

Farmland Drops Soil (Updated)
Farmland has a chance to drop soil when broken, based on nutrient levels.
Description
<p><em>Updating <a href="https://mods.vintagestory.at/show/user/AE1BDC555F48BE050591" target="_blank" rel="noopener">Copygirl</a>'s <a href="https://mods.vintagestory.at/farmlanddropssoil" target="_blank" rel="noopener">Farmland Drops Soil mod</a> to work in more recent builds of VS.</em></p> <p> </p> <p>Tilled soil has a chance to return soil when broken, as opposed to being destroyed, but the chance is calculated based on its nutrient levels. For example, if above 95%, the soil is guaranteed to drop, anything lower and the drop chance scales downwards. If the nutrients are low, you might get nothing, representing its subjective 'quality'. Intended for immersive but not necessarily punishing survival building, and encourages/rewards a well tended garden if you really want to preserve your collected blocks. In the new location, you'll have to start fertilization from the tier's default, to represent some loss from the move. A poorly tended garden will be harder to move successfully than a well-tended one.</p> <h3>Dependencies and Conflicts:</h3> <p>You can now also adjust the rates via <strong>Config Lib</strong>, if installed. If not installed, it will default to the Copygirl's original logic (below).</p> <p>Besides that, there's no dependencies. The mod doesn't change any blocks either, only reads data from the block at droptime to see if a block should be dropped or not, so likely it will only conflict with other mods trying to do exactly the same thing as the block spawns. It's likely to apply to new farm blocks if introduced, provided they follow the current naming convention, but let me know about any anomolies!</p> <p> </p> <ol> <li><code>How do I use the config for this mod? I have configLib installed, but when I open the config JSON file, it is empty except for {}.</code></li> </ol> <ul> <li>Rather than edit the json, this works via the in-game ConfigLib window. Install Configlib as Client and after joining the world open the Menu > Mod Settings.</li> </ul> <h3>Some things to note:</h3> <ul> <li>If you let the block degrade down to the next tier, it will drop _that_ tier not the original one. The code doesn't read the history of the block, so be careful, but also prevents exploiting OriginalFertility.</li> <li>Does not work and cannot be tested in Creative Mode.</li> <li>Previous hardcoded logic: <code>if ((nutrients < 0.95) && (world.Rand.NextDouble() > nutrients))</code></li> </ul> <h3>Similar mods:</h3> <p>If you prefer something safer, see <a href="https://mods.vintagestory.at/show/user/7CBC63D6616A32301846" target="_blank" rel="noopener"><strong>Jayu</strong></a>'s <a href="https://mods.vintagestory.at/farmlanddropswithnutrients" target="_blank" rel="noopener">Farmland Drops with Nutrients</a>, which helps players preserve <strong>fertilizer investment</strong> and nutrients-at-drop entirely, allowing for free rearrangement.</p> <p> </p> <hr /> <h3><a href="https://mods.vintagestory.at/farmlanddropssoil" target="_blank" rel="noopener">Original mod</a> description:</h3> <p> </p> <p><em>Allows farmland to drop their respective soil type when broken.</em><br /><em>No more losing your precious Terra Preta when you decide to move!</em></p> <p><em>If the nutrients of the farmland are less than their maximum, there is a chance you do not get back anything. For example if the nutrients of a Terra Preta farmland (80 nutrients max) has N=80, P=60, K=40, it will pick the lowest of them all and devide it by the maximum. 40 devided by 80 is 0.5, so the chance to get the soil back in this case would be 50%.</em></p> <p><em>Always wait for the nutrients to fully recover before you pick up your precious farmland!</em></p> <p><em>~ <a href="https://mods.vintagestory.at/show/user/AE1BDC555F48BE050591" target="_blank" rel="noopener">Copygirl</a></em></p> <p> </p> <p><a href="https://github.com/copygirl/FarmlandDropsSoil">https://github.com/copygirl/FarmlandDropsSoil</a></p>
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