Does the new version affect 6480 giant crops? I've always wanted to use it with regrowable crops but I don't want to lose them. Thank you for updating!
EDIT: I've checked myself and it does indeed keep 6480 regrowable crops safe under the giant crop. for anyone wondering
Hello there KhloeLeclair :) Are you able to advise at all if this will be updated for 1.6 support? I usually rely on this mod for giant crop support within my greenhouse to prevent any custom giant crops from flat out destroying crops that continue to produce after harvesting them.
Hello, I noticed that there is a partial defect at the bottom of the 6x6 corn in your display image. I tested the mod and found that it was because mod selected 112 pixels from top to bottom when loading the 96x128 corn material image, rather than selecting from the bottom to top. I tried to move the active part of the tile up 16 pixels, but the corn is too high and cannot be resolved, while the giant pumpkin can be almost completely displayed by moving up 10 pixels. Would this issue be fixed in the next update? : )
Is it possible to make the giant crops work with multi yield crops? I'm working on a single crops that has 100 random extra yield options (like every time it grows it has a random mutation) and it doesn't work with giant crops so I was trying to see if this mod would let me set do the giant crop and make it drop any or all of them.
So do I just install this along side "More Giant Crops" or do I put all the asset stuff that goes in there in here instead and delete that one? Since I can't seem to find anyone explaining this and I'm confused.
Hello, I thought it report to you about the visual bug some players have with the cauliflower. You never replied me the last time so I thought in tell you again. After try in a new map, a new clean save file and without any giant mod related in the game, this continue happening when you grow cauliflowers. It would be great if in the future your mod can fix this somehow. No sure if you'll read it but here is it. I'm not reporting it as a bug because this happen without your mod, or the more giant crop mod. This is just something I wanted to show for the future, maybe.
Would you be able to add support for Raffadax? I see there are a few giant crops included. (I'm using Raff Basic Production now but I think the giant crops are probably in Complete and Light versions too.) I have nine jack-o-lantern crops planted in a grid and fertilized with the GCF on my beach, fully grown now, but they won't turn giant. I tried the given command to force it and that didn't work either. Also have Lumisteria's Golden Calendulas in my greenhouse ready to be giant but they're still small as well. I thought the "off the farm" issue was fixed by MGC already... I do have a giant pumpkin and two of Kaya's giant flowers successfully grown on my farm map, but the others won't turn for some reason. (So maybe it's still not fixed?)
Hi Khloe, is there a way to add a feature that randomly chooses between different asset versions of the same giant crop? like with your giant coffee bean for this mod and the giant cup of coffee from MGC. I think it'd be cool to have some variety if possible.
This will be possible in the next version of GiantCropTweaks for 1.5.
A ticket I had open for the 1.6 pre-alpha recently got implemented, making giant crops much more flexible in 1.6. So now I'm working on an update to bring GCT in line with these changes. (I've actually been waiting for these changes, so there's a couple other features waiting too.)
There's a small bug with the more giant crops mod. Do you think using this one together with the other you suggested could fix it? https://cdn.discordapp.com/attachments/868254270695305267/1049508170265018438/1644022249746.png
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EDIT: I've checked myself and it does indeed keep 6480 regrowable crops safe under the giant crop. for anyone wondering
Hello, I noticed that there is a partial defect at the bottom of the 6x6 corn in your display image. I tested the mod and found that it was because mod selected 112 pixels from top to bottom when loading the 96x128 corn material image, rather than selecting from the bottom to top. I tried to move the active part of the tile up 16 pixels, but the corn is too high and cannot be resolved, while the giant pumpkin can be almost completely displayed by moving up 10 pixels. Would this issue be fixed in the next update? : )
I see there are a few giant crops included. (I'm using Raff Basic Production now but I think the giant crops are probably in Complete and Light versions too.)
I have nine jack-o-lantern crops planted in a grid and fertilized with the GCF on my beach, fully grown now, but they won't turn giant. I tried the given command to force it and that didn't work either.
Also have Lumisteria's Golden Calendulas in my greenhouse ready to be giant but they're still small as well. I thought the "off the farm" issue was fixed by MGC already... I do have a giant pumpkin and two of Kaya's giant flowers successfully grown on my farm map, but the others won't turn for some reason. (So maybe it's still not fixed?)
A ticket I had open for the 1.6 pre-alpha recently got implemented, making giant crops much more flexible in 1.6. So now I'm working on an update to bring GCT in line with these changes. (I've actually been waiting for these changes, so there's a couple other features waiting too.)