowthStages
* 1 / __instance.GetGrowthRate(block!.CropProps.RequiredNutrient)
* (float)(0.9 + 0.2 * ___rand.NextDouble());
This is the math from the Harmony Patch. I can't see where it would be causing this issue. A better mind than mine perhaps?
Roughly translated:
(Player set HoursPerDay) * (Total growth days of the crop) * (Days in A Month/30)) / (Growth stages of the crop) * (Nutrient Modifier) * (A bit of randomization)
The Cattail thing is a known issue, working on getting that patched. Proving to be more of a bear than I thought it would. It used to work fine, but they made a change to the reedpapyrus.json file (that I suggested, ironically) that I'm still trying to puzzle out. Is mostly fixed in development.
RE: The Issue Tracker thing... Not a problem. :) It's just easier to keep track of the issues.
RE: MoreCrops -> I don't think most crops even show their maturation time in the inventory, do they? It's weird to me that this one does. Will look into it during the next development cycle.
Vinter_Nacht Tested using only your three mods, issue remained. Seems like there's a multiplier out of place that doesn't show up at the 30-day scale but over-corrects as the scale reduces. Like it's exponential rather than geometric logic, if that makes sense. Squared, rather than multiplied by two, for example. Edit: I'm assuming, because this is the way I would do it, that you started with your target figure at 30 days and then divided those to match the other scales. If that's the case, is it possible that the logic is performing a logorithmic function on your figures rather than a simple division?
Edit: I also noticed corn seeds when moused-over in-inventory show as "maturing in 8 days" but when sewed display the proper timescale. This extends to, as far as I can tell, all More Crops seeds. As for the issue tracker, I hate to be that guy but I kinda have a personal policy about opening accounts. I'm a particularly private person, bordering on paranoia, so the fewer places that have my details on file, the better. Sorry about that.
Edit: One last thing. Split cattail roots when planted just instantly become harvested cattails, I can immediately dig them up and get full roots, which naturally, I capitalized on during my preliminary homesteading phase. I don't know if that is an issue with my mod list or something that slipped through the cracks during an update.
BoomerBill - I'll take a look at that next. *sighs* 99 bugs hiding in the source code, 99 dumb hiding bugs! Take one out, patch it around... 199 bugs on the wall.
These are truly weird bugs... Can you both give me your full mod lists? And report this issue on the Issue Tracker through the link at the top of the DB page?
BoomerBill I'm having the same issue with berries, as well as corn from More Crops. I am using 12 day time scale, but both still grow a stage each day.
I'm not sure why or how, but when playing on the game's default timescale (I think it's 9 days in a month?) berries will always be 'less than one day' from their next step in the cycle, even when broken and replanted. I made a new world with the 30 day timescale and the berries have their intended growth periods. Something to look at.
It is now possible to place firepits, compatibility with MoreClasses added, haystack is a little janky. Having a bit of a weirdness going on with the new release that wasn't apparent until it was zipped and ran independently.
I could still place grass down as of 1.1.15 so this must be new.
@Vronizos I have the same problem, I think it's a bug where you can't place grass down for a campfire, and it's directly caused by this mod and not mod conflicts from troubleshooting. I need a fix for this, because it makes it impossible to burn charcoal pits.
how to put dry grass on the ground to create a campfire? Mod change this feature or is it bug?
The newest edition is mostly a patch-fix, ensuring proper compatibility with MoreClasses and fixing a bug wherein you couldn't add grass to the boilers. Trying to get all the bugs worked out before I start on new features.
gndrneutralnoun - Can't see any reason I couldn't make that happen... It's stupidly simple. Will try to make it happen soon.
Do you think you could make the ability to split cattail roots into a standalone mod? That's all I want from this mod, a way to propagate cattails, but I can't find any other mod that does this and Fields of Gold adds other stuff I'm not interested in and don't want. No offense, we all have different playstyles. Oh, and the thatch stuff... Heck, just a way to configure the crop growth rates back to vanilla while being able to use all the content added by the mod would be great.
Didn't see the issue tracker; mb.
Made a new ticket and put the crash report in it.
Two things ->
1 - Go to the issue tracker (Through the link above) and make a new ticket. (It's easy. Promise)
2 - Can I get a crash report?
Right clicking a haybale with a straw mat results in a crash; just giving a heads-up.
Yes. It adapts for both days in a month, and hours in a day. So if you have 48 hour days and 30 day months, it'll still take the same number of game days. If you have 9 day months and 1 hour days, the same. (Note that this is the hoursPerDay setting, and not the rate at which those hours pass. If you don't know what I'm talking about, it doesn't affect you.)
Also 1.1.12 addresses another bug found with dry grass.
Does this update happen to have the days proportionate to the amount of days in a year you have?
Yes
Quick patch release to fix issue with interacting with the haybales.
Amigurumi - Do you run your game on Mono?
I'm getting this crash when harvesting the herbs since adding this mod. Any ideas?
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: acorns@0.5.0, animalcages@2.0.6, backpackpackplus@1.0.3, civbooks@1.3.4, cottagewindows@1.0.3, dragonflies@1.1.9, expandedfoods@1.5.3-pre.4, fancydoors@1.1.0, fieldsofgold@1.1.10, glassmaking@1.1.0, moreclasses@1.2.4, potatoes@1.0.8, moreroads@1.4.3, necessaries@1.1.1, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@2.8.0, spyglass@0.4.5, locustmod@2.3.5, tradeomat@1.6.0, viescraftmachines@1.17.0, game@1.16.4, alchemy@1.6.1, carrycapacity@0.6.5, dsdebarkedlogs@1.0.4, fancyplanters@1.0.3, farmlife@1.2.3, fromgoldencombs@1.3.6-rc.6, lichen@1.6.1, medievalexpansion@3.7.1, moreanimals@1.2.1, nobells@1.0.0, petai@1.3.7, playercorpse@1.3.1, ruinvariants@1.0.0, tpnet@1.5.1, usefulstuff@2.3.2, creative@1.16.4, survival@1.16.4, wildfarming@1.2.8, woodbarrels@1.0.2, workbenchexpansion@1.4.1, xlib@0.6.8, campaigncartographer@2.1.3, bricklayers@0.8.2, cats@1.3.4, commandablelocust@1.3.0, feverstonehorses@1.2.6, moremolds@1.2.0, packanimals@1.0.1, wildcraft@1.2.1, wolftaming@1.3.3, xskillspatched@0.6.9-dev.7, xskills@0.6.8
3/26/2022 2:36:03 PM: Critical error occurred
Newtonsoft.Json.JsonSerializationException: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Single' because the type requires a JSON primitive value (e.g. string, number, boolean, null) to deserialize correctly.
To fix this error either change the JSON to a JSON primitive value (e.g. string, number, boolean, null) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
Path 'inGameHours.*-liquorice-harvested', line 5, position 28.
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)
at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)
at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)
at Vintagestory.GameContent.BlockEntityTransient.Initialize(ICoreAPI api)
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack)
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack)
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack)
at wildcraft.LeafyGroundVegetable.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._LvzIyYpsQCoC78JubjSO0HCjtTg(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 3/24/2022 9:06:53 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2164998858532579540, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.16.4.0
P3: 6219e03d
P4: KERNELBASE.dll
P5: 10.0.19041.1566
P6: 0833f2d4
P7: c0020001
P8: 0000000000034f69
P9:
P10:
Attached files:
\\?\C:\Users\geeke\AppData\Local\Temp\WER8C84.tmp.WERDataCollectionStatus.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C34.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C54.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C61.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9CCF.tmp.txt
\\?\C:\Users\geeke\AppData\Local\Temp\WER9F54.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_e74f6c247aa53b7525f378d39ce8338e18f1_81245bb0_028815ba-d088-422b-8417-c91abb85eeef
Analysis symbol:
Rechecking for solution: 0
Report Id: 250843a8-dd52-4478-b515-5838a048f6ce
Report Status: 268566528
Hashed bucket: b212dc6e5114df5d4e0b9efdbdf5e8d4
Cab Guid: 0 }
--------------
{ TimeGenerated = 3/24/2022 9:06:52 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.16.4.0
P3: 6219e03d
P4: KERNELBASE.dll
P5: 10.0.19041.1566
P6: 0833f2d4
P7: c0020001
P8: 0000000000034f69
P9:
P10:
Attached files:
\\?\C:\Users\geeke\AppData\Local\Temp\WER8C84.tmp.WERDataCollectionStatus.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C34.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C54.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9C61.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9CCF.tmp.txt
\\?\C:\Users\geeke\AppData\Local\Temp\WER9F54.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_e74f6c247aa53b7525f378d39ce8338e18f1_81245bb0_cab_028815ba-d088-422b-8417-c91abb85eeef
Analysis symbol:
Rechecking for solution: 0
Report Id: 250843a8-dd52-4478-b515-5838a048f6ce
Report Status: 131076
Hashed bucket:
Cab Guid: 0 }
--------------
{ TimeGenerated = 3/24/2022 9:06:43 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.16.4.0, time stamp: 0x6219e03d
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1566, time stamp: 0x0833f2d4
Exception code: 0xc0020001
Fault offset: 0x0000000000034f69
Faulting process id: 0x8d84
Faulting application start time: 0x01d83fda66b878f5
Faulting application path: C:\Users\geeke\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 250843a8-dd52-4478-b515-5838a048f6ce
Faulting package full name:
Faulting package-relative application ID: }
@Winner @GenderAnarchy -> Interestingly enough, yes, there is a specific reason. Every other thing on the list has its time listed as days in the JSON code. Hives have their time listed in hours, and I wanted to make sure that anyone wanting to change those values understood that. Now, why do hives have their time listed in hours? You'd have to ask Tyron. I could answer "That's how it's done in the code for the hives", but that doesn't really answer the question.
l33tmaan It's very specific and sticks out like a sore thumb.
winner C'mon, man...
Any reason why hives specify 1488 hours –> 62 days when nothing else specifies the hours? 1488 is a number with some very curious implications and it seems a bit intentional 🙃
Fantastic. Thanks so much.
When the new update comes out (soon... It's all about the art right now) it will be compatible with More Crops and Wildcraft.
You can count on it... Mr. Sanderson.
If and when you get this updated for 1.16, you may want to check out the More Crops mod
It does, in fact, and it's only going to get harder as I add in starvation mechanics for the animals. Animal husbandry is aimed at becoming a very second or third-year activity. You can also expect to see dry grass as a food source being eliminated over time.
Neat idea for a mod! I'm quite a fan of the increased plant growth times, and some like Bees are interesting. I think the one part I'm not a fan of is the extremely realistic/long gestation/adult times for Sheep though, as that seems like it'd makes Domestication/Cheese production pretty challenging to reach.
I'll be making this update soon. However, anyone can do this themselves.
If you want to use times other than 30 days before I do this...
Divide your preferred number of days in a month by 30.
9 days = 9/30 = .3
Now multiply the times in every json file in the mod by that number.
48*.3=14.4
Round the number up or down as you prefer. Boom, set up for the new monthly cycle. Distribute the resulting file.
However, I do intend to provide three different versions of this mod (9/12/30) until I find a better way to do it. :)
How soon do you plan on making the times proportional to the amount of days per month. I love the realism here. The only problem is that it is 24 real-time hours per month with 30 day months. My friends and I, would like to go through months a little quicker than that, we feel we may not be playing the game long enough to get more than one harvest in, if we are waiting too long.
Found and corrected(?) issue causing crops to drop crop-blocks at mid-growth stages, and updated it to ensure seeds only drop at stage one (seeds), or the last growth stage (yield+seeds in appropriate crops)
Will look into it, as that's weird as hell. However, it also highlights an issue with the description of the mod. You shouldn't have a chance of getting seeds when breaking partially grown crops with Fields of Gold. You can get them back during the first stage (maybe), or when mature. At all stages in between it shouldn't drop anything... ESPECIALLY not a partially grown crop block. XD
Partially grown crops are dropping the partially grown block when broken rather than the expected behavior of possibly dropping seeds. This is particularly apparent with wild crops.