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jakecool19

Vintarian
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Posts posted by jakecool19

  1. 36 minutes ago, Taska Raine said:

    This is the log from a crash while starting up a new single player world.

     

    Version: v1.14.2 (Stable)2020-12-30 8:29:40 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Farmlife.EntityBehaviorConsume.get_timer()
       at Farmlife.EntityBehaviorConsume.Initialize(EntityProperties properties, JsonObject attributes)
       at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world)
       at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api)
       at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d)
       at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass17_0.<loadOrGenerateChunkColumn>b__0()
       at Vintagestory.Server.ServerMain.ProcessMainThreadTasks()
       at Vintagestory.Server.ServerMain.ProcessMain()
       at Vintagestory.Server.ServerMain.Stop(String reason)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._7qFtOrLrruN94uuyGVDb8Un9J6o()
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ThreadHelper.ThreadStart()

     

    34 minutes ago, Raio_Verusia said:

    All I have to go on. When firing up my server with 0.9.3 (First time using this mod) server's cmd prompt just exits abruptly and there isn't even an error message.

    Edit: I should say this is not a new world, it's ongoing.

    Logs:

    Version: v1.14.2 (Stable)12/30/2020 8:27:54 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Farmlife.EntityBehaviorConsume.get_timer()
       at Farmlife.EntityBehaviorConsume.Initialize(EntityProperties properties, JsonObject attributes)
       at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world)
       at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api)
       at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d)
       at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass17_0.<loadOrGenerateChunkColumn>b__0()
       at Vintagestory.Server.ServerMain.ProcessMainThreadTasks()
       at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks()
       at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase)
       at Vintagestory.Server.ServerMain.Launch()
       at ‏‏‏‍‮‪‬‬‏‮‍‌‮‎‮‭‬‍‮‫‫‭‌‌‫‮‌‮‌‭‮.‪‭‫‬‎‌‏‬‫‫‭‎‫‏‌‮‮‪‫‍‫‌‮()
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------
    Version: v1.14.2 (Stable)12/30/2020 8:28:31 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Farmlife.EntityBehaviorConsume.get_timer()
       at Farmlife.EntityBehaviorConsume.Initialize(EntityProperties properties, JsonObject attributes)
       at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world)
       at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api)
       at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
       at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d)
       at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass17_0.<loadOrGenerateChunkColumn>b__0()
       at Vintagestory.Server.ServerMain.ProcessMainThreadTasks()
       at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks()
       at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase)
       at Vintagestory.Server.ServerMain.Launch()
       at ‏‏‏‍‮‪‬‬‏‮‍‌‮‎‮‭‬‍‮‫‫‭‌‌‫‮‌‮‌‭‮.‪‭‫‬‎‌‏‬‫‫‭‎‫‏‌‮‮‪‫‍‫‌‮()
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------

    Thank you both so much for giving me your logs that made it a lot easier to fix. Hopefully now this will fix the bug and not cause any more crashes🤞. Let me know if you find anything else.

    farmlife_v0.9.4.zip

    • Thanks 1
  2. 1 hour ago, l33tmaan said:

    I'm not the server owner so I can't tell you the last one, but I think it's default. I don't think we have any animal changing mods besides this one. Here's the modlist

      Reveal hidden contents
    
    
    
    
    MODLIST
    BerryBread		1.1
    BetterDrifters(Loot)	1.0
    BetterStairs 		1.0.2
    BushmeatMeals	 	1.0.6
    CarryCapacity 		0.5.2
    CavePaintings 		1.2.-B
    ClothesCrafting		v1
    CompatibilityLib 	1.1.0
    ExtraChests		1.3.0
    FancyDoors		1.0-B
    FancyTools 		0.3
    FarmLife		0.9.2
    FixRoads 		1.2.0
    GrassStuff		1.1
    GraveMod 		2.2.1
    Instruments		1.0.14
    LazyTweaks 		3.1.0
    MedievalExpansion 	3.2.2
    MetalRecovery 		0.1.4RC
    MeteoricExpansion 	1.0.3
    MoreClasses 		1.0
    MoreRecipes 		1.4.3
    MoreRoads 		1.3.1
    MoreVariants 		1.3.1
    Necessaries 		0.7.8-B
    OreCrystals 		1.2.1
    PrimitiveSurvival 	2.4.0
    Reed Walls		1.0
    RopeBridges 		1.0.5
    StepUp			1.2.0
    Superfuel		1.0
    TemporalTinkerer 	2.2.2
    TrailFood 		1.0.1
    Vinegar 		1.2
    WeaponPack 		1.0.4
    WorkbenchExpansion 	1.2.4
    Xlib			0.4.2
    XmasTime 		0.2-B
    Xskills			0.4.2

    Yes, females were too hungry to mate and were at risk of miscarrying. I didn't check to see if it's happening to rabbits and chickens, but it's happening to sheep and pigs.

    Thank you so much for bringing this serious bug to my attention! I will release a patch for it in a few minutes.

    EDIT: 0.9.3 has been released!

    • Like 1
  3. 1 hour ago, l33tmaan said:

    Something is going wrong. On our multiplayer server we feed our animals, but for whatever reason they're ALL back to 0 sat within a few minutes. This makes the mod basically unplayable, can you fix it?

    Is it all animals or just a certain kind? Also do you have any other mods that change animal behaviors? Do the animals complain of not being fed? (Babies malnourished/females too hungry to mate?) Do they poop? Also kind of a silly question to ask, what is the game time speed set to on the server?

  4. It should work on the latest 1.14 release candidates as far as I know though I have not tested. As for backwards compatibility like 1.13.4 I cannot say with any certainty if it will work or not.

  5. Version 0.5 released, adding a whole bunch of new features

    • Seeds can now be extracted from grain using a wooden pan in the crafting grid
    • Seeds can be extracted from vegetables by a knife
    • Cat tail roots can now be duplicated by putting them in the crafting grid with a full bucket of water
    • All recipes requiring shears now require a knife
    • Herbs added to world generation
    • Herbs can be harvested like berry bushes
    • Herbs can be put into porridge, stews, and soups and add a health bonus
    • Muddy gravel can be panned to get shells and seeds
    • Modified some loot vessel loot pools to include herbs and herb seeds

    EDIT: Last minute addition, the burlap sack can be crafted with ropes and holds ten slots worth of plant materials.

  6. 1 hour ago, Godogma said:

    Thanks :) Now I'll be able to quickly deal with that issue and clear up a LOT of storage.

    EDIT - Unfortunately after putting the file in the mods folder it doesn't show up to be enabled in the game mods list and I don't see the recipe in the handbook crafting menu nor is it showing in creative mode?

    My bad I zipped it wrong. Here this one should work

    Compostbinonly.zip

    • Like 1
  7. 5 hours ago, ZigTheHedge said:

    Awesome work, man!

    One request though. Please make everything you have in mod translatable. Now some texts seems to be hardcoded (Like text in tooltips ("Saturation: 10/10", "A risk of Miscarriage" etc).
     

    Just released a patch to fix that, thanks for pointing it out.

    4 hours ago, Godogma said:

    Now this seems like an excellent mod, unfortunately my current playthrough couldn't accommodate the change. I'd have mass die offs of chickens, pigs and sheep if I tried it. On the other hand the composting bin seems very useful as it sits both to quickly deal with large amounts of slowly spoiling crops (I vastly over prepped for my first winter and there's no way I can get through all the onions and stuff that are slowly going bad; not with the stuff in the jars that's slowly going bad as well).

    Any chance you'd be willing to give us a second download for the composting bin by itself?

    Here you go. Just do not use them together or otherwise it will probably crash.

    farmlife(CompostBinOnly).zip

    • Like 1
  8. Hello this mod greatly expands upon the current animal husbandry system and attempts to make it more realistic and fun. Features include:

    Livestock Hunger System

    Spoiler

    All livestock animals have a revamped hunger system that ties into almost everything about them. All animals now have saturation like the player and lose one saturation every 24 hours. Animals can eat and gain saturation by either grazing on vegetation, eating loose items, preying on other animals, or eating food from troughs. Animals will also be attracted to players when they have a food they like in their hands. Note: Animals will eat items and prey even if they are already full. All farmable animals can be fed animal feed either in a trough or as an item. It is relatively cheap and has a long shelf life but requires much more effort to make and attracts everything, including predatory wolves, and agile deers that can jump fences and steal food. Animals still need food even when unloaded, the only way for them to get food and not starve is for a trough with food is nearby. Although animals do not die from a lack of saturation, it is still important as it is tied to many different things.

    Entity HUD Keyword Meanings

    Spoiler

    Saturation: x/y (z%)

    This shows you the current saturation of the entity if it is a farmable one. X is the current saturation, y is the maximum saturation, and z is the percentage of the current saturation.

    Hungry!

    If an entity has this word in it means that it is hungry. Hungry animals will not mate, grow, mate, and cannot be milked. On average animals are hungry when their saturation is below 75% but this varies with the Resistance trait.

    Wild

    When a wild female reproduces, its offspring will not increase in generation. The player must feed her either by trough or dropping an item she can eat. Once she is no longer wild, all her offspring and their offspring will gain generations.

    Infertile

    Females have a limited number of times they can give birth, and when they reach the max they can no longer get pregnant. Infertile chickens will also no longer lay eggs or incubate eggs.

    Can be sheared

    When an entity can be sheared it will display this. Right clicking with shears will cause it to drop an item. There is a chance you will damage it in the process.

     

    Animals cannot be hungry to mate. When mating occurs the female gets pregnant she will have an increased food consumption of +50% for the duration of her pregnancy. Pregnant females can have a miscarriage if either their saturation drops below 50% or their health drops below 25%. This is affected by the Resistance trait. Babies have only half the maximum saturation of their adult selves. Babies that are hungry will stop growing, so keep them fed throughout their childhood! Female animals have a limited number of times they can get pregnant/lay eggs, then they will become infertile and stop bearing children.

    mate-min.jpg.6630e0d2f4bcc79b397c303213b1ea7e.jpg

    miscarriage.thumb.jpg.4547bf2959f4cfd7c9b7c16b330a1721.jpg

    Every time an animal loses saturation they produce poop. Babies only produce the smallest amount of poop for their kind, males the largest amount, and females will produce either amount randomly. Poop can be used as a fertilizer for crops.

     

    Genetic Traits:

    Spoiler

    All farmable animals have genetic traits that determine different stats for it, shift+ctrl+right click an entity with an empty hand, to see the stats in your info log. Stats are inherited from parents. They range from Poor, Below Average, Average, Above Average, Exceptional

    Health: Increases or decreases maximum health. Levels: -1, -0.5, 0, +0.5, +1

    Speed: Increases or decreases movement speed. Levels: -40%, -20%, 0, +20%, + 40%

    Digestion: Determines saturation per portion of food. Levels: 0.5, 0.75, 1, 1.25, 1.5

    Hunger: Determines how much saturation is lost per day. Levels 1.5, 1.25, 1, 0.75, 0.5

    Resistance: Determines how much food an animal needs not to be hungry and how resistant they are to miscarriages. (with Useful Stuff mod installed also determines how much damage they take)

    Levels: +25%, +12.5%, 0, -12.5%, 25%

    Animal Specifics:

     

    Hare

    Spoiler

    hares-min.thumb.png.cb11e3f1a5d6e6f3d1f21f0aa3c863dc.png


     The new livestock addition of the mod, rabbits can be seen as a highly efficient protein source and a source of small hides due to their fast reproduction, growth, and small diet, but they are highly competitive and vulnerable to predators.

    Maximum saturation = 8

    Eats items: All vegetables, as well as hay(dry grass).

    Grazes on: Grass, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: All grain except rice, most vegetables, hay, and rot in large trough

    Preys on: N/A

    Poop amount: Small

    Poop Type: Grazer

    Gestation time(in game days) = 5

    Pregnancy Recovery Time(in game days) = 1-3

    Litter size = 6-12

    Baby to Adult Time(in game hours) = 168

    Maximum number of births: 8

    Additional Info: Males will attack other males and babies, keep them separated

    Chicken

    Spoiler

    chickens-min.thumb.png.2de304b429fcae203c59192988aea544.png

    Chickens will provide a daily supply of eggs, given they have enough room and food for them. They have the smallest and most expensive diet though.

     

    Maximum saturation = 12

    Eats items: All grains

    Grazes on: Grass, mushrooms, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: All grain except rice, in small trough

    Preys on: Grubs, (If Primitive Survival is installed: Earthworms)

    Poop amount: Small

    Poop Type: Avian

    Incubation time(in game days) = 5

    Pregnancy Recovery Time(in game days) = N/A

    Litter size = 3

    Baby to Adult Time(in game hours) = 120

    Maximum number of eggs: 128

    Additional Info: Infertile hens will not incubate eggs

    Pig

    Spoiler

    pig-min.thumb.png.7c655a42126af63801ace478a0df6fe2.png

    These beasts have the largest litter size and diet of all the animals, being able to eat literal rot. Though they have to eat a lot more, and are a risk to bushes and beehives.

     

    Maximum saturation = 20

    Eats items: All grains, all vegetables, all meat, all dairy, all fruit as well as hay(dry grass), raw meats, and rot.

    Grazes on: Grass, mushrooms, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: All grains except rice, most vegetables, hay, and rot in large trough

    Preys on: Grubs, (If Primitive Survival is installed: Earthworms)

    Poop amount: Small to medium

    Poop Type: Normal

    Gestation time(in game days) = 18

    Pregnancy Recovery Time(in game days) = 1-3

    Litter size = 7-14

    Baby to Adult Time(in game hours) = 168

    Maximum number of births: 8

    Sheep

    Spoiler

    milk-min.thumb.jpg.e5660a65ac07ab52ca0a9ea7d6bfecef.jpg

    These creatures produce wool and milk. Though there diet is somewhat picky and they have the slowest reproduction of all the animals

    Maximum saturation = 16

    Eats items: All grains and hay

    Grazes on: Grass, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: All grains except rice, some vegetables, hay, and rot in large trough

    Preys on: N/A

    Poop amount: Small to Large

    Poop Type: Grazer

    Gestation time(in game days) = 20

    Pregnancy Recovery Time(in game days) = 14-21

    Litter size = 1

    Baby to Adult Time(in game hours) = 336

    Maximum number of births: 3

    Additional Info: Female sheep can be milked, and adults can be sheared for wool

     

    Wolves:

    Spoiler

    Maximum saturation = 20

    Eats items: All meat

    Grazes on: N/A

    Eats in trough: Only animal feed in large or small trough

    Preys on: Hares, Chickens, and Players!

    Poop amount: Small to medium

    Poop Type: Normal

    Gestation time(in game days) = 12

    Pregnancy Recovery Time(in game days) = 7-10

    Litter size = 4-6

    Baby to Adult Time(in game hours) = 192

    Maximum number of births: 5

    Additional Info: Extremely hostile, can cause significant injury to players.

    Dogs:

    Spoiler

    Maximum saturation = 20

    Eats items: All meat

    Grazes on: N/A

    Eats in trough: Only animal feed in large or small trough

    Preys on: N/A

    Poop amount: Small to medium

    Poop Type: Normal

    Gestation time(in game days) = 12

    Pregnancy Recovery Time(in game days) = 7-10

    Litter size = 4-6

    Baby to Adult Time(in game hours) = 192

    Maximum number of births: 5

    Additional Info: Any kills the dog gets, it does not get nutrients from, and the credit for the kill goes to its owners

    Deer(Lichen mod installed):

    Spoiler

    Maximum saturation = 18

    Eats items: All grains and hay

    Grazes on: Grass, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: Only animal feed from large trough

    Preys on: N/A

    Poop amount: Small to Large

    Poop Type: Grazer

    Gestation time(in game days) = 12

    Pregnancy Recovery Time(in game days) = 4-11

    Litter size = 1-3

    Baby to Adult Time(in game hours) = 168

    Maximum number of births: 5

    Additional Info: Very agile, can jump over fences. Very hard to domesticate. Females produce milk and males can be sheared for their antlers.

    Aurochs(Medieval Expansion mod installed):

    Spoiler

    Maximum saturation = 24

    Eats items: All grains, and hay

    Grazes on: Grass, (If Wild Farming is installed: Ferns, Flowers)

    Eats in trough: All grains except rice, carrots, hay, in large trough

    Preys on: N/A

    Poop amount: Medium to Large

    Poop Type: Grazer

    Gestation time(in game days) = 20

    Pregnancy Recovery Time(in game days) = 4-11

    Litter size = 1

    Baby to Adult Time(in game hours) = 336

    Maximum number of births: 4

    Additional Info: Females can be milked

    Pets:

    Spoiler

    2021-08-07_17-18-01.png.42bedfa39e13ab03f6ef30dc491875ab.png

    Wolves can be turned into dogs once they reach generation 10. To turn them into a dog shift-right click with a collar and they will be owned by you. Note: The color of the dog may be different from when it was a wolf. To give the dog commands, use a pet whistle. Dogs will stop obeying you if they are hungry. Shift+left click to set and order, and ctrl+left click to set an aggro level. Shift+right with a dog selected to give them the current command or aggro level, or if you are not looking at a specific pet it will give every pet within a 30 block radius that order and aggro.

    Current Commands:

    Stay: The pet will not move

    Wander: The pet will freely wander around

    Follow: The pet will follow you and teleport to you if you get too far away

    Current aggro levels:

    Passive: The pet will not attack at all

    Defend: The pet will attack entities that attack it

    Protect: The pet will attack entities that attack it, it’s owner, or generation 3 animals

    Hunt: The pet will attack entities that it’s owner attacks, attack it, it’s owner, or generation 3 animals

    Food Troughs, Compost Bins & other Changes/Additions

    Spoiler

    Troughs have been revamped in order to meet the new food needs of the animal. It now takes 1 item to make one portion in either trough. The large trough capacity has been increased to 64 and the small to 32. Rot can be placed in large troughs for pigs, and dry grass in small troughs for hares. Hold shift to insert 4 at a time.

     

    smalltrough-min.jpg.770a68891e71ab90cf7fc01aeb9cbf49.jpg

     

    largetrough-min.thumb.jpg.62e62836578744c457e7431a469d79d2.jpg

     

    Compost bins are added for getting rid of unwanted food to give to pigs. It has four slots and most things will rot in less than 24 hours inside of it. The amount of rot gained from food items like grain, fruit, and vegetables has been increased. Grubs can be collected by placing a compost bin full of rot on top of a hopper. Grubs will grow and eat the rot and fall into the hopper. They can be eaten for a tiny snack(GROSS!), and you can place them on the ground by shift+right clicking. They will go around and eat poop.

     

    compostbinrecipe-min.jpg.34e2b5134b7e6ab01f2fc53cf85e31dd.jpg

    Animal traders specialize in the selling of domesticated animals. They will sell caged babies at generation 10, for a hefty fee of course.

    Wool can be sheared from adult sheep. Greasy wool fibers need to be cleaned with lime water to be turned into twine, and wool twine can be turned into white wool sheets. Wool can be used in similar ways to linen and has double the clothing repairing abilities.

    Rice, rye, and spelt now drop dry grass on harvest.

    Animal handling gloves can be crafted from 4 leather and 2 twine and can be used to carry small animals.

    If you have meat from another mod, it can be fed to meat eating wolves and pigs by making sure it is in an edible form, by either cooking or curing it.

    While animals can graze on all plants, not all plants are good for them. While horsetail can heal, lily of the valley, fly agaric mushrooms, cinnamon ferns, and eagle ferns will poison animals.

    If you want to raise dogs for other people, make sure you do not claim the wolves! Once you put a collar on a wolf it turns into a dog that only you control, and any babies made from female dogs owned by you will also be owned by you.

    The traits will also show you the age of the baby, and the amount of births a female animal has left. If Useful Stuff mod is installed it will also display that entities given name with a ceramic tablet.

    For big animals, like sheep, make sure you give them a wide area and put there trough in the middle of the pen. They will walk in circles if they cannot path properly.

    Note: There is an in-game Farmer's Guide with the rest of the guides

    Note: The hitboxes of the troughs were removed in order to allow better pathfinding.

    Note: While animals can eat dropped items, they cannot do so if they are unloaded, say if you were to go far far away. Troughs will automatically feed them while unloaded so they are a definite upgrade to have.

    Config Explained:

    Spoiler
    • RestrictPathfinding: When true, restricts the pathfinding to a line of sight for food
    • PathRange: Determines how far animals path for food blocks
    • PathItemRange: Determines how far animals path for players holding food and food items
    • PoopEnabled: Whether animals drop poop or not
    • UnloadedHungerEnabled: If true hunger is applied even if the animal is unloaded or there is a time skip
    • ShearingEnabled: Whether or not shearing is enabled
    • PetsEnabled: If false, will disable all pet related items
    • GluttonyEnabled: Whether animals eat items even if they are not hungry
    • LichenEnabled: Whether to use Lichen patches
    • MedievalExpansionEnabled: Whether to use Medieval Expansion patches
    • PrimitiveSurvivalEnabled: Whether to use Primitive Survival Patches
    • WildFarmingEnabled: Whether to use Wild Farming patches

    Update notes

    Please let me know of any bugs, and feel free to leave any suggestions or feedbacks. Happy farming! 🧑‍🌾👩‍🌾

    https://mods.vintagestory.at/show/mod/47

     

    Compatibility:

    Wild Farming

    Useful Stuff

    Primitive Survival

    Lichen

    Medieval Expansion

     

    Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!

    • Like 8
    • Cookie time 3
    • Amazing! 2
    • Mind=blown 1
  9. Good news! Growing closer to the release of my other mod I have released a rather big update this mod including a highly demanded feature - mushroom farming! Right now it is a very watered down version of the real life version of mushroom farming but I hope to improve it in the future. Note though, this mod will increase the difficulty a bit as flowers all can now be very picky about what temperatures they grow in and on average take a bit longer.

    Notes:

    - Added new mushroom spawn item. Use it like seeds to plant mushrooms on fertile ground

    - Added new barrel recipe to create mushroom spawn. Ratio is 1 mushroom to 1 rot = 1 mushroom spawn after several days

    - Wild growing plants now have slightly randomized growing times(+-25%)

    - Plants now have more specific growing temperatures based on regions they are found in

    - Plants now have more specific growing times

    - Reduced flower seed extraction from 4 to 3

    - Reduced herb seed extraction from 4 to 1

    - Wild growing plant info no longer displays temperatures, instead shows "Too hot to grow" or "Too cold to grow" if outside temperature range

    - Wild seeds now display the average grow time for plants

    - Wild growing plants now drop their respective seeds when broken

     

    Like always, please leave suggestions and feedback!

    • Like 1
  10. Sorry guys for the radio silence, I have been really busy with school work as I am finishing up finals this week. I will release an update later today that will address the non growing problem, caused by an api update in 1.14. Also now wild plants will benefit from greenhouse bonus just like normal crops! As far as mushroom farming goes, mass mushroom farming did not really happen until much later in history so I did not think that I would add it, although seeing the demand for it I might add a feature to allow mushrooms to spread randomly, similar to Minecraft mushrooms, so players could get reliable amounts from certain spots, although right now I'm working on a much bigger mod building off of this one right now. I have got the code part of it done for the most part now which leaves a lot tedious JSON patching/adding to do, which I will have plenty of time to do with winter break next week, so MAYBE I might have an early access version of the mod out next week 😉. Thank you all for your feedback and reports, and please let me know any other bugs/changes you would like to see.

    • Like 1
    • Thanks 3
  11. Updated to v_0.2 which includes:

    - Seeds can be extracted from berry bushes to grow new bushes

    - Growing plants will break if the block they are under breaks

    - Added json attributes "hours", "minTemp", and "maxTemp" for further easy customization

    - Temperatures are displayed in block and item info

  12. Hello World, this mod allows for the farming of flowers(including crotons and rafflesia), berry bushes, and mushrooms. It also overhauls tree growth.

    531954827_VintageStory10_19_202011_02_27AM.png.146bac335191dcc6407be01b6da5f451.png

    Seed Extraction And Plant Reproduction

    Spoiler

    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

    Place mushrooms in a barrel of rot and seal to create starting spawns, which can be placed in fertile ground to grow mushrooms.

    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.

     

    Tree Farming

    Spoiler

     

    All saplings/trees have specific needs in order to grow them. They must all be planted on farmland, in a certain temperature range, have a minimum amount of moisture, and have enough nutrients to grow or regenerate. The trunk of the tree will tell you its needs and you can apply fertilizer to the farmland the tree is planted it by right clicking the trunk. Trees will regenerate leaves if they meet the above criteria and the place where the leaves should go is not blocked. Trees grow into the next stage if they meet all the above criteria, and they have all their leaves, if a leaf is blocked by something the tree will never mature. Because trees require constant moisture, it is wise to have them by a source of water. Farmland adjacent to water will maintain 75% moisture, 1 block away it maintains 50% moisture, and 2 blocks away 25%. Leaves and branches will regenerate BUT destroying a log will kill the tree and the trunk will die and turn into a regular log. The in-game Botany guide will give you more specific information on the needs of individual trees.

     

    Config Settings

    Spoiler

    "MaxTreeGrowthStages": How many times trees grow until they are fully mature,
      "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,
      "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,
      "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

    Report any bugs or give feedback on this forum page. Enjoy!

    https://mods.vintagestory.at/show/mod/53

     

    Disclaimer: Please post any bug reports, suggestions, and feedback on the forum page of this mod. Anywhere else, such as Discord, will be ignored!

    • Like 7
  13. TL;DR: Do not hold right click, or right click more than once when using any pot on a crock

     

    Hi guys, I've seen a lot of people, myself included, having problems with crocks having zero servings or less servings than what they put in with a pot. I've found that you can still use the crocks, albeit very carefully. First, to get food into the crock properly when you have your pot of food do a quick tap of the right click button to transfer the correct amount to the crock. Do not hold right click or right click more than once! This will cause servings to disappear losing valuable saturation. Likewise if you want to put the max amount of servings in a crock(4 servings), then make sure you put that amount in there to begin with. Say if you make 6 servings in a pot, and put 4 in one crock and 2 in the other. If you make more servings and try to fill the half empty crock, it will just reduce your crock servings AND your pot servings. The math is really funky. Finally if you use exactly 4 servings in a pot and transfer them to a crock you will be left with zero servings in the pot making it unusable. To fix this get a bowl, place the pot on the ground and take the imaginary serving in the bowl and enjoy an imaginary meal and your reusable pot. Hope this helps someone prepare for winter!

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