Mods / Wild Farming
Author: jakecool19
Side: Both
Created: Feb 15th 2021 at 5:14 PM
Last modified: Jul 8th 2022 at 12:07 AM
Downloads: 24631
Follow Unfollow 168
Latest file for v1.16.5:
wildfarming_v1.3.3.zip
1-click install
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 | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.3 | 4402 | Jul 8th 2022 at 12:07 AM | Show | wildfarming_v1.3.3.zip | Install now | |
v1.3.2 | 304 | Jul 7th 2022 at 12:40 AM | Show | wildfarming_v1.3.2.zip | Install now | |
v1.3.1 | 314 | Jul 5th 2022 at 11:34 PM | Show | wildfarming_v1.3.1.zip | Install now | |
v1.3.0 | 303 | Jul 4th 2022 at 9:51 PM | Show | wildfarming_v1.3.0.zip | Install now | |
v1.2.8 | 3747 | Mar 6th 2022 at 11:04 PM | Show | wildfarming_v1.2.8.zip | Install now | |
v1.2.7 | 1501 | Feb 23rd 2022 at 3:37 AM | Show | wildfarming_v1.2.7.zip | Install now | |
v1.2.6 | 817 | Feb 16th 2022 at 11:25 PM | Show | wildfarming_v1.2.6.zip | Install now | |
v1.2.5 | 473 | Feb 15th 2022 at 3:09 AM | Show | wildfarming_v1.2.5.zip | Install now | |
v1.2.4 | 416 | Feb 14th 2022 at 3:23 AM | Show | wildfarming_v1.2.4.zip | Install now | |
v1.2.3 | 620 | Feb 10th 2022 at 4:22 AM | Show | wildfarming_v1.2.3.zip | Install now | |
v1.2.1 | 738 | Feb 8th 2022 at 4:01 AM | Show | wildfarming_v1.2.1.zip | Install now | |
v1.2.0 | 442 | Feb 7th 2022 at 3:43 AM | Show | wildfarming_v1.2.0.zip | Install now | |
v1.1.5 | 651 | Jan 31st 2022 at 11:19 PM | Show | wildfarming_v1.1.5.zip | Install now | |
v1.1.4 | 676 | Jan 25th 2022 at 2:18 AM | Show | wildfarming_v1.1.4.zip | Install now | |
v1.1.3 | 396 | Jan 24th 2022 at 3:32 AM | Show | wildfarming_v1.1.3.zip | Install now | |
v1.1.2 | 1513 | Oct 4th 2021 at 11:14 AM | Show | wildfarming_v1.1.2.zip | Install now | |
v1.1.1 | 1034 | Aug 29th 2021 at 12:17 AM | Show | wildfarming_v1.1.1.zip | Install now | |
v1.1.0 | 515 | Aug 23rd 2021 at 6:09 AM | Show | wildfarming_v1.1.0.zip | Install now | |
v1.0.1 | 861 | Jul 28th 2021 at 3:30 AM | Show | wildfarming_v1.0.1.zip | Install now | |
v1.0.0 | 733 | Jun 30th 2021 at 3:24 PM | Show | wildfarming_v1.0.0.zip | Install now | |
v0.9.3 | 1355 | Apr 10th 2021 at 10:27 PM | Show | wildfarming_v0.9.3.zip | Install now | |
v0.9.2 | 703 | Mar 22nd 2021 at 1:58 PM | Show | wildfarming_v0.9.2.zip | Install now | |
v0.9.1 | 671 | Feb 26th 2021 at 8:07 PM | Show | wildfarming_v0.9.1.zip | Install now | |
v0.9 | 453 | Feb 26th 2021 at 5:36 AM | Show | wildfarming_v0.9.zip | Install now | |
v0.8.1 | 555 | Feb 17th 2021 at 1:01 AM | Show | wildfarming_v0.8.1.zip | Install now | |
v0.8 | 438 | Feb 15th 2021 at 5:16 PM | Show | wildfarming_v0.8.zip | Install now |
Updated version here
https://mods.vintagestory.at/wildfarmingrevival
PSA: Will load on 1.18, but starts generating constant fatal errors enough to freeze the server after mere minutes.
[Fatal] System.MissingMethodException: Method not found: 'Void Vintagestory.API.Server.ITreeGenerator.GrowTree(Vintagestory.API.Common.IBlockAccessor, Vintagestory.API.MathTools.BlockPos, Boolean, Single, Single, Single, Int32)'.
at WildFarming.BlockEntityRegenSapling.CheckGrow(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 85
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 772
It doesn't feel the same playing VS without this mod... Hoping someone comes up with a fix for this.
Darkpaapi
Thanks, I'll be trying that as early shroom farming can help a lot with the food variety.
The crash on mushroom substain can be fixed by removing the line " allowedVariants: ["high", "compost"]" in assets\wildfarming\recipes\grid\mushroomsubstrate.json. Of course after thant any soil will be fine to craft it but not going to desktop on handbook recipe. Yanazake
This mod doesn’t seem to work with today’s version (1.17.11). Any plans to update it?
EDIT: I found the fix buried in the comments far below - https://github.com/snakeriot/vs-wildfirming-fix/blob/main/vs-wildfarming-1.3.4.zip
Not only that, the mod "just works", but it still needs some fixes and other compatibility patches. Mushroom substract crashing the game and compatibility with wildcraft trees come to mind.
Yeah but not on the ModDB, which I should have specified l33tmaan
The fork already exists. I've been using it for a month or two.
Will that fork be coming up soon Kosher
Amazing news!
Hope you're doing okay! Glad to see you're around. jakecool19
Hope you're doing well jake, thank you for your mods
Hey Kosher, feel free to fork and continue the mod and use the code/assets. All of my mods are open source and can be used however anyone sees fit.
Hey guys, thank you for the comments, I'm finishing my more icons mod, and will start branch of this one right ahead, thank you for all the comments <3
Kosher
The three things you want to work on are the must of this mod. Extracting seeds is pretty important with expanded foods too. But also, we don't seem to have any other seaweed farming option available.
Can't wait for your take on wild farming!
The dyanic tree growth alone makes this a must have- that other things are part of it just makes it even more of one.
Hope jakecool is okay, I know they aren't overly active but I still worry some times.
Kosher
could you keep working on that very handfull mod
Yanazake would be nice if it were an Unofficial Mod Fork, like what Omega had done with Better Drifters, on the site.
Theisgood
Yes, the mod is broken. There is an unofficial update that is still mostly working with a few caveats. Check in the comments or in the forums (click "homepage" at the top and check from the last page, then go back).
Is this mod working for 1.17.9? I have a lot of block errors I assume you are waiting for 1.18 to update?
I am just curious if anyone else knows if its working and I just have to get rid of the blocks I tried all the console commands to remove the white blocks with red question marks but nothing seems to work.
Most certainly the mushroom growing. I like the growing and cooking of VS, Expanded foods adds so much, Wildcraft adds more, but I greatly miss the mushroom farming part of this mod.
Wonder if we can have both versions of the mushroom farming. I understand the substrate being a legit thing, but I also miss being able to grow them like the herbs and "seed" them with rot and the shroom you want to make seeds of in a barrel.
@Kosher , I'd really love to see mushroom farming as its own thing the most.
Kosher yes, it's working now, thank you! As for that sub-mods list the most interesting one for me is "Ability to make and grow wild flowers, spices and fruit bushes (with unique textures for each seed and ideally unique models for saplings)". I always welcome more decorations possibilities :D
Hi guys, thank you for the comments
I've fixed only "launch" ability of the mod for the latest versions of the game (playing with it on .9 right now), but if you have a lot of mod-introduced items in the game you might have an issues with it.
The reason why I don't want to mess with this codebase a lot - is that it's jakecool19 intelectual property, but I think if author will not show up for some more time, I might make a branch out of his repo, and cut this mod into smaller parts, to simplify its support and add an ability to enable only what you need.
Currently I have following list of sub-mods in my mind:
Please let me know what do you think about that, and which part of this mod do you use the most.
Someone needs to send a report on Kosher's github :c
Sadly on 1.17.9 Kosher's fork doesn't work :< Doesn't show any new items in creative inventory, any fix?
I am running the "Fixed version" that was linked below on 1.17.6 and here is an exmaple of a few of the berrybush errors that pop up under client-main.txt:
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code wildfarming:wildseeds-smallberrybush-cranberry-empty in panningdrop
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code wildfarming:wildseeds-bigberrybush-redcurrant-empty in panningdrop
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code wildfarming:wildseeds-bigberrybush-whitecurrant-empty in panningdrop
There is like over 50 of these berrybush errors everytime - got no idea what they mean though.
Having the same issue as @Yanazake with the "Fix" version where Viewing Mushroom Subtrate recipe in the handbook crashes the game.
It can also be found through the source github page of wild farming as the most recent fork.
Scroll down to Kosher's comment. He linked the 1.17 compatible one there.
How would we even find that? Wild Farming only brings this mod up.
Are you guys using the "fix" by Kosher ?
I'm sure the main current version is so incompatible it crashes the game.
Hi This seems to not be working now, atleast seagrass don't grow. I am currently using it together with expanded foods and wildcraft so perhaps that is why it does not work with me
As far as I can tell, this doesn't do anything in the most current version 1.17.8.
@Kosher
Does your version fix still work on 1.17.8 ? I'm about to test it considering the world I'm gonna use it in is to experiment with mods anyway.
Edit: It seems to load fine in 1.17.8, so I guess the fix still works.
Edit2: Yeah, getting a crash when looking up Mushroom Substrate on the handbook. Thanks to that, I have no idea how to make it yet. Crash Log: https://pastebin.com/ewKHXe0E
On version 1.17.3, the mod does not work. I would be very grateful if you update it! The mod is very useful)
Any updates for this mod as of yet?
Thank you for your work on this mod though jakecool19
jakecool19
I've created pull request to fix 1.17.X issues, please let me know if it will work for you
Deviator, Theisgood
Untill mod is updated on the repo, I've uploaded updated version of .zip to my git repo, you can use this link to get it:
https://github.com/snakeriot/vs-wildfirming-fix
jakecool19 Any chance you'll update this to 1.17 now that the release candidate is out?
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 :).