Mods / Farming Revamped
- Tags:
- Author:
- 8eiosMpyras
- Side:
- Both
- Created:
- May 24th at 2:10 PM
- Last modified:
- Jun 10th at 7:35 AM
- Downloads:
- 1450
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
FarmingRevamped_v2.1.0.zip 1-click install
v2.0.0 is HERE!
It brings a full rework of the growth mechanics, specifically:
Growth speed unaffected by Nutrients and Moisture.
Nutrients affect yield, but not all crops are the same! Some crops like rye can tolerate low nutrients, while vegetables like carrots are seriously stunted!
Moisture: Crops have a moisture range they like to be in. If a crop stays outside of its range for too long it begins accumulating damage and dies. Spelt doesn't care to be watered while Rice loves waterboarding!
Rain waters soil to 75%, while being next to a water block makes it waterlogged (100%). Soil water evaporation based on climate (this off for now)
Soil does not get drier than 12% (crops would stop growing below 10% no mater what I did)
Added handbook guide
What does this imply?
No point in fertilizing that Spelt. Better keep the compost for the Turnips!
Crops require delicate watering, catered to their specific needs. Grains can be left without water or attention like a thirdborn child.
Those settled in the far far north won't have to wait a millenium to harvest their crops! They just get a ridiculously low yield!
EVEN BIGGER GRAIN FIELDS!!!
This mod really affects a core aspect of the game and is only recommended if you are looking for a moderate challenge.
Tweaks:
- All crops have had their growing time extended and harvest amounts changed to match real life counterparts.
- Harvested crops no longer drop seed packets (exept licorice and cassava which are mostly replanted from roots so i didn't wanna mess with that).
- Carrots, Cabbages, Parsnips, Onions and Turnips now have a flowering stage that bears 20 seeds. In the name of simplicity they are annual instead of biennial.
- Cereals and other grains now take quite a while to grow and yield a lot less, but require less nutrients, are hardier and don't get eaten by animals (amaranth and sunflower get eaten for the first 2 stages) . This encourages larger fields and overwintering of grain fields.
- Vegetables yield more, simillar to real life, no big plots required.
- Leafy plants drop leafy debris, grains (mature) drop dry grass.
- Crops can now grow (albeit very slow) down to -3C (27F).
- You can craft grain seeds from the grain itself ( 1 grain = 32 seeds).
- Pumpkin drops 12 slices and Pineapple drops 24.
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I haven't tested for compatibility but I imagine anything that messes with crops will not be compatible. I don't know if I will work on this mod again but we'll see. Feel free to modify/fork/republish/burn this mod.
I sincerely hope you have fun! :)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.1.0 | farmingrevamped | 697 | Jun 10th at 7:35 AM | Empty | FarmingRevamped_v2.1.0.zip | 1-click install | |
| 2.0.1 | farmingrevamped | 178 | Jun 6th at 9:55 PM | FarmingRevamped_v2.0.1.zip | 1-click install | ||
|
Minor patch fixing sky exposed soil capped at 75% moisture. | |||||||
| 2.0.0 | farmingrevamped | 44 | Jun 6th at 7:12 PM | Empty | FarmingRevamped_v2.0.0.zip | 1-click install | |
| 1.0.3 | farmingrevamped | 364 | May 25th at 5:33 PM | Empty | FarmingRevamped_v1.0.2.zip | 1-click install | |
| 1.0.1 | farmingrevamped | 167 | May 24th at 2:18 PM | Empty | FarmingRevamped_v1.0.1.zip | 1-click install | |


I have found a bug: tilled soil exposed to the sky is stuck at 75% moisture indefinitely, except whet it is located next to water in which case it is at 100%.
I think it is related to checking the whether it is raining or not, as farmland under leaves or roof behaves normally.
Would you be open to me writing an encyclopedia for this mod? Where I list the plants requirements and moisture range.
I am absolutely open to that. Also, i was suspecting this bug might happen but i won't be home anytime soon to fix it.
Thanks a lot! Love it!
hey im Aldi from Aldi's Classes. Someone asked for a compatibility patch because the patches i make to the vanilla crops obviously dont reach their target. all they do is add a DropModByStat to the droptable. Basically the farmer class is useless haha. would you be willing to cooperate on this? in my experience it is kinda annoying and wild to patch patched files and it's way easier to add a second patch file with a dependson in your files. reach out to me on discord if youre open to it :)
Oh I would more than love to, but I am gonna be far away from any computer until October. I will definately see to it once im back if i don't forget!
are cabadges bugged? My flowing cabadges dropped seeds sure, but no actual cabbadge. and the regular mature cabadges only dropped plant debris too...
The flowering cabbage is not supposed to drop cabbage since in real life it is the case too. Also, mature cabbages need pretty fertile soil to actually produce a cabbage. It was not bugged in my testing but it has been a month so im not sure.
is it normal that farmland block no longer drop dirt ?
They never did, not in the base game
Hey, my group is having a weird occurance and we're trying to figure out if it's just normal "crop losses" or if we're doing something wrong. Specifically, we're in a warmer part of our world and Amaranth is our best heat resistant grain we have large quantities of, but recently we've started to have random crop failures where some of the crop just gets bumped to "dead crop" and doesn't give a reason why. The only thing we can figure out is that the crops that died have their moisture dropped down to 12% SPECIFICALLY, across the board wherever they die, but most of the crop is hanging out at a happy and healthy 75%.
Anything we can do to prevent this?
Just being more specific- We can't find any pattern to the ones that drop down to low moisture and those that stay high. Seems to just be shotgun splatter randomness in the fields
Amaranth will die at 65% or higher moisture if not left to dry out. 12% is fine and healthy. Now i don't know why the shotgun pattern. Issues seem pretty specific to each computer. I am currently away from home so sadly i cannot work on the mod for a while.
OK, thanks! is there any place I can find information on target moistures? I don't see them listend on the seeds.
I have a very general guide in the handbook but it is not that descriptive
have you considered adding tooltip for seeds about what each crop likes water wise?
Just wanna say this is everything I ever wanted with farming in Vintage Story, ESPECIALLY the grain changes
Hello, would it be possible to add a config file to change a few settings? For example rain watering cap, so we could make rain over-water the crops slightly, making heavy continuous rainfall dangerous to crops? And a configurable multiplier for how quickly crops die from improper water levels. Thanks
Is this mod safe to add mid save?
Yes it should be
Hi there,
Looks like cabbages are broken - the last growing stage shows up with a white box and doesn't drop any seeds.
Do you have the latest version of the mod? I was not able to replicate it
We do!
I apologize for the AI use, as I am not a coder, but this is what Claude came up with:
Root cause: vanilla cabbage.json uses a templated singular shape — "shape": { "base": "block/plant/crop/cabbage/stage{stage}" }. FarmingRevamped bumps growthStages to 13 and appends "13" to the stage variantgroup, then ships its stage-13 shape at farmingoverhaul:block/plant/crop/cabbage/stage13 and wires it via an addMerge onto /shapeByType keyed "*-13". In 1.22.3 the templated shape is what actually resolves for the stage-13 variant, so the game looks for game:shapes/block/plant/crop/cabbage/stage13.json — which vanilla doesn't ship (only stage1–12) — instead of using the shapeByType "*-13" entry. The block falls back to the default cube (the white box), and because it never fully resolves it produces no drops.
I was not able to replicate this on other computers but if it works for you, feel free to upload the changed version :)
is there a config to still have them drop the seeds?
No, I mean... that was the point of my mod. If I had that option I think it would be very imbalanced, and unrealistic
Been waiting for someone to realize that different plants like different conditions. Sunflowers being exactly as water-hungry as rice just feels wrong. Should be base game >_>
What's different about the latest update? It doesn't seem to have a changelog.
Reverted a change that made rain water soil up to 75% but subsequently capped watering can at 75% as well. Figured that is better than players losing their crops to something so outside of their control
Latest update, wild turnips come up without textures and model in the game world, inventory works though.
I was not able to replicate it, im not sure what could be the cause. Nothing changed in the last update that has to do with crop models or textures. Yesterday i had the same problem with the butchering mod and after restarting the game it worked fine.
i assume rye constantly being at 100% moisture causes it to just die? ive been in an area that has very often rain and my entire field of 64+ rye just up and died within a few days
Yup, if it is at 100% it will die within about 9 days or so. Initially rain watered soil to 75% but it was interfering with watering can moisture, and there really wasn't a way i could make both work. But losing a whole rye field sounds unfair so maybe i should upload a patch to make rain water up to 75% again, thus also capping watering can at 75%
gotcha, i guess it makes sense that waterlogged crops would die but it also kills pretty much all grains in areas with very common rainfall and above. i guess there could be a reverse mechanic where you could activly reduce moisture? that would be a way to balance it out, the counter part to the watering can basically, not sure how to implement that exactly though.
did you change it with the last update 1 hour ago to 75%?
Yes, I reverted it back to 75% because losing your crops like that is unfair. In theory you could still lose them but it would take around 40+ days of continuous rainfall.
youre a champ :D
Is this mod compatible with crop forecaster?
Im not entirely sure. I haven't tested but i think if it reads my code it should. Thing is that from my understanding of how it works, it will tell you if a crop survives or not based on the current conditions. My concern is that with my mod, crops have a specific moisture tolerance range, so if you water your carrots at 100%, they would *eventually* die if you were to keep moisture at that level.
Hey!
This mod looks awesome, but I can't seem to get it working.
I'm breaking mature grain crops but am getting nothing - nor grains nor seeds.
What am I doing wrong?
From my experience, the game modifier for getting less items than farmland crops is applied After my patch, so it comes out to be 0 sometimes, usually for grains, haven't had thet problem with vegetables. But for me, 1 in 5 grain plants i broke gave me 1 grain item
Well, that's unfortunate.
I'll mess around a bit in Creative Mode to check it I was just unlucky or if there's another problem.
If it's just bad luck, I just need to break more wild crops and rely on statistics. Apparently, 4 or 5 grain units could potentially become fairly large fields.
Two more questions:
1. It usually is ok but really depends, if it rains for 15 days nonstop it might kill it, but the way my mod works, a crop can fully recover form 0.0001 hp within 12 hours so for most cases it should be fine.
2. For modded crops to work with my mod they would need the following float values (0 to 1) under /attributes: NutrientMul, MoistMin and MoistMax. And optionally some balancing.
Suggestion. Is it possible to increase the durability or maybe even speed of hoes? Right now it feels unbalanced how I need to craft a dozen stone hoes to till a big enough grain field in early game.
I didn't intend to add it in the mod, since in my experience plowing takes a lot of time and I would imagine that a stone hoe is not that durable. But I uploaded a small content patch for you that does just that. it is in my profile.
If you find the time for it; it could be an idea to colab with the Equus team, and have a plow that could be pulled by an elk or a horse. It would be a perfect addition to this mod!
Tried the mod for the first time, had StringSense mod on, noticed that flax doesn't drop flax strans from the stringsense mod. Compatibility for this would be great so that we can continue enjoying flax processing. You can simply make it so that instead of dropping flax fibers they drop stringsense flax strands in your desired quantity to ajust for this mod's farming difficulty. Would love to see this implemented.
Otherwise, great mod, always felt like VS food problems disappear once you got a small patch of farmland, and that crops grow unrealistically fast. This mod makes it so that you can just barely get the grain harvest before winter, to fill and rely on grain as the main bulk food throught the winter and the next year.
Seconded, no stringsense compatibility is the only thing holding me off from using this. Great mod otherwise, love all the changes!
when braking stage 5 turnips (just before seeding) It grops the "growing turnip stage5" block instead of the produce. How can i get the turnips?
This was a bug in the previous version, but it was supposedly sloved in v1.0.2. I have noticed that it could only be replicated on one of the 3 computers i had tested it on. I could not replicate it in 1.0.2 though
Thnak you, i will update my mod an see if it works
i'm getting a absolute ton of seeds from wild fennel (broken enough plants for 12 bulbs, but have 110 seeds. when the seeds dropped, it was like 10 or so at a time)
not sure if its from this mod, or maybe mature wild plants..
looking at the pasted chart its likely the other mod, but tbf fennel is invasive for a reason lol
Any plans to add anything like thrashing or some sepertion method to process the grins? I love these more realistic garden mods. I would like to see some more interesting harvesting methods for some of the crops however. Also curious of the 1 grain to 32 seeds idea, are you basically saying 1 "portion" of grain as a food is about 32 pieces of grain/seeds?
Truth is I would love to! Stuff like processing flax and grains in general, or making some of the plants biennual, but I am not at that level yet. Maybe in the future I will. And yes, one portion of grain gives 32 seed packets.
would it be possible to add a table with the vanilla lengths/yeilds? or maybe a link, if the wiki's got that info already..
(yes i'm a bit lazy)
just to be able to see what this mod changes.
Vanilla most grains drop around 6 grain and last around 2 months. All other crops take around 1-2 months and drop around 6-7 crop (exept pineapple with 5 months to grow)
In the case of wild crops, are we supposed to wait until they go to seed?
Yes! For wild vegetables, you can harvest them at the mature stage to get the crop, but if you want to reproduce them you should let them go to seed. One block gives 20 seeds so you don't have to let them all flower.
Realistic! I'm excited, I feel like it'll change my frist year quite a bit.
This mod is very my cup of tea by the looks of it btw!
I'm especially happy with your changes to grain crops; having bigger fields that are less in need of aggressive defences is both a fun differentiation from veg/fruit crops, AND lends itself to a realistic/pastoral aesthetic around the base. I've always found small changes that lead to a shift like that to be elegant!
Thank you for making/sharing! :)
Goddamn you´re awesome
Im sorry, I have no idea what it is. It works fine on 3 separate computers I have tested it, both in singleplayer and LAN. Im not very experienced with this, im sorry :(
its ok i do a working version for my serv, but i need to publish it to works with the serv, i add the link for ur mod
That looks like an incompatibility with another farming mod that adds an additional growth stage to crops and removes "*" in the process.
Not really, it did it to me too out of nowhere. No mods added or anything. Yesterday it was working fine and today it stopped. But Sismad had a simple solution to it and it works fine so I updated my mod.
I was just talking with a buddy how we wished mature grain crops would drop the sheaves that could be fed to animals or used for thatch! This mod seems great! any chance in the description of the mod page you could add approx how much more/less crops drop and approx how much time the crops take?
Just added the list, thank you for the idea!
Wowzah that was fast. Thanks man! appreciate it!
8eiosMpyras I look forward to giving this a go in my next world. Thanks for your investment in putting this together. It sounds like a fun change.
It was my pleasure making this mod! I hope you like it :)