Mods / Fields of Gold: Crops Only
- Tags:
- Author:
- Antediluvixen
- Side:
- Both
- Created:
- Jan 22nd at 7:03 PM
- Last modified:
- Jun 8th at 7:03 PM
- Downloads:
- 200
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
FieldsOfGoldCropsOnly 1.0.4.zip 1-click install
A simple patch/modification of Fields of Gold by Vinter_Nacht to affect only crop drops and growth times, and patches for some of the Floral Zones mods. Should mean fewer version issues. I made this for use on my personal server with some friends. If/when Vinter_Nacht returns to Fields of Gold or request I take it down I'll remove this posthaste. Compatibility for other FZ mods will come in the future probably.
Should be pretty version-agnostic, as it just patches crop drops.
Licorice's growth time is a compromise for playability. Real world licorice takes years to grow enough root for harvest, and that would obviously not be very fun or useful for its context within the game. Therefore it has been given a longer growth time than vanilla, but higher yield than it otherwise would.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.4 | fieldsofgoldcropsonly | 29 | Jun 8th at 7:03 PM | FieldsOfGoldCropsOnly 1.0.4.zip | 1-click install | ||
|
Updated to include fennel and licorice. Licorice is a compromise, and not 'truly' realistic. | |||||||
| 1.0.3 | fieldsofgoldcropsonly | 21 | Jun 1st at 6:10 PM | FieldsOfGoldCropsOnly 1.0.3.zip | 1-click install | ||
|
Fixed a few formatting errors and typos in the crop production file. | |||||||
| 1.0.2 | fieldsofgoldcropsonly | 99 | Jan 24th at 6:24 PM | FieldsOfGoldCropsOnly 1.0.2.zip | 1-click install | ||
|
Removed the change to coconut growth times as this caused a crash for some reason. | |||||||
| 1.0.1 | fieldsofgoldcropsonly | 31 | Jan 22nd at 10:08 PM | FieldsOfGoldCropsOnly 1.0.1.zip | 1-click install | ||
|
Fixed modinfo so it's listed as client and server side oops. | |||||||
| 1.0.0 | fieldsofgoldcropsonly | 20 | Jan 22nd at 7:11 PM | FieldsOfGoldCropsOnly 1.0.0.zip | 1-click install | ||
|
Initial release | |||||||
With regards to your question, it affected both.
So, I forgot to come back to this, apologies. The mod's intended function is that it does reduce crop drop rates to only 1 or 2 for a planted crop to incentivize much larger/more realistic farm sizes, and seeds are acquired from the grain.
Thank you for pointing out those errors, though. I've updated the mod to fix those! As for the issue of wild crop drop rates, as far as I can tell it's something in the game's code where wild crop drop rates are a fraction of grown crop drop rates. I'm rather busy, so I don't have a ton of time to get the development environment set up and learn the programming language to add a code component to this to address this issue. Perhaps in the future. For now... I'm looking around for a fix.
Stern wild crop drops are very low, yeah, I'm not sure the exact cause behind it myself. This mod is mostly a patch/"update" of the existing fields of gold mod to remove the code sections to make it version-agnostic and add some compatibility for some of the floral zones mods some friends and I were using. I'll take a look at those files tonight, are you talking about wild only cereal crops or planted cereal crops too?
Cereal crops didnt drop anything with the mod added, so i started digging.
all in file: assets -> game -> patches -> crop_production.json
a) line 119 grain flax to seeds-flax
b) line 243 grain-flax to seeds-rye
c) line 279 grain flax to seeds-spelt
d) code for bellpeper (~line 26) looks a bit odd, shouldnt there be more than 0.001 bellpeper fruit average for the last stage?
e) (Minor) formating in lines 76-90 is a train wreck, my eyes are still hurting. (inconsistent/tabs and spaces all over though lol)
Patching this shouldn't take long, best to have it posted in the same mod page.
wild crops dont seem to drop anything, not sure if my sample size is too small, but breaking 20 crops and not getting anythings seems a bit out of the ordinary. all vegetables behave as expected, though.
barleynaut it follows the base fields of gold trend - it functions like vanilla, but with a reduced drop rate for the vegetables. I might update it in the future to make it a more comprehensive agriculture change and necessitate leaving things like carrots to flower to collect the seeds.
Thanks for posting this - what's the crop drop effect for things like carrots and parsnips? I know the grains no longer drop grain seeds...This might be exactly what I'm looking for to make our world a little more balanced :)
Ya did good work Vix!