
Mods / Wild Farming - Revival
Author: SpearAndFang
Side: Both
Created: Apr 25th at 7:31 PM
Last modified: May 6th at 7:57 AM
Downloads: 2841
Follow Unfollow 94
Latest file for Various v1.18.x:
WildFarmingRevival1.0.5.zip
1-click install
JakeCool19's Wild Farming mod, revived...Thanks Jake, you're the best!
Original Mod HERE
This mod allows for the farming of flowers (including crotons and rafflesia), berry bushes, and mushrooms. It also overhauls tree growth. I'll admit that I don't know much about this mod, so if you're reporting an issue be VERY specific. And report issues here or over on the VS Discord, not on the forums or on Jake's GitHub repo page. Thanks to Flamy, A Dragon and Yooooyyy and Sp0wN over on the VS Discord for helping get the bugs out!
More info below, or in game check out the handbook Wild Farming Revival:Botany Guide.
- 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 within 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
While not integrated with any other mods, Wild Farming - Revival loads up cleanly and error/warning free when used in conjunction with Wildcraft and/or Wildcraft Trees.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.5 | 1564 | May 6th at 7:57 AM | Show | WildFarmingRevival1.0.5.zip | Install now | |
v1.0.4 | 184 | May 5th at 6:15 AM | Show | WildFarmingRevival1.0.4.zip | Install now | |
v1.0.3 | 532 | Apr 30th at 4:54 PM | Show | WildFarmingRevival1.0.3.zip | Install now | |
v1.0.2 | 175 | Apr 29th at 11:48 PM | Show | WildFarmingRevival1.0.2.zip | Install now | |
v1.0.1 | 386 | Apr 28th at 4:06 AM | Show | WildFarmingRevival1.0.1.zip | Install now |
NikolayBrony yes thank you for this! I have downloaded your language files and will include them in the next release.
I wrote the Russian language for your mod, since it is used in my build, please answer if you are interested. I also want to say that I am not a professional translator and the translation was done partly with the help of a machine, but with my edits.. drive.google.com/drive/folders/1an612d2hwNb2CrG1R-2XPil2VJREpaJY?usp=sharing
Crossthebase I can only assume it's a mod conflict as I can not easily recreate that when running the latest versions of the game and this mod. I also have wildcraft and wildcraft trees.
Not that it's serious, it just means that there will be no seed drops from saguarocactus.
I'm not sure what other mod would be changing saguarocactus drops.
hey i have this error
20.5.2023 08:23:46 [Error] Patch 2 (target: game:blocktypes/plant/saguarocactus.json) in wildfarmingrevival:patches/saguarocactus.json failed because supplied path /dropsByType/*/0 is invalid: The json path /dropsByType/*/0 was not found. Could traverse until /dropsByType, but then '*' does not exist. Full json at this path: {
"*-topripe": [
{
"type": "item",
"code": "fruit-saguaro",
"quantity": {
"avg": 2.5,
"var": 1.5
}
},
{
"type": "block",
"code": "saguarocactus-topempty",
"quantity": {
"avg": 1,
"var": 0
}
}
],
"*-branchysegment": [
{
"type": "block",
"code": "saguarocactus-branchysegment",
"quantity": {
"avg": 1,
"var": 0
}
}
],
"*-segment": [
{
"type": "block",
"code": "saguarocactus-segment",
"quantity": {
"avg": 1,
"var": 0
}
}
]
}
SpearAndFang
I got issues similar to what Zerovoid was experiencing. I started a world with the tree growth turned off and wanted to try and turn it on. For whatever reason, both me and a friend but not the other two players in the server crashed. We turned the tree growth off and it went back to normal. And yes, the server is heavily modded. I can send you a crash log for it if it helps.
I'm so confused right now.
bringitonwimps cattail roots can be split into two with a bucket of water, not a knife, correct? But this doesn't seem to be necessary.
@denoven I have no problem making rush matting with this mod installed. The shapeless recipes in this mod are far removed from that recipe, and shouldn't impact that in any way. I also have no problem planting cattail roots without splitting them.
I don't know much about this mod but I'm not understanding these recent comments at all.
DeNoven, the catail roots have to be cut with a knife into 2 pieces then planted
I'm seeing a conflict with the Vintage Story Sacks mod; to make rush mattings the craft grid has a square of reeds and a knife in the upper right corner, a orientation required recipe. However, the shapeless seed making recipe takes precedence instead, so I can't make mattings.
Is there any way to change that as/is or could that be fixed?
On the other hand I am also seeing a small, maybe deliberate issue with reeds as well - whole roots can't be replanted (no action on shift click, no hud indicator saying to shift click) but CAN be planted if halved.
Zerovoid Oh my that's quite the mod line-up. Surprised to see Farm Life in there. If it was me, I'd try a couple of things:
1. Start a new world with that same set of mods to see if the problem persists. If it does, it's surely a mod conflict (or a problem with Wild Farming on multi-player servers if you are playing MP, although no one else has reported such an issue yet).
2. Make a backup of your existing world, then in the modconfig file for Wild Farming, set LivingTreesEnabled to false. This will of course disable all of your living trees, but it *should* clear up that error message completely. Then zip around to all of the chunks you've visited to ensure that they all get re-loaded. Finally, if you tried #1 above and it worked without issue, and you're feeling brave, I would go ahead and enable LivingTreesEnabled again.
I mean, it's even possible that these trees were broken because of a previous version of Wild Farming itself. idk.
SpearAndFang
Here are the `server-main.txt` logs: https://pastebin.com/G09yXfvA
Do you see what you need in there?
Again, I am only accepting feature requests on the official VS Discord. Click here:
https://discord.com/channels/302152934249070593/1101361739221704744
I am only accepting feature requests on the official VS Discord. Click here:
https://discord.com/channels/302152934249070593/1101361739221704744
Why not acacia trees? They leak resin too
"Pine trees can be scored with a knife to leak resin"
Can acacia trees be scored with a knife to leak resin?
Zerovoid Sorry I could not replicate that issue here with those versions and the 10 or so mods I normally use. If you post the list of mods and it's not too many I can try and recreate the issue. Otherwise I will wait for another similar report from someone else before looking. Both the server-main.txt and client-main.txt have such a list of mods loaded, near the top.
SpearAndFang
VS 1.18.1 stable; Wild Farming Revival 1.0.5; other mods -- yes, lots
Zerovoid game version 1.18.0 or 1.18.1? latest mod version? Other mods installed?
Hi I'm getting tos of this error in logs and the world just stops:
7.5.2023 19:52:09 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at WildFarmingRevival.ModSystem.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 84
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 122
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 769
Burgersim I believe that that's what the modconfig setting "LivingTreesEnabled" is for. Set it to false. Or maybe adjust "MaxTreeGrowthStages". I have not played around with the configuration file much.
Wildcraft + Wildcraft Trees integration is next on the to-do list, but I need to take a break from this mod for a while.
Hi, I wanted to ask if there is a possibility to disable the tree growth changes but use everything else? Is Wildcraft Trees integrated to the Tree growth yet? And I get that this takes time, so no pressure ^^
Willow22 I still don't know sorry. I have been testing it a bit with Wildcraft, Wildcraft Trees, and the mods that I maintain , but am mostly trying to sort out any remaining issues with the mod itself. Have not tested with other mods.
We're so back
Is this compatible with Dappled Groves and Fields of Gold?
Oh dang, we're still so early in our multiplayer session D: I TOTALLY want to grow shrooms, but the need for aquavitae makes it pretty much mid to endgame stuff.
New version up. I really need someone to test the mushroom substrate/farming in multiplayer. I think it is fixed now. If not, I've got one more trick up my sleeve.
Shion I will try my best. EDIT: I have done it for the next release.
Can you make it so pan stays in the crafting grid when extracting seeds?
Dammit. Time for plan B. Thanks for the heads up Khaligufzel
Unfortunately, using mushrooms on mushroom substrate still crashes the client on version 1.0.3 :<
@Gnomp I just now released a new version that makes this mod Wildcraft Trees "friendly". Not integrated, but there shouldn't be any more crashes when the two are used together.
SpearAndFang
Is the WildCraft Trees incompatability Fatal? In other words: is it possible to use the mods in conjunction without crashes like my prior error log?
Friskain not for me. The video link is this one that Jake made
youtu.be/UvEfzS_kKvQ
Something weird: Either 1.18 or one of the mods I have makes it so that when I cut a wild vine tip, I just get a regular wild vine segment instead. If it's a mod, I guess I should probably figure out which one... but if it's vanilla, then there's no way to grow more vines afaik.
Edit: I am dumb - there's a recipe for making tips out of regular segments in this mod. Disregard this.
Im sorry but the youtube video shows its for the game Minecraft????
@Gnomp sorry this mod is not compatible with Wildcraft Trees (yet). I was mistaken below.
29.4.2023 17:53:32 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at WildFarmingRevival.ModSystem.BlockEntityRegenSapling.CheckGrow (System.Single dt) [0x004f2] in <77a3e55e40bf4f25ac3d8e16a816ab74>:0
at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Server.ServerMain.Process () [0x0020d] in <53a52d6c9cac448aa583eeff54e6c897>:0
I hope this is of help!
World is frozen and does not recieve any player inputs.
Wildcraft trees was used.
Heads up/Correction: Wildcraft Trees and this mod are not playing nice together, so do not use them both at the same time. Sorting this out is high on my priority list.
Brace yourselves, SaF said it, mod support is coming (eventually)
Let the fellow vintarian cook :)
bringitonwimps I've intentionally disconnected it from wildcraft trees when I debugged it. I did so to help get all the bugs out as a standalone mod (regardless of whether wildcraft trees was installed or not). Once I'm fairly confident that it is 100% stable, I will try and have it integrate with that mod.
Also, a couple of fairly serious bugs have been identified with this initial release, so you might want to wait for the next one.
i have always been wanting to utilize tyhis mod. i am also wondering if it works with in dappled groves, but even more so cause it would seam since dapplked grove doesnt effect tree growth just the logs after it would likely. but the mod im wondering if anyone knows is does it work with wildcraft trees?.. will it recognized a tree as a tree and effect them. i amn going to attempt to test it but if anyoine has any knowledge on this be great, or if anyone is genuis enough to make it work that would be amazing!
Anyone know if this works with Vinter's In Dappled Groves?
Yanazake The config file was unchanged, so it should be the same. I only crushed the bugs.
NO. FRIGGIN. WAY.
Is the config file the same?
You love to see it, great revival!
❤️
YOOOOOOOO GLAD TO SEE THIS MOD COME BACK
Woohoo!