Ultimate Fertilizer can provide this feature. All other features it provides can be disabled while keeping the season staying feature if you'd rather not have them.
I removed the separate season change settings. These will use the same as the day change settings. SDV 1.6 allows the soil decay rate being configured in many places, this change kept it easy for me to still support those custom settings.
Anyway, what does it currently do at season change? What would you like it to do instead? What does your config look like?
I've been having watered soil disappearing at season change, I believe it's something with the immersive sprinkler mod because at the start of every season I have to go grab my sprinklers from the lost and found.
Yes it works in multiplayer. It should even work when you both have different settings or only one of you have it installed. You can also add/remove it during the game without any side effects.
Faced a strange problem. If you plow the soil, have nothing to do with it (do not plant) and leave it overnight, then in the morning the soil will remain plowed (as it should be), but will no longer be perceived by some mods as suitable for watering, even if you have something on it plant. True for mods Data Layers and Joys of Efficiency.
For the first mod, the "Crops: watered" mode does not display such tiles as "dry crop" (it does not highlight them at all, even if something is planted), in the second mod, the auto-watering function also refuses to water such cells. This problem goes away if you break the cell with a pickaxe and plow it over again, but this is not a good option for fields of hundreds of cells.
In my mod I track driedness using the HoeDirt.state value, which can go below 0. For example in Joys of Efficiency, there's this line of code: if (dirt.crop == null || dirt.crop.dead.Value || dirt.state.Value != 0 || and only if that last part read like: dirt.state.Value > 0It would work properly. I suppose Data Layer has a similar issue. It's not really a bug in their mods, just an incompatibility with my mod, that I cannot easily fix.
Thanks for the answer, but I dare to ask, how can I do it myself? I downloaded Visual Studio, but it couldn't open the JoysOfEfficiency mod files for me so I couldnt fix it myself. Is there any easier way? or working?
This has inexplicably stopped working for me. I have the dependencies at their newest updates and all instances of decay are set to 0 but the soil keeps decaying overnight v.v I can't breed my crops without this mod sadly so I hope there's a fix! I don't have anything that should cause issues with this, since I've used the same batch of mods when it was working v.s. when it stopped working.
Hello! I love this mod, it's so incredibly helpful. Thanks for making it! I'm also using your Grass Growth mod and it seems like since I installed this one too, my grass no longer grows or spreads. Is that right? I feel like I must be getting a setting wrong or something.
I don't know, those have worked together fine for as long as I know. Can't think of a reason why they'd affect each other either. You aren't currently in winter right?
No, I’ve got the Winter Grass mod so it shouldn’t have been an issue anyway but it was during spring. I think I figured it out though, I had to up the number of times the grass growth and spread were applied. That seems to have fixed it. Thanks for getting back to me though!
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Or do you want to have that configured differently?
Anyway, what does it currently do at season change? What would you like it to do instead? What does your config look like?
(Absolutely love it, and was hoping I'd be able to keep it when my friend (who has the same mod) and I start a new save together)
For the first mod, the "Crops: watered" mode does not display such tiles as "dry crop" (it does not highlight them at all, even if something is planted), in the second mod, the auto-watering function also refuses to water such cells. This problem goes away if you break the cell with a pickaxe and plow it over again, but this is not a good option for fields of hundreds of cells.
For example in Joys of Efficiency, there's this line of code:
if (dirt.crop == null || dirt.crop.dead.Value || dirt.state.Value != 0 ||
and only if that last part read like:dirt.state.Value > 0
It would work properly. I suppose Data Layer has a similar issue. It's not really a bug in their mods, just an incompatibility with my mod, that I cannot easily fix.Is there any easier way? or working?
Thanks for your time!