

Crop Forecast
Adds a forecast tooltip when sowing. See if you crop rides or dies!

Description
<p><strong>What this mod does:</strong></p> <p>This mod attemps to forecast if a given crop will be able to survive to harvest. It's still a WIP so if y'all want to help just tell me if it worked for you. Specially curious to see if it works for modded gameplay and crops! (it should... should🙄) </p> <p><br /><strong>How is supposed to work: </strong></p> <ul> <li>The forecast simulates crop growth against the worlds calendar and climate, including temperature, hot and cold damage buildup, greenhouse bonus, light penalties, fertilizer, moisture, and the crops current growth stage.</li> <li>It also detects mature crops, unsupported crop types, and special pumpkin states such as viable sowing, blocked vine space, established plants, or withered non-productive growth.</li> <li>To see if a crops is viable to sow just hold the crop in you hand and look at tilled farmland :3 Now toogleable! <strong>(Alt+C toogles between off/simple/full)</strong></li> <li><strong>You can cofigure the json inside modconfig for how strong the simulation run is. </strong></li> <li>It will show a forecast based on what was simulated. It'll try to detect if underground farming is allowed.<br /><br /></li> </ul> <p><strong>Things to consider: </strong></p> <ul> <li>The forecast simulates based on current farmland conditions. If you have a 100% moist farmland will use it as the base for the simulation. It will try to update on block changes later in growth cycle (humidity, fertility, light).</li> <li>Pumpkins are a special p.i.t.a. case, they have VERY different mechanics from "normal" crops. I'm pretty sure the growing forecast of the mother plant is accurate <strong>BUT</strong> flowering and fruit production are random things so predictions are just not possible to make for me.</li> <li>Custom Crops that do not resolve to a <strong>BlockCrop</strong>, do not provide <strong>CropProps</strong>, or use a custom non-vanilla growth system may show as<strong> unsupported</strong> because this uses vanilla systems to simulate growth. <br /><br /></li> </ul> <p><strong>Compatibility: </strong></p> <ul> <li>It works with ExtraInfo.</li> <li>I tested <strong><a href="https://mods.vintagestory.at/biodiversitycrops">Biodiversity</a></strong> crops, single crops are ok but I can't make their vine crops work. (They don't even produce anything in my game) If anyone knows why please tell me.</li> <li>Idk, I dont think it will clash with anything tbh.</li> <li>Mostly with Crop Mutations</li> <li>New World Crops</li> </ul> <p> </p> <p><strong>Crop Mutations</strong> case:</p> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text">So idk where rcm stores their mutated data or how it applies it (maybe the itemstack itself? and it applies it before sowing and only gets copied into the planted crop after placement🤔). I was using a simple deterministic simulation based on live block and the baseline vanilla seed stats. Thing is, this is not very accurate for a very mutated rcm crop and was showing ok to sow when crop would centainly die when sow at the end of a season and the game randomness per stage only makes it worse. I now simulate a small 50 run with the same random variance the game uses and calculate a median which is now the base for the tooltip forecast. I can't think of a better way to keep it simple for me to mantain and support rcm. Pumpkins seem to work still but havent fully tested. I still think that a kinda good forecast is better than none and a seed to get the kinda most accurate one is a small price to pay. Anyways I think this is getting way out of my reach and knowledge so I'll keep it like this.</div> </div> <p>I think it mostly works, it has some quirks since there's a ton of variables to track and even things like the sky being overcast or raining can change if a crop that was initially forecasted to die lives in the end. I also tried on forecasting if the crop is going to survive but with limited harvest due to climate damage but I think it's getting way out of what intended originally (simple tooltip to see if it was too late in the year to plant certain crops like flax). I tried to rely on /debug exptempplot but it's way off in some instances and mods that record temps are not that useful the 1st year. Gneiss has a very interesting take on this and was the og inspiration for this mod. <a href="https://www.youtube.com/watch?v=Bmj_BEn0Hy4"><strong>Video here</strong></a></p> <p> </p> <p><strong>Changelog:</strong></p> <p> </p> <ul> <li>2.0.0 - Reworked weather calculations, now warns about weather damage whether the crop lives or dies. for 1.22.0 only.</li> <li>1.1.0 - Updated weather logic. For 1.21.7 only (needs testing)</li> <li>1.0.5 - 1.0.6 - Recompiled for 1.21.7 and 1.22.0 respectively.</li> <li>1.0.3 - 1.0.4 - <img src="https://mods.vintagestory.at/edit/mod/src" alt="" />Updated logic. Now cycle through less simulation runs so is faster. Small short-lived cache for already computed data so it doesn't run anymore if you stop looking for 0.1 seconds.</li> <li>1.0.1 - 1.0.2 - Added 1.21.6 compatibility. <ul> <li>Changed how tooltip info is calculated. Now uses a small sim run. No performance impact. <-- this was a lie lol it did impacted performance (ノ≧ڡ≦).</li> <li>More accurate forecast for planted seeds</li> <li>Pre-sow tooltip now states a rough estimate based on vanilla seeds. Must sacrifice seed for the seed God to know a better forecast.</li> </ul> </li> <li>1.0.0 - Initial release.</li> </ul> <p> </p>
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