This mod works by re-tilling the tiles that turned back to regular soil overnight.
The newest file will keep any tiles that are re-tilled watered as long they are in the range of a sprinkler. There is also a new option in the config file to reapply the fertilizer that was there. Default is true. When your character is about to wake up in the morning, you will hear this happening. As far as I know there isn't a way for me to remove the sound.
COMPATIBILITY: The reapplyfertilzer option is not compatible with the Ultimate Fertilizer mod and likely not other fertilizer mods as well. So set it to false in these cases.
heads up, i keep pulling up this error in my (heavily modded) game - let me know if you need a log! [NoSoilDecayOnFarm] This mod failed in the GameLoop.DayStarted event. Technical details: ArgumentNullException: Value cannot be null. (Parameter 'key') at System.Collections.Generic.Dictionary`2.FindValue(TKey key) at System.Collections.Generic.Dictionary`2.ContainsKey(TKey key) at AlternativeTextures.Framework.Patches.StandardObjects.HoeDirtPatch.PlantPostfix(HoeDirt __instance, String itemId, Farmer who, Boolean isFertilizer) in C:\Users\Floogen\Documents\GitHub Repos\AlternativeTextures\AlternativeTextures\Framework\Patches\StandardObjects\HoeDirtPatch.cs:line 26 at StardewValley.TerrainFeatures.HoeDirt.plant_PatchedBy<mistyspring.ItemExtensions__PeacefulEnd.AlternativeTextures>(HoeDirt this, String itemId, Farmer who, Boolean isFertilizer) at NoSoilDecayOnFarm.NoSoilDecayOnFarm.restoreHoeDirt() at NoSoilDecayOnFarm.NoSoilDecayOnFarm.<Entry>b__2_0(Object s, DayStartedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
Try the new file. It may fix this. However, please be aware that if you use any fertilizer mods and you see an error then set the reapplyfertilzer option in the config file to false.
Oh dear...something seems to have gone a little screwy. I updated to 1.6.15 and redownloaded all my mods, including this one, but for some reason it's no longer working?
Looking at my log (https://smapi.io/log/c0d8e48b42614d62b51b3b58a7207c74) there seems to be a key missing? I'm afraid I can barely parse that error. I'm happy to try things out if you think it's a mod conflict of some description, but it was working fine with this setup in 1.6.14, so I'm at a loss.
I don't know which one of your mods has the conflict, but one of them changed the location where the normal hoedirt.fertilizer value is stored. Set the reapplyfertilzer option in the config file to false.
Try the new file. It may fix the issue you were seeing and allow you to have the reapplyfertilzer option enabled. However, if you notice fertilizer disappearing then just disable it again.
A very handy mod - thank you! I'm seeing unwatered tilled spots though after the sprinkers have run, is that supposed to happen?
Edit: After using this for a short while, I'm also seeing what looks like multiple sprinker animations layered over each other, and watered tiles are showing as different colours where some are darker than others - not sure exactly what could be causing this.
As of right now watered status isn't remembered on tilled soil. As a workaround when the season changes you can use the Activated Sprinklers mod (https://www.nexusmods.com/stardewvalley/mods/8688). It enables you to click the sprinkler to water its area.
I'm also seeing what looks like multiple sprinker animations layered over each other
Not sure about this. I don't see anything like this in my game. Are you using any other sprinkler mods? For this issue it's most likely another mod you have installed not being compatible with this one.
watered tiles are showing as different colours where some are darker than others
Yeah the spots that are re-tilled by the mod show up as a different color. There isn't anything I can do about that. Thankfully, it's purely cosmetic.
thank you, i just experienced two problems though. 1: when i had activated the mod again and opened the game, some previous tilled spots from some time ago had reappeared. I had moved my cropfield slightly, and when i woke up, those tilled spots had reappeared and destroyed everything that was placed where the spots used to be. Thankfully it was just some paths, and when i pickaxed the spots and restored everything it never happened again. 2: i just got the crop fairy event today, which was used on some pumpkins, but when i woke up the crops that should've grown had simply disappeared, vanished. Not huge problems but just some annoying bugs i assume.
1. Yeah that makes sense. This mod saves the tilled spots when you go to bed (the last time you went to bed with the mod active), then it re-tills them, if necessary, before sprinklers run. That is all this mod does. If you de-activate the mod or it stops working, and you continue to play your save, then reactivate the mod later or when it's fixed, there may be unexpected behavior. Nothing I can do about that. There is literally no way I can fix such a thing. Last state is when you last used the mod. It will re-do the tilling to that state. I understand the "need" to play, I love this game too (hence me doing the mod), but it's best to wait until all your mods are fixed before continuing to play the same save. There is no telling what will break if you were using a mod and then you stop within the same save.
2. Hmmm.... I honestly have no idea how this mod could cause that. If they grew when the mod was inactive, then it's outside the bounds of what I can fix. I haven't had any issues with giant crops in my game.
Not a big issue, but I accidentally tilled a single tile of soil, and even though I watered it, it hasn’t returned to regular dirt even after several days. Could you add a config option to require a minimum of 2 dirt tiles to be tilled before the “no soil decay on farm” setting takes effect? It’s mainly because using the pickaxe to revert the soil costs more stamina.
Sorry to say, but no. The current mod scans the map when you go to bed, saves the locations of tilled soil, then before sprinklers run in the morning it re-tills all the spots if they reverted to normal soil. So doing what you have asked would be a huge undertaking, assuming I understand what you are asking.
May I respectfully suggest to download the CJB Item Spawner mod. In this case you would be able to mine the spot to turn it back to regular soil and then use the CJB mod to spawn like a Green Algae to eat to make up for both the till energy and the mine energy, thus making up for the mistake?
In this case the game is still balanced, but you fix the mistake in a round about way.
Got it, sodenke! I appreciate the detailed response and totally get why that would be a lot of work for a pretty minor issue. Thanks for suggesting the CJB Item Spawner workaround—it sounds like a practical way to balance things out without changing the mod’s mechanics. I’ll give that a shot and keep the mod as-is. Cheers for the help!
You keep insisting it works and that it isn't a problem with your mod, but it doesn't work as intended. My fields aren't getting properly watered and all my speedgro was lost in the season change, which is the only reason I got this mod in the first place. It also causes other weird stuff, like fields not getting watered properly and the sprinklers going off for 3 times as long. All of those issues stopped when I pulled the mod out
I just checked this mod on a play-through with very few mods installed and it IS working, but it does not do what you seem to expect. This mod does one thing: it prevents tilled soil from becoming untilled on the season changeover. That's it.
The mode does not allow fertilizer to carry from season to season nor does it ensure that the tiles are watered. It's just to prevent loss of tilling.
I agree that having fertilizer and watering carry over is important, but that's simply not what this mod is. Until some other mod implements that feature, this is what's available.
As Lemmus already said. It IS working. You have other mods installed that are interfering with this mod. You can test this easily. Start a test game with only this mod installed. Till some soil. Don't plant anything just till. Go to bed for several days in a row, see that the soil is still tilled. Go to bed until the start of a new season. The tilled soil will still be tilled. And that is all this mod does. It doesn't preserve fertilizer and it doesn't preserve watered status when the season turns over to a new one.
I personally play with around 70 mods including this one. It's working.
To find which mod you are using that is interfering with this one you can add one mod at a time to your test game, go to bed for several days, and see if the soil is still tilled. If it isn't or you see some other wackiness then post which mod that is and I'll take a look to see if I can code around it.
It does prevent soil decay at the end of the season. If it isn't doing so, then you have another mod that is interfering with it.
The only thing you should need to do on the 1st of a season is water the tilled areas as the game doesn't run sprinklers on the 1st. Hmmm, maybe I'll add that. In any case, right now I personally use the ActivatedSprinklers mod (https://www.nexusmods.com/stardewvalley/mods/8688) so I can just click the sprinklers to water the ground.
61 comments
The newest file will keep any tiles that are re-tilled watered as long they are in the range of a sprinkler.
There is also a new option in the config file to reapply the fertilizer that was there. Default is true. When your character is about to wake up in the morning, you will hear this happening. As far as I know there isn't a way for me to remove the sound.
COMPATIBILITY: The reapplyfertilzer option is not compatible with the Ultimate Fertilizer mod and likely not other fertilizer mods as well. So set it to false in these cases.
Why?
>Download mod manually
>Unzip mod
>Delete old zip/archive file
>Rezip mod folder
>Manually upload rezipped mod file into Vortex
[NoSoilDecayOnFarm] This mod failed in the GameLoop.DayStarted event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.ContainsKey(TKey key)
at AlternativeTextures.Framework.Patches.StandardObjects.HoeDirtPatch.PlantPostfix(HoeDirt __instance, String itemId, Farmer who, Boolean isFertilizer) in C:\Users\Floogen\Documents\GitHub Repos\AlternativeTextures\AlternativeTextures\Framework\Patches\StandardObjects\HoeDirtPatch.cs:line 26
at StardewValley.TerrainFeatures.HoeDirt.plant_PatchedBy<mistyspring.ItemExtensions__PeacefulEnd.AlternativeTextures>(HoeDirt this, String itemId, Farmer who, Boolean isFertilizer)
at NoSoilDecayOnFarm.NoSoilDecayOnFarm.restoreHoeDirt()
at NoSoilDecayOnFarm.NoSoilDecayOnFarm.<Entry>b__2_0(Object s, DayStartedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
Looking at my log (https://smapi.io/log/c0d8e48b42614d62b51b3b58a7207c74) there seems to be a key missing? I'm afraid I can barely parse that error. I'm happy to try things out if you think it's a mod conflict of some description, but it was working fine with this setup in 1.6.14, so I'm at a loss.
Try the new file. It may fix the issue you were seeing and allow you to have the reapplyfertilzer option enabled. However, if you notice fertilizer disappearing then just disable it again.
Edit: After using this for a short while, I'm also seeing what looks like multiple sprinker animations layered over each other, and watered tiles are showing as different colours where some are darker than others - not sure exactly what could be causing this.
As of right now watered status isn't remembered on tilled soil. As a workaround when the season changes you can use the Activated Sprinklers mod (https://www.nexusmods.com/stardewvalley/mods/8688). It enables you to click the sprinkler to water its area.
Yeah the spots that are re-tilled by the mod show up as a different color. There isn't anything I can do about that. Thankfully, it's purely cosmetic.
2: i just got the crop fairy event today, which was used on some pumpkins, but when i woke up the crops that should've grown had simply disappeared, vanished.
Not huge problems but just some annoying bugs i assume.
2. Hmmm.... I honestly have no idea how this mod could cause that. If they grew when the mod was inactive, then it's outside the bounds of what I can fix. I haven't had any issues with giant crops in my game.
May I respectfully suggest to download the CJB Item Spawner mod. In this case you would be able to mine the spot to turn it back to regular soil and then use the CJB mod to spawn like a Green Algae to eat to make up for both the till energy and the mine energy, thus making up for the mistake?
In this case the game is still balanced, but you fix the mistake in a round about way.
The mode does not allow fertilizer to carry from season to season nor does it ensure that the tiles are watered. It's just to prevent loss of tilling.
I agree that having fertilizer and watering carry over is important, but that's simply not what this mod is. Until some other mod implements that feature, this is what's available.
I personally play with around 70 mods including this one. It's working.
To find which mod you are using that is interfering with this one you can add one mod at a time to your test game, go to bed for several days, and see if the soil is still tilled. If it isn't or you see some other wackiness then post which mod that is and I'll take a look to see if I can code around it.
The only thing you should need to do on the 1st of a season is water the tilled areas as the game doesn't run sprinklers on the 1st. Hmmm, maybe I'll add that. In any case, right now I personally use the ActivatedSprinklers mod (https://www.nexusmods.com/stardewvalley/mods/8688) so I can just click the sprinklers to water the ground.
I will look into adding the remembering of the fertilizer, but it may be quite some time in the future if/when it gets added.