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  1. Mod Only Suited To Play With 30 Day Months <Link to ModDB entry> This mod increases animal gestation and growth times to mirror real-life growth times. This changes some elements of the farming and survival game to require planning out your crops more efficiently throughout the year. Hives only swarm in the Spring and take longer to become harvestable (Expect only 2-3 harvests per bee season). Cattail and Papyrus roots can now be split in half to expand crops. A new stage of cattail/papyrus added "Growing". In the growing stage breaking the crop will get you nothing back. Tooltip informs of this. During the 'harvested' stage you'll get back a root. Normal gets you the normal drops. Split roots can be cooked or harvested, and will rot into half as much rot as normally cooked roots. Currently, only hives can have their growth time configured. Note: All grains have had their seed drops disabled, and that amount added into their grain drops. Grain now functions as a seed, but cannot be eaten raw. Default Growth Times In This Mod Are: 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 Mushrooms 45 days 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) Animals Aurochs (With Medieval Expansion) To Adult 17520 hours (two years) Pregnancy - 284 days Chickens Chick to Pullet - 2016 hours (84 days) Pullet to Adult - 6742 hours (280 days) Time to Lay - 50 seconds Incubation Time - 21 days Dogs (With Farm Life) Pregnancy - 63 Days To Adult - 547 days Foxes Pup to adult - 8760 hours (one year) Pregnancy - 52 days Hare Pregnancy - 30 days To Adult - 8760 hours (365 days) Hyenas To Adult - 17520 hours (2 years) Pigs Pregnancy - 115 days To Adult - 4380 hours (6 months-ish) Raccoon (Raccoons do not bear young in VS, they just multiply) To Adult - 7200 hours Sheep Pregnancy - 180 days To Adult - 4320 hours Wolf (As Raccoons) To Adult - 8760 hours FAQ 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 realish standard. Future editions will have configuration files to allow users to adjust the yields to their desires. When that happens, the base settings will have harsher drops for grains in particular. They're too high at the moment in most cases. Rye, for instance, drops between 2-4 grain per harvest. 1-2 would be far more in line with modern farming values. Some other changes may be considered for this. Compatibility Wildcraft Medieval Expansion Farmlife Upcoming Features: Fauna/Lichen Compatibility Different bloom and harvest periods by berry type Seasonal growth for mushroom Recalibrated Lactation Periods for Sheep/Aurochs Starvation Mechanic For Animals Configuration for Berries Configuration to add a base multiplier to crop growth times based on Days per month/Hours per day Configurable swarming seasons for bees Configurable time between swarms for bees (?) Creation of 'handfuls of grain' as a way of splitting a grain item. The yield would be 2-3 handfuls of grain per regular grain. Handfuls of grain will be used for planting, as well as replacing grain in cookpot recipes. Intended result -> More uses of grain for mixed meals, while retaining one (whole) grain per flour standard.
  2. - 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
  3. 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.
  4. 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.
  5. 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?
  6. 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
  7. 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.
  8. 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.
  9. 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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