Mods / OrekiWoof's Simple Immersive Beehive
- Tags:
- 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Latest release (for Vintage Story 1.21.0 - 1.21.6 and 1.22.0-pre.1 - 1.22.0-pre.3, potentially outdated):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For testers (for Vintage Story 1.21.0 - 1.21.6 and 1.22.0-pre.1 - 1.22.0-rc.6, potentially outdated):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
- 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)
- There's none or not enough bees coming out
- The beehive block first needs to scan the area for flowers, which is made as a prolonged task as to avoid causing lags
- 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.
- 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
- 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
- Population change is dictated by DailyNetPopulationChange. It is calculated using the following formula, which uses variables from the config.
- How can I see more detailed information about the beehive?
- You can change the InformationVerbosity config option. Here is what its values mean:
- The default value 1 will result in short, qualitative words like "Stagnant, Medium, High"
- Short numeric - shows the exact percentage of frame progress, exact bee population count, population change, etc.
- Detailed numeric - will show the detected temperature, exact multipliers used for calculations
- Debug - will also show some technical details
- You can change the InformationVerbosity config option. Here is what its values mean:
- 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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.0-dev.7 | orekiwoofsbeehives | 3776 | Mar 29th at 8:29 AM | orekiwoofsbeehives_v2.0.0-dev.7-v1.21.0.zip | 1-click install | ||
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decrease allocations and cap expensive tasks | |||||||
| 2.0.0-dev.6 | orekiwoofsbeehives | 1002 | Mar 9th at 2:39 AM | orekiwoofsbeehives_v2.0.0-dev.6-v1.21.0.zip | 1-click install | ||
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for development and testing purposes. Can break and crash.
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| 2.0.0-dev.5 | orekiwoofsbeehives | 191 | Mar 7th at 4:54 PM | orekiwoofsbeehives_v2.0.0-dev.5-v1.21.0.zip | 1-click install | ||
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for development and testing purposes. Can break and crash.
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| 1.5.0-dev.3 | orekiwoofsbeehives | 302 | Feb 26th at 4:31 PM | orekiwoofsbeehives_v1.5.0-dev.3-v1.21.0.zip | 1-click install | ||
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for development purposes
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| 1.5.0-dev.1 | orekiwoofsbeehives | 69 | Feb 26th at 1:47 AM | orekiwoofsbeehives_v1.5.0-dev.1-v1.21.0.zip | 1-click install | ||
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for development purposes try fix issue with src/ModConfigSetup.cs | |||||||
| 1.5.0-dev.0 | orekiwoofsbeehives | 68 | Feb 25th at 8:45 AM | orekiwoofsbeehives_v1.5.0-dev.0-v1.21.0.zip | 1-click install | ||
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for development purposes + source code
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| 1.4.0 | orekiwoofsbeehives | 6441 | Feb 20th at 7:38 PM | orekiwoofsbeehives_v1.4.0-v1.21.0.zip | 1-click install | ||
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| 1.3.2 | orekiwoofsbeehives | 707 | Feb 18th at 12:23 AM | orekiwoofsbeehives_v1.3.2-v1.21.0.zip | 1-click install | ||
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| 1.3.1 | orekiwoofsbeehives | 119 | Feb 17th at 9:05 PM | orekiwoofsbeehives_v1.3.1-v1.21.0.zip | 1-click install | ||
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| 1.3.0 | orekiwoofsbeehives | 727 | Feb 15th at 11:14 PM | orekiwoofsbeehives_v1.3.0-v1.21.0.zip | 1-click install | ||
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source code is inside the dev.0 version
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| 1.3.0-dev.0 | orekiwoofsbeehives | 23 | Feb 15th at 11:13 PM | orekiwoofsbeehives_v1.3.0dev.0-v1.21.0.zip | 1-click install | ||
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| 1.2.0 | orekiwoofsbeehives | 2560 | Feb 4th at 5:07 PM | orekiwoofsbeehives_v1.2.0-v1.21.0.zip | 1-click install | ||
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| 1.1.2 | orekiwoofsbeehives | 1392 | Jan 25th at 10:14 PM | orekiwoofsbeehives_v1.1.2-v1.21.0.zip | 1-click install | ||
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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 | 44 | Jan 25th at 9:45 PM | orekiwoofsbeehives_v1.1.1-v1.21.0.zip | 1-click install | ||
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| 1.1.0 | orekiwoofsbeehives | 200 | Jan 25th at 2:19 AM | orekiwoofsbeehives_v1.1.0-v1.21.0.zip | 1-click install | ||
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| 1.0.4 | orekiwoofsbeehives | 195 | Jan 24th at 1:29 PM | orekiwoofsbeehives_v1.0.4-v1.21.0.zip | 1-click install | ||
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fix typo in recipe preventing returning of empty frame upon harvesting honeycomb | |||||||
| 1.0.3 | orekiwoofsbeehives | 170 | Jan 24th at 1:22 AM | orekiwoofsbeehives_v1.0.3-v1.21.0.zip | 1-click install | ||
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fix incompatibility with different versions of ConfigLib than expected | |||||||
| 1.0.2 | orekiwoofsbeehives | 80 | Jan 23rd at 8:37 PM | orekiwoofsbeehives_v1.0.2-v1.21.0.zip | 1-click install | ||
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fix bug with PlantPositionRegistry being used when it's not ready | |||||||
| 1.0.1 | orekiwoofsbeehives | 46 | Jan 23rd at 7:32 PM | orekiwoofsbeehives_v1.0.1-v1.21.0.zip | 1-click install | ||
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move PlantPositionRegistry initialization to before blocks registration, add safety checks in GetGrowthRate patch | |||||||
| 1.0.0 | orekiwoofsbeehives | 78 | Jan 23rd at 4:09 PM | orekiwoofsbeehives_v1.0.0-v1.21.0.zip | 1-click install | ||
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set as full release | |||||||
| 1.0.0-rc.1 | orekiwoofsbeehives | 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 | 27 | Jan 21st at 9:04 AM | orekiwoofsbeehives_v0.1.1-v1.21.0.zip | 1-click install | ||
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fix wrong date being supplied for stats calculation | |||||||
| 0.1.0 | orekiwoofsbeehives | 28 | Jan 21st at 7:00 AM | orekiwoofsbeehives_v0.1.0-v1.21.0.zip | 1-click install | ||
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| 0.0.11 | orekiwoofsbeehives | 27 | Jan 20th at 12:38 AM | orekiwoofsbeehives_v0.0.11-v1.21.0.zip | 1-click install | ||
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| 0.0.10 | orekiwoofsbeehives | 27 | Jan 18th at 6:16 AM | orekiwoofsbeehives_v0.0.10-v1.21.0.zip | 1-click install | ||
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| 0.0.9 | orekiwoofsbeehives | 25 | Jan 17th at 10:29 PM | orekiwoofsbeehives_v0.0.9-v1.21.0.zip | 1-click install | ||
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| 0.0.8 | orekiwoofsbeehives | 27 | Jan 16th at 6:45 PM | orekiwoofsbeehives_v0.0.8-v1.21.0.zip | 1-click install | ||
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when destroying the beehive block, drop it as an item with its data | |||||||
| 0.0.7 | orekiwoofsbeehives | 25 | Jan 16th at 6:12 PM | orekiwoofsbeehives_v0.0.7-v1.21.0.zip | 1-click install | ||
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| 0.0.6 | orekiwoofsbeehives | 28 | Jan 16th at 5:08 AM | orekiwoofsbeehives_v0.0.6-v1.21.0.zip | 1-click install | ||
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| 0.0.5 | orekiwoofsbeehives | 25 | Jan 15th at 4:57 PM | orekiwoofsbeehives_v0.0.5-v1.21.0.zip | 1-click install | ||
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| 0.0.2 | orekiwoofsbeehives | 31 | Jan 14th at 5:56 PM | orekiwoofsbeehives-v0.0.2_v1.21.zip | 1-click install | ||
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fix crafting recipe, add increasing initial population with populated skep | |||||||
| 0.0.1 | orekiwoofsbeehives | 28 | Jan 14th at 4:23 PM | Empty | orekiwoofsbeehives-v0.0.1_v1.21.zip | 1-click install | |
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,,,
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
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.
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.
berry bug crash?
https://mods.vintagestory.at/show/user/3082B9F9A3572E28AC50
crouch while placing it on top
So obvious, thank you so much!!
also getting the berry bush related crash- anytime I try to harvest berries. v 1.22.0 and 1.22.1
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. 😅
Currently crashing on v1.22.1, errors related to berry bushes in the logs
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).
This is the best mod to ever exist.
Idk if it's been mentioned already but trying to place the frames onto the ground makes the game crash
@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.
Giavivi OrekiWoof, Did you find any solution ctrl+right problem.
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.
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.
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.
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.
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.
Giavivi it should be just that - ctrl+rightclick with a populated skep, so if the skep is getting placed it's definitely a glitch.
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?
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.
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
[Notification] Mods, sorted by dependency: bettercrates, woodlogstack64, caramellabell, chiseltools..........
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:
There will indeed be an indicator on the farm block if both boosts are working, in block info:

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?
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."
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.
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
HyperCrusher is there no warning logs like "BlockEntityReusableBeehive OnGameTick took 0.21s"?
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
Aramid it's just cosmetic
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
OrekiWoof Thanks, I'll give the new version a try, then! I appreciate the heads up about the swarming.
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
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!
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.
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
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.
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
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?
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.
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 :-).
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
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:
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 bothGetPlantsNearPositionandGetPlantCountsNearPositionon 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.
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):
[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.
scaledwarlock SpectrumArray KreyT13 2.0.0-dev.6 should fix the problems with 1.22.0-rc1
ChimMAG thank you
Thank you for the reports, fixing within 24 hours
Fails to load on 1.22-RC1
Ver: 2.0.0-dev.5
I have updated the Russian translation to the latest version 2.0.0-dev.5.
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.
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
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!
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!
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.
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!
Anotzibartschad there is no code that would decrease the population apart from
Bees filling a frame should result in increased population growth afterwards.
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.
BurningJackal Read the planned features section
is there currently a way for skeps in hives to swarm to empy skeps or hives nearby?
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 😅
💛
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.
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!
Great, thank you 💙
All good now!
Stonege323 hey! just tried fixing that in 1.5.0-dev.1, does it happen in that version?
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.
Shayne makes sense, sure! Will add this in the next version
Mulciber 💛
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
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! 🐝
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
Protobean KnewOne sure!
El_Neuman thank you!
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
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?
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!
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.
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
OrekiWoof Here's the Russian translation for the latest version 1.4.0.
fipil
I could make it this way:
Have a InformationVerbosityServerSideType with these options
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
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.
OrekiWoof cool, excited to play around more with it.
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
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.
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 💙
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.
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
Thaank you, absolutely lovely mod
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.
OrekiWoof Hey! I did the translation for this mod.
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.
why split the mod then make it a dependancy?
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)
based
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 !
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
Shayne weird, I tested this previously, and again just now:
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
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)
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.
Pentasis updated the Roaming Bees mod, should work without warnings now
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?
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
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
Thank you, it means a lot to me 💙
Awesome thank you very much. Amazing mod as well, my partner and I love it!
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):
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).
Coblodyte based on the mod files, knife upper slot, filled frame bottom slot
I might just be dumb but how do you actually harvest the honey from the frames?
Okii np ty ! <3
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.
Hi, a little crash I just got 🥹
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 : }
Ok, for 1.3 I will focus on
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.
precicely the kind of beekeeping mod i wanted
keep up the good work and port to 1.22 when it releases
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
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.
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
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!
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.
Ah an alternative for that popilar beehive plugin. Good job! Wish you luck in the development, looks nice!
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
Would it be possible to include a compat for Buzzy Bees mod to replace the bees in your mod? 0:
A whole 100kb 🤯
It's 100kb. If you have any actual issues let me know.
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.
OrekiWoof perfect, I'll try. Thanks a lot!
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.
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.
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?
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
Russian translation.
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
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
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
Thank you for the update!
I personally have also installed Buzzy Bees and Expanded Beekeeping. Can they work together?
OrekiWoof I only ask because basegame skeps do from what I understand.
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
Is it intentional that the beehives don't take in account whether or not they're in a greenhouse for their 'functional temperature'?
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.
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.
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
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!
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!!
Thank you for this mod! I was looking for a simple, vanilla+ mod for bees :)
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?
@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
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.
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.
Is it possible to move a populated hive? Will breaking it kill the bees?
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
in %appdata%\VintagestoryData\ModConfig\OrekiWoofsBeehives.json to a value from 0.0 to 1.0.
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.
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.
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
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.
Has anyone tested enabling Buzzwords, Buzzy Bees, Expanded Beekeeping, and this mod at the same time causes any issues?
Btw Maestro_ that greenhouse looks really awesome, happy my mod can be a part of it 💙
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
thank you, i may be stoopid for not turning on the tooltips
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
Has anyone tested compatibility with the ‘Buzzy Bees’ mod?
OrekiWoof ConfigLib 1.10.13
INSERT HOW?? WHERE??
is this compatable with expanded beekeeping?
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!
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?
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.
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
1.0.2. gives me this error when loading:
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?
upon opening a new world to test, it seems it still crashed, with the following code:
it is indeed 1.21.6, i will try again, thank you very much
EKB133 Protobean I released a patch for these crashes, you can check again. Remember to backup the saves. Is it 1.21.6?
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
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:
the roaming bees are so cute!
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.
when it loaded, it crashed with this message error:
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
Alejo98 still need regular skeps. I guess I could implement splitting the hives
we can finally be bees, Mark
So many great beekeeping mods now, I can't decide which one to use!
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?