Mods / CropsV2

Tags:
Food
Author:
Emmett_chef
Side:
Both
Created:
May 5th 2025 at 2:13 AM
Last modified:
Jun 1st at 11:42 PM
Downloads:
3624
Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
cropsv2_0.7.0.zip  1-click install

Early WIP, Unstable

 

Farming shouldn’t be a set-and-forget chore. Pay attention, respond to the land, and build something that lasts. Stick with it, season after season, and your care will compound. Let it slip, and the soil will take it back.

Features

More Crops!

Forked from More Crops. Rebalanced yields and ideal temperature ranges a bit and integrated with the new weeds and blight features. These are going to need a bit more refinement but should be stable enough to enjoy.

Beets, cauliflower, corn, eggplant, oats, bell peppers, potatoes, sugarcane, and yams!

Heirlooming

Crops now get a "generation" attribute which increases yield year-over-year.

Generation Vanilla Yield Multiplier
1 0.5
5 1
10 1.5
inf 2

Mulch

Right click farmland with dry grass to add mulch! Mulch prevents weeds and reduces moisture loss but decays over time.

Grass Amount Moisture Loss Reduction
1 25%
2 50%
3 75%

Weeds

Crops will sprout weeds which slow growth. Weed sprout and growth chance is governed by a few factors: nutrients, moisture, temperature, crop maturity, and neighboring weeds. Weeds can be removed by tilling with a hoe. Add mulch to farmland to prevent weed growth. Later generations of crops are more impacted by weed growth to balance out the increased yield.

Blight

Growing the same crop in the same field year over year creates risk of a blight outbreak. The blight is a sure death for any infected crop (for now) and spreads quickly. So be on your guard and be sure to destroy any infected plants.

Infected crops drop spores in their farmland which infects any crops planted there and take a while to degrade. Add lime to your soil to speed up the degradation but beware this costs fertility!

Blight risk is affected by two major families of risk factors, susceptibilities:

  • Moisture (either high or low)
  • High temperature
  • Mulch
  • Weeds
  • Late generation crops

And Inocula:

  • Spores in soil
  • Nearby blight infection
  • Monoculture

At least one of both susceptibility and inocula risk must be present for there to be any risk of outbreak.

Greenhouses double outbreak risk so take extra care here!

Berry Vernalization

No more bumper crops from those currants! You'll have to wait until next summer for your next berry harvest.

Farmland Aging

Keep your farmland fallow, moist, and mulched and max fertility will increase over time! Takes a couple years to max out so be patient!

Configuration

All config changes require a server restart to take effect!

Berry Vernalization
/worldconfigcreate bool cropsv2:enableBerryVernalization true
Blight
/worldconfigcreate bool cropsv2:enableBlight true
Spores
/worldconfigcreate bool cropsv2:enableSpores true
Weeds
/worldconfigcreate bool cropsv2:enableWeeds true
Farmland Aging
/worldconfigcreate bool cropsv2:enableFarmlandAging true
 - Rate
/worldconfigcreate float cropsv2:farmlandAgingRate 0.0001
 - Max
/worldconfigcreate float cropsv2:farmlandAgingMax 65
Crop Generations
/worldconfigcreate bool cropsv2:enableCropGenerations true
Mulch
/worldconfigcreate bool cropsv2:enableMulch true

Roadmap

Where I'd like to take this:

  • Harsher drought mechanics: ever forget to water your real garden all summer? Different hardiness for different crops? Make later generations more hardy?
  • New crops: corn? lettuce? peas? squash? beans? More variety to protect against blights?
  • Biennial crops and seed management: pick food or seed, not both!
  • Rebalanced crop yields: increased nutrition from later generations?
  • Same treatment for fruit and berries?
  • Integration with popular overlapping mods?

 

No promises on timeline, I'll work on this as time allows and may abandon it (or forget about it) without warning. :D

Bug reports, feature requests, or PRs are encouraged!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.7.0 cropsv2
1.22.0 - 1.22.3
412 Jun 1st at 11:42 PM cropsv2_0.7.0.zip 1-click install

1.22 compat, still probably some rough edges. Report any bugs. 

0.6.1 cropsv2
1.21.0-pre.1 - 1.21.6
986 Dec 19th 2025 at 7:28 AM cropsv2_0.6.1.zip 1-click install

Fixes

  • XSkills now doesn't prevent weed removal (compat with XSkills hoe impl)
  • Berry bushes no longer randomly enter vernalization (bad ripe->empty detection)
  • Remove "Will flower/ripen in X days" from vernalizing berry bushes block info
  • No more log spam when Herbarium is loaded (only adding vernalization behavior if Herbarium is not loaded, now in code instead of JSON)
  • Vernalization temp was stuck at 0, is now 7
  • Vernalization progress was changing without respect for the actual temperature (was fetching climate with hours instead of days)

 

Features

  • More nuanced berry vernalization
    • Vernalization now reverses a bit above the vernalization temperature (10)
    • Vernalization resets if significantly above the vernalization temperature (15)
0.6.0 cropsv2
1.21.0-pre.1 - 1.21.6-rc.1
314 Dec 11th 2025 at 12:42 AM cropsv2_0.6.0.zip 1-click install
  • 1.21 compat
0.5.0 cropsv2 821 May 22nd 2025 at 11:20 PM cropsv2_0.5.0.zip 1-click install

Features

  • More Crops! Literally! Merged in the crops from More Crops. Rebalanced yields and ideal temperature ranges a bit and integrated with the new weeds and blight features. These are going to need a bit more refinement but should be stable enough to enjoy.
    • Beets
    • Cauliflower
    • Corn
    • Eggplants
    • Oats
    • Bell peppers
    • Potatoes
    • Sugarcane 
    • And yams!
  • Farmland aging! Keep that low fertility soil fallow, mulched, and moist and over time its max fertility will increase! Should takes like 2-3 years to go from low (25 nutrients) to high (~65 nutrients). Aging caps at 65 nutrients to keep terra preta special.
  • Spores in farmland can now be treated with lime. This reduces the time it takes for spores to degrade but eats up some fertility from the soil.
  • Added some missing world interaction popups
  • Most features are now configurable and can be enabled/disabled selectively

 

Fixes

  • Should be "less broken" wth Herbarium. Berry vernalization is totally excluded if Herbarium is loaded. I've got a PR out to Herbarium which should fix the original issue. I've been running the patched version for a while and everything seems to work.
0.4.2 cropsv2 206 May 17th 2025 at 5:30 AM cropsv2_0.4.2.zip 1-click install

Fix

  • Remove Herbarium integration to resolve startup issue (for now)
0.4.1 cropsv2 65 May 16th 2025 at 9:46 PM cropsv2_0.4.1.zip 1-click install

Features

  • Berry bushes require vernalization between harvests (compatible with Wildcraft: Fruits and Nuts!)

Fixes

  • Resolved some NPEs from wild crops
0.4.0 cropsv2 96 May 15th 2025 at 2:59 AM cropsv2_0.4.0.zip 1-click install

Features

  • Blight! Plant responsibly or be bitten by nature. Blight is a sure, slow death (for now). And once a crop is infected the spores persist in the soil (half life ~30 days). Blight spawns in monoculture. Currently the only way to avoid it is crop rotation.
  • Also added chat commands for interacting with blight and spores (see /help cropsv2)
0.3.2 cropsv2 207 May 12th 2025 at 3:02 AM cropsv2_0.3.2.zip 1-click install

Fix

  • low yield crops (cabbage) no longer drop 0 at early generations (yield <1 now probablistic instead of floored)
0.3.1 cropsv2 97 May 10th 2025 at 11:57 PM cropsv2_0.3.1.zip 1-click install

Features

  • Hide weed growth chance from blockinfo when 0%
  • Weeds sprout chance is halved in greenhouses
  • Weediness reduction now affected by hoe tier (15 for flint - 50 for steel)
  • Reduced CPU utilization of weed growth tests by ~90%
  • Provide some commands for testing/debugging (see /help cropsv2)
  • Refactored weed spouting probabilities, weed-sprout and spread-from-neighbor are now independent checks

 

Fixes

  • Weed growth probability now affected by greenhouse temperature
  • Mulch decay rate from rain only takes affect if exposed to the sky
  • Corrected weed rotation jitter
0.3.0 cropsv2 89 May 9th 2025 at 9:13 PM cropsv2_0.3.0.zip 1-click install

Features

  • Weeds! Growing crops will sprout weeds which slow growth. Weed sprout and growth chance is governed by a few factors: nutrients, moisture, temperature, crop maturity, and neighboring weeds. Weeds can be removed by tilling with a hoe. Add mulch to farmland to prevent weed growth. Later generations of crops are more impacted by weed growth to balance out the increased yield (thanks Mackeroni for the idea!).

 

Fixes

  • Play correct sound when placing mulch
0.2.0 cropsv2 128 May 7th 2025 at 9:13 PM cropsv2_0.2.0.zip 1-click install

Feature

  • Mulching! Right click farmland with dry grass to add mulch. You can add up to 3 pieces of grass per farmland block. This reduces moisture loss by 25%, 50%, or 75%. Mulch decays over a couple months, faster in the rain.

 

Special Thanks

SpearAndFang and SeveredSkullz for debugging help!

0.1.1 cropsv2 101 May 6th 2025 at 3:59 AM cropsv2_0.1.1.zip 1-click install

Fixes

  • new crops have generation 0
  • wild crops always drop gen 0 seeds
0.1.0 cropsv2 102 May 5th 2025 at 2:14 AM Empty cropsv2_0.1.0.zip 1-click install

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

Solidude, Jun 18th at 10:21 PM

It's back!
Wooo!

8eiosMpyras, Jun 17th at 2:05 PM

Hello! I am the creator of Farming Revamped and I really really like your mod. I saw on your roadmap that you mention drought mechanics. I have a rough implementation of that on my mod, so feel free to take a look at my code any time,  I really hope it can help:)

GamingJohn, Jun 14th at 9:12 PM

"[Warning] Pie mesh texture cropsv2:block/food/pie/oat3 not found." 100 times in one single second? should i worry about this or can i ignore?

greetings

PS: Nice Mod! Good work and thx for your time!

JasonFinch, Jun 2nd at 12:11 AM

out of curiosity, would you down the line consider compatability with 'Art of Growing' and its breeding addon?

DatVegan, Jun 3rd at 9:15 AM
@Avalanix: absolute farming peak right here!

It would be a match made in heaven. It would extend the early game, making animal husbandry more viable, and making farming more rewarding for the longg term rather thann a year one activity.

Apple_Pepperwood, Apr 25th at 3:51 PM

seem to have a crash when tilling farmland in 1.22 I belive it is due to the switch from net 8 to net 10

 

Crash Report

Running on 64 bit Windows 10.0.26200.0 with 32452 MB RAM
Game Version: v1.22.0 (Stable)
4/25/2026 11:45:02 AM: Critical error occurred in the following mod: cropsv2@0.6.1
Loaded Mods: cbr@2.0.1, chiseltools@1.17.1, claycasting@1.3.8, cpxem@1.0.1, jsonpatcheslib@1.5.1, makesaltnmore@1.0.2, millwright@1.3.3, moreundergarmentsupdated@0.0.10, nowastebloomery@1.0.1, overhaullib@2.0.4, sticksfromfirewoodmallow@2.0.1, game@1.22.0, vsimgui@1.2.2, bedspawnv2@1.6.4, bettererprospecting@3.2.2, bloodtrail@1.2.0, collapsestory@0.6.1, commonlib@2.8.0, configlib@1.11.1, cropsv2@0.6.1, expandedbeekeepingfork@0.2.0, extrainfo@2.0.0, hydrateordiedrate@2.4.3, maketeaforked@0.8.1, placeonslabs@1.0.4-pre.1, playermodellib@1.15.1, realsmoke@1.2.0, regenores@2.6.1, rivers@5.0.0, toolsmithfork@1.2.20, torchholdersmithingplus@1.0.3, creative@1.22.0, vsroofing@1.5.1, survival@1.22.0, waterfall@1.1.0, watersheds@6.0.5, em@3.5.0, humans@0.3.8, mapper@0.5.1, realisticresincrafting@1.1.0, shearlib@1.3.0-pre.2, soilamendments@1.0.0, terrainslabs@1.0.12-pre.1, notenoughsandfix@3.0.2, tailorsdelight@2.1.2, wool@1.9.0-pre.1, dressmakers@1.7.5, millwrightxwoolcompat@1.1.1
System.MissingMethodException: Method not found: 'Vintagestory.API.MathTools.EvolvingNatFloat Vintagestory.API.MathTools.EvolvingNatFloat.create(Vintagestory.API.MathTools.EnumTransformFunction, Single)'.
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 Ehm93.VintageStory.CropsV2.BEBehaviorFarmlandBlight.InitParticles() in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\BlockEntityBehavior\BEBehaviorFarmlandBlight.cs:line 320
at Ehm93.VintageStory.CropsV2.BEBehaviorFarmlandBlight.InitParticles() in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\BlockEntityBehavior\BEBehaviorFarmlandBlight.cs:line 320
at Ehm93.VintageStory.CropsV2.BEBehaviorFarmlandBlight.Initialize(ICoreAPI api, JsonObject properties) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\BlockEntityBehavior\BEBehaviorFarmlandBlight.cs:line 85
at Vintagestory.API.Common.BlockEntity.Initialize(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 85
at Vintagestory.GameContent.BlockEntityFastForwardGrowth.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BlockEntityFastForwardGrowth.cs:line 28
at Vintagestory.GameContent.BlockEntitySoilNutrition.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BESoilNutrition.cs:line 67
at Vintagestory.GameContent.BlockEntityFarmland.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 34
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1145
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 661
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1383
at Vintagestory.GameContent.BlockFarmland.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VSSurvivalMod\Block\BlockFarmland.cs:line 13
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 150
at Vintagestory.Common.BlockAccessorBase.SetBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, Int32 layer, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 117
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 77
at Vintagestory.Common.BlockAccessorBase.SetBlock(Int32 blockId, BlockPos pos) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 520
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleSetBlock(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 128
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
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 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
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 354
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 = 4/17/2026 4:51:45 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x691d0000
Faulting module name: coreclr.dll, version: 10.0.25.52411, time stamp: 0x68fabec4
Exception code: 0xc0000005
Fault offset: 0x0000000000072837
Faulting process id: 0x3838
Faulting application start time: 0x1dcceabb0ab3bac
Faulting application path: C:\Users\foley\AppData\Roaming\VSLGameVersions\1.22.0-rc.9\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.0\coreclr.dll
Report Id: dcf3f181-fba1-4195-8b7b-f31effb9aa37
Faulting package full name:
Faulting package-relative application ID: }

DelphiniumBlu, Mar 29th at 5:59 PM

Vernalization for berries from the Floral Zones mods would be really cool. I love this mod! It makes farming so much more engaging!

Big_Al123, Mar 4th at 4:39 AM

any chance the mod could be compatable with expanded foods? or add more uses to crops so they could be fed to animals 

Sokolov_, Feb 25th at 9:30 PM

I love this mod! I can't play without it- But I fear I have messed it up, I was trying to disable the sugarcane and beets from generating and set the "cropsv2:enableCropGenerations" to false. Suddenly I was getting like 7 flax a harvest like in default and I thought something was wrong. Realized my mistake (generations not generation) and set it back to true, but now the seeds still have no generation tag and seeds I harvest from the wild don't have it, nor do the seeds I harvest from grown crops anymore. What have I done!? Lol

IDDQD, Feb 24th at 4:33 AM

Greetings to all! I need help, I'm new at this. I need the mod itself and for the earth to regenerate itself as usual. I have disabled all configurations, Will it help?

Venusgate, Feb 9th at 11:06 PM

I made some patches to add v2 vegetables to soups and meat stew. how to share?

Sokolov_, Jan 23rd at 1:22 AM

Ilove this mod! But I am having problems with players crashing when a blighted crop appears? Is there a way to fix this? I'd be sad to lose out on all the amazing features this mod adds to farming.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 15722 MB RAM
Game Version: v1.21.1 (Stable)
2026-01-22 8:19:46 PM: Critical error occurred in the following mod: cropsv2@0.6.0
Loaded Mods: chiseltools@1.15.4, conquest@0.0.34, driedgrasstothatch@1.0.2, pipeleaf@2.2.0, seawaterevaporation@1.0.0, game@1.21.1, apegrapes@1.3.1, attributerenderinglibrary@2.3.0, billposting@1.1.0, coinage@1.18.1, commonlib@2.8.0, cropsv2@0.6.0, envelopes@2.0.2, foragersgamble@1.1.1, genelib@2.1.0, jaunt@2.1.0-rc.1, naturalfertilizer@1.2.0, nutslib@3.0.4, playermodellib@1.0.7, postsandbeams@1.4.0, purposefulstorage@1.4.1, realsmoke@1.1.3, regenores@2.1.0, riverfish@1.0.2, simplerpnameupdated@1.3.2, scaffolding@1.1.5, simplebedspawn@1.0.0, simpletailoring@1.1.6, slowtox@3.0.1, somethinginthewater@1.2.7, substrate@1.1.3, tablet@0.2.0, vanillaarmory@1.8.0, creative@1.21.1, vsinstrumentsbase@2.0.4, survival@1.21.1, detailedanimals@0.6.2, equus@1.2.0-rc.8, heraldry@1.0.1, playercorpse@1.12.0, racialcastaways@1.0.5, vsinstruments_quackpack@1.0.2, heraldrybanners@1.0.0
System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code '1' in blighted crop. Giving up. Sorry.')
SmolGwennie, Jan 18th at 7:21 PM

Could you add a simple in-game guidebook for the features of this mod, such as blight, berry vernalizing, mulching, etc? It'd be super handy to be able to have that in game.

GhostComit, Jan 15th at 12:23 AM (modified Jan 15th at 10:21 PM)

I'd love to see either an option to disable the new crops, or compatibility with Expanded Foods! Also, I'm not sure if the Primitive Survival tilling mechanic is compatiable with this mods weeding mechanic, so maybe something there?

BlueMax, Jan 14th at 6:02 PM

I also vote to add compat with expanded food please :)

zakhad, Jan 8th at 1:33 AM

Mmm i'm only getting 1 soybean per plant at full harvest it was mulched throughout it's growth no weeds? i'm not sure why i would only end up with a single soybean not even seeds. 

Neitronus, Jan 5th at 1:11 PM

I also have weird dependency problew like the one below and I would like to ask for an option to disable extra crops for the very same reasons: lack of integration.

Galena, Jan 4th at 11:02 AM

Excuse me, why do you have dependencies on Primitivesurvival, but didn't mention that?

 

Crash Report
4.1.2026 11:39:52 [Error] [cropsv2] An exception was thrown when trying to start the mod:
4.1.2026 11:39:52 [Error] [cropsv2] Exception: Could not load file or assembly 'primitivesurvival, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Не удается найти указанный файл.
at System.ModuleHandle.ResolveMethod(QCallModule module, Int32 methodToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount)
at System.ModuleHandle.ResolveMethodHandleInternal(RuntimeModule module, Int32 methodToken, ReadOnlySpan`1 typeInstantiationContext, ReadOnlySpan`1 methodInstantiationContext)
at System.ModuleHandle.ResolveMethodHandle(Int32 methodToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveMethod(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at HarmonyLib.MethodBodyReader.ReadOperand(ILInstruction instruction)
at HarmonyLib.MethodBodyReader.GenerateInstructions()
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
at HarmonyLib.Harmony.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer)
at Ehm93.VintageStory.CropsV2.PatchUtil.PatchAllOverrides(Harmony harmony, Type baseType, String methodName, HarmonyMethod prefix, HarmonyMethod postfix) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\Patches\PatchUtil.cs:line 27
at HoePatches.Patch(Harmony harmony, ILogger logger) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\Patches\ItemHoePatches.cs:line 15
at Ehm93.VintageStory.CropsV2.CropsV2ModSystem.HarmonyPatch(ICoreAPI api) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\CropsV2ModSystem.cs:line 83
at Ehm93.VintageStory.CropsV2.CropsV2ModSystem.Start(ICoreAPI api) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\CropsV2ModSystem.cs:line 19
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
4.1.2026 11:39:52 [Error] Failed to run mod phase Start for mod Ehm93.VintageStory.CropsV2.CropsV2ModSystem
abculatter_2, Dec 29th 2025 at 3:37 AM

Also wanted to ask for an option to disable the additional crops, as well. Also, would you be willing to make the berry vernalization feature its own mod, either in addition to this one having it or simply as a replacement of the feature here? That feature would be fantastic for balancing berry bushes a lot more, though sometimes there are other mods that likely interact poorly with this one (such as the relatively new Crop Variants. I haven't tried both that mod and this one, but I would assume there are some funky interactions since both touch the same things)

Chaebennon, Dec 27th 2025 at 9:35 PM

Putting my name in to ask for an option to disable the additional crops as well. I can't play without Expanded Foods, and these new crops don't integrate with that.

Tanihk, Dec 22nd 2025 at 4:32 PM

I found another one I wasn't expecting. You have eggplants and Wildcraft Fruits & Nuts has Aubergine. If there was a way I could disable these or a patch I would really appreciate it. I want to use this mod for my farm but I dont want to have to juggle growing plants that I cant use or can only use for certain recipes.

hosek, Dec 19th 2025 at 9:38 PM

Mimo ściółki chwasty rosną i nie można ich usunąć 

Tanihk, Dec 19th 2025 at 6:48 PM

Is it safe to assume Long-Term Food is incompatible since it introduces corn and potatoes too? https://mods.vintagestory.at/longtermfood

I don't want to add this and ruin my save. If it's not, I'd like to use both if there was a simple thing I could do.

abculatter_2, Dec 19th 2025 at 4:13 PM

Looking at the roadmap, it looks like you could easily meet the "Biennial crops and seed management: pick food or seed, not both!" goal by simply integrating Zippy's Crop Tweaks into this mod as a compatiblity layer and have it as a recommended additional mod

MiraLeaps, Dec 19th 2025 at 10:47 AM

Hey-o, is this safe to add in mid-save? This looks pretty amazing 

Emmett_chef , Dec 19th 2025 at 7:51 AM

Hey all! Thanks for all the support and sorry for the downtime the last few months! I back-burnered this and seems like it fell behind the stove! I want to share my current plans for this:

My medium-term goal is for this to augment, and not replace, the rest of the farming mod ecosystem. I'm not looking for a standalone experience, I want to take advantage of all the good work going into CAN Crops, Wild Farming, Art of Growing, New World Crops, and so many others. As part of that, I'm currently planning on splitting this up into a flight of smaller, single-feature mods that should be dramatically easier to integrate with other popular farming mods and enable you all to pick and choose the bits you want without any extra configuration.

As always, feedback, bug reports, feature requests, and contributions are strongly encouraged! Prefer to use the issue tracker in GitHub and make sure to +1 issues to help prioritize.

ParallelPenguins, Dec 16th 2025 at 9:27 PM

I don't know if this is a bug or not, and it's not bothering me. In fact I kind of like it. The leaves on my growing eggplants keep randomly switching from light green to a darker green. I don't know if it's because of the rain or not because it's been raining since just before they hit the stage where I could see the leaves (stage 3 I think, they're at 5 now). I've been calling them my disco plants or rave eggs. It is very rythmic so I've tried to time some dance music to it but I'm not very good at that. Still. It's fun. I thought I should tell you in case it's not intended and you want to change it (I hope you don't though).

MrBraun, Dec 16th 2025 at 5:33 PM

I can't remove weeds from my crops. I use a hoe, but nothing happens. Is it a bug? Or is there a trick?

Wanderling, Dec 12th 2025 at 10:30 PM

This is exactly what I've been looking for! Does it work with Zippy's Crop Tweaks? 

oneil, Dec 11th 2025 at 8:59 AM

cool i was waiting for the update to update our server ! 

Bolotnik, Dec 11th 2025 at 8:43 AM

oh my god the mod is still alive, keep it going, you're the only hope for actual farming mechanics currently it seems

JP4597, Dec 11th 2025 at 2:07 AM

This is very impressive and realistic at the same time, cant wait to give it a try. Adding more crops that can give protine would be cool. 
I can't wait to see more updates. 

Darkmindfreak, Nov 8th 2025 at 10:52 PM (modified Nov 8th 2025 at 11:00 PM)

Hey, I was so glad to finally find a mod that includes mulching, but unfortunately it seems to be unmaintained. Therefore I extracted the mulching mechanic and updated it for version 1.21.5: https://mods.vintagestory.at/show/mod/34989

DatVegan, Oct 30th 2025 at 5:53 PM

Oh wow this mod looks amazing! This would pair amazing with Art of Growing, which identifies similar gameplay options to seperate seeds and crop, and has a crop domestication system already built in! Seeing mulching, blights, and berry vernalization (and hopefully preventing transporting alive berry bushes) are all great ideas. Hopefully you'll get to updating the mod soon!

hosek, Sep 22nd 2025 at 5:08 AM

Aktualizacja na 1.21.1 będzie?

DeadShotPL, Sep 12th 2025 at 6:59 PM

Really like this mod but there are some issues, among those I noticed,
1. its impossible to get rid of weeds probably due to some other mod (comments mentioned herbarium, idk)
2. Im sooo confused by sugar, what is it for ? I checked out all mods branching from the original crops mod, and some also had sugarbeets and cane and nowhere a single explanation, there is also no recpie in handbook that makes use of it.

Sokolov_, Sep 12th 2025 at 11:52 AM

My favourite mod rn, love the challenge it brings to farming. 

oneil, Aug 26th 2025 at 7:52 PM

Hello is the mod will update to 1.21 ? ty and great mod ! 

TheCrazyKid, Aug 26th 2025 at 4:24 AM (modified Aug 26th 2025 at 4:25 AM)

will this mod works on current morecrops mod??? so like i have morecrop already on my server so will this go over it and still keep the stuff there

 

 

Tya, Aug 5th 2025 at 5:56 AM

A config option that disables More Crops additions would be very welcome!

 

I love the features of this mod and don't want it to leave my load order, but the new plants just have a vairety of compatability issues with other big mods like Expanded Foods and Art of Growing. Nothing that breaks anything as far as I can tell, but features just don't translate to the new plants.

abculatter_2, Jul 20th 2025 at 1:12 PM

A minor suggestion for the mulch mechanic, if it's not already implemented; Allow straw and sticks to be used as mulch, in addition to dry grass

Vinter_Nacht, Jul 19th 2025 at 9:00 PM

My initial request would be to remove additional crops from this mod and make them available in a sister mod. Let folks choose between vanilla crops with more advanced farming and the whole kit and kaboodle.  Other than that, I'm watching with great interest.

Merrygin, Jul 11th 2025 at 1:48 PM

This is such a cool mod concept, I hope you'll find the time to continue / complete it! Exactly what I'm looking for, in fact! :D 

 

Jayro, Jun 10th 2025 at 8:14 AM

Is there a way to disable the More Crops part in the config? I'm using EF and it's not fully compatible, plus there are other issues mentioned in previous comments.

Mackeroni, Jun 2nd 2025 at 12:15 PM

I should add this over at the issues tab on GitHub instead at some point instead for better viewing and organization.


The new crops don't have textures/meshes when they're added to stews. Basically, if you make a stew with only the new crop ingredients, it looks like a completely empty pot/bowl.

Potatoes can also not be used in pies.

Potatoes also have a switched around nutrition value oversight, where the part-baked one have more nutrition than the baked one.

Sinemu, Jun 1st 2025 at 6:20 PM

I wonder if this mod is compatible with mods from About Fedarmens?

Mackeroni, May 28th 2025 at 8:49 PM

Hey, Emmett. Hope the recent popularity with the mod isn't causing too much pressure on you! :D

Right now, mulch acts like a complete buffer against weeds. If you place mulch, weeds can't grow. I have a suggestion for how it can work instead, in that mulch should reduce the weed chance (By percent?), instead of eliminating the chance entirely.Having to check in on your garden often should be a requirement, after all. But mulching still gives you leeway, moisture and extra time.

Mackeroni, May 27th 2025 at 9:40 PM

I've noticed that the game often crashes if I lean a hoe against a wall.

Edit: Hold on, now. I think it's when I lean a hoe against a wall, while there's already another tool on the same block, also leaning against the wall.

Edit 2: Yeah, that seems to be it. If I lean a hoe next to another leaning tool, or even just two hoes, the game crashes.

 

Spoiler!

 

 

Also, similar to Mollekylen I can't remove weeds, though I can't confirm if that's because of Primitive Survival or not. I don't want to mess with the server mods too much and I don't have time to test in singleplayer.

Oktopuss, May 27th 2025 at 9:11 PM

Well, you already have one nightshade, being potatoes, so you might as well add more (tomatoes, i just want to farm tomatoes).

Some other suggestions if you're interested:

 - Viny plants that either sprall along the ground or grow up trellises (cucumbers, zuccini, melons, grapes). 

 - Weeds should be other non edible plants, such as bushes, ferns, etc. You can see weeds growing in the base game on unplanted farmland (mostly horsetail and grass). Depends on what you consider to be a weed though (to me, its just any unwanted plant in your garden)

 - Interesting irrigation options. Primitive Survival adds some basic stuff, but im sure that are more interesting and in depth options available

 - Change greenhouses to be more immersive, rather than a static 5 degree temperature change. Might be more difficult though idk man

Mollekylen, May 26th 2025 at 8:37 AM

we're having a trouble with the mod on 1.20.10. Due to some problems with primitive survival we can't remove weeds and the command ro remove them entirely from the game does not work

Dragoness2003, May 26th 2025 at 12:37 AM

Emmett_chef Hello,I read the roadmap and saw that you want to make a feature where you have to choose between seeds or food, and I'm thinking that you may be able to achive that by adding compatibility with the Art of growing mod. Unless compatibility would be more difficult than just coding it yourself. I don't know enough about modding to say wether that would be easier or not.

Mackeroni, May 24th 2025 at 5:01 PM

At first I was looking for a .json in ModConfig, but they're world commands! Right! Still, customizability! Really nice, Emmett_chef ! :O

Since you added Berry Vernalization, could we also have a customizable value for extra yield? We only get a single harvest per year per bush now, which is 240-320 nutrients or 180-260 (for Cranberries) every 108(!) days. They spoil quickly after harvest, even in a cellar, and are susceptible to wildlife, especially now with only a single harvest with much larger fields required. Pretty please could you add that?

Dragoness2003, May 24th 2025 at 3:20 AM

Emmett_chef Hello, Sorry if this is an annoying question, but are there any plans for biomes support for the new crops?

I tested to see if it worked in a creative world, since you said the crops were forked over from another mod, one that had biomes support, but I only found a single patch of cauliflower and nothing else, so I'm not sure if it works properly or not.

Maybe I'm just really unlucky, or I'm in the wrong biome for most of the crops, but I figured I'd ask.

 

Edit: ignore my previous comment, you just need to be in a warm starting climate to see most of the crops. sorry for the disturbance.

Wahazar, May 23rd 2025 at 4:11 AM

I propose to have Bligth probability proportional to the soil moisture, and drop to 0 if moisture is less than 25%. 

It is not only realistic, but also bring better game balance.

Emmett_chef , May 22nd 2025 at 11:32 PM

CombineRogan There is now! :D

/worldconfigcreate bool cropsv2:enableBerryVernalization false
CombineRogan, May 21st 2025 at 12:14 PM

is there a way to turn off berry vernalization?

 

Mollycoddle, May 21st 2025 at 4:47 AM

Herbarium and this mod conflict heavily, to the point of spamming the error log to the point playing is impossible.

Typical error:


21.5.2025 14:11:21 [Error] Exception: Unable to cast object of type 'Ehm93.VintageStory.CropsV2.BEBehaviorBerryChilling' to type 'Vintagestory.GameContent.BEBehaviorBerryPlant'.
at herbarium.BEBerryPlant.IntervalHours(Double daysToCheck) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEBerryPlant.cs:line 95
at herbarium.BEBerryPlant.CheckGrow(Single dt) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEBerryPlant.cs:line 188
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31

Jayro, May 20th 2025 at 5:49 AM

I just wanted to say that I love these kinds of “realistic” mods — they kind of remind me of Truth and Beauty: Detailed Animals.

I hope this mod keeps evolving, and I’ll definitely be using it in my playthrough.

DxBl, May 19th 2025 at 8:53 PM

Herbarium and this mod conflict

 

Mackeroni, May 17th 2025 at 9:42 PM

If we only get one berry bush harvest per year now, could we get a somewhat larger harvest (30-50%?) to help balance their usefulness out? They still spoil after all, forcing you to use them/juice them anyway.

Plus a config value for that bonus amount would make a lot of people happy, too.

Vigilance, May 17th 2025 at 5:37 AM

Emmett_chef What sort of list would you like? The modded crops I currently have are from Floral Zones series, as well as the wildcraft melons I suppose, which mirror vanilla pumpkins in their behavior. I can compose a list of which of the floral zones add crops, if that's what you're looking for.

Emmett_chef , May 17th 2025 at 3:54 AM

Vigilance I haven't tested with any other crop mods (or xSkills) yet. If you have a list I could take a look.

Vigilance, May 17th 2025 at 3:52 AM

Does this work with modded crops and pumpkins/melons? I've been using it so far for my "normal" crops, and I have noticed some oddities (some plants lose their generation when I plant them, and something seems to break the xskills trait that jumps generations)

Antar, May 16th 2025 at 1:33 AM

I agree with Wildejackson. Would be neat if after harvesting the tilled soil became some other untilled block (for visual distinction and to conserve the nutrient info) where you need to till again before replanting. In Vanilla more advanced hoes are basically useless, though your weeds addition also help a ton.

Mackeroni, May 15th 2025 at 1:46 PM

You've made a ton of progress in a short amount of time! This is really shaping up to be something impressive with some already interesting features. Might do some testing and add it to my server.

Thanks for implementing my suggestion, btw!

wildejackson, May 15th 2025 at 10:41 AM

Strange request but is it possible to impliment re-hoeing land? I find it absolutly absurd that you till the ground one time and somehow its just always tilled now

Churburby, May 12th 2025 at 4:19 PM

This combined with some of the functionality from CAN Crops would be amazing.

Emmett_chef , May 12th 2025 at 4:15 PM

Zealk definitely where I want to take this! I'm considering the "generation" feature a rough placeholder to simulate selective breeding while I get the prereqs implemented.

Zealk, May 12th 2025 at 12:05 PM

how about selective breeding? Each crop has a bunch of diffrent stats. Hardiness, yield... flavor? idk what that would do but you get it. each generation has a stat increase by 1, maybe more. heck as difficult as it would probably be to program, could add unlockable crops where when some get the right stats they become something new.

Emmett_chef , May 12th 2025 at 2:21 AM

SynthWave you can add this mod to (or remove it from) an existing world without major issue. Existing crops already planted in the ground may be missing some of the new behavior though until they grow a bit.

SynthWave, May 11th 2025 at 9:16 AM

hello, does this mod work on existing worlds/already planted crops?

Wahazar, May 10th 2025 at 4:54 PM

Good idea with weed and hoe, at least would be reasonable to craft hoe better than stone.

I hope that this mod will be further developed.

Especially I'm waiting for seeds crafted from crops, that s silly when plant drops bags with seeds, also there is excess of thousand of seeds in the later stage of game.

 

I propose to create 10 seeds from:

knife (-1 durability)

10 crops

1 linen

Such recipe makes sense for almost all crops (if we consider bulbs and roots as general concept of seeds), except of cabbage.

In case of pumpkins (which are hard to cultivate) it would be reasonable to get seeds as a side product of cutting to slices.Same with pineapple.

oneil, May 10th 2025 at 4:02 PM

nice mod ! im thinking too, in original VS, why does hail doesnt destroy crop ? it should be a logical effect. a way to protect them would be to put a tarpaulin on it to "minimize effect".
anyhow i like the idea of weeds, looking foward i might add it to my server. Looking promising ! 

 

Antar, May 10th 2025 at 7:57 AM

Keeping an eye on this, this sounds very interesting especially Pestilence on the roadmap.

Emmett_chef , May 7th 2025 at 9:05 PM

crumps I'd say use at your own risk at this stage. I'd call this mod unstable until further notice. I haven't put any effort into integration or compatibility yet.

crumps, May 7th 2025 at 5:04 PM

Does anyone know if there is compatibility with this and other plant-related mods such as wildcraft herbs and spices, floral zones, new world foods, and more? I'm curious to add this but unsure if it'll glitch

Wahazar, May 6th 2025 at 8:56 AM

Mackeroni have good idea, not only realistic, but also allow to limit exponential growth. Currently, the bigger farm you have, the bigger crops, bigger farm etc, finally you will run out of chests to store seeds and grains.

High generation crops should give better harvest reward, but should be more vulnerable to pests and diseases. 

Mackeroni, May 5th 2025 at 1:37 PM

I would sort of like to see the opposite in terms of hazards to your crops. Early generations have lower yield, but are hardier to weeds, droughts and pestilence. And reversed for later generations.

Think of it how in real life, crop diversity changed drastically over time as farmers started selecting more and more for yield.

If you're really good at modding and plan to stick with this for a while, you could probably implement some sort of system that lets the player try to select different strains over time that each have different strengths and weaknesses.

Edit: Oooo, he implemented my idea! :)

Habbinal, May 5th 2025 at 8:57 AM

Would be interesting if there were randomized attributes for spawned crops, so that you would have to scavenge for high yields or high resilience (for a variety of factors), that way not all seeds you find will be the same and you can crossbreed and artificially select for those attributes. 

Portokalis, May 5th 2025 at 2:43 AM

Intresting Idea

Purhnicus, May 5th 2025 at 2:41 AM

What a great idea, I'll be checking on this a bunch to see how far you go