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  1. So basicly i was thinking a more ways to improve the quality of soil, and then i remembered this old washion fertilization project called Slash-and-burn which long story shorter is, you burn down a forest to increase the fertility of soil. This could work in game like if you burn down a tree in a few block area around it has a chance that soil will improve for example like. From poor to medium could be like 50% change and from medium to high could be like 25 or even 10% change. or it could make a new kind of soil that is like a medium soil but looses fertility slower.
  2. Animals Are No Longer Covered By This Mod Fields of Gold is for the farmer who prefers more naturalistic growth periods for their crops and is wanting yields more in keeping with real-life farming. 1.1.9 continues this theme by adding support for More Crops and Wildcraft. In addition, you’ll find some small features and changes to existing recipes. - The Haystack (New) – A haystack has been implemented, allowing you to store large amounts of dry grass in a convenient pile that adds more of that farmland feel to your barns and fields. Haystacks are created by Ctrl+Shift clicking the ground with dry grass, getting larger with the amount it holds, up to a maximum of 256. - The Hay Bale – The hay bale grid recipe has been removed. You will now create a hay bale by interacting with a haystack with a rope. The hay bale takes 64 straw to make, so the haystack must hold at least that much. You can place a hay bale and use a knife on it to return your 64 straw. While they can still be carried in your inventory, they can also be carried with CarryCapacity. - The Straw Mat (New) – The straw mat is created in the same manner as the hay bale, but requires 8 straw and 4 reed fibers (Cooper’s Reed/Papyrus). Straw mats can also be placed on the ground to create a nice straw floor for your house or animal pen. They are also used in crafting beds, and in making thatching. Thatched Roof – As mentioned above, straw mats are now required for crafting a thatched roof. In addition, sticks have been added to the recipe to account for framing. Grain Seeds – Grain seeds can no longer be used as a form of seed as in earlier FOG iterations. Instead, you can craft grain in your grid recipe to produce 3 seeds of the appropriate type for each unit of grain. This crafting process also works in reverse, so you can make a portion of the appropriate grain out of three grain seeds of the same type. Seed drops have accordingly been removed from the individual grains, and the overall drop rate of grains from crops has dropped. You will now receive 1 or 2 grains per plant. Plan your fields accordingly. Cattail/Papyrus – These roots can now be split in half, with each half being able to be planted. This allows the propagation of cattail root and papyrus. Each half can also be roasted and eaten for half the nutrition of the full root. When freshly planted you will create a ‘growing’ cattail or papyrus plant that will not drop anything if broken. Beehives – Beehives have had their harvestable hours set to once every 60 days, encouraging the creation of larger apiaries. You can modify how often you can harvest the hives in the config file. This portion of the mod is automatically disabled if From Golden Combs is installed. Cattail/Papyrus: - From Growing to Harvested:22 days - From Harvested to Normal:22 days - Hives: 1488 hours –> 62 Days Berry Bushes - Empty to Flower: 62 days - Flower to Berry: 100 days - Berry to Empty: 14 days Vanilla Crops: - Amaranth: 84 days - Bellpepper: 84 days - Cabbage: 70 days - Cassava: 540 days (Cassava takes a ridiculously long time to become harvestable) - Flax: 110 days - Onion: 100 days - Parsnip: 90 days - Peanut: 120 days - Pineapple: 485 days (Can confirm, have Pineapples in my yard) - Pumpkin: 90 days (Some concern over how well this works) - Rice: 120 days - Rye: 120 days - Soybean: 65 days - Spelt: 110 days - Sunflower: 90 days - Turnip: 40 days (this stuff grows FAST RL) More Crops: - Beets: 56 Days - Cauliflower: 90 Days - Corn: 90 Days - Eggplant: 120 Days - Jalapeno: 80 Days - Potatoes: 90 Days - Yam: 98 Days WildCraft: - All Herbs: 56 Days (This will likely be updated further at a later date, but for now, they all grow on the same cycle) Frequently Asked Questions: - Did you decrease hunger or increase crop yield to compensate? No. The intent was to require larger farms and bring crop growth in line with a more real-ish standard. Upcoming Features: Add planters pots, racks, and trays for pre–Spring planting. Change grains to drop ‘fresh sheaves of <grain> Add Stook mechanic for drying sheaves of grain. Stooks will hold up to 12 fresh sheaves of grain It will take a base of 21 days to dry Modified by local rain/temperature Will not dry underground (unless underground farming is true) Must have 6 of 8 horizontal spaces near it empty of other non–grass blocks. Must have 3x3 space over it exposed directly to the sky. (Keep your stooks outdoors!) Add a threshing mechanic to separate the dry sheaves into dry grass and threshed grain. Add winnowing grain mechanic using panning pan to convert threshed grain to grain. Mushroom cultivation mechanics Stackable sacks for storing grain GUI–less interface Will display stored grain type on the sack. Will have storage time similar to a storage vessel. Can be stacked 3 to a block. Can be set down and opened for accessing contents.
  3. Davis

    Fruit Tree's

    Hello, I wanted to make a thread here before making an suggestions because I'm still unsure of a few things. I'd appreciate a developers comments if they're able to! My only question is as follows; 1. Do fruit tree's continue to spawn throughout the map and during your game time like wild crops do? The reason I am asking this question is because I think they're going to be wildely hard to propagate due to the success chances of cuttings taking and turning into a tree. Also, the branches you cut do not grow back as stated in the wiki, so the trees you maim are useless after you've cut from them. if the above question holds true, then these tree's are finite and will eventually die out. I can't see this being a major issue on a single player. However, on a multiplayer server like the one I play with 35-40 active players I can see them quickly disappearing and nobody actually being able to get a larger orchard going and I think that ruins the farming experience. Purely my opinion of course, love the addition regardless just think they could be worked on if the above is true. @Tyron
  4. In real life I live in an area that has few trees except areound lakes or creeks. Old timers knew to cut branches off when a tree was harvested to replace the one they took down. If they were smart, they planted several saplings in case some didn't grow, or got eaten by deer, cattle, wild pigs, ect. Tree farming would be a good way to reforest, or start a colony in a tree poor environment. In game I'm using branchy leaves on hoed ground as the simplest marker. In a couple of game days the leaves "root" into a sapling. If I understood coding, I'd write it up that way.
  5. I know originally the developers intended the game to have solely European/Old World crops, but (so I've heard) this has changed, so if we already have Cassava (native to South America) and Sunflowers, I don't see why Corn, Squash, Avocado, Beans, Cacao Trees (Cocoa), Tomatoes, Peanuts, Peppers, Tobacco or Potatoes couldn't be added in the game, since it's set in a sort of post-history. Even if it's a European setting a post-history would be well long after we brought new world crops over and they would still be found growing in the former Europe. I'm not entirely familiar of the lore so please correct me if I'm wrong! I've only had the game for a week or so. A non New World addition could be Coffee! Coffee is native to Ethiopia and could commonly be found growing in parts of Europe. Coffee beans could be combined with water and give the drinker a caffeine buff. These don't all need to be added but these are just some really cool crop ideas that I think would fit if it's set in a post-civilization Europe long after human cultivation of them. Tobacco, while not a food crop, could be used for medicinal purposes, as it can be used as an antiseptic, sort of like Flax has use as a utilitarian crop. Alternatively, while unhealthy, tobacco could also be smoked to provide a temporary buff of some kind. I'm not promoting drugs at all but tobacco was a popular historical use. Cocoa could be used to make chocolate, chocolate cake, chocolate pies, hot cocoa, and so much more! Let me know of your thoughts! I would love to see these crops in the game. The amount of crops is already incredible and the addition of some of these would make the game even more unbelievable!
  6. Corn would be an amazing crop addition! It could be a fall crop as corn is typically harvested in the fall. There could be so many uses for it like cornbread, cornmeal, even Ethanol in the far late game!
  7. Hello! I have a curious problem with the moisture mechanic. I looked up how it works (three tiles, 25% drop etc.) but I can't figure out what happens here. Did I overlook something? (And yes, the setup isn't very efficient. Looks pretty though in the surrounding landscape). I have two spots of tilled land with crops that have a way lower moisture level than their surrounding tiles. As you can see in the first two pictures, the tile in the right hand corner has a moisture level of 25%, while the neighbouring tile has almost 100% moisture level. In the last three pictures you can see a similar problem. The tile in question has a moisture level of 40% (it was even lower before), while the neighbouring tile has 100%. After doing some stuff in game the moisture level however had suddenly increased to 100%, after several days of 25%, when I came back to check. The very first tile however had remained at 25%. No rain had fallen in the mean time. Does anyone have an explanation for this behaviour? Is it on purpose? And is there a certain interval in which moisture updates?
  8. I think it would be neat to have a mechanical push lawnmower that can be created later in the game. It could cut grass and flowers, and could be adjusted to either completely destroy them or trim them. Going along with this idea, a traditional plow would be cool to hoe a field much quicker. Just quality of life things that I think would be neat additions to the game!
  9. - Make rain increase the crops water level % automatically - Rain can be used to cooldown your molds - Enhanced celestials, lunar events such as Blood moon,harvest moon,blue moon which can give positive/negative effects - Hot air balloon, which can be crafted with fiber,cloth. Used charcoal to fire up. used for faster journeys in long distances - Ether Energy , generated in a selfbuild chamber with inside copper blocks/wires & crystals/minerals we still see today for example: amethyst,emerald.jade,serphenite which act as a force field you can't see or touch. Used to give the player certain bonuses or effects like healing,speed,resistance,vision,lootdrop - Add fruit trees - Small wooden boat - Refined Obsidian (Strong and used for tools,weapons) , created by by finding the rare ore osmium. Obsidian & Osmium dust needs to be crushed & liquified together in order to make things with it - Damascus Steel (Optional:create your own patterns on blade) , created by combining Iron & Bronze dust. It has higher durability in comparison to bronze or iron. making it an effiecient tool to create
  10. It is a relatively shared issue/opinion that berries are too strong. They are one of the easiest to obtain and lowest-maintenance food sources in-game, and are very easy to collect in mass quantities until the player effectively needs no other food sources outside of winter (given you're not surviving in extreme climates). Though, there are a matter of "false" solutions to the problem: - Nerfing saturation threatens more problems than it solves. Berries are already one of the lowest time:saturation ratio growables, and lowering them further would make them tedious to eat and require more berry gathering (which is tedious on its own) for the same satiety. - Increasing natural bush rarity, making bushes harder to translocate, decreasing berry harvest size, or increasing length between harvests doesn't solve the issue, it just increases the labor it takes players to reach the aforementioned tipping point where they need no other foods. Players can still collect berries in mass to reach this status, and the problem persists--you just have to eat more of them for the same satiety, which adds tedium. Both of these changes add tedium to the berry-usage process (and makes them generally less useful), which can threaten the abandonment of berry usage as a whole. Though, making all of these changes but in small amounts may avoid more glaring consequences while still maintaining a nerf to overall usefulness, but it is a patch over the wound at most--not a full fix. The problem lies with how berries are obtained and cultivated--they are far too easy to collect and plant in obscene quantities. The solution relies on changing how berry planting functions with minor tweaks elsewhere to complement such changes, but nothing severe enough to discourage berry use altogether. A few example solutions: - Berry bushes must be planted in tilled soil like crops, and consume nutrients. A rather unelegant solution, this poses problems: they may have to be removed to regenerate soil nutrients, they don't naturally grow/function like soil crops (no growth stages, seeds, etc.), they'd now need water for the soil, etc. On the other hand, berries would now be limited (like other crops) by soil quality and quantity, access to water, nutrient regeneration/crop-cycling, etc. which begins to solve the prolific-propagation problem. - Give berries alternative, useful uses. Encouraging players to use berries for uses other than eating will simply reduce the amount of berries used for satiation. Things like brewing alcohol (which can be drunk or traded for non-satiety benefits) or baiting wild animals (have them eat stray berries on the ground) provide alternative use that creates more content or solves other existing problems, respectively. One could also make berries significantly more useful for generating rot/compost than other options (which helps solve the problem that compost takes so much rot it is not worth actively pursuing... it takes 1 stack of rot for 1 compost and 8 stacks of rot for one high-fertility soil block). The main issue with this is that it is a pseudo-solution: players do not have to actually pursue/utilize these alternative uses. The reason I mention "minor tweaks elsewhere to complement such changes" is that, with proper tweaking, one can create the most solutions while preventing the most problems. I personally think that a combination of a slight all-around nerf to raw berries as food plus enough alternative uses would slightly discourage their usefulness (and commensurately use) as food while greatly encouraging using berries for other purposes. This would not only create more content and depth to berries in the process (a positive change), it would largely avoid the negative repercussions that may come with major numbers nerfs. There are definitely more potential solutions I have not thought of, but I think it is safe to say that berries need some form of tweaking in order to balance them.
  11. Will be nice if You add posibility to pickup dead animal corpses, and maybe add >Butcher's Log< as a craft bench where this corpses + Claver give chickens components /parts. Now its arduous to slice single chicken by knife, then removing skeleton from ground each time.
  12. In the road map it says Seasons and Seasonal Farming. but i fell like thats already implemented. I havent gotten to the winter yet in my world but i dont think i can grow crops when its that cold. So my question is what dose the developers what to add?
  13. Hey everyone! My Name is Haku ,i'm 23 years old and i'm from Switzerland. I invested a lot of my lifetime in sandboxgames also in survivalgames. First before i get to the point, i want to say "wow Vintagestory is a great game for what it offers so far". I think personally the best are mechanics such as pottery and smithing. Please keep in mind: "this post comes just from a person that would see this game in future" Farming Farming like searching for seeds to plant them, watering and defending from the rough wildlife is a nice idea and the mechanics behind them is good. One thing that it needs is (in my sight) a mechanic that allows you to get seeds from mature crops and i dont wanna talk about the 5% chance for a extra seed (its really hard). Vintagestory already have a depth and i would like see a mechanic that is more complexe to get seeds. example: Flax could be harvested and seeds by thresing them whit an flail and drying in sunlight. bulbs to prick out whit tools Automation / advance crafting Automation in a way is very important. i'm not talking about robots just like simple things: Pottery table, waterwheel, automated saw for sawmils, spinning wheel, loom ,bellows all this kind of stuff should be implemented. Discuss, comment, would see what you think. //cheers Haku
  14. I find it weird that chicken only exclusively eat seeds and pigs only eat grass/seeds. Since you can easily farm such large quantity of vegetables and end up with so much surplus in your root cellar, why not allow them to be fed to pigs and chickens? Just a thought. edit: after reading what others have said in the past, I think this is also a good solution to alleviate the need to grind for grass upkeep.
  15. Since I've started to care for my sheeps, I've been in a constant need of dry grass, so it got me thinking how this is handled in real life. Then I realised that it seems pretty silly that you only get seeds and grains from harvesting rye etc. since those only make up about 5 - 10% of the plant. The rest is then dried and used to feed the livestock, and I believe that it should be the same in VS. My proposal is that you should get about 2-4 dry grass from harvesting any grains, that you can then use to feed your animals. Or better yet, get fresh hay, that you then need to dry for a few days to get dry hay, which can be used in place of dry grass, but being more nutritious for animals, for example only needing 16 units to fill a large trough. The drying could be really easy too, you just put 6 fresh hay together to make a haystack, then place it anywhere (probably under a roof so it doesn't get wet and mouldy) and after a few days, you got dry haystack.
  16. As the title suggests I think Scarecrows would be a great addition to the farming of the game. I don't know if this has been suggested before so I hope I'm not just repeating something that's been said a few times before. I've made fences to protect my garden yet hares still get in somehow, I don't know if they spawn inside it or what but it gets annoying finding my crops ruined when I put so much effort into it so I think it would be cool to be able to craft a scarecrow to protect your crops from hares and whatever other future creature that can mess with your farms. I think a way to craft it could be with your old tattered clothes with dried grass and sticks.
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