
Mods / CropsV2
Author: Emmett_chef
Side: Both
Created: May 5th at 2:13 AM
Last modified: 4 days ago
Downloads: 515
Follow Unfollow 91
Recommended download (for Vintage Story v1.20.10):
cropsv2_0.4.2.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
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.
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.
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!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.4.2 | 117 | 4 days ago | Show | cropsv2_0.4.2.zip | 1-click install | |
v0.4.1 | 15 | 5 days ago | Show | cropsv2_0.4.1.zip | 1-click install | |
v0.4.0 | 48 | 6 days ago | Show | cropsv2_0.4.0.zip | 1-click install | |
v0.3.2 | 92 | May 12th at 3:02 AM | Show | cropsv2_0.3.2.zip | 1-click install | |
v0.3.1 | 44 | May 10th at 11:57 PM | Show | cropsv2_0.3.1.zip | 1-click install | |
v0.3.0 | 41 | May 9th at 9:13 PM | Show | cropsv2_0.3.0.zip | 1-click install | |
v0.2.0 | 76 | May 7th at 9:13 PM | Show | cropsv2_0.2.0.zip | 1-click install | |
v0.1.1 | 38 | May 6th at 3:59 AM | Show | cropsv2_0.1.1.zip | 1-click install | |
v0.1.0 | 44 | May 5th at 2:14 AM | Show | cropsv2_0.1.0.zip | 1-click install |
is there a way to turn off berry vernalization?
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
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.
Herbarium and this mod conflict
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.
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.
Vigilance I haven't tested with any other crop mods (or xSkills) yet. If you have a list I could take a look.
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)
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.
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!
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
This combined with some of the functionality from CAN Crops would be amazing.
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.
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.
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.
hello, does this mod work on existing worlds/already planted crops?
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.
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 !
Keeping an eye on this, this sounds very interesting especially Pestilence on the roadmap.
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.
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
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.
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! :)
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.
Intresting Idea
What a great idea, I'll be checking on this a bunch to see how far you go