Discipline Before Dishonor Posted Monday at 12:12 PM Report Posted Monday at 12:12 PM I've never experienced this before, and I'm wondering if any of you have experienced the same situation.
Dark Thoughts Posted Monday at 12:19 PM Report Posted Monday at 12:19 PM I think temperatures need to be higher / lower for a while before it affects the crops. It's not instantly going to affect them the moment the temps rise / fall to their thresholds.
ItzWalterino Posted Monday at 01:23 PM Report Posted Monday at 01:23 PM (edited) 1 hour ago, Dark Thoughts said: I think temperatures need to be higher / lower for a while before it affects the crops. It's not instantly going to affect them the moment the temps rise / fall to their thresholds. That is exactly how it should be. It won't instantly become stunted, it needs to stay a few hours in the heat before that Edited Monday at 01:23 PM by ItzWalterino 2
Discipline Before Dishonor Posted Monday at 04:19 PM Author Report Posted Monday at 04:19 PM Still... It's September 1st, I'm within 1000 blocks of world spawn and no heat damage on the rye, it's at 8/9. I've never seen this before. I mean, unless there's something about From Golden Combs which makes nearby bees protect nearby crops from heat damage, I'm at a loss
LadyWYT Posted Monday at 04:26 PM Report Posted Monday at 04:26 PM It may be somewhat dependent on when the crop growth checks occur, but I'm not sure. If that is the case though, the growth checks could be happening at night, or during the cooler parts of the day. 5 minutes ago, Discipline Before Dishonor said: I mean, unless there's something about From Golden Combs which makes nearby bees protect nearby crops from heat damage, I'm at a loss To my knowledge there's not, but if you are using mods I wouldn't rule out some sort of weird mod interference either.
Broccoli Clock Posted Monday at 04:33 PM Report Posted Monday at 04:33 PM 3 hours ago, ItzWalterino said: That is exactly how it should be. It won't instantly become stunted, it needs to stay a few hours in the heat before that This. In vanilla, I've watched the temp rise (and drop) past the recommended and they've been fine. It seems to be an average over a certain amount of time, rather than a binary switch.
Discipline Before Dishonor Posted Monday at 06:13 PM Author Report Posted Monday at 06:13 PM It's weird, but the temperature just isn't effecting my crops. Got a full harvest of rye on september 3rd and not a single plant was damaged. I have many mods but nothing new, and with this mod list in previous attempts, everything was working just fine. Only possibility that I can think of is that maybe I was beyond the render distance of my crops during heat-sensitive times, gathering bauxite, fireclay, quartz, cassiterite, copper, iron, or olivine regularly enough that it never registered the heat damage. Apparently it takes maybe 24 hours of accumulated heat exposure to become damaged rather than instantaneously becoming stunted with one second of heat exposure over that temperature, so maybe I circumvented the 24 hour accumulation of heat required to stunt my crops by being gone long enough beyond the render range of the crops.
Discipline Before Dishonor Posted Monday at 06:16 PM Author Report Posted Monday at 06:16 PM These are my mods in use, but I haven't added any new ones with the exception of Optifine so I have no idea what might be causing the crop temperature immunity. - Slower Brown Bears (Makes brown bear speed equal to black bear speed for balancing purposes) - New Class: The Orphan (Adds a new class that I made myself) - Simple HUD Clock Patch (Adds a decorative tooltip to the top left corner of the screen indicating time, month, season, wind strength and temperature) - BetterProspecting (Allows me to find stone types with the prospecting pick; Great for finding a source of Lime) - QP's Chisel Tools (Adds many mechanics and QoL tweaks to chisel functionality) - Weather the Storm (Applies light level mechanics to Drifter spawns during a Temporal Storm; Preventing spawns within base, provided there is a sufficient light level.) - Knapster (Simplifies knapping, clay forming, and even smithing, allowing for auto-pilot completion of the tasks) - Lantern Projection (Makes the lanterns into bullseye lanterns, causing the light in front of you to span outward farther) - Plains and Valleys (Improves world generation to normalize the generation of vast plains surrounded by mountains, good for scenic bases) - Farseer (Renders distant terrain at a low resolution so you can see distant mountains that are beyond the normal render distance) - ExtraInfo (Provides extra information for whatever you're looking at; Torch duration, tree or crop growth, kiln time to completion, etc) - Zoom Button (Allows you to zoom in, reducing your FOV to the minimum, simulating binoculars) - ShutUpTheInsects (Eliminates persistent bug sounds) - Torch Holder Smithing Plus (Allows me to make torch holders out of every metal type instead of only brass) - Carry On (Allows me to move objects where I want them, even full or sealed wine barrels, compost bins, etc; Also lets you strap a reed chest to your back, to use it as a backpack) - Resin on All Sides (Makes resin visible on all sides of a log) - Immersive Third Person Camera (Shifts the third-person camera to the right slightly) - BetterFPCamera (Makes the first-person camera have more built-in dynamic movement, for better immersion) - Footprints (Makes entities leave footprints in softer blocks like sand, gravel, dirt, and snow) - Redspecs Trash Slot (Allows you to delete unwanted items instead of throwing them away) - StepUp Continued (Allows you to walk or sprint up each block instead of having to jump over each block) - From Golden Combs (Adds many QoL fixes and tweaks to beekeeping, like infinitely harvestable skeps that don't break) - Fixed Paths (Makes the top of Stair Path blocks line up horizontally with the top of regular Path Blocks) - One-Roof (Adds a universal and intuitive roof block that conforms to whatever roof shape is required in the spot that you place it) - OP Door Pack (Adds a variety of cool new doors to the game) - Bigger Pockets (Increases stack sizes of various items, reducing the impact on your storage) - Accessibility Tweaks (Allows you to remove many effects and animations from the game, like fog, mist, and other weather/particle related things. In our case, we used it to remove fog and mist, as both features caused glitches regarding light level) - Stone Quarry (Streamlines stone collection and block crafting) - CommonLib (Stone Quarry is dependent on this mod to function) - Better Firepit (Stops stacks of items from having their temperature reset to zero when cooking stacks in a campfire, whether meat, calcined flint or lime, etc) - Temporal gears stack (Does what it says, Temporal Gears now stack up to 16) - Pickup Baby Animals (Allows me to collect baby animals into my bags for transport home) - Boat Speed (Increases the speed of the sailboat)
Thorfinn Posted Monday at 06:41 PM Report Posted Monday at 06:41 PM This must be 1.21? Or have all of these already updated? 2 hours ago, LadyWYT said: It may be somewhat dependent on when the crop growth checks occur, but I'm not sure. I suspect this is what happened in earlier versions. Only rarely would crops I planted at midnight be heat-stressed, and only rarely would the ones I planted at noon be cold-damaged. Granted, I mostly didn't care about either after the very first harvest, so by September, I might have been getting stuff like that, but at that point, crops are only there for the bees anyway.
williams_482 Posted Monday at 07:10 PM Report Posted Monday at 07:10 PM (edited) I'm not sure exactly how the hot and cold crop checks work, but I know that when I ran off to the topics in the fall with a field half full of un-stunted rye and returned in the spring a year and a half later, my crops were all dead. Presumably somewhere in there it checks if unloaded crops are being exposed to damaging conditions. Edit: is it possible that your rye crops are high enough and far enough north that they've escaped the worst of the summer heat? If you happened to spawn further north than average and made your farm on a mountain slope at y=150 or something, then ran around doing summer things at local altitudes, that could have been the cause. If not, it does sound like a bug. Edited Monday at 07:13 PM by williams_482
pigfood Posted Tuesday at 11:03 AM Report Posted Tuesday at 11:03 AM This is the game code: https://github.com/anegostudios/vssurvivalmod/blob/master/BlockEntity/BEFarmland.cs#L369 You need 48 hours of accumulated heat damage (presumably only a few hours per day will be above 27C). There is catch up code and the game will simulate what should have happened, while the chunk wasn't loaded. It rolls back time to the last chunk update and then plays it forward in 3-4 hour intervals, accounting for temperature, rainfall, nutrient depletion, adjacent irrigation, ... Even if you only are a little above sea level, that will reduce the peak temperature a lot. In my current 1.21.6 game, I'm in a warm region and did get heat damage with my cabbage.
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