Mods / Fields of Gold

Category: #Food #Other
Author: Vinter_Nacht
Side: Both
Created: Oct 9th 2021 at 11:46 PM
Last modified: Dec 14th 2021 at 6:55 PM
Downloads: 463

1.1.8 - Mod Now Adjusts Grow Times Based On
Hours Per Day, and Days Per Month
No Config Changes Needed

Official(?) Fields of Gold Theme Song

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Conflicts Listed At Bottom

"You'll remember me when the west wind moves
Upon the fields of barley
You'll forget the sun in his jealous sky
As we walk in fields of gold"
- Sting, Fields of Gold


After a long period spent working on From Golden Combs, I finally had a little time to spend with Fields of Gold.  There's a lot more to be done, but I wanted to push out a version that cooperated with Wildcraft and also automatically adjusted growth times to meet the daysPerMonth and hoursPerDay configurations.  This means it shouldn't require any JSON adjustments to get the desired growth cycles.

I also found that, with the extended growth times, it adds something to be able to see the growth times on the crops.  Now, all crops will show you how long they have remained until they reach the next growth stage. There's a lot more to come with this mod, but these changes should make it more generally accessible.


This mod increases animal gestation and growth times to mirror real-life growth times. This changes some elements of the farming and survival game to require planning out your crops more efficiently throughout the year.  Hives only swarm in the Spring and take longer to become harvestable (Expect only 2-3 harvests per bee season). 

Cattail and Papyrus roots can now be split in half to expand crops. A new stage of cattail/papyrus added "Growing". In the growing stage breaking the crop will get you nothing back. Tooltip informs of this. During the 'harvested' stage you'll get back a root. Normal gets you the normal drops. Split roots can be cooked or harvested, and will rot into half as much rot as normally cooked roots.

Currently, only hives can have their growth time configured.

Note: All grains have had their seed drops disabled, and that amount added into their grain drops. Grain now functions as a seed, but cannot be eaten raw.

Default Growth Times In This Mod Are:


  • From Growing to Harvested - 22 days
  • From Harvested to Normal - 22 days


  • 1488 hours -> 62 Days

Berry Bushes

  • Empty to Flower - 62 days
  • Flower to Berry - 100 days
  • Berry to Empty - 14 days


  • 45 days


  • 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)


  • Aurochs (With Medieval Expansion)
    • To Adult 17520 hours (two years)
    • Pregnancy - 284 days
    • Lactation period of 10 months
  • Chickens
    • Chick to Pullet - 2016 hours (84 days)
    • Pullet to Adult - 6742 hours (280 days)
    • Time to Lay - 50 seconds
    • Incubation Time - 21 days
  • Dogs (With Farm Life)
    • Pregnancy - 63 Days
    • To Adult - 547 days
  • Foxes
    • Pup to adult - 8760 hours (one year)
    • Pregnancy - 52 days
  • Hare
    • Pregnancy - 30 days
    • To Adult - 8760 hours (365 days)
  • Hyenas
    • To Adult - 17520 hours (2 years)
  • Pigs
    • Pregnancy - 115 days
    • To Adult - 4380 hours (6 months-ish)
  • Raccoon (Raccoons do not bear young in VS, they just multiply)
    • To Adult - 7200 hours
  • Sheep
    • Pregnancy - 180 days
    • To Adult - 4320 hours
    • Lactation Period of 90 days
  • Wolf (As Raccoons)
    • To Adult - 8760 hours


  • 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. 

Future editions will have configuration files to allow users to adjust the yields to their desires.  When that happens, the base settings will have harsher drops for grains in particular. They're too high at the moment in most cases.  Rye, for instance, drops between 2-4 grains per harvest.  1-2 would be far more in line with modern farming values. Some other changes may be considered for this.

Direct Compatibility

  • Medieval Expansion
  • Farmlife
  • Wildcraft - The argument between these mods has been resolved, they work seamlessly together now.


  • Wildcraft: When used with Wildcraft the two mods will argue for control of the berries, resulting in some strange behavior.  Namely: It will list FOG growth times (sometimes) while behaving according to Vanilla growth times.  WIll resolve eventually.

Upcoming Features:

  • Different bloom and harvest periods by berry type
  • Seasonal growth for mushrooms
  • Starvation Mechanic For Animals
  • Configuration for Berries
  • Configuration to add a base multiplier to crop growth times based on Days per month/Hours per day
  • (?) Creation of 'handfuls of grain' as a way of splitting a grain item.
    • The yield would be 2-3 handfuls of grain per regular grain.
    • Handfuls of grain will be used for planting, as well as replacing grain in cookpot recipes.
      • Intended result -> More uses of grain for mixed meals, while retaining one (whole) grain per flour standard.
  •  Add configuration files for crop growth times
  • Give berry bushes multiple stages of growth.
  • Add planters pots, racks, and trays for pre-Spring planting.
  • Add a threshing mechanic to separate the straw from the grain
  • Add wheat/rye/barley sheaves and flax stooks for drying grains
  • Remove dry grass as a feed for animals
  • Add in starvation mechanic for animals
  • Integrate mushroom logs for growing mushrooms
    • Logs get placed in barrels with rot to produce a 'mushroom log'.
    • Mushroom logs must be placed in the shade, watered, and fertilized.
    • Mushrooms will gain a new growth stage during which they're sporing
    • Harvesting (certain) mushrooms during this time get spores and mushrooms, others only spores.
    • Plant mushroom spores on the log will grow into mushrooms.
  • Haystacks
    • Remove haystack recipe
    • Add haystacks as stackable items.
    • Hitting a full haystack with rope or cordage(PS) converts it to a haybale
  • Add straw mats
    • Mats are made from bundles of grain straw or grass.
    • Mats have different color shades based on their straw type
    • Mats require Rope (vanilla) or cordage (Primitive Survival)
  • Beds
    • Remove recipe for beds
    • Add recipe for beds using straw mats
    • Allow straw mats to be placed in a manner similar to linen
    • Add different variant mats by straw type (Flax, Grass, Rye, Spelt)



Version For Game version Downloads Release date Changelog Download
v1.1.8 117 Dec 14th 2021 at 6:55 PM Show
v1.1.6 159 Oct 19th 2021 at 2:56 AM Show
v1.1.5 71 Oct 18th 2021 at 3:37 AM Show
v1.1.3 112 Oct 9th 2021 at 11:48 PM Show

7 Comments (oldest first | newest first)

Vinter_Nacht, Nov 12th 2021 at 10:02 PM

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.

Vesk, Nov 6th 2021 at 2:11 PM

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.

Vinter_Nacht, Oct 25th 2021 at 2:29 AM

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.


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. :)

Secular12, Oct 24th 2021 at 11:41 PM

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.

Vinter_Nacht, Oct 18th 2021 at 3:38 AM

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)

Vinter_Nacht, Oct 17th 2021 at 1:55 PM

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


Rorax, Oct 17th 2021 at 11:10 AM

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. 

delete edit