
Mods / Zippy's Crop Tweaks
Author: ZippyWonderdust
Side: Both
Created: Jun 23rd at 7:45 PM
Last modified: Jun 25th at 9:38 PM
Downloads: 262
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Recommended download (for Vintage Story 1.20.11 - 1.20.12):
zippyscroptweaks_1.2.0.zip
1-click install
This is a collection of farming tweaks that I have implemented over time for a private server that I play on. It has grown to become a full-fledged mod with (in my opinion) some rather interesting gameplay dynamics, so I thought I'd release it to the public. My initial impulse was to call it "Yet Another Crop Mod", as there already exists a wide selection of them on the ModDB! If I have inadvertently copied another modder's ideas I apologize; it wasn't intentional. I don't play with any crop mods besides this one and I developed this mod 'tabula raza' from my own inspirations.
This mod has two main goals
- To implement a mechanic where crops no longer drop imperishable seed packets upon being harvested. They instead drop loose seeds whose viability will drop steadily over time.
- To make grains, peanuts, soybean, and cassava directly re-plantable and eliminate the absurdity of (for instance) flax dropping both grain and seeds. They're the same thing!
Gameplay dynamics
- It is much harder to find useable crops in the early game, and what you do find must be carefully conserved in order to build up a seed stock for later.
- Because the game uses the same button action for eating an item and for planting an item, this mod makes it impossible for players to eat raw grains, soybeans, and peanuts. They must be cooked first.
- Fixed in version 1.2.0. RightMouseButton will now plant when focussed on farmland and eat when focussed on nothing (i.e. looking at the sky); also Ctrl-RightMouseButton will eat under any circumstance, even when focussed on a block.
- On the default mod settings, crop yields are significantly reduced, so more land will need to be allocated to farming.
- There is a greater incentive to find or buy seed vessels as a source of quality seeds.
- There is a strong incentive to build a cellar containing clay storage vessels as early as possible in order to preserve found grains and seeds.
- If you have a reliable alternate source of food (such as livestock or hunting), it is possible to divert your crops to seed production and quickly increase your overall yield in less time than it would take in the vanilla game.
What this mod does (in detail)
Seed mechanics
- Crops drop loose seeds instead of seed packets.
- Seeds do not rot. Instead they diminish in viability over time by using the game's 'transition' mechanic to reduce their quantity at regular intervals. This simulates the effects of mould, mildew, insects, vermin, premature germination, and progressive loss of viability on the ability of a quantity of seeds to sprout.
- Seed packets can be crafted from loose seeds if you have the right materials.
- Loose seeds do not last as long as seed packets and will diminish more quickly over time.
- Seed packets for all crop types can still be obtained from traders and from seed vessels found in ruins.
Crop mechanics
- Vegetable crops (carrots, onions, parsnip, turnips, and cabbage) have an extra 'gone-to-seed' growth stage (with appropriate in-game models) during which they drop mostly loose seeds and almost no food, as opposed to the 'mature' growth stage which drops food but almost no seeds. If you want enough seeds to replant or expand your crop you must choose to forego harvesting some of them when they are mature and instead let a portion of your crop go to seed.
- Immature crops drop nothing, so if you find them in the wild there is no point in blindly harvesting them. You should instead mark their location on your map and check them periodically to see if they have reached maturity and are ready to harvest.
- Grains (amaranth, flax, rice, rye, spelt, and sunflower) no longer drop seed packets because their grain *is* a seed and can be directly replanted.
- Legumes (peanut and soybean) no longer drop seed packets because their beans can be directly replanted.
- Cassava drops loose cassava seeds instead of seed packets, and in addition to this raw cassava root can be directly replanted.
- Pumpkins drop loose seeds as part of the pumpkin slice grid recipe rather than from a separate grid recipe that wastes the entire pumpkin.
- Pineapples do not drop seeds when harvested. Instead, they drop loose seeds as part of the pineapple slice grid recipe.
New recipes
- Powdered lime, crafted from crushed lime.
- Empty seed bag, crafted with a knife or shears from linen and flax twine.
- Seed packets, crafted from a combination of loose seeds/grains/legumes, powdered lime, and an empty seed bag (the lime is used as a combination anti-fungal and insect repellent).
- Added an extra lime water recipe using powdered lime, in case you accidentally make too much and need lime for leather working.
Miscellaneous tweaks
- All seeds (including grains, legumes, and cassava) have had their perish times reduced to accommodate the fact that they no longer rot but instead reduce in numbers over time. (So don't panic if you encounter what seems to be an insanely short perish time!).
- Reduce all crop food drops (not seeds) to anywhere from 1/2 to 1/4 of vanilla levels, depending on the crop, which compensates for the increased seed availability.
- Option to keep each vegetable growth stage, including the extra gone-to-seed stage, the same length as in the vanilla game, which will extend the overall growth time, or to slightly shorten all growth stages to fit them into the unextended vanilla growth time.
- Give root vegetables a spread of satiety values instead of the vanilla 100sat for everything.
- Reduce the perish time of flour (the default base value of over 1.5 years seems excessive. Has no one ever heard of weevils?).
Configurable using ConfigLib + ImGui
- All of the above items can be enabled/disabled/adjusted by the player using the in-game ConfigLib interface.
- If you like to set your world to have a non-default month length (say, 30-day months instead of 9-days), this mod has a setting that allows you to easily and automatically adjust all values to accommodate this.
Default seed diminish settings
Type |
Diminish Time (1 cycle) |
Survival rate (how much remains after 1 cycle) |
Seed packets | 6 months | 80% |
Loose seeds | 1 month | 50% |
Grains (amaranth, flax,rice, rye, spelt, sunflower) | 1 month | 40% |
Legumes (peanut, soybean) | 2 months | 60% |
Raw cassava | 0.5 months | 30% |
Compatible with:
If you like this mod then check out my other ones!
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.2.0 | 186 | Jun 25th at 2:28 AM | zippyscroptweaks_1.2.0.zip | 1-click install | ||
| ||||||
1.1.3 | 76 | Jun 23rd at 7:54 PM | ZippysCropTweaks-1.1.3.zip | 1-click install | ||
First release |
works very well with Food Shelves
ZakT
This mod doesn't actually make any changes to seed packets -- it just adds a way to craft them -- so I think it should be totally compatible with Food Shelves. Please let me know if you think I'm wrong and I'll look into it in more detail.
Awesome mod! Do you know offhand if compatibility with Food Shelves is alright, specifically the seed shelves for seed packets?
Jayro
I actually do have some ideas regarding berry bushes. Coming soon...
Wahazar
Thanks for the suggestion!
Hmmm.. since I also have ideas for a few other garden tools, maybe I should simply make a 'Zippy's Garden Tools' companion mod...
ZippyWonderdust Fantastic! If it turns out that this mod plays well with CropsV2 I think Art of Growing will definitely enter a long-deserved restful retirement...
metasynthie
Thanks for asking!
Yes, this mod is compatible with Plumpkins. I've added a note to that effect to the mod description.
Curious whether this mod is compatible with the better-looking pumpkins models from Plumpkins or would need a patch similar to what the Plumpkins author did for Art of Growing? (The AoG Breeding addon seems to add new smaller & bigger models for every vanilla vegetable, so hopefully it'd be easier with your crop tweaks! Part of the difficulty with AoG compatibility...)
Others crops mods are huge and unfinished reworks, I like that this mod keeps things simply. One thing worth to add is, in my opinion, hoe/scythe mechanics.
Scythe should cut only grain-like crops and ignore vegetables (maybe except of seeding phase?) while hoe may quickly dig out vegetables.
With such adjusted mechanics, we would have
ZippyWonderdust
Thank you so much for sharing the news! Actually, I was about to reply that it wasn’t a bad idea to make the grains cooked, because in my case I use Expanded Cooking.
I love the idea behind this mod, especially the challenge of staying consistent — unlike in vanilla <3
By the way, do you have any plans to make changes to the berry bushes? I've always felt they’re kind of broken, in the sense that they’re way too easy to get, hehe.
Wahazar
Thanks for the feedback! I try to avoid making "all-the-things" combo mods, but I like the roasted grains idea, so I might spin that up as a separate mod.
Cyberboi
It's praise like yours that makes all the effort of writing these mods feel worthwhile, so thank you so much!
ArtsyCreature
I'm glad you like it!
I've never used CropsV2, but I'll try to find some time to have a look and see if I can make them play nice together.
Jayro DecaByte Faeldray
I just uploaded version 1.2.0. Raw grains and peanuts are now edible. RightMouseButton will now plant when focussed on farmland and eat when focussed on nothing (i.e. looking at the sky); also Ctrl-RightMouseButton will eat under any circumstance, even when focussed on a block.
Thanks for the feedback!
Easting raw grains is rather odd, it is good idea to disable eating raw, but have roasted grain food as en emergency.
Just general roasted grain, no need to add variants - similar to tule or cattail roots.
This should honestly be vanilla, amazing work!
ZippyWonderdust If you decide to do a code patch for the grains/legumes, Art of Growing uses a similar mechanic for carrots/onions/turnips/parsnips (they can be planted as well as eaten) and the source of that mod is available. It's the "AOGItemSeedling" class if that helps you find it. Also, I'm going to steal the "get pumpkin seeds when you slice up pumpkins" idea for my bell pepper mod, so thanks for that!
This mod is great!! Having an extra phase for more seeds (and them perishing) just feels right.
could you maybe make it compatible with the CropsV2 mod? I really like their plant generation mechanic where a higher gen plant drops more seeds/food , and I'd love to use both mods together:)
This mod reminds me of K's Realistic Farming, but better & with more options. I will be defintly be moving over to this mod as soon as ZippyWonderdust figures out the gain & such seed issue. Very happy to see a mod like this! Very well thought out.
ZippyWonderdust May I recommend for the problem in the last comment that have players run the seeds through the crafting table to create seeds. Realistically you wouldn't be planting any seed you get, but the best seeds. So "sorting" through them on a crafting window to get seeds would make sence. Maybe they have to use seed cleaning screens/sorters in the crafting window to sort out seeds.
Okay, I just realized what you are saying, and I'm very embarrassed to admit that apparantly no one on our private server has ever tried to eat raw grain or seeds while using this mod! You are correct. This mod prevents you from eating raw grains, soybeans and peanuts because the game uses the same button action for eating and planting!
I might be able to come up with a code patch to fix this in future but, at least for now, you are correct!
(Upon further consideration, I might simply add a recipe for making roasted grains/peanut/soybean over a firepit as a substitute for eating them raw...)
"I love the idea, but I have a doubt because my English isn't very good.
Does this mod stop me from eating the seeds? I try to eat them, but I don't."