Getting warning (yellow text) messages in your log for Cornucopia Grape bushes?
Go into the config options for [CP] Farming Level Affects Harvest - Cornucopia and uncheck the Grape Bushes option. My mod, currently, has no way of detecting options from mods like Cornucopia.
Also - the warning about "no record found for 301" is harmless. Cornucopia modifies the grape crop and makes it something else, which means my changes won't take effect. All other crops will function as expected, you just won't get extra from grapes.
Apologies for the inconvenience but at least it's something!
Since so many people are asking, I'll pin this for you:
This mod does not, currently, work with any modded crops. This mod, with version 1, is meant to modify certain vanilla crops that make sense to have their harvest increased based on how high your Farming level is. This mod supports crops from Stardew Valley Expanded, Cornucopia, Atelier Crops, East Scarp, and Serene Meadow by request.
If you want me to add support for a particular crop or mod, please post the crop (and mod) or the mod itself that you want support for.
Instead of posting a "does this support x mod" question, post a request like "Please add support for Cornucopia, specifically x, y, and z crops". That way I know what mod and what crops you want support for.
Lastly, READ THE MOD DESCRIPTION. The "obtuse" and "nebulous" terms are listed there with what they actually mean. Or, to put it more "sensibly", the terms are listed, in order, from 10% increase all the way to 100% in 10% increments. It's very simple.
So many people's questions would be answered if they just read the mod description instead of asking the same question over and over in the Posts and being hostile about how a config is set up.
For anyone wanting a less confusing configuration setup for this mod, there is now the Farming Level Affects Harvest - Percentage Config upload under Optional Files. This version uses terms like "10% Increased" instead of "A hint".
IMPORTANT - You only need one of the set of files, not both. If you want more interesting terms, use the main file. If you want percentage based terms, use the optional file.
Additionally, because I felt like it, I added 2 new config options for those who want to go absolute insane (bonkers) with their crop yields. Now introducing Partial Insanity (250% increase) and Full Insanity (500% increase).
Enjoy and thank you for the suggestions. I thought fun phrases, like we use in baking, would be fun here. But I'm here to ensure everyone is enjoying the game, not just myself.
For anyone curious, like me - Level 10 Farming with Full Insanity set for Potatoes yields around 873 potatoes based on 36 potato seeds. Have fun!
In case anyone is curious... This is what is currently suspected to be the impact of this mod on Max Harvest amounts. Keep in mind that this is currently unverified for the moment. Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level) The expected max harvest when at level 10 farming should be the following (rounded down) for the following percentages, presuming that the above equation is true and that the normal harvest amount is 1 (which isn't the case for all crops). (I'm also including 5% increments, even though they are currently not an option for this mod)
Also, the actual harvest will be somewhere between Minimum Harvest and Maximum Harvest, as this mod only affects Maximum Harvest. So you may still gain just 1 crop, even at 500%, if you're unlucky.
I used this mod alongside Golden Crops ( the x10 version ) and Leveling Adjustment, and it seems to have messed up how Golden Crops work. I've multiple golden coffee bean plants and a few golden ancient seed plants on my main save that all drop 300-600 beans or 6000-9000 fruit per crop, even after removing this mod, replanting the crops, and waiting again for them to grow. Any thoughts on what might be up here?
This mod only affects the HarvestMaxIncreasePerFarmingLevel field for vanilla crops (or one of the listed crop mods). And that field only affects crops once planted. So if you remove my mod and plant new crops and it's still not working correctly, then my mod isn't the problem.
This mod only uses CP to adjust a specific field for crops and nothing else. I've also never heard of Golden Crops, so this mod wouldn't do anything with those (unless that mod is modifying the vanilla crops to make them golden through some means).
Are you disabling/removing this mod and then sleeping a day and then trying to replant and see what happens?
I downloaded Golden Crops to take a look. There's literally no way that my mod affects any of its crops. I'd have to know their crop IDs (which is hard to predict because JA dynamically assigns them).
However, I did find this in the crop.json file for Golden Ancient Fruit: "MaxIncreasePerFarmLevel": 380, //38
Just so you're aware - any value for that field is a percentage additional to the maximum yield. Normally, this is a decimal value betweeen 0-1 (the game's default for things like Rice and Blueberries is .2). .2 Means 20% more. So if .2 is 20% more, and 1 is 100% more, then 380 is 38000% more. Per Farming Level. That means that you're getting 380x more crops per level that you have in farming.
For a better example - in vanilla SDV, your farming level maxes out at 13 (10 from leveling, 3 more from food). So that means that for 13 levels, you're getting 380x (that's 38000%) more crops based on level. I'm not sure what the formula is to determine it, but that would more than certainly explain why each Ancient fruit is giving 6-9k crops per harvest.
Furthermore - looking at Golden Coffee Bean, it's giving 40x (4000%) more AND .24 (25%) chance for even more. Someone doesn't seem to understand just how much those numbers actually affect the game.
My mod is made to give you a "small boost" (though the 250% and 500% are just for those people who want to be master farmers of specific crops or only need 1 crop to make hundreds of something). The mod you're using is my mod x 8 at best and x40 at worst. Definitely not my mod's fault.
Now to answer how to fix it. Go into the crop.json file for Golden Coffee Bean and Golden Ancient Fruit and reduce the line that says: "MaxIncreasePerFarmLevel": to something more reasonable. For Ancient Fruit, I'd say no more than maybe 10. For Golden Coffee Bean, I'd say no more than 5. Remember that those are percentages, not "5 more", "10 more", "40 more".
For example, change the following for Golden Coffee Bean: "MaxIncreasePerFarmLevel": 40, //4 to "MaxIncreasePerFarmLevel": 5,
I'd also report this to that mod author since their mod is the one setting absolutely game breaking values. I understand that it's "Golden", but that's literally insane and out very unreasonable numbers. Especially because JA doesn't let you configure those.
One last look at the mod in question (Golden Crops) shows that it hasn't even been updated since 2022 (literally posted it and then never updated). So the original author still seems to be active, but may not get to that mod to update it for awhile. There are tools out there to convert that JA mod to a CP mod and then you could add configs so you can more easily control all the outputs.
Ah, I see. Apologies; I figured a harvest increase mod probably, well, increased the harvest rates of my crops, although it did seem weird it'd touch a crop it doesn't even support. I've never seen this issue with Golden Crops before either, but as you mention, it is quite outdated, so not far out there that it'll cause issues. Thank you for the quick answer, I'll look at it!
Yep, Golden Crops is severely messed up. Trying to alter the setting causing the issues turns every golden crop I have into an error sign.. welp, not much to do other than wait for an update.
If you're talking about this mod, then it should work. My mod affects the vanilla fields directly. Looking at their stuff, it looks like they just add to the amount as well.
I had the idea to do something like this that I got from someone else on another one of my mods. I'd be willing to think about it (easy enough to do with the percentage based configs). But not sure how I'd do it for the main file (which has various phrases to specify the amount).
If you wanted to do it yourself and you're using any set of files other than the main files, you'd need to edit the content.json and add in the 5% increments to each of the crops in the ConfigSchema. Then you'd need to add new entries to the DynamicTokens for each of the 5% increments that you add.
I haven't messed around with it too much, but I think there's a way that I could have the DynamicToken do math to figure out what percentage it should be. Right now, there's a token for each of the percentages, which makes the content.json quite long and ridiculous since it has to specify individual values for each crop.
I'm just trying to understand what the percents translate to in-game, especially since your fun fact mentions that one can potentially pull thousands of crops from a single seed, which I definitely don't want. Will a single seed that normally just provides me 1 crop give me 2, 10, or 100 crops if I set it to 10% and I reach level 10 farming? Or would it provide a different amount?
I think if you provided a simplified equation that would represent what one can expect from this mod, that would help me understand easiest. Something along these lines perhaps...Harvest Amount = (Farming Level * Mod Multiplier) + Base/Vanilla Harvest BTW, if it is this equation, Level 10 Farming with a 50% multiplier and a vanilla harvest of 1 would result in pulling 6 crops instead of 1. Which is honestly rather reasonable for certain crops imho. But if it's not this equation, what would the equation be?
I don't know the equation either. I don't have access to the actual game code, I just know that the field that this mod alters is called HarvestMaxIncreasePerFarmingLevel.
Thinking more like a dev (which is my usual line of work) - there are 2 fields that matter for crops (aside from ExtraHarvestChance). Those are:
HarvestMinStack- The minimum number of "crop" to give per harvest
HarvestMaxStack- The maximum number of "crop" to get per harvest
The field being edited is called HarvestMaxIncreasePerFarmingLevel. So again, thinking like a dev, this must increase the HarvestMaxStack field by some amount per farming level. So if you set this to .1 (which is 10%), then I assume that it tries to increase that amount by 10% per farming level (which translates to a 10% compounding increase, if I remember how to do statistics and interest computations correctly). So at level 0 farming, there's no increase (because your level is 0). Asking ChatGPT (since I'm good at math but no expert at doing interest calculations and I want to get this right for you and myself so we can both learn) - The equation should be something like Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level) Using your example for Level 10 Farming with a 50% increase and a vanilla max harvest of 1 (assuming all crops give 1, which is not true but it will be for this example): Max Harvest = 1 * (1.5)^(10) Max Harvest = 57.665 (rounded to 3 decimal places) So theoretically, the game could give you anywhere between 1 (HarvestMinStack) and 57 (assuming the game rounds down) (HarvestMaxStack) due to level 10 Farming.
Now let's do an extreme example, like I gave in the mod description. Level 13 farming (Level 10 Farming + Farmer's Lunch), 100% increase, default max harvest of 1: Max Harvest = 1 * (2)^(13) Max Harvest = 8192 So that means that the game would give between 1 and 8192 crops if you had a crop set to Abundance (100% Increased) and you had level 13 farming. So my fun fact is accurate (and I've tested it, which literally lagged my game so bad I thought it crashed). You could, theoretically, get thousands of crops from 1 single harvest. However, keep in mind (and I believe I mention this in the description), only the first crop will have quality. So if you get 200 potatoes from 1 potato seed, only the first will have a quality (like silver, gold, iridium). The rest will be common. So this mod doesn't unbalance the game as much as some may think. But the numbers can still get ridiculous.
That's all assuming that the game uses the equation that I provided, which denotes how to calculate a percentage increase per level. Many games use this same idea of percentage increase. I even use it for my D&D games to help balance items and item prices and figure out damage/health/stat scaling.
In closing, to bring everything in one place - I'm relatively confident (though I'm not a SDV dev) that the equation is: Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level)But I don't want to post that officially on the mod description page as I don't know. However, my screenshots show the difference in increase based on potatoes and no increase vs 100% increase. So you could, in theory, do the math yourself to try to reverse engineer what the equation is.
Hope this helps! I'm here to learn just as much as you are so I appreciate your feedback!
Thanks for the quick and detailed response! That's definitely useful to know, and actually answers another question I had but didn't ask about whether the results were randomised or set. This sort of thing intrigues me honestly, so I'll definitely be testing this out. I'll also see if it rounds up or down as well.
how does the percent work relative to farming level. for example if I choose 10% what is the difference between 10% at farming 4 and 10% at farming 10? Also since most crops only harvest 1 what does the ten percent mean. Like for parsnips if I grow 10 parsnips 1/10 parsnips would give me 2 parsnips? Im not great with math tbh, thank you for help
See my reply to RJLite asking a very similar question. I'm not 100% sure of the formula used by the game, but based on my testing and how scaling percentages work, that's my guesstimation.
If my theory in that reply is correct, the much higher numbers (like 70% or more) at level 10 farming would be a pretty substantial increase. But, keep in mind that it's a chance for a range between 1 (the min) and some amount (based on your farming level). So you may still get 1 crop (plus any extra harvest via ExtraHarvestChance, which Potatoes and blueberries (iirc) both use) or you may get a lot.
To address your specific example of 10% increases - if you harvest 1 Parsnip (which does not have any extra harvest chance and only ever gives 1 crop ever), have farming level 10, and have a 10% increase, then you'd use the following to figure out max amount:
Max Harvest = 1 * (1.1)^(10) So Max Harvest is 2.5 (which I think the game would round down). So your theory that you'd get up to 2 parsnips each instead of 1 is correct.
Let me know what you discover in game. I haven't really paid that close of attention to the actual math of the upgrades. Just know that I wanted more crops for any and all crops and that abundance was way more than I wanted for things like Potatoes (a full greenhouse gave a very large harvest).
Would you be willing to provide compatibility with the Lunar Disturbances mod? The Lunar Disturbances doesn't add or remove any crops, but it does alter crops and harvests.
I'd be willing to look into it. My compatibilities are for mods that add crops, not for ones that alter them (since my mod already is altering information about crop harvests).
Can't hurt to look. Maybe just adding a dependency (that isn't required) for Lunar Disturbances so my mod is guaranteed to load after it would suffice. But I'll take a look and figure something out.
Looking at the docs, Lunar Disturbances seems to just affect the growth of the crop, not the harvest of the crops. My crop doesn't care, nor does it modify, anything about growth times or potential for regrowth. My mod only affects the actual harvest itself.
Hi there! Glad to hear that you're going to putting it in your playthrough! I'll be adding a companion mod that adjusts just the ability to get more crops, not based on farming level. Would have had it up sooner but Nexus was having issues and wouldn't let anyone post.
As I've mentioned in another comment, the fix for the grape bush issue is to turn off the setting Grape Bushes in my Farming Level Affects Harvest - Cornucopia mod. Unfortunately, there's no way for me to know, via CP, that Cornucopia's Grape Bushes are disabled, so you'll have to disable it in my mod as well.
The other issue with "no record found for 301" is because my mod is trying to update the Grape vine (crop), but another mod you're using has changed it to be a bush (which is forage) and is not considered a crop, so it can't be edited the same way. Sometime this week I'll take another look and see if I can figure out a way to auto-detect that and only activate grapes if they are a crop. Though, with CP, I'm pretty limited in what I can check for.
As you pointed out - it's not anything serious. The mod will still function for all other crops. Only seems to be a problem with Cornucopia (since they change how certain vanilla crops work, which is why it's normally not advisable to change vanilla crops).
Hope you enjoy the mod and you're most welcome for creating it!
Thank you so much for taking the time to reply to me in such great detail! Ill take your suggestions and ignore the other errors. Thank you Thank you! Have a fantastic weekend!
[Content Patcher] Ignored (CP) Farming Level Affects Harvest > config.json > Coffee Bean Increase: no such field supported by this content pack. hi there's a error log in smapiCMD,looks like somethingwrong with "coffee bean"
141 comments
Go into the config options for [CP] Farming Level Affects Harvest - Cornucopia and uncheck the Grape Bushes option. My mod, currently, has no way of detecting options from mods like Cornucopia.
Also - the warning about "no record found for 301" is harmless. Cornucopia modifies the grape crop and makes it something else, which means my changes won't take effect. All other crops will function as expected, you just won't get extra from grapes.
Apologies for the inconvenience but at least it's something!
This mod does not, currently, work with any modded crops. This mod, with version 1, is meant to modify certain vanilla crops that make sense to have their harvest increased based on how high your Farming level is.This mod supports crops from Stardew Valley Expanded, Cornucopia, Atelier Crops, East Scarp, and Serene Meadow by request.If you want me to add support for a particular crop or mod, please post the crop (and mod) or the mod itself that you want support for.
Instead of posting a "does this support x mod" question, post a request like "Please add support for Cornucopia, specifically x, y, and z crops". That way I know what mod and what crops you want support for.
Lastly, READ THE MOD DESCRIPTION. The "obtuse" and "nebulous" terms are listed there with what they actually mean. Or, to put it more "sensibly", the terms are listed, in order, from 10% increase all the way to 100% in 10% increments. It's very simple.
So many people's questions would be answered if they just read the mod description instead of asking the same question over and over in the Posts and being hostile about how a config is set up.
IMPORTANT - You only need one of the set of files, not both. If you want more interesting terms, use the main file. If you want percentage based terms, use the optional file.
Additionally, because I felt like it, I added 2 new config options for those who want to go absolute insane (bonkers) with their crop yields. Now introducing Partial Insanity (250% increase) and Full Insanity (500% increase).
Enjoy and thank you for the suggestions. I thought fun phrases, like we use in baking, would be fun here. But I'm here to ensure everyone is enjoying the game, not just myself.
For anyone curious, like me - Level 10 Farming with Full Insanity set for Potatoes yields around 873 potatoes based on 36 potato seeds. Have fun!
This is what is currently suspected to be the impact of this mod on Max Harvest amounts. Keep in mind that this is currently unverified for the moment.
Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level)
The expected max harvest when at level 10 farming should be the following (rounded down) for the following percentages, presuming that the above equation is true and that the normal harvest amount is 1 (which isn't the case for all crops).(I'm also including 5% increments, even though they are currently not an option for this mod)
10% - 2 crops
15% - 4 crops
20% - 6 crops
25% - 9 crops
30% - 13 crops
35% - 20 crops
40% - 28 crops
45% - 41 crops
50% - 57 crops
55% - 80 crops
60% - 109 crops
65% - 149 crops
70% - 201 crops
75% - 269 crops
80% - 357 crops
85% - 469 crops
90% - 613 crops
95% - 794 crops
100% - 1024 crops
250% - 275,854 crops
500% - 60,466,176 crops
Also, the actual harvest will be somewhere between Minimum Harvest and Maximum Harvest, as this mod only affects Maximum Harvest. So you may still gain just 1 crop, even at 500%, if you're unlucky.
This mod only uses CP to adjust a specific field for crops and nothing else. I've also never heard of Golden Crops, so this mod wouldn't do anything with those (unless that mod is modifying the vanilla crops to make them golden through some means).
Are you disabling/removing this mod and then sleeping a day and then trying to replant and see what happens?
However, I did find this in the crop.json file for Golden Ancient Fruit:
"MaxIncreasePerFarmLevel": 380, //38
Just so you're aware - any value for that field is a percentage additional to the maximum yield. Normally, this is a decimal value betweeen 0-1 (the game's default for things like Rice and Blueberries is .2). .2 Means 20% more. So if .2 is 20% more, and 1 is 100% more, then 380 is 38000% more. Per Farming Level. That means that you're getting 380x more crops per level that you have in farming.
For a better example - in vanilla SDV, your farming level maxes out at 13 (10 from leveling, 3 more from food). So that means that for 13 levels, you're getting 380x (that's 38000%) more crops based on level. I'm not sure what the formula is to determine it, but that would more than certainly explain why each Ancient fruit is giving 6-9k crops per harvest.
Furthermore - looking at Golden Coffee Bean, it's giving 40x (4000%) more AND .24 (25%) chance for even more. Someone doesn't seem to understand just how much those numbers actually affect the game.
My mod is made to give you a "small boost" (though the 250% and 500% are just for those people who want to be master farmers of specific crops or only need 1 crop to make hundreds of something). The mod you're using is my mod x 8 at best and x40 at worst. Definitely not my mod's fault.
Now to answer how to fix it. Go into the crop.json file for Golden Coffee Bean and Golden Ancient Fruit and reduce the line that says:
"MaxIncreasePerFarmLevel":
to something more reasonable. For Ancient Fruit, I'd say no more than maybe 10. For Golden Coffee Bean, I'd say no more than 5. Remember that those are percentages, not "5 more", "10 more", "40 more".For example, change the following for Golden Coffee Bean:
"MaxIncreasePerFarmLevel": 40, //4
to
"MaxIncreasePerFarmLevel": 5,
I'd also report this to that mod author since their mod is the one setting absolutely game breaking values. I understand that it's "Golden", but that's literally insane and out very unreasonable numbers. Especially because JA doesn't let you configure those.
Enjoy and let me know if you have any issues!
Let me know what if you have any issues.
If you wanted to do it yourself and you're using any set of files other than the main files, you'd need to edit the content.json and add in the 5% increments to each of the crops in the ConfigSchema. Then you'd need to add new entries to the DynamicTokens for each of the 5% increments that you add.
I haven't messed around with it too much, but I think there's a way that I could have the DynamicToken do math to figure out what percentage it should be. Right now, there's a token for each of the percentages, which makes the content.json quite long and ridiculous since it has to specify individual values for each crop.
Will a single seed that normally just provides me 1 crop give me 2, 10, or 100 crops if I set it to 10% and I reach level 10 farming? Or would it provide a different amount?
I think if you provided a simplified equation that would represent what one can expect from this mod, that would help me understand easiest. Something along these lines perhaps...
Harvest Amount = (Farming Level * Mod Multiplier) + Base/Vanilla Harvest
BTW, if it is this equation, Level 10 Farming with a 50% multiplier and a vanilla harvest of 1 would result in pulling 6 crops instead of 1. Which is honestly rather reasonable for certain crops imho.But if it's not this equation, what would the equation be?
I don't know the equation either. I don't have access to the actual game code, I just know that the field that this mod alters is called HarvestMaxIncreasePerFarmingLevel.
Thinking more like a dev (which is my usual line of work) - there are 2 fields that matter for crops (aside from ExtraHarvestChance). Those are:
The field being edited is called HarvestMaxIncreasePerFarmingLevel. So again, thinking like a dev, this must increase the HarvestMaxStack field by some amount per farming level. So if you set this to .1 (which is 10%), then I assume that it tries to increase that amount by 10% per farming level (which translates to a 10% compounding increase, if I remember how to do statistics and interest computations correctly). So at level 0 farming, there's no increase (because your level is 0).
Asking ChatGPT (since I'm good at math but no expert at doing interest calculations and I want to get this right for you and myself so we can both learn) - The equation should be something like
Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level)
Using your example for Level 10 Farming with a 50% increase and a vanilla max harvest of 1 (assuming all crops give 1, which is not true but it will be for this example):Max Harvest = 1 * (1.5)^(10)
So theoretically, the game could give you anywhere between 1 (HarvestMinStack) and 57 (assuming the game rounds down) (HarvestMaxStack) due to level 10 Farming.Max Harvest = 57.665 (rounded to 3 decimal places)
Now let's do an extreme example, like I gave in the mod description. Level 13 farming (Level 10 Farming + Farmer's Lunch), 100% increase, default max harvest of 1:
Max Harvest = 1 * (2)^(13)
So that means that the game would give between 1 and 8192 crops if you had a crop set to Abundance (100% Increased) and you had level 13 farming. So my fun fact is accurate (and I've tested it, which literally lagged my game so bad I thought it crashed). You could, theoretically, get thousands of crops from 1 single harvest. However, keep in mind (and I believe I mention this in the description), only the first crop will have quality. So if you get 200 potatoes from 1 potato seed, only the first will have a quality (like silver, gold, iridium). The rest will be common. So this mod doesn't unbalance the game as much as some may think. But the numbers can still get ridiculous.Max Harvest = 8192
That's all assuming that the game uses the equation that I provided, which denotes how to calculate a percentage increase per level. Many games use this same idea of percentage increase. I even use it for my D&D games to help balance items and item prices and figure out damage/health/stat scaling.
In closing, to bring everything in one place - I'm relatively confident (though I'm not a SDV dev) that the equation is:
Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level)
But I don't want to post that officially on the mod description page as I don't know. However, my screenshots show the difference in increase based on potatoes and no increase vs 100% increase. So you could, in theory, do the math yourself to try to reverse engineer what the equation is.Hope this helps! I'm here to learn just as much as you are so I appreciate your feedback!
Max Harvest = 1 * (1.1)^(10)
So Max Harvest is 2.5 (which I think the game would round down). So your theory that you'd get up to 2 parsnips each instead of 1 is correct.Let me know what you discover in game. I haven't really paid that close of attention to the actual math of the upgrades. Just know that I wanted more crops for any and all crops and that abundance was way more than I wanted for things like Potatoes (a full greenhouse gave a very large harvest).
Can't hurt to look. Maybe just adding a dependency (that isn't required) for Lunar Disturbances so my mod is guaranteed to load after it would suffice. But I'll take a look and figure something out.
Thanks for the suggestion!
https://smapi.io/log/c0f0397198fe4f90832b504904e9a726?Levels=warn%7Eerror%7Ealert%7Ecritical
It doesn't appear to be anything serious but I wanted to let you know!
Thank you again for the mod!
As I've mentioned in another comment, the fix for the grape bush issue is to turn off the setting Grape Bushes in my Farming Level Affects Harvest - Cornucopia mod. Unfortunately, there's no way for me to know, via CP, that Cornucopia's Grape Bushes are disabled, so you'll have to disable it in my mod as well.
The other issue with "no record found for 301" is because my mod is trying to update the Grape vine (crop), but another mod you're using has changed it to be a bush (which is forage) and is not considered a crop, so it can't be edited the same way. Sometime this week I'll take another look and see if I can figure out a way to auto-detect that and only activate grapes if they are a crop. Though, with CP, I'm pretty limited in what I can check for.
As you pointed out - it's not anything serious. The mod will still function for all other crops. Only seems to be a problem with Cornucopia (since they change how certain vanilla crops work, which is why it's normally not advisable to change vanilla crops).
Hope you enjoy the mod and you're most welcome for creating it!
If you like this mod, you might also like the other mod I just published that modifies your crop yield regardless of your Farming level.
hi there's a error log in smapiCMD,looks like somethingwrong with "coffee bean"
Thank you for the suggestion!
As a reminder, you do not need any of the other files for this to work. This will only affect crops from Magical Crops.