Mods / OrekiWoof's Simple Immersive Beehive

Tags:
Simplification Creatures QoL
Author:
OrekiWoof
Side:
Both
Created:
Jan 14th at 4:21 PM
Last modified:
Mar 29th at 8:29 AM
Downloads:
18489
Follow Unfollow 738
Latest release (for Vintage Story 1.21.0 - 1.21.6 and 1.22.0-pre.1 - 1.22.0-pre.3, potentially outdated):
orekiwoofsbeehives_v1.4.0-v1.21.0.zip  1-click install
For testers (for Vintage Story 1.21.0 - 1.21.6 and 1.22.0-pre.1 - 1.22.0-rc.6, potentially outdated):
orekiwoofsbeehives_v2.0.0-dev.7-v1.21.0.zip  1-click install

Development version 2.0 is heavily work in progress and unfinished - only for testing convenience. Assume it will break and crash. When reporting issues with the dev releases, please specify the exact version of the mod (like "1.5.0-dev.0")

About game version 1.22: Release for the new game version will be most be in the middle of May, as there is currently an intense pre-release period at my day job.

Currently there is, from what I heard, a crash on 1.22, so I don't recommend using this mod before that.

  • Immersive roaming bees - watch as the tiny cute bees fly to the flowers and crops to collect pollen. Even if they're 35 blocks away. Or 70 if you configure it like that.
  • Simple to make - make a beehive with just boards, nails, and beeswax.
  • Simple to use - insert a populated skep (sprint key + right click on the beehive block), add 1-8 empty frames (planks+linen), then wait for the bees to produce.
  • Set and forget - the bees fill 1 frame at a time, so by the time you check them, they probably haven't filled all of them and aren't wasting time.
  • Configurable - playing on custom settings? you can balance out the mod, make it faster or slower, easier or harder. Supports Config lib.
  • Trade-offs - either collect the honey immediately, leave it for the bees to multiply faster, or add feed made from their produce for the best of both - you take the beeswax, they take the honey.
  • Watch your beehives grow in strength - the beehive starts at 5000 bees after inserting the skep, and will grow up to 50000 of them (configurable). They will become super productive if you let them grow.
  • Increase yield - by default, your crops will have a +20% yield increase if pollinated. You can also switch it to a growth boost if you prefer that, or enable both.
  • Optional winter hard mode - leave food for your bees to survive the cold temperatures. Opt-in through config.

 

Flowers are required to be in range for the population to not die out (minimum 10, optimally 25 by default).

 

 

Details and numbers

The first frame, with optimal conditions (25 flowers, more than 10°C), is by default filled in around 2 days. With max population (50000), a frame is filled in 5 hours. One honeycomb can be harvested from a single filled frame. So a full beehive produces nearly 5 honeycombs in a day.

Bee population doubles in around 2 months without filled or feed frames. Each filled or feed frame adds +100 bees per day population growth. Empty frames switch the bees' focus from multiplication to production, and that halves the final population growth.

You can see the exact numbers by changing the InformationVerbosity accordingly. More details in FAQ below.

Got ideas?

If there's something missing that you think would fit the mod nicely, leave a comment!

Features planned for 2.0

Spoiler!
  • remove dependency on Roaming Bees [done]
  • more server-side control over InformationVerbosity [waiting for testing]
  • chat commands for configuration [waiting for testing]
  • plant boosts dependent on population [waiting for testing]
  • fix plant boost type config saving/loading [done]
  • recognize flowers in flowerpots and planters [done]
  • allow bucket as container for feed frames recipe [done]
  • swarms (with actual visuals when Roaming Bees is installed) [waiting for testing]
  • warnings in blockinfo about reasons for declining population or other issues [in progress]
  • slower population growth near maximum
  • sync already-existing bees from server to client when a player joins [waiting for testing]
  • fix that sometimes when a frame changes state, it's not visually updated [done]
  • fix some texts being non-translatable [waiting for testing]
  • more than just straight-pathing to plants
  • legs and pollen particles on bees + bee colors adjustment [in progress]
  • feeder block
  • compatibility with steady greenhouses [in progress]

Plans for future features

  • add nails and strips to the beehive recipe, as requested in the comments
  • release a separate mod for adding bee models to the vanilla skeps (and for use in other mods) - ✔ OrekiWoof's Roaming Bees
  • increasing the yield instead of speeding up growth
  • optional winter hard-mode? - currently the beehive just stops in freezing temps, but the "winter hard-mode" would require leaving or supplying enough honey/food for the bees to survive
  • swarms or splitting the hives [currently in progress for 2.0.0]
  • bees attacking when you're interacting with the beehive or being close, along with a smoker to prevent this (opt-in by config)

 

FAQ / Tips
  • There's none or not enough bees coming out
    1. The beehive block first needs to scan the area for flowers, which is made as a prolonged task as to avoid causing lags
    2. By default, 1 bee will be spawned for 1000 bees in the beehive, which is low when starting, but quite high when the population is full. You can change this by setting BeehiveAlwaysSpawnNumberOfBees config option (in category Particles) to the fixed amount you want per beehive, or change BeesPerParticle to keep the linear increase with population.
    3. To come out, bees need:
      • sun being up
      • temperature - 18 degrees celsius for maximum amount of bees appearing. Below 8 degrees, none will appear (configurable)
      • no rain - technically needs to be below 10%. Sometimes a small amount of rain may not be visible, but it will affect the bee spawns
    4. In optimal conditions, new bees spawn every 2-10 seconds

 

  • The beehive produces honeycombs too slow / too fast for my liking
    • Honeycomb production is linearly related to the population of the beehive block. You can change MaxBeePopulation to decrease or increase the maximum amount of bees, resulting in lower or higher maximum speed, or you can change ReferenceBees or ReferenceFlowers, which will affect production speed without changing the maximum population.
    • The formula for FramesPerDay is
      FramesPerDay = (PlantsCount / ReferenceFlowers) * (CurrentBeePopulation / ReferenceBees)​

      PlantsCount is FlowersAround + CropsAround * 0.25, capped to MaxFlowersForHoneyProduction. With maximum PlantsCount, ReferenceFlowers being 10 and ReferenceBees being 25000 by default, you can calculate that by default in optimal conditions:

      • with InitialBeePopulation (5000), FramesPerDay = 25/10 * 5000/25000 = 2.5 * 0.2 = 0.5
      • with MaxBeePopulation (50000), FramesPerDay = 25/10 * 50000/25000 = 2.5 * 2 = 5

 

  • I want to adjust population growth speed. What is the formula for bee population?
    • Population change is dictated by DailyNetPopulationChange. It is calculated using the following formula, which uses variables from the config.
      DailyBaseGrowthRate = 2 ^ (1.0 / DoublingTimeDays) - 1
      DailyDeaths = BaseDeathsPerDay + Max(0, FlowerThreshold - FlowersAround) * DeathPerMissingFlower
      EmptyFrameMultiplier = 0.5 if (EmptyFrames > 0) else 1.0
      DailyGrowthRate = DailyBaseGrowthRate * EmptyFrameMultiplier
      DailyGrowth = (BeePopulation * DailyGrowthRate) + DailyFilledFrameBonus
      DailyNetPopulationChange = (DailyGrowth - DailyDeaths) * TemperatureMultiplier

 

  • How can I see more detailed information about the beehive?
    • You can change the InformationVerbosity config option. Here is what its values mean:
      1. The default value 1 will result in short, qualitative words like "Stagnant, Medium, High"
      2. Short numeric - shows the exact percentage of frame progress, exact bee population count, population change, etc.
      3. Detailed numeric - will show the detected temperature, exact multipliers used for calculations
      4. Debug - will also show some technical details

 

  • Temperature config
    • The MaxTemperatureGrowth config variable name may be misleading. This is the temperature at which, and above which, growth is 100%.
    • If MaxTemperatureGrowth is set to 5 degrees, then at 5 degrees and above growth is 100%. 
    • If MinTemperatureGrowth is set to 0 degrees, and MaxTemperatureGrowth is set to 5 degrees, then
      • at 0 or less degrees growth is 0% 
      • at 2.5 degrees growth is 50%
      • at 5 degrees it's 100%.

 

  • Can I move the beehive?
    • Yes, The beehive block, when "destroyed", should drop itself along with the bee population and frames all saved inside of it, so that when placed, it restores everything. However, if it's extra important, I recommend creating a backup, just in case.

 

  • Can I continue maintaining the mod?
    • If in the last 14 days I haven't updated the mod or expressed an intent of releasing an update/fix to the mod, after there was a major game update or an update that broke the mod, then yes.

 

Translations

  • CS - 1.3.2 - fipil
  • EN - ok
  • PL - 1.4.0
  • RU - 2.0.0-dev.6 - ChimMAG
  • UA - 1.3.2 - DeanBro

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.0-dev.7 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-rc.6
3776 Mar 29th at 8:29 AM orekiwoofsbeehives_v2.0.0-dev.7-v1.21.0.zip 1-click install

decrease allocations and cap expensive tasks

2.0.0-dev.6 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-rc.1
1002 Mar 9th at 2:39 AM orekiwoofsbeehives_v2.0.0-dev.6-v1.21.0.zip 1-click install

for development and testing purposes. Can break and crash.

  • fix exception in GetBackCompatibilityCropBonus when no old config exists
  • conditional patches for 1.21 and 1.22 for GetGrowthRate (BlockEntityFarmland vs BlockEntitySoilNutrition)
  • replace "add" with "addMerge" in flowers patch. Idk how the "add" got here since I've always used "addMerge". Somehow it got in in this 1 place and messed everything up lol
  • update russian translation
2.0.0-dev.5 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.4
191 Mar 7th at 4:54 PM orekiwoofsbeehives_v2.0.0-dev.5-v1.21.0.zip 1-click install

for development and testing purposes. Can break and crash.

  • update translation
  • linear and logarithmic crop boosts; options for multiple beehives boost combination
  • recognize flowers in flowerpots and planters
  • add frame with feed recipe with bucket of honey
  • translatable "as a flower / crop" string
  • beehive swarming
  • beehive warning messages and visual warning colors
  • Add scanning progress percentage to beehive scouting suffix text
  • add swarm return percentage config for failed migration
  • Add SwarmPopulationPercentageWhenNoBeehivesAvailable config option
  • change default swarm cooldown to 8 days, display cooldown days in the message about recently swarming
  • Add pre-swarm preparation phase and wrench-based swarm toggle
  • Fix frame visual state not updating immediately on block type change
  • prepare classes and config for RoamingBees swarms
  • for missingFlowers, use EffectiveFlowers instead of just Flowers
  • RoamingBees swarming behavior
  • Add dev version warning on player join with .beehives tester opt-out and .beehives version command
  • Bias swarm spawn target selection toward leafy logs, away from beehives, and within a 10x10 cylinder
  • adjust target amounts of traveling and hovering bees
  • Improve config readability by standardizing attribute order and property spacing
  • initial implementation of particle catchup logic for joining servers
1.5.0-dev.3 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.3
302 Feb 26th at 4:31 PM orekiwoofsbeehives_v1.5.0-dev.3-v1.21.0.zip 1-click install

for development purposes

  • split CropBonus into SpeedBoost and YieldBoost with backwards compatibility - convert CropBonus appropriately into the new settings when it's present
  • remove OrekiWoofsBees.Common.dll, instead have 2 copies of the same thing
  • add InformationVerbosityServer and related options for server-controlled InformationVerbosity
  • chat commands for configuration
  • move chat commands to OrekiWoofsBees.Common, add them to RoamingBees, describe test scenarios
1.5.0-dev.1 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.3
69 Feb 26th at 1:47 AM orekiwoofsbeehives_v1.5.0-dev.1-v1.21.0.zip 1-click install

for development purposes

try fix issue with src/ModConfigSetup.cs

1.5.0-dev.0 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.3
68 Feb 25th at 8:45 AM orekiwoofsbeehives_v1.5.0-dev.0-v1.21.0.zip 1-click install

for development purposes + source code

  • remove dependency on Roaming Bees
1.4.0 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.3
6441 Feb 20th at 7:38 PM orekiwoofsbeehives_v1.4.0-v1.21.0.zip 1-click install
  • disable bee deaths without flowers when temperature is low
  • require roamingbees@1.0.3
1.3.2 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.2
707 Feb 18th at 12:23 AM orekiwoofsbeehives_v1.3.2-v1.21.0.zip 1-click install
  • add translations: UA (thanks DeanBro), CZ (thanks fipil)
  • handle multiple radii for plant detection
  • will still work with Roaming Bees 1.0.1, but recommend upgrading to 1.0.3
1.3.1 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.2
119 Feb 17th at 9:05 PM orekiwoofsbeehives_v1.3.1-v1.21.0.zip 1-click install
  • fix properties being read / written wrongly (resulting in wrong radius and particle counts)
  • fix issue with configlib reloading
1.3.0 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.2
727 Feb 15th at 11:14 PM orekiwoofsbeehives_v1.3.0-v1.21.0.zip 1-click install

source code is inside the dev.0 version

  • compatibility with 1.22 pre 1
  • use Roaming Bees mod as dependency
  • change usage of ConfigLib (clean up logs)
  • change default crop bonus to yield increase
  • add changing crop bonus type or disabling it
  • add winter hard mode option
1.3.0-dev.0 orekiwoofsbeehives
1.21.0 - 1.21.6 1.22.0-pre.1 - 1.22.0-pre.2
23 Feb 15th at 11:13 PM orekiwoofsbeehives_v1.3.0dev.0-v1.21.0.zip 1-click install
  • compatibility with 1.22 pre 1
  • use Roaming Bees mod as dependency
  • change usage of ConfigLib (clean up logs)
  • change default crop bonus to yield increase
  • add changing crop bonus type or disabling it
  • add winter hard mode option
1.2.0 orekiwoofsbeehives
1.21.0 - 1.21.6
2560 Feb 4th at 5:07 PM orekiwoofsbeehives_v1.2.0-v1.21.0.zip 1-click install
  • add feed consumption
  • add opt-out greenhouse effect
  • adjust performance targets
  • add source code license
  • add Russian translation (credit: ChimMAG)
  • remove unnecessary data saving to beehive block
  • source code .zip is included inside of this release
1.1.2 orekiwoofsbeehives
1.21.0 - 1.21.6
1392 Jan 25th at 10:14 PM orekiwoofsbeehives_v1.1.2-v1.21.0.zip 1-click install

add " (still scouting the area)" to the "Flowers around" line for verbosity levels 1 and 2 when scanning flowers is not done

1.1.1 orekiwoofsbeehives
1.21.0 - 1.21.6
44 Jan 25th at 9:45 PM orekiwoofsbeehives_v1.1.1-v1.21.0.zip 1-click install
  • add config option to always target a given amount of bees for a beehive block
  • correctly set wood as the blockmaterial of blocks
  • display flower info also at verbosity levels 1 and 2
1.1.0 orekiwoofsbeehives
1.21.0 - 1.21.6
200 Jan 25th at 2:19 AM orekiwoofsbeehives_v1.1.0-v1.21.0.zip 1-click install
  • config for volume of the ambient beehive sound, default at 50%
  • require nails and strips for crafting the beehive
1.0.4 orekiwoofsbeehives
1.21.0 - 1.21.6
195 Jan 24th at 1:29 PM orekiwoofsbeehives_v1.0.4-v1.21.0.zip 1-click install

fix typo in recipe preventing returning of empty frame upon harvesting honeycomb

1.0.3 orekiwoofsbeehives
1.21.0 - 1.21.6
170 Jan 24th at 1:22 AM orekiwoofsbeehives_v1.0.3-v1.21.0.zip 1-click install

fix incompatibility with different versions of ConfigLib than expected

1.0.2 orekiwoofsbeehives
1.21.0 - 1.21.6
80 Jan 23rd at 8:37 PM orekiwoofsbeehives_v1.0.2-v1.21.0.zip 1-click install

fix bug with PlantPositionRegistry being used when it's not ready

1.0.1 orekiwoofsbeehives
1.21.0 - 1.21.6
46 Jan 23rd at 7:32 PM orekiwoofsbeehives_v1.0.1-v1.21.0.zip 1-click install

move PlantPositionRegistry initialization to before blocks registration, add safety checks in GetGrowthRate patch

1.0.0 orekiwoofsbeehives
1.21.0 - 1.21.6
78 Jan 23rd at 4:09 PM orekiwoofsbeehives_v1.0.0-v1.21.0.zip 1-click install

set as full release

1.0.0-rc.1 orekiwoofsbeehives
1.21.0 - 1.21.6
0 Jan 23rd at 4:05 PM Release Retracted

Retraction Reason:

version 0.1.1 is seemingly shown as more stable than the 1.0 candidate which is shown as "for testers" - misleading system

Changelog:

set version as full release candidate

0.1.1 orekiwoofsbeehives
1.21.0 - 1.21.6
27 Jan 21st at 9:04 AM orekiwoofsbeehives_v0.1.1-v1.21.0.zip 1-click install

fix wrong date being supplied for stats calculation

0.1.0 orekiwoofsbeehives
1.21.0 - 1.21.6
28 Jan 21st at 7:00 AM orekiwoofsbeehives_v0.1.0-v1.21.0.zip 1-click install
  • beehive stand and beehive roof
  • optimalizations
  • add mod icon and update name
0.0.11 orekiwoofsbeehives
1.21.0 - 1.21.6
27 Jan 20th at 12:38 AM orekiwoofsbeehives_v0.0.11-v1.21.0.zip 1-click install
  • stacking ground storage
  • add frame with feed
  • more plants to visit, bias first checkpoint on a plant upwards
  • add filled frame recipes
  • more advanced calculations for plant boost effectiveness
  • random offsets for path line of sight, change stepSize
  • don't retrieve plants count on beehive placing; only update plants in beehive on the server
  • add particle counter in beehive block info ;add unused eye and antennae particles
  • change margins and step size in bee path generation
  • bees adjust positions at a plant multiple random amount of times; they pick a random amount of flowers to visit
  • move particle rendering to dedicated class
  • change order of info on beehive block
0.0.10 orekiwoofsbeehives
1.21.0 - 1.21.6
27 Jan 18th at 6:16 AM orekiwoofsbeehives_v0.0.10-v1.21.0.zip 1-click install
  • PlantPositionRegistry scanning server-side only; beehive registration works for client-side
  • don't process client-side PlantPositionRegistry scanning progress because there is none
0.0.9 orekiwoofsbeehives
1.21.0 - 1.21.6
25 Jan 17th at 10:29 PM orekiwoofsbeehives_v0.0.9-v1.21.0.zip 1-click install
  • add sounds
  • replace GetPlacedBlockInfo harmony patch with correct blockbehavior patch
  • clean up some logging
  • bees are not hibernating, they are overwintering - change some strings
  • count nearby beehives using PlantRegistry, instead of walking billions of blocks
  • in BeehiveAffected use same math for checking beehive range
0.0.8 orekiwoofsbeehives
1.21.0 - 1.21.6
27 Jan 16th at 6:45 PM orekiwoofsbeehives_v0.0.8-v1.21.0.zip 1-click install

when destroying the beehive block, drop it as an item with its data

0.0.7 orekiwoofsbeehives
1.21.0 - 1.21.6
25 Jan 16th at 6:12 PM orekiwoofsbeehives_v0.0.7-v1.21.0.zip 1-click install
  • get configlib support into a barely acceptable state
  • fix exception on shift+ctrl+rmb on slots, make client-side configs work, config improvements
0.0.6 orekiwoofsbeehives
1.21.0 - 1.21.6
28 Jan 16th at 5:08 AM orekiwoofsbeehives_v0.0.6-v1.21.0.zip 1-click install
  • prioritize horizontal obstacle avoidance
  • only-server plant registry; cache positions after full scan; fix delta time capping
  • handle various timeskips properly
  • disallow reeds from being flowers
  • improve bee movement
  • fix server particle ticking preventing bees from reaching their hives
  • better target actual randomized positions of flowers
  • change default rainfall threshold to 0.1
  • server-handled particle spawning
  • pre-generate bee paths (prepare for server synced paths)
0.0.5 orekiwoofsbeehives
1.21.0 - 1.21.6
25 Jan 15th at 4:57 PM orekiwoofsbeehives_v0.0.5-v1.21.0.zip 1-click install
  • bee particle wings
  • dont classify ferns, waterlilies, waterplants as flowers
  • BeePopulation - fix bug caused by values less than 0.5 per tick being trimmed and preventing population from increasing by changing to double
  • try fix serverconfig sending
  • remove spawning at least 1 bee particle always
  • berry bushes recognition
  • keep only client side config for libconfig for now
  • blockinfo only for actual flowers and crops
  • fix bug with serializing bee population
0.0.2 orekiwoofsbeehives
1.21.0 - 1.21.6
31 Jan 14th at 5:56 PM orekiwoofsbeehives-v0.0.2_v1.21.zip 1-click install

fix crafting recipe, add increasing initial population with populated skep

0.0.1 orekiwoofsbeehives
1.21.0 - 1.21.6
28 Jan 14th at 4:23 PM Empty orekiwoofsbeehives-v0.0.1_v1.21.zip 1-click install

178 Comments (oldest first | newest first) (threaded | flat)

merryclefairy, 8 hours ago

do u think this would work with From Golden Combs now that the authtor is back and updating their mods? what if u two ,, collaborateded,,,, hehehe,,,

QuilltedTulip, 3 days ago

not sure if this is a new crash or not however wanted to report that v1.4.0 on the stable branch of 1.22.2 crashes every time I open a door

Hmuda, May 9th at 8:27 AM (modified 5 days ago)

How exactly does swarming work? I populated a couple hives, opened them with a wrench for swarming, placed a couple empty hives nearby, they swarmed, built some swarm-bundles on random surfaces, scouted for potential homes, successfully identified that there were a certain number of potential new homes, but when they reached the last "moving into new hive" phase, they just started stuffing themselves into an already populated hive, which was already max-pop, so all the swarms, and as a result, all the bees went to waste.

I even tried to close the already populated hives with a wrench as soon as they started building the swarms, but they still all just went into an already populated hive in the end.

 

Late EDIT: gave vanilla skeps a try, they seem to be more than happy to populate those. A workaround I guess, but since those only give new hives 5000 bees, the vast majority of them are still lost during the process.

ArmaDillidallier, May 7th at 11:02 PM

Encountering a crash where trying to harvest a berry bush cutting causes the game to crash reliably. Isolated it to this mod and it's dependancy. there is a error laoding into the game but the world loads too fast to pull any information out.

DUCATISLO, May 6th at 10:59 AM

berry bug crash?

Valkkyrie, May 1st at 3:40 PM

also getting the berry bush related crash- anytime I try to harvest berries. v 1.22.0 and 1.22.1

Vinni_Pukh, May 1st at 2:55 PM

Love this mod and the entire concept around it, I used to work on a honey farm when I was young so I have a lot of interest in bees even after all these years haha.

 

I'm probably missing something very obvious, so I'm very sorry to ask, but how exactly do you put the beehive roof on the hive lmao, I'm only just starting to use it now and getting my first hive set up, and I can't seem to figure it out, I just keep opening and closing the hive box while I'm holding the roof lol. 😅

Davv, Apr 29th at 9:12 PM

Currently crashing on v1.22.1, errors related to berry bushes in the logs

 

arty_theorist, Apr 29th at 11:23 AM (modified Apr 29th at 11:25 AM)

Really love this implementation of beekeeping! Saw you wanted population to slow down before reaching maximum and I'd highly recommend using a Smoothstep function for that, since it's easy to implement and adjust its maximum/height, minimum/base, limit, midpoint and slope. I made a desmos graph example where you can play around with the variables and see how it works: https://www.desmos.com/calculator/ce9d690e57 
This also is like a sigmoid function which emulates how population sizes tend to grow in nature as well (and many other similar systems).

Dylbmer, Apr 27th at 6:12 AM

This is the best mod to ever exist.

Ardail, Apr 26th at 5:38 AM

Idk if it's been mentioned already but trying to place the frames onto the ground makes the game crash

Giavivi, Apr 20th at 12:45 AM

@Herman101 sorta yes sorta no. I just kept clicking repeatedly and suddenly it went in. The first hive took about 1 minute but the second hive took about 5 mins before it went in. I haven't tried again since then. And I didn't see anything specific that changed to cause it to go in. 

The hive is working fine now except I still don't have the pop-up that says shift - right click. 

Herman101, Apr 16th at 6:07 PM

Giavivi OrekiWoof, Did you find any solution ctrl+right problem.

KiriRae, Apr 15th at 6:34 PM

After I installed this mod, I noticed the vanilla reed skep will no longer swarm to other reed skeps. Was this intentional? I left one of my skeps alone with an empty skep so I can fill the new beehives as I make them and not have to go to the wild behive. (specially since I destroyed the only one on my island before installing this mod 😬) Now I can't get any more new bees.

Telios, Apr 14th at 5:03 AM (modified Apr 14th at 5:03 AM)

Kohling You will need to remove the old versions of the mods completely, restart the game, install the new testing version (without Roaming Bees), then the testing versions should work. I had the same issue and was able to troubleshoot it and get it running in my world.

KiriRae, Apr 12th at 6:50 PM

I just switched to this mod from the Golden Combs mod. I like it so far. I would like to see an in-world action for getting the honeycomb off the frames as opposed to the crafting grid. Maybe something like the frame racks or just placing them on a table or ground (ew, dirty honey 🤢) then right-click with a knife. Just a thought. Thx for the great mod.

Kohling, Apr 2nd at 11:21 PM

When playing with Simple Immersive Beehives 1.4.0 and Roaming Bees 1.0.3 I've run into an issue, that I can't harvest the new berry bushes, even though they are ripe. And when I install the new test versions for each mod I don't get any of the content in the mods.

Giavivi, Apr 2nd at 2:21 AM

No, I am on Windows. Actually, neither of those options is there. There is no guide. I never noticed that. I will give a restart a shot still. And yes, it will only open and shut. Also, I can place a frame in it, just not the skep. 

OrekiWoof , Apr 2nd at 2:09 AM

Giavivi  it should be just that - ctrl+rightclick with a populated skep, so if the skep is getting placed it's definitely a glitch.

image

I've had contact with one person on Discord with the same problem, and it fixed itself after they restarted their MacOS system. Are you by chance on an Apple device? Does the beehive open when you right-click it normally? Do you see both of the options from the image above when hovering over the beehive?

Giavivi, Apr 1st at 6:58 PM

I am not understanding how to populate the beehive. I have tried shift, control, and alt with right click and left click. All it ever does is place the populated skep in front of the beehive. Either it's a glitch or I am dumb lol...but if you could help that would be awesome. 

OrekiWoof , Mar 29th at 11:36 PM

fipil glad orekiwoofsbeehives seems stable for you on dev.6. Yes, the flying bees are from Roaming Bees mod, you can try adding roamingbees@2.0.0-dev.7 now, and if you do, let me know if it either lags or prints any warning logs

 

VerySpicySoup  HyperCrusher I'm trying to add more optimizations currently, with some (but not all) being tested in -dev.7 now, although I'm doing this with my eyes closed, because even on my old setup with a Pentium and 8gb of ram, I cannot reproduce it with 100+ beehives and 1000+ plants. Could you tell me the

  • RAM, CPU, whether it's SSD/HDD, laptop/PC (to point me whether it's memory usage or computing speed)
  • the mods listed in server-main.log in %appdata%/VintagestoryData/Logs (Logs folder is next to the Mods and Saves folders)
    • There should be a line that looks like this: 
      [Notification] Mods, sorted by dependency: bettercrates, woodlogstack64, caramellabell, chiseltools..........
  • roughly how many beehives there are / were, and whether in close proximity, or far from each other
  • if any config values were changed, which ones
  • whether it was like that from the beginning, or started happening after using the mod for some time

 

It can be here in comments, or at thezjarek@gmail.com , or orekiwoof on discord. Doesn't have to be all the details but the 3 first points could help point me in the right direction

 

ArmaDillidallier in 1.4.0, there is an issue with setting this with ConfigLib, so using ConfigLib for this won't work. You have to edit the config file manually. In 2.0.0 this will be fixed (already fixed in tester versions).

Instructions for setting this manually to both boosts in 1.4.0:

  1. open VintagestoryData/ModConfig folder (next to the Mods folder which you can open by going into "Mod Manager" in main menu, and clicking "Open Mods Folder" button)
  2. open OrekiWoofsBeehives.json in a text editor
  3. find the line with "CropBonus"
  4. change the right-side value to make it look like this:

There will indeed be an indicator on the farm block if both boosts are working, in block info:

fipil, Mar 29th at 8:12 PM

OrekiWoof we're using the 2.0.0-dev.6 currently and it seems stable. But there are no the bees flying around. Is it because we dont have the Roaming Bees mod, only the orekiwoofsbeehives mod?

VerySpicySoup, Mar 28th at 9:50 PM

OrekiWoof HyperCrusher I'm having VERY bad stutter in my 2 person server as well, and it got to the point where the game started crashing within the first 5 minutes before I even opened it up to LAN. The issue fixed itself once I removed this mod which is a shame, I keep checking back to see if there was an update. The logs were showing these warnings "[Warning] Server overloaded. A tick took 82081ms to complete."

HyperCrusher, Mar 28th at 1:42 PM

Sometimes there is and sometimes there isn't; its not very consistent. We would have it happen without the warning logs but when it is really bad it is accompanied with both. 

ArmaDillidallier, Mar 28th at 4:42 AM (modified Mar 28th at 4:45 AM)

I'm looking in the config for a way to change the crop boost to both yield and speed, I see the value for that is 3 and the Default is listed as "Yield" I am wondering where and how I need to edit this to make it both. and how I would know if the change was successful. and if there is a indicator in the block info on either the plant of the hive that shows the speed growth

OrekiWoof , Mar 27th at 10:58 PM

HyperCrusher is there no warning logs like "BlockEntityReusableBeehive OnGameTick took 0.21s"?

HyperCrusher, Mar 27th at 9:23 AM (modified Mar 27th at 9:37 AM)
602.78ms, 1 call : gmleOrekiWoofsBeehives.BlockEntities.BlockEntityReusableBeehive

Stuttering happening on servers occasionally.

Tried removing roaming bees, but it seems that this is still taking 600-1200ms on a single call

tried both versions of the mod, running on 1.21.6
OrekiWoof , Mar 22nd at 9:44 PM

Aramid it's just cosmetic

Aramid, Mar 22nd at 10:57 AM

Are the roaming bees necessary for the hives to function ? Like if I put the roaming bees to 0, is there an impact or they are just cosmetic ?

Having more entities can be a problem for big servers

CinderMox, Mar 19th at 5:59 PM

OrekiWoof Thanks, I'll give the new version a try, then! I appreciate the heads up about the swarming.

OrekiWoof , Mar 19th at 12:44 PM

CinderMox I was wondering why for some time I was getting snow versions of some plants and then it stopped, apparently it was my own mod LOL. sorry! For 2.0.0 I've made things work more properly and as a side-effect this was apparently fixed

Updating to 2.0.0-dev.6 should be fine, I play on it for more than a week, but please backup your world just in case.

One disruptive thing can be that once beehives reach near-full population, 40% of them create a swarm and move out, and if there is an empty beehive nearby they will move into it. Can be disabled by setting EnableSwarms to false in config, or with this command:

/beehives EnableSwarms false

CinderMox, Mar 19th at 2:31 AM

Hi! Been loving the mod, but once winter hit, I noticed a strange problem. Horsetail with snow piled up on it now breaks as a "Material: Snow" item instead of "Material: Plant". It otherwise looks identical, but it won't stack with normal Horsetail and, critically, it cannot be crafted into poultices.

I'm still playing on 1.21.6 and have been using the recommended version of this mod (1.4.0). I tested with all other mods except this one and its dependency, Roaming Bees, disabled, and confirmed that the problem consistently presents, and I tested with only Roaming Bees enabled and was not able to replicate it under those conditions. Changing to the test branch of this mod, v2.0.0-dev.6, appears to resolve the issue, though I'm worried switching over mid-playthrough may be disruptive somehow. Is updating to the test branch a safe solution here, or is there some other fix that could be implemented?

 

Thanks!

fipil, Mar 18th at 7:08 AM

Okay OrekiWoof, I’ve deployed that version on our server, so we’ll see how it behaves. I’ll let you know how it goes.

Thanks.

OrekiWoof , Mar 17th at 10:21 AM (modified Mar 17th at 10:25 AM)

fipil

I have 2.0.0-dev.6 on my server for more than a week without problems. I do think it's stable enough. Try without RoamingBees though for now.

And fyi, in 2.0.0 full beehives create swarms (40% population moves out after 2 days of preparation, and if there is an empty beehive nearby they move into it). Can be disabled globally with /beehives EnableSwarms false

 

Joblerone it's already done in the tester version 2.0.0-dev.6. The full release of 2.0.0 is probably a week or 2 away, so if you're going to use the tester version, backup your world

 

fipil, Mar 17th at 7:23 AM (modified Mar 17th at 7:25 AM)

OrekiWoof yes — it's only the BlockEntityBehaviorRoamingBees that takes this much time.

I was testing locally on a backup of my world, and it works without any issues. However, that was just a local test — multiplayer, with the server running locally and me as the only connected player.

The problem is that it does not occur consistently. It starts under some unknown circumstances. I’ve been trying to figure out what triggers it, and so far I suspect it might be related to other players disconnecting, leaving me alone on the server. But that’s just my speculation — it might not be the case at all.

Do you think version 2.0.0-dev.6 is stable enough for me to try using it on our server? We have daily backups, so we can return to previous version in case of some serious crash and map corruption.

Thanks.

Joblerone, Mar 17th at 2:16 AM

is there a way to amend the feederframe recipe to accept any fluid container? right now it only accepts bowls of honey, but i'd like to use buckets so i can make many feeder frames at once 

OrekiWoof , Mar 16th at 10:36 PM (modified Mar 16th at 11:00 PM)

fipil  btw, on the latest dev versions of both mods, I personally can't get it to take more than 20ms (average is 4ms) on my server (i5 12600kf, 16gb ram) with ~15 beehives, max radius and similar population+flower+crop counts. You obviously don't have to, but it would just help to know if the latest dev versions would fix it for your server, or at least make it better. Remember about backups though!!

And if it doesn't run better with both, the latest dev version of the Beehives mod can run without RoamingBees (which has the problematic BlockEntityBehaviorRoamingBees), and it would be good to know if it runs fine like that

There is a "/beehives setPopulation 50000" command for setting the population of the beehive youre looking at in 2.0.0

Also, in the logs, is it only BlockEntityBehaviorRoamingBees taking this much time?

OrekiWoof , Mar 16th at 9:03 PM

fipil they will unfortunately not work if the mod is removed and added back, the game just deletes the saved blockentity data when it can't load the blockentity.

It's probably already done, but if it wasn't (like if you have a backup and you care enough) I would probably first try 2.0.0-dev.6 of this mod without RoamingBees (so remove RoamingBees, and have 2.0.0-dev.6 of Simple Beehive). Haven't analyzed yet but if BlockEntityBehaviorRoamingBees is the only problem, that would fix it. You would need backups though.

But yeah I'll patch it. There are bad allocations there instead of reusing objects and there should be commands to lower scan frequency and the amount of scanned blocks, or even for pausing the scans.

fipil, Mar 16th at 7:36 PM

Perfect, thanks a lot! 

I removed the mod for now from our server, left beehives to be those white blocks with questionmarks hoping that after you fix the bug and we return mod back, the beehives will continue working :-).

OrekiWoof , Mar 16th at 7:17 PM

fipil  sure! ill look into it. the 2 functions already return cached positions, so ill check more. probably scanning too many blocks on rescan somehow

 

fipil, Mar 16th at 6:43 PM (modified Mar 16th at 7:15 PM)

Hi OrekiWoof 

we love your mod, but we've a problem with it. Sometimes, after another player logs off, and I remain playing alone at our server, server starts showing the following warnings into log: [Server Warning] Server overloaded.
I was investigating the problem and ran the /debug logticks command to see what process takes most of the tick time.

Unfortunatelly, log indicates that the RoamingBees is the problematic part, see the following log:

16.3.2026 19:28:14 [Server Notification] 1 players online -  A tick took 2875.42 ms
2875.42ms,  call : all
  2872.58ms, 7 calls, avg 410368.14 us/call: gmleRoamingBees.Behaviors.BlockEntityBehaviorRoamingBees
  1.31ms, 1 call : tickentities
    0.80ms, 262 calls, avg 3.07 us/call: behaviors
  0.57ms, 1 call : physicsmanager-servertick
    0.54ms, 1 call : entityphysics-mainthread (261 entities, single-threaded) (1 physics ticks to do)
 
It takes allmost all tick's time.
 
Note that I've three beehives, each with full 50000 population with 230 flowers and 564 crops around.
And another player has also four beehives near his fields.

I took a look at the source and I think the bottleneck might be in GetNearbyPlantPositions() — it seems to call both GetPlantsNearPosition and GetPlantCountsNearPosition on each hive tick, which might end up scanning the same area twice. Combined with the collection allocations (List, Concat(), [.. plantPositions]), and multiplied by 7 hives, it could add up quickly.

I might be wrong, but maybe caching the results and refreshing them less often could help? Happy to provide more details or logs if useful!

We are using those versions:
roamingbees_v1.0.3-v1.21.0
orekiwoofsbeehives_v1.3.2-v1.21.0


Please can you look at it?
Thank you.
Fipil
ChimMAG, Mar 16th at 7:50 AM (modified Mar 16th at 7:52 AM)

When the game is loading, the client-debug.log file contains a large number of messages indicating that language resources cannot be loaded (cited only a small portion of the messages):

Spoiler!
[VerboseDebug] Lang key not found: orekiwoofsbeehives:Client-side
[VerboseDebug] Lang key not found: orekiwoofsbeehives:InformationVerbosity
[VerboseDebug] Lang key not found: orekiwoofsbeehives:DisableServerRecommended
[VerboseDebug] Lang key not found: orekiwoofsbeehives:BeehiveAmbientVolume
[VerboseDebug] Lang key not found: orekiwoofsbeehives:Server-side
[VerboseDebug] Lang key not found: orekiwoofsbeehives:InformationVerbosityServerSideType
[VerboseDebug] Lang key not found: orekiwoofsbeehives:InformationVerbosityServer
[VerboseDebug] Lang key not found: orekiwoofsbeehives:Beehive Settings
[VerboseDebug] Lang key not found: orekiwoofsbeehives:BeehiveRadius

For example, the en.json file contains the key “config-desc-InformationVerbosity” but not “InformationVerbosity.” Or “config-desc-BeehiveRadius” but not “BeehiveRadius.”

 

The same applies to the “Roaming Bees” mode.

OrekiWoof , Mar 9th at 2:48 AM

scaledwarlock SpectrumArray KreyT13 2.0.0-dev.6 should fix the problems with 1.22.0-rc1

ChimMAG thank you

OrekiWoof , Mar 8th at 5:58 PM

Thank you for the reports, fixing within 24 hours

KreyT13, Mar 8th at 4:23 PM

Fails to load on 1.22-RC1

Ver: 2.0.0-dev.5

Crash Report
8.3.2026 19:21:29 [Error] [orekiwoofsbeehives] An exception was thrown when trying to start the mod:
8.3.2026 19:21:29 [Error] [orekiwoofsbeehives] Exception: Patching exception in method null
---> System.ArgumentException: Undefined target method for patch method static System.Void OrekiWoofsBeehives.Patches.BEFarmland_GetGrowthRate_Patch::Postfix(Vintagestory.GameContent.BlockEntityFarmland __instance, System.Single& __result)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal, Boolean unpatch)
at HarmonyLib.PatchClassProcessor.Patch()
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at HarmonyLib.Harmony.<PatchAll>b__10_1(Type type)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.CollectionExtensions.DoIf[T](IEnumerable`1 sequence, Func`2 condition, Action`1 action)
at HarmonyLib.Harmony.PatchAll(Assembly assembly)
at HarmonyLib.Harmony.PatchAll()
at OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem.Start(ICoreAPI api) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\OrekiWoofsBeehivesModSystem.cs:line 42
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 665
8.3.2026 19:21:29 [Error] Failed to run mod phase Start for mod OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem
ChimMAG, Mar 8th at 12:01 PM

I have updated the Russian translation to the latest version 2.0.0-dev.5.

SpectrumArray, Mar 8th at 8:35 AM

I'm also having an issue with berry bushes. Generating a new world with this mod enabled causes all berry bushes to generate barren. 2.0.0-dev.5 on 1.22.0-rc1.

scaledwarlock, Mar 8th at 2:01 AM

just found a issue with the mod blocking berry havesting for some reason, i'm assuming it has something to do with the pollenation module cause the was a warning about it not loading right  version 2.0.0-dev.5v1.21.0 on game version 1.22.0-rc1 

Mordex, Mar 8th at 12:33 AM

Good afternoon, just started working with this mod in my new world and I noticed a small conflict with another mod.  The recipe for the stand/table for the bee apiary uses the same recipe as the selection sticks for the mod CanCrops, albiet 2 sticks on the top, but it still reads the other recipe first.  I am not sure if there is an in-game way to change this or not.  It is not a big deal, but wanted you to be aware.  Thanks!

BlockBerryJam, Mar 7th at 3:26 PM

OrekiWoof

Easy thanks!

Not a huge problem, I just set the ideal active temps down a bit in the config.

I'll mention it over on thier mod page to see if it's something easy thier end.

Thanks for the info!

OrekiWoof , Mar 7th at 12:27 AM

BlockBerryJam glad you're enjoying the mod!

yeah it's not clear with the crops. They count as 0.25x flowers for frame production (not for population calculations).

As for SteadyGreenhouses, I don't know how that mod sets the temperature for everything, but mine just reads the area's temperature and adds 5°C if it's in a greenhouse.

I could replace it with fixed temperature of 20°C when that mod is loaded though, but that's for next release.

BlockBerryJam, Mar 6th at 2:29 PM

Love the mod, thank you!

One thing that isn't entirely clear is whether crops count as flowers for population growth or if they are simply recipients of buffs.

Also I play with a greenhouse mod that keeps the temp 20c all year round (SteadyGreenhouses) but it doesn't seem to affect these beehives.

Is that a your end or their end issue?

Thanks again!

OrekiWoof , Mar 5th at 7:19 PM (modified Mar 5th at 7:19 PM)

Anotzibartschad there is no code that would decrease the population apart from

  1. the default daily -100 bees,
  2. cold temps in winter hard mode (which is disabled by default),
  3. lack of flowers around the beehive.

 

Bees filling a frame should result in increased population growth afterwards.

  1. Does it literally decrease by a specific number for you? (you may need to set InformationVerbosity to 2 to see exact numbers)
  2. Do you have at least 10 flowers around?
  3. What exact mod version? 1.4.0?
Anotzibartschad, Mar 5th at 6:55 PM

Bees never seem to hit high population. Every time they fill a frame the population seems to reset or take a massive hit, so it's never worth it to give them feed frames.

MooseCampbell, Mar 3rd at 1:40 AM

BurningJackal Read the planned features section

BurningJackal, Mar 3rd at 1:28 AM

is there currently a way for skeps in hives to swarm to empy skeps or hives nearby?

OrekiWoof , Mar 2nd at 9:32 AM

Luxocracy thank you for the comments! I'm in the middle of making a swarm mechanic, where if the hive is almost full and weather is right, some of the bees create an entity on a place (like a tree log) nearby, fly to it for a bit to gather, then after they've gathered there, they look for available new homes for a few hours, and then fly to the new home. It's taking some effort from me :p

I guess I can squeeze a bit more into the 2.0 release 😅

  1. do you think it would be a good idea to put the feeder block inside the beehive horizontally below the frames (or above)? So the frames would be less tall, and there would be a bit of space below them for the refillable container?
    image
    • + I love the idea of boiling water+honey, it's nice and simple
  2. I don't know that much about bees, but from what I've searched on the internet, it seems pollen patties aren't exactly possible to do fully DIY, they require pollen substitues and those substitues don't seem to be easy to make. I assume pollen gathering by hand doesn't make sense either. Probably best to just skip the patties since the feeder block will be good and simple
  3. Yeah I've thought about the legs too. It seems nobody has any problems performance-wise, so I can add more particles for the legs, and maybe also pollen on the bees' bellies, and pollen dropping from the bees when they fly after they've visited plants
  4. I'll experiment with the colors!
  5. They generally fly up (or to the side) when they've picked a plant but there's an obstacle on the line between them and the plant. I've prioritized having a simple pathing algorithm to not affect performance too much. I could add the orientation flights though, probably like slower flights to random places above ground without the long hovering. And I'll maybe make the paths less straight

 

💛

Luxocracy, Mar 2nd at 1:55 AM

Couple extra comments since playing with the mod for a day or so. Give the bee texture little legs hanging, workers can tuck them in but they'll be slack usually during flight. It's very easy to spot the legs. The coloring of the bees hits the bumblebee part of my brain more than the honeybee part. Maybe change the coloring around to yellow yellow black? Yellow yellow? Yellow black? Yellow black yellow just screams bombus too much to me. I love the flight paths of the bees but when they exit the hive they have a tendancy to fly atleast 3-5 stories up before zipping off to find flowers. I do notice this but more often than not they just take a direct path to the flower source. During nice summer days maybe have a few "decor" bees out pretending to do orientation flights? Otherwise absolutely love this mod over golden combs. Thank you for making it.

Luxocracy, Feb 27th at 4:57 AM

Hii beekeeper here. Can you change from using a frame of feed into giving a feeder block(s) like a wooden painted (dyed) container you could fill with a self made sugar syrup (boil water+honey in a cooking pot to keep it simple) that acts either as a frame or as a super. If you go the super feeder route I can see also doing pollen patties in a shim/spacer block. Honeybee nutrition is a very fast growing research area in modern times and feeding is moving upwards in importance to help combat Varroa by string colony, not saying varroa should EVER be in this game but feeding is critical to a happy healthy hive that can survive winter. Thanks if you read all that!

OrekiWoof , Feb 26th at 2:01 AM

Great, thank you 💙

Stonege323, Feb 26th at 1:59 AM

All good now!

OrekiWoof , Feb 26th at 1:55 AM (modified Feb 26th at 1:55 AM)

Stonege323 hey! just tried fixing that in 1.5.0-dev.1, does it happen in that version?

Stonege323, Feb 26th at 1:50 AM

Howdy, just letting you know the config issue for roaming bees is also for this mod. it keeps teeling me that the file 'Modconfigsetup.cs is not in the Src folder. and entering the world there is nothing related to beehives as if i never installed the mod.

OrekiWoof , Feb 25th at 3:03 AM

Shayne makes sense, sure! Will add this in the next version

Mulciber 💛

Shayne, Feb 25th at 2:31 AM (modified Feb 25th at 2:32 AM)

Would an easier bulk crafting recipe for the bee feed be possible? It'd be nice if we could just put a 10 liter bucket of honey in the craft instead of just bowls to create bee feed. Still would require the same amount but just help reduce some of the tedium of filling individual bowls to craft them. In this way a full bucket would be able to fill up to 25 frames (10/0.4) whereas a bowl can only fill two (1/0.4) and gives you an odd leftover 0.2

Mulciber, Feb 25th at 2:09 AM

Thank you very much for creating this mod!  It provides just the right amount of work/reward for my playstyle.  It feels really satisfying to have bees function more like livestock.  Cheers! 🐝

OrekiWoof , Feb 25th at 12:48 AM

Celly yes, pots / planters are planned. As for berry bushes, if you notice that they aren't recognized for more than a few minutes, let me know! And thanks!

Wak123

  1. MaxTemperatureGrowth may be a misleading name. Its description is "Temperature at which bee growth and honey production reaches maximum" - at this temperature and above, growth is at its maximum. So if you want optimum growth from 10 degrees and above, then this should be set to 10C.
    • assuming these settings: MinTemperatureGrowth = 0, MaxTemperatureGrowth = 10
    • at 0 or less - growth is 0%
    • at 5 degrees growth is 50%
    • at 10 degrees growth is 100%
  2. Indeed the yield type bonus doesn't get read/saved properly... I'll look into fixing this somehow for the next fix-version.

 

Protobean KnewOne sure! 

El_Neuman thank you!

Celly, Feb 24th at 2:33 AM (modified Feb 24th at 2:44 AM)

It seems like bees don't recognize flowers in planters or flowerpots, as flowers. Is there any chance of adding that? 

 

they also do not recognize flowering berry bushes as flowers, nor do they recognize them as crops. Any chance of adding bushes to one or both categories? 

 

love this btw, I've been wanting a relatively simple, small bee mod and this seems to fill that niche nicely (・ω・)/ 

 

edit: nvm I see the berry bushes only count as flowers when they are flowering, so that's fine. I'm not sure why it wasn't updating when I was testing earlier 

Wak123, Feb 23rd at 5:40 AM (modified Feb 23rd at 11:59 AM)

Hey, super cool mod, I have a couple of questions though - first, how does the temperature setting work exactly? I have it set for the bees to be able to produce at -5, up to 40 degrees, but the tooltip when hovering over the hive still displays the "cold temperature is making the bees stay inside more" message. (It's 15 degrees, and they're in a greenhouse so it should actually be 20 degrees) Don't want my farm and hive to suffer cuz of this
Also, when changing the bonus from the default of just yield to both yield and speed, it says it applies, when hovering over my crops it says they both get a speed and yield bonus, but the setting in configlib never stays, it seems to always revert to just yield, so whenever you make changes in the config again you need to remember to select "Yield and Speed" each time, is this just some sort of bug with config lib?

fipil, Feb 22nd at 9:32 AM (modified Feb 22nd at 9:32 AM)

OrekiWoof

I like your idea. Chat command for client side settings would be nice, because it's usable even for our non-tech players.
Regarding of the Configlib, I'm quite old-school gui, so I like to have a true config source under control, without any third party middleware :-).

Thanks!

KnewOne, Feb 22nd at 1:03 AM (modified Feb 22nd at 1:04 AM)

If going with Protobean's suggestion, maybe a max % bonus and a min population size ? So min pop is hit > it is linear from 0% to max population % ? Or could be 1/10th at min pop and linear from there.

Protobean, Feb 21st at 11:42 PM

Would it be possible to make an optional setting where the yield increase is also dependant on bee population? I love this mod and i like the slow growth it has, goes well with my modpack, but the yield is such a instant thing, even eith the two growth stages thing. Maybe making it linear or logaritmic(fast initial growth) would be great

El_Neuman, Feb 21st at 3:03 PM (modified Feb 21st at 3:04 PM)

OrekiWoof   Here's the Russian translation for the latest version 1.4.0.

Thank you very much for such a wonderful and immersive mod

OrekiWoof , Feb 21st at 1:41 PM

fipil 

I could make it this way:

Have a InformationVerbosityServerSideType with these options

  • ClientSide (default): server doesn't dictate anything, so the same as it is currently
  • ServerRecommended: this will send InformationVerbosity from server to clients, making InformationVerbosity server-side, except when clients set DisableServerRecommended to true when they know what they're doing
  • ServerForced: as above, but clients can't override it

 

What do you think? I could also try to add chat commands to set these without restarting the server and without using ConfigLib.

Btw is there a reason to not use ConfigLib? It has descriptions for these configs, including that the InformationVerbosity is client-side, and includes an interface which allows both server-side (when you're an admin) and client-side settings to be changed

fipil, Feb 21st at 11:25 AM

OrekiWoof aha, that explains. I thought that it's server side config. I put it at the client side and it's working now. Thanks.

But in my opinion, it would be better to handle this on the server side as well. Our server players are not technical types, and they don’t really know how to edit JSON files properly. And to be honest, as a server admin, I don’t want them doing that anyway, because they could easily make a formatting mistake in the JSON and then complain that it doesn’t work.

NateDoesLife, Feb 20th at 10:55 PM

OrekiWoof cool, excited to play around more with it. 

OrekiWoof , Feb 20th at 10:42 PM (modified Feb 20th at 10:44 PM)

NateDoesLife yeah there was a bug that caused the plant detection radius to be smaller than it should be, but it should be fixed the latest version of Roaming Bees

I'll add the flowers requirement to the description, and probably to the in-game block info in 1.4.1

NateDoesLife, Feb 20th at 9:00 PM (modified Feb 20th at 9:09 PM)

OrekiWoof Said Stangnant population and when I had last checked it it had said there were flowers nearby but I am wondering if your detection system is fritzy as at one point it said 54 flowers and then another time I checked it said 6 flowers.

I had expandedbeekeeping mod as well as I was testing each one to see which one I liked more and it seems that both of them get wonky when snow layers are on the ground, atleast it seems that way from my observations. 


Edit: So I went back and checked my vods

First setup, 50 flowers detected, stagnant population, had a path of no snow layers on one side of it towards a bunch of flowers nearby
Second check (next day IRL and later in game), 3 flowers around it now, decreasing population, and now all sides of it surrounded by full snow layers.

It would also be nice if the decreasing population stuff was mentioned in your mod description, I had no idea they did that to begin with.

OrekiWoof , Feb 20th at 8:57 PM (modified Feb 20th at 8:58 PM)

fipil thank you for the translation! The InformationVerbosity should work... Are you doing this on client or server? This is a client-side-only variable. Are you sure there is only one line with that variable? Are there any error logs? Are you restarting the world?

KnewOne yeah, Roaming Bees contains the scanning modsystem for everything that has roaming bees, people requested it as a standalone mod for use with other bee mods, without requiring this Beehives mod

NateDoesLife did you have any (how many?) flowers detected? do you know if it said "stagnant population" or "decreasing population"? If there is not enough flowers, the population will decrease, but I changed it in 1.4.0 to not happen during winter

DeanBro thank you for the translation!

SparrowOfRealms 💙

NateDoesLife, Feb 20th at 12:59 AM

So I didnt opt into any winter stuff, but for some reason when I want to check on my bees today its not showing any information about them in there and the hive is asking for a new skep?
- Playing on 1.21.6, multiplayer server
- Had a skep in yesterady, showing full details that bees were in there but they were overwintering?

Just trying to figure out if my stuff bugged up or they died lol.

KnewOne, Feb 18th at 12:28 PM

OrekiWoof if both mods scan the crops/flowers then making a single scan call that caches for both would make it more performant though ? Hard to tell what's restricting w/o good look at the source code, but it does seem worthwhile to merge them. Afaik there's nothing stopping you from making several modsystems - my mod has 2 or 3 iirc. They are separate units that each can have separate overloads for startpre/startserver, etc. Unless you intend to split them in the future to be possible to use this mod without roaming bees and the roaming bees are hard locked to this mod then it does make sense

SparrowOfRealms, Feb 17th at 11:58 PM

Thaank you, absolutely lovely mod

fipil, Feb 17th at 9:26 PM

Hi OrekiWoof

Love your mod! Please would you be so kind and put to the mod the czech translation? Please download it from this location. Thanks!

 

Question: please I put to the mod config "InformationVerbosity": 2, but it still shows the qualitative words like "Stagnant, Medium, High".
What am I doing wrong?

Thank you so much for such a wonderful mod! It’s incredibly cute how the little bees gently hover over the flowers! You really nailed it! I absolutely love it.

Fipíl.

DeanBro, Feb 17th at 5:43 PM

OrekiWoof  Hey! I did the translation for this mod.

OrekiWoof , Feb 17th at 3:53 PM

SparrowOfRealms The mod is safe to remove - the beehive blocks will turn to non-functional "?" blocks and can be destroyed by hand. Note: even after re-adding the mod, they will not work anymore once they became the "?" blocks.

SageOceiros Vintage Story doesn't allow loading mod systems from multiple projects inside 1 mod, so unfortunately it has to be a separately downloaded dependency - Roaming Bees project has the modsystem that scans for crops and flowers, which the Beehives project's modsystem uses. I did not see multiple .dlls with modsystems being disallowed mentioned anywhere and I don't precisely understand why it has to be like this. Discovered this when I was already done making them separate projects.

I could somehow copy parts of the codebase to avoid making that a dependency, but it would take more time to work with (which I don't have a lot of), and would result in 2 separate identical scanning systems at the same time in case of multiple mods using that, which would also be sub-optimal performance wise.

SageOceiros, Feb 17th at 3:20 AM

why split the mod then make it a dependancy?

SparrowOfRealms, Feb 17th at 1:40 AM

Is this mod safe to add & remove to an existing world? I couldn't tell if it alters vanilla gameplay in any way or just adds more content tbh (And I'm aware I'd have to make sure to get rid of all existing content in the mod before removal most likely)

DUCATISLO, Feb 16th at 8:11 PM

based

TimeAtomicz, Feb 16th at 11:05 AM (modified Feb 16th at 11:06 AM)

Just did some test to make sure the bee's crop boost worked with a mod that modify crops and it does but even though yield is set to 10%, i'm getting about 25% extra. Not a huge deal but i can't figure out why.

For the test i just set 2 plot of 96 tiles, one in proximity of the bees and the other further away. I tested flax, onions and turnips as they are somewhat different behavior between grains and vegies but the result are the same no matter what.

(btw the mod is zippy's crop tweak : https://mods.vintagestory.at/show/mod/25765)

Great mod though !

Shayne, Feb 16th at 8:53 AM (modified Feb 16th at 8:54 AM)

OrekiWoof I run my server on a headless machine via Pterodactyl. I had 1.2.0 installed for about a week on the same world and I installed 1.3.0 around when I made my comment. After that I restarted the server a couple timed to additionally install the seperate bee mod but yeah it didn't append any of the new configurations so I just backed up and deleted the config file and got the default one and made my original changes to that. It's probbly not a huge issue if others aren't having the problem but if you wanna look into it more I can give you my original 1.2.0 config file (on discord or something?) and maybe that would produce results. Once again prob not a big issue tho

OrekiWoof , Feb 16th at 8:28 AM

Shayne weird, I tested this previously, and again just now:

  1. empty ModConfig and Mods folder
  2. install mod version 1.2, load world, quit
  3. change some config options manually
  4. install mod version 1.3, load world

 

On my PC this results in the config being migrated and with new config options showing up in the .json, with previous settings retaining their modified values, and new settings having default values. Same result both without and with ConfigLib, both on client and on dedicated server. Now I'm wondering why it was different for you, and I don't really have any ideas

Did you load a world after installing 1.3? Mods generally cannot do anything, including config generation, until a world is loaded

But yes, the CropBonus is indeed like this:

None = 0,
Yield = 1,
Speed = 2,
YieldAndSpeed = 3

Shayne, Feb 16th at 5:59 AM (modified Feb 16th at 6:44 AM)

Seems like you have to delete and regenerate the config once 1.3.0 is installed before it will show the new configs. For anyone that wants to just add it manually the config for hard mode looks like this.

"WinterHardMode": true,
"WinterDailyBeeDeathsWithoutFood": 500,
"WinterFoodConsumptionMultiplier": 0.1,

I doubt it matters but the default config puts that right beneath "MaxFlowersForHoneyProduction": 25,

There's also two other new lines:

"CropBonus": 1,
"YieldMultiplier": 1.2,

That go above and below " "GrowthSpeedBonus": 0.2,"
respectively

Unsure how to config crop bonus. I'm assuming it chooses between yield and growth but I have no idea if putting 2 means both or the second option or 0 is actually the other option. Some documentation on what this config means would be nice.

After some testing in singleplayer and changing the config via the in game mod settings it looks like valid options for crop bonus are:
"None" / "Yield" / "Speed" / "YieldAndSpeed",
Not sure why the default config starts with one but considering that looked like it did "yield" in my world I'm assuming these can all be 0 / 1 / 2 / 3 respectively as well. (Didn't test)

Sylveadiff, Feb 11th at 3:11 AM

This is easily my favorite beekeeping mod so far. There have been few games in which I've found checking on my hives enjoyable on its own, regardless of the result, and you've made Vintage Story one of them.

OrekiWoof , Feb 9th at 3:52 PM

Pentasis updated the Roaming Bees mod, should work without warnings now

OrekiWoof , Feb 9th at 3:19 PM (modified Feb 9th at 3:26 PM)

Claery the wild bee hive on the screenshot is from the base game. My mod does not modify these at all, it only adds a separate craftable artificial beehive.

Btw maybe it's some other bee mod?

Claery, Feb 9th at 1:28 PM

I don't know if it's a bug or not, but while playing on a private server with friends, I noticed there’s no info displayed for the beehive (like population count or nearby flowers). I’m not sure how to fix it I tried changing some config settings, but that didn't really help. Because of this, bees aren't settling in the hive. The funniest part is that I see them flying into my artificial hive, but it remains empty even after 3 in-game days. 😢 

https://imgur.com/a/olJS9HJ

Pentasis, Feb 9th at 10:01 AM

9.2.2026 10:50:26 [Warning] [roamingbees] If you see this, let me know in the comments at OrekiWoofsBeehives by copying these warnings. Nothing crashed, but reloading configs may not work.
9.2.2026 10:50:26 [Warning] [roamingbees] ConfigLib SettingChanged delegate mismatch.
9.2.2026 10:50:26 [Warning] [roamingbees] Actual delegate type and args: MulticastDelegate: System.String, ConfigLib.IConfig, ConfigLib.ISetting
9.2.2026 10:50:26 [Warning] [roamingbees] ConfigLib version: 1.10.14, mod version: 1.0.0-rc.1

OrekiWoof , Feb 9th at 1:27 AM (modified Feb 9th at 1:27 AM)

Thank you, it means a lot to me 💙

Coblodyte, Feb 8th at 11:13 PM

Awesome thank you very much. Amazing mod as well, my partner and I love it!

OrekiWoof , Feb 8th at 10:25 PM (modified Feb 8th at 10:27 PM)

Coblodyte in the crafting grid: Knife above Filled frame

In this game, when you want to find how to use an item (in this case in crafting):

  1. when you have the item in the inventory, hover mouse over it 
  2. press H
  3. Look at the "Ingredient for" section
  4. Click the thing you want to craft (in this case Honeycomb)
  5. Look at the "Crafting" section - there you can see the recipe using knife and filled frame

 

In order to extract Honey and Beeswax, you'll have to follow instructions that show up on Honeycomb's handbook page (hover over the Honeycomb and press H, it will tell you to squeeze it over a container).

KnewOne, Feb 8th at 10:20 PM (modified Feb 8th at 10:22 PM)

Coblodyte based on the mod files, knife upper slot, filled frame bottom slot

Coblodyte, Feb 8th at 8:05 PM

I might just be dumb but how do you actually harvest the honey from the frames?

Vari_Ares, Feb 8th at 6:14 PM

Okii np ty ! <3

OrekiWoof , Feb 8th at 6:03 PM

Vari_Ares so apparently it's not compatible with 1.22 prerelease, sorry. Thanks for letting me know. Next release will be compatible, and it will be out on February 15th or earlier.

Vari_Ares, Feb 8th at 5:19 PM

Hi, a little crash I just got 🥹

 

Crash Report

Running on 64 bit Windows 10.0.26200.0 with 65217 MB RAM
Game Version: v1.22.0-pre.2 (Unstable)
08/02/2026 18:17:27: Critical error occurred in the following mod: orekiwoofsbeehives@1.2.0
Loaded Mods: birdseye@0.1.3, fieldsandplateaus@1.0.10, capreolinae@2.0.8, pantherinae@1.2.10, morecaveart@1.0.0, silentpause@1.0.2, spinningwheel@1.1.7, valkyrjavesssels@1.0.0, game@1.22.0-pre.2, zoombuttonreborn@2.0.1, betterruins@0.5.7, bloodtrail@1.2.0, darkvision@1.2.1, drifterpie@1.0.0, firepitsshowfuel@1.3.0, footprints@1.2.0, hudclockpatch@1.1.2, itempickupnotifier@2.0.0, moreantlermounts@1.0.1, nemi@1.1.0, orekiwoofsbeehives@1.2.0, placeonslabs@1.0.4-pre.1, roamingbees@1.0.0-rc.1, simpleemotemenu@2.0.0, theartofpies@2.1.0, creative@1.22.0-pre.2, survival@1.22.0-pre.2, mapwaypointcolors@1.1.2, morefloors@2.2.0
System.TypeLoadException: Could not load type 'Vintagestory.GameContent.BlockTallGrass' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at MonoMod.Core.Interop.CoreCLR.V60.InvokeCompileMethod(IntPtr functionPtr, IntPtr thisPtr, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at MonoMod.Core.Platforms.Runtimes.Core60Runtime.JitHookDelegateHolder.CompileMethodHook(IntPtr jit, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at OrekiWoofsBeehives.Utilities.PlantRecognitionUtilities.IsFlower(Block block, IBlockAccessor accessor, BlockPos pos) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Utilities\PlantRecognitionUtilities.cs:line 16
at OrekiWoofsBeehives.Utilities.PlantRecognitionUtilities.IsFlower(Block block, IBlockAccessor accessor, BlockPos pos) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Utilities\PlantRecognitionUtilities.cs:line 16
at OrekiWoofsBeehives.Behaviors.BlockBehaviorBeehiveAffected.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Behaviors\BlockBehaviorBeehiveAffected.cs:line 13
at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2254
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 44
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 78
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 850
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 735
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 679
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 08/02/2026 15:45:47, Site = , Source = Application Error, Message = Nom de l'application défaillante : Vintagestory.exe, version : 1.22.0.0, horodatage : 0x691d0000
Nom du module défaillant : KERNELBASE.dll, version : 10.0.26100.7705, horodatage : 0x0e31726d
Exception code: 0xe0434352
Fault offset: 0x00000000000ca80a
Identifiant du processus défaillant : 0x91a30
Heure de début de l'application défaillante : 0x1dc99093c4cccc1
Chemin de l'application défaillante : C:\Users\tomci\AppData\Roaming\Vintagestory\Vintagestory.exe
Chemin du module défaillant : C:\WINDOWS\System32\KERNELBASE.dll
ID du rapport : 8d821406-51a8-49e0-ba31-0e156bdf6cbe
Nom complet du package défaillant :
Package défaillant – ID d'application relatif : }

OrekiWoof , Feb 8th at 5:08 PM

Ok, for 1.3 I will focus on

  1. yield increase - a configurable switch between yield increase and the current speed boost. Yield increase will probably become the default as it indeed makes more sense.
  2. optional hard-winter mode
    • I'll use the "filled frames" / "frames with feed" as something the bees will deplete throughout cold weather, and if it runs out, population will start decreasing.
    • I'll test what makes sense gameplay-wise, I will maybe make it a "winter difficulty" slider instead of just an on/off switch.
    • Will introduce sugarwater somehow, will check for popular mods that already introduce it for compatibility.
KnewOne, Feb 8th at 12:32 PM

RE: winter mode. A suggestion: beehive gets a counter with the time it needs to consume food to sustain itself if the months are cold. Scale off min/max. With current half being 27500 requiring 2 frames per month ( or its equivalent ). But tbh we need some sugar water, but the base game doesn't really provide us with that. Potential replacement: rice/rye/spelt brought through the malting process ( soak in water, let it sprout, process in a fire, crush, mix with water > give to bees on "feeding frames" or in any other way). Can probably also do pineapple/cassava with crushing and boiling.

Angry_parZival, Feb 8th at 11:38 AM

precicely the kind of beekeeping mod i wanted 
keep up the good work and port to 1.22 when it releases

Yukari_75, Feb 8th at 9:02 AM

OrekiWoof "As for growth speed, 1) because it's the most useful thing, 2) easiest to change, and 3) it somewhat makes sense to me that pollination is faster when there are bees, so the overall growth speed is too. But maybe I'll think about changing this to yield amount, as that also makes sense with increased pollination"

If it's possible and you know how to do so, perhaps you could have both options available as independant toggles in the config, which would satisfy any preference people might have

OverGrownHell, Feb 8th at 2:29 AM

For winter hard mode it should only require supplying your hive if it isn't 'stocked' enough, because in real life bees can stock plenty for themselves but if harvested too much too close to winter it can cause trouble. I'd suggest adding an optional satiety or feed level to the hive with it granting bonuses to production if high and detriments if it is low with flowers (in the spring through fall) and honeycombs in frames increasing the value with population decreasing the value. 

KnewOne, Feb 7th at 9:06 PM

OrekiWoof oh. Makes sense i suppose.
Regarding config, yeah, don't use reflection. Check out how that project of mine does thing. You can include the other library code so long as it's guarded against usage when library is not installed, the way it is done there.
Regarding speed, yeah, i agree that it's easier but irl unfortunately it's only yield and fertility. Bees can't really affect growth of plants. Funnily enough, wheat/lettuce shouldn't be affected either since they either don't flower the ways bees do or we collect before flowering stage. Also it's easier to plan around vanilla days with higher yield than shorter days but vanilla yield.

Good luck o7

OrekiWoof , Feb 7th at 8:08 PM (modified Feb 7th at 8:21 PM)

KnewOne due to for-profit companies ignoring licenses and clear prohibitions I am avoiding making non-trivial projects' code public, so that they're not scrapable.

For the subscribe approach, thanks for the feedback, I'll probably include configlib assemblies in the project instead of playing with reflection, because the problem that causes these logs is ConfigLib being active/enabled and having different event type arguments than expected, but only for some people, even with the same versions of ConfigLib.

As for growth speed, 1) because it's the most useful thing, 2) easiest to change, and 3) it somewhat makes sense to me that pollination is faster when there are bees, so the overall growth speed is too. But maybe I'll think about changing this to yield amount, as that also makes sense with increased pollination

Thanks!

KnewOne, Feb 7th at 7:19 PM (modified Feb 7th at 7:57 PM)

Why not put the source code on git instead of inside the zip file ? 

Also, for the subscribe approach: i see you're throwing/capturing error. Not that it impacts too much on anything other than the debug log like seen below, but you can avoid that easily if you do the mod load check like this

Also also, great mod; why do bees increase growth speed though ? I'd understand if it was yield, health(maybe represented with wider temperature limits on plant temperature dmg check), but not speed.

Louis_Vuitton, Feb 7th at 6:40 PM

Ah an alternative for that popilar beehive plugin. Good job! Wish you luck in the development, looks nice!

OrekiWoof , Feb 5th at 8:21 PM (modified Feb 5th at 8:21 PM)

LunaGore probably not, sorry - from what I can see Buzzy Bees overrides whole existing skep blocks and their behavior, it doesn't just extend them. It's apparent by how vanilla skeps stop working when you remove that mod from a world. This makes it too complicated for me to be worth the time as it introduces incertainty and conflicts, sorry

LunaGore, Feb 5th at 4:13 PM

Would it be possible to include a compat for Buzzy Bees mod to replace the bees in your mod? 0:

Totoss, Feb 5th at 1:32 PM

A whole 100kb 🤯

OrekiWoof , Feb 5th at 6:29 AM

It's 100kb. If you have any actual issues let me know.

ChimMAG, Feb 5th at 3:59 AM

Inside the archive of the latest release, you will find a file called OrekiWoofsBeehives-main.zip, which is an archive of the GitHub project. As a result, the size of the mod has doubled, plus everything in the archive cannot be used by the game anyway.

fipil, Feb 4th at 9:07 PM

OrekiWoof perfect, I'll try. Thanks a lot!

DiPig7970, Feb 4th at 6:12 PM

OrekiWoof Oh, sorry, I might not have been clear enough. With my very limited knowledge, I thought you were modifying the 'bees' themselves, not the beehives. So I wanted to use beehives from other mods to keep bees and take advantage of the buffs from your changes to the bees. But now I just noticed that in point eight you mentioned the bonuses apply near this mod's beehives. Sorry for making you explain it again.

OrekiWoof , Feb 4th at 5:51 PM (modified Feb 4th at 5:52 PM)

DiPig7970 beneficial effect on crops works if there is a beehive from this mod. I don't add or modify behaviors of anything from other mods.

DiPig7970, Feb 4th at 5:44 PM

OrekiWoof Thank you for your answer. If I use beehives from other mods to raise bees, will it still have a beneficial effect on crops?

OrekiWoof , Feb 4th at 5:14 PM (modified Feb 4th at 5:23 PM)

AstralDragon ok, made the 5C boost inside greenhouses the default to align with vanilla skeps' behavior

fipil there were some performance issues with scanning if using slower CPUs in the previous version, they've been fixed in this release, and there is source code inside the zip file. Please let me know if there are any performance warnings in the logs if you're running some kind of a massive server and decide to use the mod, I personally tested performance by just placing 100 beehive blocks near each other :')

Chaebennon they now consume the feed frames, approximately at 150% speed of frame production. A feed frame should turn into an empty frame after some time, and then into a filled frame for harvesting

DiPig7970 there shouldn't be any problems / crashes caused by having these installed at the same time, but they will not interact with each other

KunoAlpenstock there is by default a 35 block radius (70 diameter) sphere inside which all flowers and crops are detected. You can increase it to 70 radius (140 diameter) in the config. I wouldn't go higher as scanning would take too long with such numbers.

Remember that the beehive needs to slowly scan the area for the flowers first. If the scanning is in progress it will say "still scouting the area" in block information (since 1.1.2).

Ardail yep, I love looking at mason bees in my area coming in and out of their bee hotels in the spring 💙

ChimMAG thank you for the translation, it was added to the today's release.

The logs are harmless and just indicate a weird quirk with ConfigLib, I'll probably just remove them in 1.2.1 or 1.3

ChimMAG, Feb 4th at 5:07 AM
ChimMAG, Feb 4th at 4:42 AM

When loading the game, the following error appears in the logs:

 

3.2.2026 13:14:24.604 [VerboseDebug] [orekiwoofsbeehives] Failed to subscribe to config change
3.2.2026 13:14:24.605 [VerboseDebug] [orekiwoofsbeehives] at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.EventInfo.AddEventHandler(Object target, Delegate handler)
at OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem.SubscribeToConfigChange(ICoreAPI api) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\OrekiWoofsBeehivesModSystem.cs:line 96
at OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem.StartClientSide(ICoreClientAPI api) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\OrekiWoofsBeehivesModSystem.cs:line 78

Ardail, Feb 3rd at 4:47 PM

The best part when I was taking care of Beehives IRL was just hanging out near the hive and watching them go in and out and have their daily hatch outs doing their orientation flights
so having a mod that specifically around watch your bees is great I love this, makes me wanna try it over golden combs

KunoAlpenstock, Feb 2nd at 10:53 PM

Do you think you'd be able to add a configurable flower search range and for the skeps and beehives? I find it really weird that a wildflower medow just a couple dozen blocks away has no effect on a hive's production or population

 

Janeator, Feb 2nd at 1:32 PM

Thank you for the update!

DiPig7970, Feb 2nd at 12:42 PM

I personally have also installed Buzzy Bees and Expanded Beekeeping. Can they work together?

AstralDragon, Feb 2nd at 12:18 PM

OrekiWoof I only ask because basegame skeps do from what I understand.

OrekiWoof , Feb 1st at 10:05 PM

AstralDragon I don't know if it makes sense to have a beehive enclosed inside a greenhouse, I feel like it kinda doesn't... I will consider using greenhouse temperature as a config option that's disabled by default in the next release

Chaebennon Will be fixed in the next release during the next 5 days

AstralDragon, Jan 30th at 5:46 PM

Is it intentional that the beehives don't take in account whether or not they're in a greenhouse for their 'functional temperature'?

Chaebennon, Jan 29th at 6:30 PM

I filled a hive with frames filled with feed to boost growth, which worked in that sense, but the bees dont seem to consume the feed? They don't convert the feed frames to honeycomb. They only produce honey if I take the feed frame out and put a blank one in. Is this intended? I would have thought they would consume the feed, or convert it to honeycomb eventually.

OrekiWoof , Jan 28th at 5:55 PM (modified Jan 28th at 6:08 PM)

Hi fipil, bee particle groups (the flying mobs) are limited to 200 globally by default (can be adjusted), and scanning the environment for plants is shared across all loaded beehive entities on the server - it's done that way so that the performance is always the exact same, although it also means it's longer per 1 beehive if there are lots of them. That said, I have not tested extensively yet, I'm just using it on my server. I can see some things that I should test since there is a need to check the performance, so I'll do that in the near future.

As for open sourcing - sorry if this is a rant: if it was 5 years ago it would've already been open source by default, but with today's AI landscape I'm still thinking about what it means, as I'm not entirely comfortable having corporations use my code for training paid LLMs and having them profit off of it, especially since they're above the law and completely ignore licenses.

I think I'll just start attaching source code inside the .zip releases, since it's only about 100kb, once I come up with an appropriate license which will allow maintaining the mod in case I abandon it. I'll be able to work on the mod either tomorrow or between 2nd and 4th February, so by February 5th everything should be clear.

fipil, Jan 28th at 2:26 PM

Hi, I really like your mod and I’m considering deploying it on our server.
Have you done any performance testing? Could a larger player population cause server lag?

Also, do you plan to open-source the mod’s source code (for example on GitHub)? I usually take open-source mods into consideration when choosing mods for our server, because we plan to run it for many years. If development ever stops, it allows someone else to take over and continue maintaining the mod.
Thanks.

Fipíl

Grumman, Jan 25th at 10:28 PM (modified Jan 25th at 10:38 PM)

i really love this mod but what do you mmeeeeeaaann the bee frames are one time use, why would you make me go through flax like this! :c

 

just updated the mod, HORRAAYYY THEYRE NOT ONE TIME USE NOW!

OrekiWoof , Jan 25th at 10:05 PM (modified Jan 25th at 10:15 PM)

Janeator there's more of them when the population gets high. Added info to the mod description, added an option to force a given amount of bees per block, and also added displaying the amount of flowers detected at default info settings, fixed the axe / wood material thing, and changed the roof recipe to not collide. Thank you for the feedback!

Clasy AppleChaider happy you're enjoying the mod!!

Clasy, Jan 25th at 8:17 PM

Thank you for this mod! I was looking for a simple, vanilla+ mod for bees :) 

Janeator, Jan 25th at 5:43 PM (modified Jan 25th at 5:47 PM)

Also, attempting to craft more than one roof at once will craft a normal vanilla roof ridge, due to recipe overlap. A bit annoying but nbd.

And maybe the axe should destroy them faster?

AppleChaider, Jan 25th at 5:12 PM

@OrekiWoof thank you so much!! I think I had put them a bit too close to my house, but being able to turn it down to 0.2 is Perfect for me

Janeator, Jan 25th at 4:14 PM (modified Jan 25th at 4:17 PM)

I can't seem to see any bees flying about in and out or around the hives, whereas vanilla skeps and hives still have their vanilla single voxel bees. There's plenty of flowers around. Any advice? Nevermind, it just took a while, and very few came out. Maybe you could add some guard bees near the hive entrance too, just laying about on the wall?

Also, while displaying the beehives it's affecting in a flower's tooltip is a nice addition, beehives should display flowers in range, as vanilla skeps do.

OrekiWoof , Jan 25th at 3:39 AM (modified Jan 25th at 3:43 AM)

Chaebennon if the population is important, I recommend backing up the save for this in case it resets, but it should save the population to the dropped block.

Chaebennon, Jan 25th at 3:04 AM

Is it possible to move a populated hive? Will breaking it kill the bees?

OrekiWoof , Jan 25th at 2:29 AM (modified Jan 25th at 2:41 AM)

Tanekai if you set MaxBeePopulation to 10000 it will result in around 1 honeycomb a day at best, approximately. Honey production is linearly related to current bee population, so if you limit max population it will limit the max production :) I want to keep the defaults rewarding for people who don't minmax (me), especially since it takes months for the beehive to fully populate if you always harvest the frames.

As for the bees attacking, maybe indeed in a future release I will add a smoker, even though for me it would get old quite fast :p

 

AppleChaider changed the ambient sound volume to 50% by default in v1.1.0, but you can also change it in the config now to your liking. Either use ConfigLib (recommended), or run the new version once, and then edit the line with

"BeehiveAmbientVolume": 0.5,

in %appdata%\VintagestoryData\ModConfig\OrekiWoofsBeehives.json to a value from 0.0 to 1.0.

 

Tanekai, Jan 25th at 1:47 AM

OrekiWoof Much appreciated for considering making a stand alone Mod for those lovely bee models <3 

Some other recommendations besides adding nails to the crafting recipe to make them more costly for the QoL they bring, maybe a possible look over the balance of the speed for combs?I have some buddies that are interested on the mod for a server, but I can see them absolutely abusing the 5 combs a day.

On a more daring idea, what about Smokers? Either a dedicated model, or compatibility with something that adds them, and maybe increase the aggression of bees, like have them have a chance to pop out whenever you remove a frame, or just out right attack you if you stay too close/glued to the skeps and hive houses.

DeScruff, Jan 24th at 7:28 PM

I have yet to play with it, but just reading the population mechanic how empty frames halve the final population growth makes me love this. My grandfather took to beekeeping as a hobby in his retirement and I vividly remember him showing me once and telling me "Its very important to leave enough honey for the bees so they survive the winter."
This was something apparently another wannabe hobbyist beekeeper in the area never did, and they always complained how their bees kept dying off.

AppleChaider, Jan 24th at 7:26 PM

would it be at all possible to add an option to turn down the sound of bees?? They are so loud compared to every other ambient sound in the game for me

ChimMAG, Jan 24th at 7:14 PM

I'm also interested in whether too easy access to beekeeping breaks the balance of the game. Yes, in the vanilla game, beekeeping is too complicated and has problems, but too easy beekeeping isn't very good either.

DiPig7970, Jan 24th at 4:57 PM

Has anyone tested enabling Buzzwords, Buzzy Bees, Expanded Beekeeping, and this mod at the same time causes any issues?

OrekiWoof , Jan 24th at 2:04 PM

Btw Maestro_ that greenhouse looks really awesome, happy my mod can be a part of it 💙

OrekiWoof , Jan 24th at 1:57 PM

Denali_Rainbow I tried to check as much as I could in 15 minutes, and didn't encounter any conflicts with Expanded Beekeeping. 

Conflicts with other mods would be if they either:

a) modify growth rate of crops (code harmony patch: BlockEntityFarmland.GetGrowthRate(EnumSoilNutrient))

b) have identical recipes

Grumman, Jan 24th at 1:53 PM

thank you, i may be stoopid for not turning on the tooltips

OrekiWoof , Jan 24th at 1:37 PM

Maestro_ it's supposed to return them, I made a typo in the recipe, sorry. Fixed in 1.0.4

ChimMAG Only tried installing and running both at the same time, didn't have problems. They should work separately without problems, especially since I don't touch any bee-related mechanics from the vanilla game apart from using the populated skep. One mod obviously will not use bees from the other mod.

Grumman use "sprint button + right click" on the Beehive block while holding the Populated Skep:

If you don't have the "tooltips" you can enable with sprint+N / ctrl+N

ChimMAG, Jan 24th at 11:25 AM

Has anyone tested compatibility with the ‘Buzzy Bees’ mod?

Pentasis, Jan 24th at 9:17 AM

OrekiWoof ConfigLib 1.10.13

Grumman, Jan 24th at 7:54 AM

INSERT HOW?? WHERE??

Denali_Rainbow, Jan 24th at 6:03 AM

is this compatable with expanded beekeeping?

ijoAwen, Jan 24th at 4:41 AM

Very cool to see more takes on a beekeeping mod. I like this one and Expanded beekeeping a lot. From golden combs is nice too but i like the more simple takes on the idea. Keep it up!

 

Maestro_, Jan 24th at 3:52 AM (modified Jan 24th at 4:05 AM)

Greenhouse with beehives

Your mod inspired me to make a little greenhouse with the beehives inside :)

 

EDIT: Side note, are the frames supposed to be consumed upon harvesting the honeycomb?

OrekiWoof , Jan 24th at 1:31 AM

Pentasis Should be fixed with 1.0.3. Can you tell me what ConfigLib version you're using?

Tanekai Yes. I can do a separate mod for the bee models for vanilla skeps. Next week maybe.

Tanekai, Jan 24th at 1:06 AM

Out of sheer curiosity, is there any possibility of you releasing a patch/mod for changing just the little bee models? These are by far the most adorable rendition of bees I've seen in the game, and sometimes I like to just play around with the vanilla option of Skeps, crazy as that sounds 

Pentasis, Jan 24th at 12:51 AM

1.0.2. gives me this error when loading:

Crash Report
24.1.2026 01:26:56 [Error] [orekiwoofsbeehives] An exception was thrown when trying to start the mod:
24.1.2026 01:26:56 [Error] [orekiwoofsbeehives] Exception: Exception has been thrown by the target of an invocation.
---> System.ArgumentException: Delegates must be of the same type.
at System.MulticastDelegate.CombineImpl(Delegate follow)
at ConfigLib.ConfigLibModSystem.add_SettingChanged(Action`3 value)
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
--- End of inner exception stack trace ---
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.EventInfo.AddEventHandler(Object target, Delegate handler)
at OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem.SubscribeToConfigChange(ICoreAPI api) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\OrekiWoofsBeehivesModSystem.cs:line 80
at OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem.StartServerSide(ICoreServerAPI api) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\OrekiWoofsBeehivesModSystem.cs:line 58
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 679
24.1.2026 01:26:56 [Error] Failed to start system OrekiWoofsBeehives.OrekiWoofsBeehivesModSystem
OrekiWoof , Jan 23rd at 8:39 PM (modified Jan 23rd at 8:43 PM)

Protobean I think in 1.0.2 I now patched all places where this can happen, even though I don't think it should happen in the first place... Do you use some kind of HUD or information mod? Please check again, thank you for the logs

If a crash happens again (I think it shouldn't now), can you copy and paste text line from logs that lists all the mods installed?

Protobean, Jan 23rd at 8:12 PM

upon opening a new world to test, it seems it still crashed, with the following code:

Crash Report
System.NullReferenceException: Object reference not set to an instance of an object.
at OrekiWoofsBeehives.Behaviors.BlockBehaviorBeehiveAffected.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Behaviors\BlockBehaviorBeehiveAffected.cs:line 20
at Vintagestory.API.Common.Block.GetPlacedBlockInfo_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 57
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 191
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 157
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick_Patch0(EventManager this, Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Protobean, Jan 23rd at 8:04 PM

it is indeed 1.21.6, i will try again, thank you very much

 

OrekiWoof , Jan 23rd at 7:38 PM

EKB133 Protobean I released a patch for these crashes, you can check again. Remember to backup the saves. Is it 1.21.6?

EldritchRaccoon, Jan 23rd at 7:23 PM

EKB133 always backup your saves before installing, updating or removing mods. If you are still getting that exception after removing the mod, clear the cache , the mod's behaviour is still being loaded. However if you are getting a different exception, please post it

EKB133, Jan 23rd at 7:04 PM (modified Jan 23rd at 7:32 PM)

The mod crashed my server and client after adding it to my multiplayer server and removing it caused a critical issue in the world map of the server. I really hope this didn't corrupt our multiplayer world.

This is the error that caused this, it spammed my server console:

Crash Report
23.1.2026 20:49:06 [Error] Exception: Object reference not set to an instance of an object.
at OrekiWoofsBeehives.Patches.BEFarmland_GetGrowthRate_Patch.Postfix(BlockEntityFarmland __instance, Single& __result) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Patches\BEFarmland_GetGrowthRate_Patch.cs:line 17
at Vintagestory.GameContent.BlockEntityFarmland.GetGrowthRate_Patch1(BlockEntityFarmland this, EnumSoilNutrient nutrient)
at Vintagestory.GameContent.BlockEntityFarmland.GetHoursForNextStage() in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 667
at Vintagestory.GameContent.BlockEntityFarmland.Update(Single dt) in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 424
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
23.1.2026 20:49:07 [Error] At position 513914, 140, 509482 for block farmland-moist-medium a BlockEntityFarmland threw an error when ticked:
23.1.2026 20:49:07 [Error] Exception: Object reference not set to an instance of an object.
Toccata, Jan 23rd at 6:39 PM

the roaming bees are so cute!

Kejmenys, Jan 23rd at 6:13 PM

Hey man, love this mod, I get overwhelmed with From Golden Combs and this mod makes it way easier to have a pretty beehives.

I would suggest as someone did aswell to add maybe nails or something to make the beehives a bit harder to craft as right now they're way too cheap.

Protobean, Jan 23rd at 5:54 PM (modified Jan 23rd at 5:59 PM)

when it loaded, it crashed with this message error:

Crash Report
System.NullReferenceException: Object reference not set to an instance of an object.
at OrekiWoofsBeehives.Behaviors.BlockBehaviorBeehiveAffected.OnBlockRemoved(IWorldAccessor world, BlockPos pos, EnumHandling& handling) in E:\Code\VintageStory\OrekiWoofsBeehives\OrekiWoofsBeehives\Behaviors\BlockBehaviorBeehiveAffected.cs:line 46
at Vintagestory.API.Common.Block.OnBlockRemoved(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1297
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 122
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleSetBlock(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 128
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

no mod of mine touchs any bee related mechanics, can you check the cause of the error?

it happened while i was looking at the creative menu

OrekiWoof , Jan 23rd at 5:30 PM

Alejo98 still need regular skeps. I guess I could implement splitting the hives

RumpleRatskin, Jan 23rd at 5:26 PM

we can finally be bees, Mark

Maestro_, Jan 23rd at 4:57 PM

So many great beekeeping mods now, I can't decide which one to use!

Alejo98, Jan 23rd at 4:56 PM

I would suggest to require nails for the beehive, for balance and realism.

Love the mod tho!!!

Would I also be able to propagate the bees??? or do I still need regular skeps for that?