Just a heads up: https://www.nexusmods.com/stardewvalley/mods/21449 has received an update claiming similar functionality to what I have provided. Feel free to check it out. I've not tested it yet myself. If it works, great. if there's still something up with the adjacency, I'll still be here
As a hunch, they'll probably get full functionality of the mod before I do.
0.1.2 UPDATE: As noted. I've added code for the seasons. Let me know if you run into any issues, especially with any trees designed to bear fruit in winter. I won't get to winter in my own playthrough for a while
Hi I haven't played the original mod but I'm about to install this one. I too feel that infinite fruits on a tree is OP. Maybe a compromise could be that after 3rd fruit, new fruits exponentially take longer to grow? ie: day1: fruit1, day2: fruit2, day3, fruit3, day5: fruit4, day7: fruit5, day10: fruit6, day14: fruit7, day19: fruit8, day25: fruit9. That way if you don't harvest regularly, there is a drawback, but it's not as punitive as just not growing at all anymore. That way if you don't harvest for the whole season, you get 9 fruits per each tree. I think it's a cool compromise, and you could lock the growth after 9 fruits so it doesn't look bad and immersion breaking, while not being totally OP inside greenhouses. (btw does planting indoors act like the greenhouse, growing all year round?)
After playing with this mod for a bit there are a few points I hope will be addressed in future updates: Plant trees ANYWHERE, that means: - Wherever other trees can be planted, bus stop, mountains, forest, etc. - In town - Non walkable tiles that are adjacent to walkable tiles (as a mod menu option, since it could be immersion breaking, but some tiles look usable and aren't, this would help decorate crowded tiny farms where every tile matters)
It was my impatience for that particular mod that led me to these changes. I really wanted the placement changes, so that I could continue my run that had been on hold for a few weeks, so I figured I'd just do it myself
You can find me both in that comment thread, and I previously had a comment redirecting to it on the original fruit tree tweaks. I actually also mentioned the changes I made here in they want to pull them in
If they get that mod updated to include this behavior, as well as the others, then I'll decommission this.
Until then? parallel mods. Not sure how compatibility will be. Ideally there should be no conflict, so you can use (for now) this mod for the placement changes, and the other for whatever they prioritized
ah ok, I didn't know there was issues cause I've working on multiple small mods and doing a lot of other stuff so I haven't played to the point of unlocking the greenhouse in my 1.6 save and I only put fruit trees in the greenhouse cause I don't want to take up space on my farm cause I like planting ton's of regrowable crops and getting massive harvests
I am late to seeing this so I apologize for the thread necro haha but parallel mods I think is a good setup, especially as this tackles a specific issue whereas the update to aedenthorn's Fruit Trees I am working on has, for lack of a better term, a bit more feature bloat/creep that I am, no doubt, going to contribute to lol (I already have 2 new features ready for 0.5.8 as I write this...). If you do find any major incompatibilities, let me know and we can work on how to get things moving a little cleaner but honestly I don't imagine a lot of people running both your update and mine since they accomplish similar things with the only real difference being lightweight vs feature-heavy.
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As a hunch, they'll probably get full functionality of the mod before I do.
0.1.2 UPDATE: As noted. I've added code for the seasons. Let me know if you run into any issues, especially with any trees designed to bear fruit in winter. I won't get to winter in my own playthrough for a while
Maybe a compromise could be that after 3rd fruit, new fruits exponentially take longer to grow?
ie: day1: fruit1, day2: fruit2, day3, fruit3, day5: fruit4, day7: fruit5, day10: fruit6, day14: fruit7, day19: fruit8, day25: fruit9.
That way if you don't harvest regularly, there is a drawback, but it's not as punitive as just not growing at all anymore. That way if you don't harvest for the whole season, you get 9 fruits per each tree. I think it's a cool compromise, and you could lock the growth after 9 fruits so it doesn't look bad and immersion breaking, while not being totally OP inside greenhouses. (btw does planting indoors act like the greenhouse, growing all year round?)
Plant trees ANYWHERE, that means:
- Wherever other trees can be planted, bus stop, mountains, forest, etc.
- In town
- Non walkable tiles that are adjacent to walkable tiles (as a mod menu option, since it could be immersion breaking, but some tiles look usable and aren't, this would help decorate crowded tiny farms where every tile matters)
what about this mod? they're currently working on an update but have a lot going on IRL
You can find me both in that comment thread, and I previously had a comment redirecting to it on the original fruit tree tweaks. I actually also mentioned the changes I made here in they want to pull them in
If they get that mod updated to include this behavior, as well as the others, then I'll decommission this.
Until then? parallel mods. Not sure how compatibility will be. Ideally there should be no conflict, so you can use (for now) this mod for the placement changes, and the other for whatever they prioritized