Mods / Less Productive Crops
Author: MarcAFK
Side: Both
Created: Oct 1st 2023 at 5:28 AM
Last modified: Dec 1st 2023 at 1:31 PM
Downloads: 713
Follow Unfollow 9
Latest file for v1.18.15:
crops1.0.2.zip
1-click install
Vanilla farming can be a little too productive for many, this mod aims to make farming a little slower with some rebalancing to crop numbers.
Default growth time is pretty close to realistic, so only slight alterations have been made to most crops, generally just making certian things like cabbages take significantly longer while things like onion and carrot are relitively unchanged, An outlier is pineapple which now requires an entire year to grow, you will definately need a hot enviroment to keep them alive this long.
Seed production has been lowered to 5% chance per crop to get a second seed, this is where vanilla used to be in earlier versions, getting addittional seeds now takes a long time, you had best explore or trade for them. In addittion partially grown crops only have a 30% chance of dropping a seed, while the first stage of growth should have 100% drop just in case you misplant, or in other words you may transplant wild seedlings if they are in the earliest growth stage :)
And finally nutrient requirements have been raised, in some cases significantly, I have noticed that in default settings with long months many crops will barely take more nutrients than will naturally recover, almost making crop rotation unneeded so this is intended to fix this. Some long growth crops have very high requirements, more than medium soil even has, but considering the growth time you should still able to grow them in that, albiet slower as growth speed does drop as nutrients are drained.
----Thoughts for future versions----
I made this mod back when 1.17 launched and the numbers seemed about right, but I may still consider lowering production slightly. I definately need to take a look at fruit trees next, they seem to be rather excessively productive. Berries maybe, but they dont bother me so much as they dont last too long, while the entire stack of apples you get from one tree will literally last a year in storage.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.2 | 404 | Dec 1st 2023 at 1:31 PM | Show | crops1.0.2.zip | Install now | |
v1.0.1 | 118 | Nov 29th 2023 at 3:48 PM | Show | crops1.0.1.zip | Install now | |
v1.0.0 | 191 | Oct 1st 2023 at 5:32 AM | Show | LessProductiveCrops1.0.0.zip | Install now |
Antar It still works but personally I have made a few changes to a similar mod which I've been using since 1.19. Changes arent massive however but I should drop a new release specificially for 1.19 or 1.20
Thanks for this, this is exactly what I was looking for! I want to nerf farming a bit without changing up the game like with Fields of Gold. Hopefully this mod still works. I'll just need to adjust a few things in it to make it work well with my world settings.
I usually update the main post to show changes but forgot to this time, however, check on the files section, there is a changelog listed for each release.
some form of changelog would be nice
MarcAFK I feel like one potential way to create high fertility soil farmland in immersive way is to somehow track how many nutrients the farmland has assimilated from fertilisers, and when it reaches some X amount, update the placed farmland into its higher tier variant. Or as a variation of it, make it that every fertiliser applied permanently increase the max level of nutrients(a small amount and have to wait for it to have no fertiliser before it can get buff again to avoid spamming) that the farmland can hold, and when the max amount of nutrients is equal to the baseline of nutrients of higher tier farmland, to convert it. for example when medium farmland has same cap of nutrients as default high farmland it would convert. and similarly high farmland would convert into terra preta. While terra preta would simply be capped as in vanilla without ability to increase nutrients in it over and over.
Brick That's a good idea, the Withered crops you noticed only occur in vanilla from either temperature thats too high or low for the crop, or being eaten by rabbits, it it should be relitively easy to simply add extra growth stages where the plant matures too far, the produce decays and it then produces only seeds, however this is a lot more work and I suspect there is a few mods that already make farming entirely realistic like this, fields of gold in particular should do this. But its a good idea I may look into for a separate mod but only if it doesnt seem like i'm just going over ground already covered in other mods.And you're right I have concerns about the wy nutrients currently, the natural recovery is a certian amount per day, changing month length doesnt alter that so there is a significant penalty to having shorter months because of the loss of nutrient recovery. As far as I know recovery is hardcoded so it would require messing around with the code which I'm not confidant to do, however, if i can get a better handle on the exact affect that nutrient recovery has on crop growth i would ideally rebalance crop growth based on essentially getting one good harvest a year from the soil, at least per nutrient, potentially needing diffferent configs for shorter months. Another thing worth noting is that in vanilla you only need about 5 harvests of vegetables to get enough rot to completely replace your medium soil with compost, even with the production nerf here even being able to replace 10% of your farm with compost just from growing a few onions seems a bit silly. I could reduce the amount foi rot you get from crops but I do like the idea of actually using compost for fertaliser so I might look at increasing the amount needed to make compost soil, or altering the recipie entirely, maybe requiring bonemeal, compost and some source of potassium, potash perhaps. I might make that a different mod though.
Nice mod. There is one more thing to look into tho. If you never harvest crops from the fields, they never rot. They might turn dead but they still give half? of the yield i think. Which is good for multiplayer(cause you wont be left with no food) but kinda OP for singleplayer. Makes it silly to be bothered about apples lasting the whole year when you can have permanent food source that never rots. Would be awesome if you can make withered crops lose the yield the longer it is in withered state, up to giving only 1 seed to replant if it was neglected for too long as it would ensure that player have harvest and to store food correctly (and at this point Rot Speed in world setting would actually matter for crops)
P.s. About nutrient requirements of crops and the growth time. Might it be better approach to balance growth time around nutrients, because lack of nutrients increases growth time, instead of simply adding growth time to the crops? For example in addition to increased consumption of nutrients, also nerf natural recovery of farmland, making it so that you have to use fertilisers to have more than one crop cycle on a middle fert farmland per yer. Fast growing crops would eat nutrients fast, so the more depleted the soil, the longer they would grow, while if you do use fertilisers they would still be able to grow fast. And fertilisers are more of a mid\late game thing anyway, adding some progression to farming cause you can always speed things up when there is a lack of nutrients, but you cant speed things up if it is hardcoded in the seed. So basically regulate the max time it takes for a crop to grow by changing both how much nutrients it takes and how much soil can provide through its recovery.