Mods / CropsV2
- Tags:
- 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Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.7.0 | cropsv2 | 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 | 986 | Dec 19th 2025 at 7:28 AM | cropsv2_0.6.1.zip | 1-click install | ||
|
Fixes
Features
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| 0.6.0 | cropsv2 | 314 | Dec 11th 2025 at 12:42 AM | cropsv2_0.6.0.zip | 1-click install | ||
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| 0.5.0 | cropsv2 | 821 | May 22nd 2025 at 11:20 PM | cropsv2_0.5.0.zip | 1-click install | ||
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Features
Fixes
| |||||||
| 0.4.2 | cropsv2 | 206 | May 17th 2025 at 5:30 AM | cropsv2_0.4.2.zip | 1-click install | ||
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Fix
| |||||||
| 0.4.1 | cropsv2 | 65 | May 16th 2025 at 9:46 PM | cropsv2_0.4.1.zip | 1-click install | ||
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Features
Fixes
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| 0.4.0 | cropsv2 | 96 | May 15th 2025 at 2:59 AM | cropsv2_0.4.0.zip | 1-click install | ||
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Features
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| 0.3.2 | cropsv2 | 207 | May 12th 2025 at 3:02 AM | cropsv2_0.3.2.zip | 1-click install | ||
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Fix
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| 0.3.1 | cropsv2 | 97 | May 10th 2025 at 11:57 PM | cropsv2_0.3.1.zip | 1-click install | ||
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Features
Fixes
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| 0.3.0 | cropsv2 | 89 | May 9th 2025 at 9:13 PM | cropsv2_0.3.0.zip | 1-click install | ||
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Features
Fixes
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| 0.2.0 | cropsv2 | 128 | May 7th 2025 at 9:13 PM | cropsv2_0.2.0.zip | 1-click install | ||
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Feature
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 | ||
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Fixes
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| 0.1.0 | cropsv2 | 102 | May 5th 2025 at 2:14 AM | Empty | cropsv2_0.1.0.zip | 1-click install | |


It's back!
Wooo!
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:)
"[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!
out of curiosity, would you down the line consider compatability with 'Art of Growing' and its breeding addon?
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.
Emmett_chef I second this. I can make the models if need be.
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
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: }
Vernalization for berries from the Floral Zones mods would be really cool. I love this mod! It makes farming so much more engaging!
any chance the mod could be compatable with expanded foods? or add more uses to crops so they could be fed to animals
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
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?
I made some patches to add v2 vegetables to soups and meat stew. how to share?
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.
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.
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?
I also vote to add compat with expanded food please :)
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.
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.
Excuse me, why do you have dependencies on Primitivesurvival, but didn't mention that?
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)
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.
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.
Mimo ściółki chwasty rosną i nie można ich usunąć
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.
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
Hey-o, is this safe to add in mid-save? This looks pretty amazing
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.
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).
I can't remove weeds from my crops. I use a hoe, but nothing happens. Is it a bug? Or is there a trick?
This is exactly what I've been looking for! Does it work with Zippy's Crop Tweaks?
cool i was waiting for the update to update our server !
oh my god the mod is still alive, keep it going, you're the only hope for actual farming mechanics currently it seems
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.
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
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!
Aktualizacja na 1.21.1 będzie?
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.
My favourite mod rn, love the challenge it brings to farming.
Hello is the mod will update to 1.21 ? ty and great mod !
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
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.
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
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.
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
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.
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.
I wonder if this mod is compatible with mods from About Fedarmens?
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.
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.
2025-05-27 23:28:16: Critical error occurred in the following mod: cropsv2@0.5.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Ehm93.VintageStory.CropsV2.CBehaviorHoeWeeds.FindCropWeedBehavior(BlockPos pos) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\CollectibleBehavior\CBehaviorHoeWeeds.cs:line 73
at Ehm93.VintageStory.CropsV2.CBehaviorHoeWeeds.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in C:\Users\emmet\com\github\ehm-93\CropsV2\CropsV2\CollectibleBehavior\CBehaviorHoeWeeds.cs:line 36
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1307
at Vintagestory.GameContent.ItemHoe.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling) in VSSurvivalMod\Item\ItemHoe.cs:line 50
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 859
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 820
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
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.
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
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
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.
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?
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.
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.
CombineRogan There is now! :D
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