Mods / RealCrops

Tags:
Crafting Food QoL Tweak Simplification
Author:
TaimatCompany
Side:
Both
Created:
May 14th 2025 at 4:01 PM
Last modified:
Mar 18th at 2:02 AM
Downloads:
389
Follow Unfollow 31
Latest release (for Vintage Story 1.21.6 and 1.22.0-pre.1 - 1.22.0-rc.2):
realcrops_110.zip  1-click install

Rebalances crops to be more realistic. Grains must be shelled, root vegetables (and cabbage) can be replanted. (at some point i will include fruit trees but i haven't decided how to implement that yet)

You might think this is cheesing the game for some crops or "making it too easy" but its more realistic. I don't like artifically inflated difficulty just to make things more "gamey".

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INSTRUCTIONS
- Rooting vegetables and cabbage only give their produce, but each produce item (an onion, a turnip, etc.) can be crafted in the inventory menu into one seed each. ("replanting")
- Grain crops now only give seeds as a harvest, and each seed can be exchanged in the inventory screen for grain ("threshing")
- Legume plants only give legumes as a harvest and each legume can be crafted in inventory for a few seeds ("shelling")
- Pumpkin slices and pumpkin blocks can be crafted into many seeds in the inventory screen (half of this was already in vanilla)

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UPDATE 1.1.0
- At player request, nerfed several plant drops (but buffed turnips)

PATCH 1.0.2
- verified compatibility with 1.21.6

PATCH 1.0.1
- partially buffed root vegetable harvests ( 5 - 16)

VERSION 1.0.0
- Corrected multiple syntax errors
- Removed fruit (fruit trees apparently don't need seeds)
- Corrected a few logic errors
- Tested and Released

VERSION 0
- removes varying drops from most crops. Cereal crops drop only seeds, legumes drops only legumes, root vegetables drop only roots.
- no changes were made to fruit drops, but i might try that later
- each grain seed can be crafted into edible grain (think threshing)
- each legume can be crafted into a few seeds (think opening the bean pods)
- root vegetables can be crafted into a single seed each (think replanting bulbs or roots)
- fruits and fruit-like vegetables including pumpkins can be harvested for many seeds

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 realcrops
1.22.0-pre.1 - 1.22.0-rc.2
94 Mar 18th at 2:02 AM realcrops_110.zip 1-click install

- At player request, nerfed several plant drops (but buffed turnips)

1.0.2 realcrops
1.22.0-pre.1 - 1.22.0-rc.2
24 Mar 16th at 11:14 PM realcrops_102.zip 1-click install

- verified compatibility with 1.21.6

1.0.1 realCrops 162 May 18th 2025 at 4:15 PM realCrops_101.zip 1-click install

- partially buffed root vegetable harvests ( 5 - 16)

1.0.0 realCrops 78 May 15th 2025 at 12:06 PM realCrops_100.zip 1-click install

- Corrected multiple syntax errors
- Removed fruit (fruit trees apparently don't need seeds)
- Corrected a few logic errors
- Tested and Released

0.0.0 realCrops 31 May 14th 2025 at 4:02 PM realCrops_000.zip 1-click install

***Needs Testing***

- removes varying drops from most crops. Cereal crops drop only seeds, legumes drops only legumes, root vegetables drop only roots.
- no changes were made to fruit drops, but i might try that later
- each grain seed can be crafted into edible grain (think threshing)
- each legume can be crafted into a few seeds (think opening the bean pods)
- root vegetables can be crafted into a single seed each (think replanting bulbs or roots)
- fruits and fruit-like vegetables including pumpkins can be harvested for many seeds


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

Dibba, 4 days ago

The image used for this mod made me laugh, because it's actually not realistic. Grains only grow to that height these days because of intense breeding that occurred relatively recently, for much of our history grains like wheat would grow as tall as a man (and often were taller). The crops depicted in that picture (and in the vanilla game, in all fairness) are actually the high yield, "dwarf" varieties developed in the 1950's and 1960's.

TaimatCompany , Mar 18th at 2:04 AM

JeffyTheBird MiraLeaps Anwaan Turnips are hopefully corrected and grain output has been nerfed. Please give it a test and let me know if it's looking better :)

TaimatCompany , Mar 17th at 11:39 AM

Yeah the single seed from  turnip idea is that you're replanting them like you would with a seed potato. Its made to be moreso representative than literal because if I remember correctly I had trouble making turnips themselves actually plantable. And I don't do DLLs with my mods. I prefer very simple modifications made with json and I don't usually like to add anything too new or unpredictable for future compatibility sake.

ChimMAG, Mar 17th at 6:51 AM

To be more realistic, if you want to grow onions and turnips, you need to plant the root vegetables in the ground and harvest only seeds from them—but in large quantities. If you plant seeds, you’ll only get root vegetables.

 

TaimatCompany , Mar 17th at 3:04 AM

JeffyTheBird I think I misread your comment the first time around... 40 seeds from 3 blocks is definitely too many! I'll have to look into that!

TaimatCompany , Mar 17th at 2:59 AM

Anwaan I understand its not a 1 seed: 20 plant ratio, but i do believe you get quite a few more seeds back than whatever you've sewn. The seed bags themselves I made edible as well, so you can either replant or eat the crop each time. I may add some more balancing to it once I get my playthrough further along though.

 

MiraLeaps Those are some really good points :) I'm not sure about compatibility you'll have to test it. Most of my mods are designed to be very low-impact usually, so i would guess so but I'm not certain. I do have a couple other things to adjust in this one, but i haven't gotten to farming yet in my playthrough. Once I do I'm sure i'll start tweaking this one again.

 

Thanks both of you for the input!

Anwaan, Mar 17th at 2:18 AM

I'm not sure a 1-1 seed exchange rate is accurate. In-game, plants take up an entire block (1/2 meter? Meter? Not sure what scale the game is using...) In reality, you would place down many seeds in that size of an area and not just a single seed. While each grain is technically a seed, the way grain is planted should be taken into account, i.e. tossing a handful on the ground. Just a thought. 

MiraLeaps, Mar 17th at 2:12 AM

Just some thoughts on why it might fit more into realism to lower the drop rate down for seeds from grain: games will always need abstraction for some elements, and one of the things giving a 1:1 trade of grains per square meter fails to abstract for is that not all things will be viable, usable, or in an edible state for a myriad of factors. The timeframe of VS is well before the level of genetic modification to give perfect high fully viable yields, and having lower drops represents this via abstraction of all those little fiddly bits like having to go through each seed or grain, dealing with vermin and pests etc. 

I just wanted to offer a different point of view/opinion on the subject since I do really like the idea of this mod and was coming here to ask if it was potentially compatible with cropsV2 (which adds a blight mechanic and spores that can kill crops as well as crop generations so you can breed up crops that respond generationally to where youve planted them etc, it's got some great stuff that I think this could pair well with!)

 

Anyway, thanks for the mod!

TaimatCompany , Mar 13th at 6:22 AM

JeffyTheBird A square foot of spelt has 30 - 40 grains, and each grain can be re-planted. The name of the mod is "Real Crops" so, that was intentional. I'm probably ging to try and test this one out for the newest version and see if I can't get everything working again. I'll test this one out i'm sure in the near future and try to correct the turnip error. Thank you for trying it out!

JeffyTheBird, Sep 10th 2025 at 5:03 PM (modified Sep 10th 2025 at 5:04 PM)

Tested out mod a little bit, turnips dont drop anything, at least not from 5 different mature turnips and the seed amounts are way to high, broke 3 mature spelt and had 40 seeds

TaimatCompany , May 20th 2025 at 12:05 PM

Asil right!???

Asil, May 20th 2025 at 5:40 AM

Please KISS it. I'm a Luddite from the 60's. Chinese seems easier to learn than coding or I'd be tweaking some of these mods myself. Respect to anyone who can. 

TaimatCompany , May 18th 2025 at 11:40 AM

@vampire_ferret thanks for finding that!! I'll get that fixed pronto Im fairly certain I know exactly where I slipped up.

vampire_ferret, May 18th 2025 at 5:34 AM

Best I can tell, turnips seem to be broken and providing only one or no turnips as produce when harvested. Onions and carrots work fine, so it seems to be specifically turnips and not all rooting vegetables.

TaimatCompany , May 15th 2025 at 1:31 PM

Asil I'm a big "keep it simple stupid" sort of guy and i like my mods to be versatile, compatible, and non-invasive, so i only used existing mechanisms. I'll whip up a little "how to" and add it to the description. As for fruit trees, I haven't experimented with them yet but they don't follow the same pattern as regular crops. I definitely want to implement something where you can take seeds from an apple to replant them, but it might take a minute to figure out how that will work in a believable way since the game doesn't include apple seeds. (or any fruit for tha matter besides pumpkins).

If you're interested in replanting cattails and berry bushes i have another mod for that called "wild cultivation". Works well with my new potato mod "boilemmashemstickeminastew" :)

Asil, May 15th 2025 at 12:23 PM

Cool! How are grains shelled and fruits seeded? Are fruit trees trimmed into saplings, or are whole fruits planted? Can you make a wiki?