
Mods / Wild Farming
Author: jakecool19
Side: Both
Created: Feb 15th 2021 at 5:14 PM
Last modified: Mar 6th at 11:04 PM
Downloads: 12026
Follow Unfollow 77
Hello World, this mod allows for the farming of flowers(including crotons and rafflesia), berry bushes, and mushrooms. It also overhauls tree growth. Please visit the homepage for more information, and leave bugs and feedback there as well. Features include:
Seeds from grain can be extracted by putting it into a crafting grid with a wooden pan.
Seeds from vegetables and legumes can be extracted using shears in the crafting grid.
Reed roots and vine tips can be grown and split into two by putting them in the crafting grid with a full bucket of water.
Place vine tips up somewhere high, and the tip will grow down leaving vine sections you can harvest.
Place seaweed trimmings in deep water and they will grow up, leaving seaweed you can harvest
Seeds for flowers, fruits, cacti, and fern can be extracted with a knife in the crafting grid. These seeds do not require farmland or water, but they are sensitive to temperature and will get a heat boost in a greenhouse.
Pine trees can be scored with a knife to leak resin.
To start farming mushrooms you will need mushroom substrate and the mushroom you want to grow. Right clicking on the substrate with the mushroom will set it. For ground mushrooms, they will grow with in 7 blocks of the substrate randomly on dirt that is on the same level as the substrate. For side growing mushrooms place 5 logs on top of the substrate that match the mushrooms preferred type and they will grow on the sides of the log.
All saplings/trees have specific needs in order to grow them. They must all in a certain temperature range. The trunk of the tree will tell you if it is too hot or too cold. Trees will regenerate leaves if they meet the above criteria and the place where the leaves should go is not blocked. Tree health is 50% based on the amount of leaves and 50% based on the health of the wood. Breaking or blocking leaves will reduce its leaf health. Parasites like termites will reduce its log health. Trees grow into the next stage if they have at least 85% health. Leaves and branches will regenerate BUT destroying a log will kill the tree and the trunk will die and turn into a regular log. Fully grown trees will attract different flora and will plant more saplings in the area if at least 75% health. Be careful though, as fully grown trees can also attract harmful organisms like termites. Note: Bamboo and fern trees are not “living”.
"MaxTreeGrowthStages": How many times trees grow until they are fully mature,
"GrownTreeRepopMinimum": Minimum range trees will plant saplings and max range for foilage,
"GrownTreeRepopVertSearch": How far up and down the tree looks to plant something,
"SaplingToTreeSize": Starting size of trees grown from saplings,
"TreeSizePerGrowthStage": How much bigger the tree gets with every growth stage,
"TreeRevertGrowthTempThreshold": How much colder or hotter the tree can get past its min and max temperature before growth and regeneration resets,
"TreeRegenMultiplier": Speed at which trees regenerate leaves,
"TreeRepopChance": Chance the tree plants a sapling,
"TreeFoilageChance": Chance the tree encourages forest foilage,
"TreeFoilageTriesPerDay": How many times the tree will try to plant forest foilage if it cannot find a suitable spot,
"HarshWildPlants": If disabled, wild plants will ignore temperature,
"FlowersEnabled": If true seeds for flowers can be crafted,
"SeedPanningEnabled": If true muddy gravel can be panned for shells and seeds,
"CropSeedsEnabled": Crops seeds can be extracted,
"BushSeedsEnabled": Seeds for bushes can be made(Note: Automatically disables self if Wildcraft mod is installed),
"CactiSeedsEnabled": Seeds for cacti can be made,
"MushroomSpawnEnabled": Starter cultures for mushrooms can be made,
"VineGrowthEnabled": Vine will grow with this enabled,
"LogScoringEnabled": Pine logs can be cut to leak resin,
"ReedCloningEnabled": Reed roots can be grown,
"LivingTreesEnabled": Trees will have dynamic needs and growth stages,
"HarshSaplingsEnabled": When enabled saplings will require the same thing as trees. When disabled it will use vanilla mechanics,
"SeaweedGrowthEnabled": If true seaweed will grow
Asphyxia
Wildcraft
Expanded Foods
Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!
Version | For Game version | Downloads | Release date | Changelog | Download |
---|---|---|---|---|---|
v1.2.8 | 2141 | Mar 6th at 11:04 PM | Show | wildfarming_v1.2.8.zip | |
v1.2.7 | 1044 | Feb 23rd at 3:37 AM | Show | wildfarming_v1.2.7.zip | |
v1.2.6 | 567 | Feb 16th at 11:25 PM | Show | wildfarming_v1.2.6.zip | |
v1.2.5 | 235 | Feb 15th at 3:09 AM | Show | wildfarming_v1.2.5.zip | |
v1.2.4 | 148 | Feb 14th at 3:23 AM | Show | wildfarming_v1.2.4.zip | |
v1.2.3 | 384 | Feb 10th at 4:22 AM | Show | wildfarming_v1.2.3.zip | |
v1.2.1 | 264 | Feb 8th at 4:01 AM | Show | wildfarming_v1.2.1.zip | |
v1.2.0 | 189 | Feb 7th at 3:43 AM | Show | wildfarming_v1.2.0.zip | |
v1.1.5 | 399 | Jan 31st at 11:19 PM | Show | wildfarming_v1.1.5.zip | |
v1.1.4 | 423 | Jan 25th at 2:18 AM | Show | wildfarming_v1.1.4.zip | |
v1.1.3 | 142 | Jan 24th at 3:32 AM | Show | wildfarming_v1.1.3.zip | |
v1.1.2 | 1231 | Oct 4th 2021 at 11:14 AM | Show | wildfarming_v1.1.2.zip | |
v1.1.1 | 789 | Aug 29th 2021 at 12:17 AM | Show | wildfarming_v1.1.1.zip | |
v1.1.0 | 268 | Aug 23rd 2021 at 6:09 AM | Show | wildfarming_v1.1.0.zip | |
v1.0.1 | 593 | Jul 28th 2021 at 3:30 AM | Show | wildfarming_v1.0.1.zip | |
v1.0.0 | 493 | Jun 30th 2021 at 3:24 PM | Show | wildfarming_v1.0.0.zip | |
v0.9.3 | 1096 | Apr 10th 2021 at 10:27 PM | Show | wildfarming_v0.9.3.zip | |
v0.9.2 | 454 | Mar 22nd 2021 at 1:58 PM | Show | wildfarming_v0.9.2.zip | |
v0.9.1 | 429 | Feb 26th 2021 at 8:07 PM | Show | wildfarming_v0.9.1.zip | |
v0.9 | 218 | Feb 26th 2021 at 5:36 AM | Show | wildfarming_v0.9.zip | |
v0.8.1 | 306 | Feb 17th 2021 at 1:01 AM | Show | wildfarming_v0.8.1.zip | |
v0.8 | 213 | Feb 15th 2021 at 5:16 PM | Show | wildfarming_v0.8.zip |
I've got a problem on a server where walnut saplings seem to dissapear, do you think it has something to do with the temprature or is there something else going on?
Sorry for late answer... but "-Maybe we need an energy bar that limits effort exerted per day." looks very logical. Some players ask me for that cause of other sleepless player. That will made server survival more social i think
Sometimes lower blocks just disappearing or replacing "?" sign blocks. I understand that control blocks for grown trees. Maybe it is game bug?
Also, when cypresses are 1 cell apart, they die.
Well, a suggestion ->
Сan make forest floor near a tree when there are a lot of trees around? What converges with the onset of the forest, and not single trees that eat away the garden.
@jakecool19, thank you very much.
The syntax error was actually in the Russian translation, but it has been fixed now YourCreator
Yoy have mistake on eng lang file. Its not letting start server.
I m already deleted other translations.
Russian translation.json
What do you think about a difficulty component added to Limit food Gathering and Growing. Overall the survival seems way too easy. Food should be difficult to find and difficult to grow until mid game.
-Maybe we need a global food-plant spawn slider.
-Maybe we need an energy bar that limits effort exerted per day.
-Maybe find treasure maps that lead to areas where certain plants can only be found.
-Going to post this in Wildcraft also.
Nice update. Yes, some plants was not placing correctly.
Should be fixed now with 1.2.1
I really love this mod, however upon installing the latest version, the game crashes when trying to look at mushroom substrate in the handbook.
Hard to say, varies tree to tree. If trees block/grow over each other it reduces their health and stunts their growth Pervy_Sage
Anyone know how close trees have to be verses the vanilla game recommendations on the wiki in order to grow in this mod?
16.1 version broke the handbook, using it and clicking on a recipe crashes the game. Please fix, love this mod but handbook is my bible.
I found such a problem
When using your mod with any number of other mods (or vanilla(0 mods) or 20 mods (like mine), the problem is that if you press the "H" key to call the book, everything is OK
But, if you hover the cursor over any object in your inventory, and press the "H" key, then the game crashes
rechecked 2 times.
if it helps, then here is the log
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.1 (Stable)
Loaded Mods: advancedsmithing@1.1.0, weaponpackapatch@2.0.0, ancienttools@1.3.3, angelbelt@1.2.0, animalcages@2.0.5, tonwexp@1.0.6, axleinblocks@1.0.12, backpackpackplus@1.0.3, bettercrates@1.4.0-rc.2, betterdrifters@2.1.2, BuggisRandomChanges@2.0.1, cats@1.2.1, cavecontent@1.0.0, collabclasses@2.0.2, cottagewindows@1.0.1, craftables@1.1.1, ebcc@1.0.0, expandedfoods@1.5.2, fancydoors@1.1.0, fancysky@1.0.3, foundrymod@1.0.0, gravelsandfix@1.0.2, instruments@1.1.1, mashfodder@1.2.1, moredrifterloot@1.5.1, moredrygrass@0.2.0, leadroof@1.1.0, nightwatcher@1.2.0, OresAPlenty@2.2.0, paperlanternrecipe@0.2.1, petai@1.2.1, preservationmod@1.0.0, primitivesurvival@2.8.0, qptech@1.6.3, QuartzBlocks@1.1.0, realshingles@1.0.2, specializedbags-18Slot@0.4.1, survivalcats@1.2.2-rc.1, locustmod@2.3.3, visibleore@1.0.1, game@1.16.1, wolftaming@1.2.1, zeekea@1.6.0, alchemy@1.5.6, carrycapacity@0.6.4, dsdebarkedlogs@1.0.4, exlico@1.1.0, extraoverlays@1.1.0, fancyplanters@1.0.0, fixbadrecipes@1.0.1, fixhandbookclutter@1.0.0, fromgoldencombs@1.3.6-rc.3, hudclock@2.6.0, iwpeifem@1.0.0, knifecut@1.2.0, lichen@1.6.1, medievalexpansion@3.7.1, morepiles@1.2.0, qmorepiles@1.0.1, pei@1.2.0, peifm@1.0.1, playercorpse@1.3.0, resinlightsbymad@1.0.1, ruinvariants@1.0.0, sbr@1.0.0, ssppvv@1.0.2, stonequarry@1.5.0, usefulstuff@2.2.3, vanvar@1.1.2, vgaas@1.0.0, creative@1.16.1, survival@1.16.1, wildfarming@1.1.3, woodbarrels@1.0.1, woodchests@1.0.1, woodfp@1.0.0, workbenchexpansion@1.4.1, xlib@0.6.3, xrowboat@0.0.2, metalrecovery@0.1.16, bricklayers@0.8.0, bullseye@2.2.4, doffanddonagain@2.0.0, wildcraft@1.1.4, xinvtweaks@1.4.1, xskills@0.6.7
24.01.2022 8:43:14: Critical error occurred
System.NullReferenceException: The object reference does not point to an instance of the object.
in the Vintagestory.GameContent.BlockLootVessel.GetDropsForHandbook(ItemStack handbookStack, iPlayer forPlayer)
in Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch0(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
in Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
in Vintagestory.GameContent.GuiDialogHandbook.initDetailGui_Patch1(GuiDialogHandbook this)
in the Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode)
in the Vintagestory.GameContent.ModSystemHandbook.OnHelpHotkey(KeyCombination key)
in _Btuy3Zp9Qq9pBTdepdA69pOiZoH._aWkQuXYmxwFqUkxCgisteqFYGEn(KeyEvent , IWorldAccessor , iPlayer , Boolean , Boolean , Boolean)
in Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args)
in Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(Object sender, KeyboardKeyEventArgs e)
in System.EventHandler'1.Invoke(Object sender, TEventArgs e)
in System.EventHandler`1.Invoke(Object sender, TEventArgs e)
in OpenTK.Platform.NativeWindowBase.OnKeyDown(Key key, Boolean repeat) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\NativeWindowBase.cs:строка 129
in OpenTK.Platform.Windows.WinGLNative.Handlekey board(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:строка 639
in OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:строка 828
in OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
in OpenTK.Platform.Windows.WinGLNative.processEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:строка 1554
in OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 368
in _WBb7CwUzEOAcHICLKAiVW6NVIeN._6uyy3n9Ds2iEHGU5xys7eJtJVNh(_Bv3M5I4kdGBjvWkB5zNcVsHESud , String[] )
in _rip5UQmdVBLCq6ZoAXXnaN9jQJc._6uyy3n9Ds2iEHGU5xys7eJtJVNh( ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 19.12.2021 17:50:43, Site = , Source = Application Error, Message = Name of the failed application: Vintagestory.exe, version: 1.15.10.0, timestamp: 0x61a0f259
The name of the failed module: unknown, version: 0.0.0.0, timestamp: 0x00000000
Exception code: 0xc0000005
Error offset: 0x00007ffafa1aa548
ID of the failed process: 0x2568
Launch time of the failed application: 0x01d7f4c2e3d39d22
The path of the failed application: C:\Users\79527\AppData\Roaming\Vintagestory\Vintagestory.exe
The path of the failed module: unknown
Report ID: d867328c-72d2-4b6d-bd37-80bfefdca9d0
Full name of the failed package:
The code of the application associated with the failed package: }
--------------
{ TimeGenerated = 12/19/2021 17:50:40, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Platform version: v4.0.30319
Description. The process was terminated due to an unhandled exception.
Exception Details: System.NullReferenceException
in medieval expansion.src.util.Repairer.Dispose()
in gates.src.MedievalExpansionMod.OnShutdown()
in Vintagestory.Server.ServerEventAPI.OnServerStage(Vintagestory.API.Server.EnumServerRunPhase)
in Vintagestory.Server.ServerSystemModHandler.OnBeginShutdown()
in Vintagestory.Server.ServerMain.EnterRunPhase(Vintagestory.API.Server.EnumServerRunPhase)
in Vintagestory.Server.ServerMain.Stop(System.String)
in _rwEcecUjMyzMSfVPsyS8Wx2kGqk._j3sz8aWDmPpolK4qtfCgmKWxBRM()
in System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
in System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
in System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
in System.Threading.ThreadHelper.ThreadStart()
}
--------------
{ TimeGenerated = 19.12.2021 1:36:44, Site = , Source = Application Error, Message = Name of the failed application: Vintagestory.exe, version: 1.15.10.0, timestamp: 0x61a0f259
The name of the failed module: unknown, version: 0.0.0.0, timestamp: 0x00000000
Exception code: 0xc0000005
Error offset: 0x00007ffafa111338
ID of the failed process: 0x3578
Launch time of the failed application: 0x01d7f449a6158dbf
The path of the failed application: C:\Users\79527\AppData\Roaming\Vintagestory\Vintagestory.exe
The path of the failed module: unknown
Report ID: 1b9e866b-ae3a-4ef7-88bb-21840fef1c6a
Full name of the failed package:
The code of the application associated with the failed package: }
SpearAndFang - I could have swore it said that in the discription. I can't find it now though.
Pervy_Sage - Primitive Survival has no mod dependencies.
Will this get an update for 1.16? It currently seems to have issues and is needed for both Alchemy and Primative Survival.
Sadly not compatible with 1.16 - which is a shame because it's one of my essential mods that really makes the game much better
Will this be updated for 1.16?
If you are on Windows type %appdata% in the search bar, then the config for this mod and all others will be in Roaming\VintagestoryData\ModConfig.
I looked everywhere, where is the config?
You can disable that in the config.
I like the idea of farming flowers, etc. - but real trees don't need to be babied as much as you've made it in this mod, so that doesn't make sense. If you feel so strongly about trees needing such particular growing requirements, why bundle that with flowers?
It's annoying in general!
I have an Issue where in crafting grain seeds returns the wooden pan back into my inventory after crafting 1 seed, meaning i have to put it back in.
This gets very annoying when trying to craft hundreds of seeds for pressing into oil in the expanded foods mod.
That issue should have been fixed with 0.9.2, have you updated?
Would you be able to change the crafting recipe for cabbage seeds? :)
I have Extended foods mod installed and when I use the knife in the crafting grid to get cabbage seeds, I get this issue. (see below)
It gives me the recipe from extended foods instead which is cut cabbage.
So I have to turn extended foods off, then back on to get the cabbage seeds with the knife :/
Other then that I love this mod so much!
Thank you so much for making this I have too much fun with the flower seeds making endless flower fields for my bees :).