

Crop Variants
Introduces mutations to crops that allow you to cultivate for specific traits.
Description
<h2>Ever thought that starting agriculture from wild crops was too easy? Or always wanted those hot climate plants in you winter base? Then this mod is for you!</h2> <p>Crops start out giving a lot of seeds and not a lot of produce, so you have to breed your crops to be more useful for what you want, whether that be produce amount or weather resistance!</p> <h2>Features:</h2> <p>Each time a crop succesfuly advances its growth stage, it has a chance to mutate:</p> <ul> <li>Produce drop multipliers - all start low, and allow you to get way more of a specific crop's drop upon harvest (so the crops grain output may increase but it gives less fiber) (from 0x to 6x)</li> <li>Seed drop multiplier - determines how many seeds you get upon harvest (from 0x to 10x)</li> <li>Growth time - speeds up/slows down how fast the crop grows (0.2x to 2x, less is better)</li> <li>Nutrient consumption - determines how fast the crop consumes nutrients (from 0.2x to 2x, less is better)</li> <li>Heat and Cold resistance - determines the crop's resistance/weakness to heat and/or cold (from positive 20c to negative 10c, as in whether its beneficial for the chosen temp)</li> <li>Water consumption - determines how much water the crop uses up from (0.1x to 2x, less is better)</li> </ul> <p>Mutations aren't exclusive, so you can get any combination from this pool!</p> <p> </p> <p>Uranium fertilizer (crafter from uranium powder and compost) drastically increases mutation chance, but is very deadly to the crops and stays in the soil.</p> <p>Crops have a slightly better chance for positive mutations the higher their nutrients are.</p> <h2>Compatibility:</h2> <p> </p> <p>Only crops that drop their seeds upon breaking their block mutate, pumpkins etc. do not.<br />Might not work with mods that modify seed or farmland code.<br />Modded crops that add only add content should work :3<br />Should be safe to remove/add mid save.</p> <p> </p> <p>Chances/other parameters to mutate can be modified in the config</p> <h2>Dependencies:</h2> <p>Depends on <a href="https://mods.vintagestory.at/em" target="_blank" rel="noopener">expanded matter</a></p> <h2>Config:</h2> <p>values from 0 - 1.0 are percentages (so 0.05 is 5%, etc.)</p> <p>MutationChance - Chance each growth stage that the crop will gain a mutation (default is 0.05)<br />MutationStrength - multiplier for how strong mutations are (default is 1.0)<br />RadiationMutationChance - chance that radiation will cause a mutation every growth stage (default 1.0)<br />RadiationDeathChance - chance that a crop will die every growth stage, if it has radiation (default 0.25)<br />RoundMutationDecimals - rounds mutations to this number after decimal point (default is 2)(so if a mutation calculates to 0.44444444 strength, it would round to 0.44)</p>
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