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Wild Farming - Revival

CURRENTLY WORKING ON 1.22 DEVELOPMENT JakeCool19's Wild Farming mod, revived...Thanks Jake, you're the best! Original Mod HERE if you're curious. This mod is standalone though, so don't install the original one. Thanks to SpearAndFang for working on bringin

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Wild Farming - Revival release matches 1.21.1?

Updated 4 months ago
Best match for your filters 1.4.3
Game version 1.21.1, 1.21.2, 1.21.3
Loader Built-in Vintage Story mod system

Wild Farming - Revival 1.4.3 targets 1.21.1, 1.21.2, 1.21.3. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is Wild Farming - Revival required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does Wild Farming - Revival 1.4.3 need?

1.4.3 on 1.21.1. Every mod below is checked against that same setup.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Wild Farming - Revival without breaking your instance.

Built for Wild Farming - Revival 1.4.3 on 1.21.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.4.3. It targets 1.21.1, 1.21.2, 1.21.3; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.4.3. It opens that exact file at the source.

About this project

What does Wild Farming - Revival add?

CURRENTLY WORKING ON 1.22 DEVELOPMENT

 

JakeCool19's Wild Farming mod, revived...Thanks Jake, you're the best!
Original Mod HERE if you're curious.  This mod is standalone though, so don't install the original one.

Thanks to SpearAndFang for working on bringing this mod up to 1.21 release!
Thanks to ehm-93 for working the bugs out for the 1.19 release!
Thanks to Maltiez for the mod configuration gui!

This mod allows for the farming of flowers (including crotons and rafflesia), berry bushes, and mushrooms. It also overhauls tree growth. I'll admit that I don't know much about this mod, so if you're reporting an issue be VERY specific.  And report issues here, not on the forums or on Jake's GitHub repo page. Thanks to genderneutralnoun and Yooooyyy and Sp0wN over on the VS Discord for helping get the bugs out! 



IMPORTANT: Dynamic/self propagating trees and vine growth are now disabled by default, considered experimental only, and unsupported - use in Single Player ONLY, and at your own risk.



More info below, or in game check out the handbook Wild Farming Revival:Botany Guide.

 


 

 Seed Extraction and Plant Reproduction
  • 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.
  • Cattail/Papyrus roots can be grown and split into two roots by putting tops in the crafting grid with a full bucket of water.
  • Craft and then place vine tips up somewhere high, and the tip will grow down leaving vine sections you can harvest. (disabled by default)
  • Place seaweed trimmings in deep water and they will grow up, leaving seaweed you can harvest.
  • Seeds for flowers, berries, pineapple, 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 and acacia trees can be scored with a knife to leak resin.
  • Optional, disabled by default: Planted trees can grow resin, by setting "ResinGrowthEnabled": true
  • Muddy gravel can be panned for shells and seeds.

 Mushroom Farming

To start farming mushrooms you will need mushroom substrate and the mushroom you want to grow. Right clicking on the substrate with the mushroom will set it. For ground mushrooms, they will grow within 7 blocks of the substrate randomly on dirt that is on the same level as the substrate. For side growing mushrooms place as many as 5 logs directly on top of the substrate that match the mushrooms preferred type and they will grow on the sides of the log.

 

 Tree Farming

All saplings/trees have specific needs in order to grow them. They must all in a certain temperature range. The trunk of the tree will tell you if it is too hot or too cold. Trees will regenerate leaves if they meet the above criteria and the place where the leaves should go is not blocked. Tree health is 50% based on the amount of leaves and 50% based on the health of the wood. Breaking or blocking leaves will reduce its leaf health. Parasites like termites will reduce its log health. Trees grow into the next stage if they have at least 85% health. Leaves and branches will regenerate BUT destroying a log will kill the tree and the trunk will die and turn into a regular log. Fully grown trees will attract different flora and will plant more saplings in the area if at least 75% health. Be careful though, as fully grown trees can also attract harmful organisms like termites. Note: Bamboo and fern trees are not “living”.

 

 Configuration

OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]).

If you want to customize this mod the old fashioned way, see %appdata%/VintagestoryData/ModConfig/wildfarmingconfig119.json.

  • "MaxTreeGrowthStages": How many times trees grow until they are fully mature
  • "FernRepopRate": This percentage of ferns will actually be planted.  i.e. 100 for all the ferns.  Default = 20.
  • "PropogateIntoWater": propogate plants and saplings into water. Default is false.
  • "PropogateIntoClaims": propogate plants and saplings into land claims (i.e. traders). Default is false.
  • "SeedlingGrowthRateMultiplier": Increase this number to speed up seedling growth rate. Only applies to newly planted seeds
  • "GrownTreeRepopMinimum": Minimum range trees will plant saplings and max range for foilage
  • "GrownTreeRepopVertSearch": How far up and down the tree looks to plant something
  • "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
  • "TreeRepopChance": Chance the tree plants a sapling
  • "TreeFoilageChance": Chance the tree encourages forest foilage
  • "TreeFoilageTriesPerDay": How many times the tree will try to plant forest foilage if it cannot find a suitable spot
  • "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(Note: Automatically disables self if Wildcraft mod is installed)
  • "CactiSeedsEnabled": Seeds for cacti can be made
  • "MushroomSpawnEnabled": Starter cultures for mushrooms can be made
  • "VineGrowthEnabled": Vine will grow with this enabled (default:disabled, and UNSUPPORTED)
  • "LogScoringEnabled": Pine and acacia logs can be cut to leak resin
  • "ReedCloningEnabled": Reed roots can be grown
  • "LivingTreesEnabled": Trees will have dynamic needs and growth stages (default:disabled, and UNSUPPORTED)
  • "HarshSaplingsEnabled": When enabled saplings will require the same thing as trees. When disabled it will use vanilla mechanics
  • "SeaweedGrowthEnabled": If true seaweed will grow
  • "TermitesEnabled": If true termite mounds will regenerate termites
  • "ResinGrowthEnabled": false by default - set it to true to allow PLANTED trees to also grow resin at the same rate as vanilla trees

Project description from Vintage Story Mod DB.

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