Wubarrk-LetItGrow icon

LetItGrow

Full farming overhaul: configurable growth speed/conditions, hover grow-timers, and Scarecrow + Farm Silo auto-harvest/replant automation that keeps tending farms nobody is near. Server-synced.

Last updated 17 hours ago
Total downloads 96
Total rating 0 
Categories Mods Tweaks Server-side Client-side Utility AI Generated Deep North Update
Dependency string Wubarrk-LetItGrow-0.2.9
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

🌾 LetItGrow

Valheim Mod Multiplayer Compatible Framework Version

Plant anything, anywhere, and let a Scarecrow worry about the rest.

LetItGrow gives full control over how planted crops and tree saplings grow, adds a hover timer that tells you exactly when a plant is ready, extends the Cultivator with grid planting for laying out a whole field in one action, and tops it off with a Scarecrow + Farm Silo pair that auto-harvests and auto-replants your crops on its own β€” while you stand there watching, while you're on the far side of the map, and even while nobody is logged in at all.


πŸ“œ Contents

🌱 Features

🌍 Plant Anywhere

Every one of vanilla's planting rules β€” sun, spacing, biome, cultivated ground, heat/cold shielding, having something to attach to β€” is its own on/off switch. Out of the box, "grow anywhere" is already on: biome, heat, cold, and roof/sun restrictions are ignored by default (barley in the Meadows, greenhouses under a roof β€” just works), while crowding, cultivated ground, and vine attachment stay vanilla so farming still plays like farming. A separate Growth Speed Multiplier (default 18Γ— β€” a field turns over in a few in-game hours instead of days) scales how fast anything you've planted grows, from vanilla pace to near-instant β€” planted wild pickables included (a planted berry bush regrows in about 17 minutes instead of 300; wild ones keep vanilla pace).

⏱️ Hover Grow-Timer

Look at any planted crop or sapling and its tooltip tells you straight away whether it's ready to harvest or exactly how long it has left β€” computed from the plant's own growth state, so it always matches whatever speed multiplier you're running.

πŸ—ΊοΈ Grid Planting

Plant a whole field in one click instead of one tile at a time β€” with a live preview showing exactly what you'll get before you commit.

How to use it:

  1. Equip the Cultivator and pick a crop from its build menu (an actual plant β€” carrots, turnips, barley β€” not the cultivate/grass options).
  2. Press G to turn grid mode on. A ghost of the crop appears at every cell of the grid around your aim point β€” green where it will plant, red where it's blocked (occupied, uncultivated, or too close to a neighbour). "Grid placement: ON" flashes top-left.
  3. Shape the grid while you aim: [ / ] for rows, - / = for columns, , / . for spacing. The preview reshapes live, so a 4Γ—5 at 1.0m looks exactly like what lands.
  4. Aim at the centre β€” the grid spreads out around your placement ghost, rows running the way you face. Every cell samples its own ground height, so slopes are fine.
  5. Left-click. The whole preview goes in the ground at once β€” green cells plant, red cells are skipped individually (never aborting the rest), and a summary flashes top-left: "Planted 18/20 - 2 blocked". One click costs one use of Cultivator durability.

Press P to choose a seed source: your own inventory (default) or any container within 10m β€” point it at a Farm Silo and plant straight from silo stock without seeds ever touching your pockets. Press G again to drop back to vanilla single-planting β€” left-click with grid mode off is completely untouched. All keys are rebindable, the preview has its own local toggle, and the server caps grid size and cells-per-click.

πŸ§‘β€πŸŒΎ Scarecrow + Farm Silo Auto-Farming

Place a Scarecrow to give it a patch of ground to watch, and drop one or more Farm Silos nearby β€” there is no linking step: a Scarecrow automatically uses every Silo in range, drawing seeds from the nearest one with stock and depositing harvests into the nearest one with room. From then on it harvests anything ready, sweeps every loose farm item off the ground (stack-aware, whole radius β€” a dropped sword is safe), and replants from Silo stock.

Press E on the Scarecrow to assign its crop (the picker shows only what your Silos actually stock, with live counts), set its radius β€” a green ground ring shows exactly how far it reaches, redrawing live as you adjust β€” and tune seeds-per-plant, minimum seed reserve, and the seed ratio. Every panel change is validated by the server (builder or admin only), so a modified client gains nothing. Before planting a single seed, the Scarecrow pre-checks everything that could kill the plant at maturity β€” biome, roof, heat, cold, real collider spacing, even whether it would crowd an existing neighbour β€” so automation never wastes seeds on doomed ground.

The Farm Silo is a chest-sized 8Γ—8 (64 slots) by default, resizes live on every placed Silo whenever the server setting changes, and keeps itself tidy: seeds fill from the top-left, produce from the bottom-right, so the two never interleave.

When every Silo in range is full, the farm stops rather than dumping produce on the floor: mature crops stay standing (the Scarecrow reads FULL, harvest paused) and are picked the moment you empty a Silo or place another one. Nothing rolls away, nothing is lost.

πŸ” Getting a farm that never needs you again

Vanilla gives most crops two plantable forms β€” the vegetable itself, or a dedicated seed item β€” and only one of them harvests back into what it cost:

You plant It costs It harvests into Runs unattended?
Carrot 1 Carrot 3 Carrots βœ… yes β€” it pays for itself 3:1
Carrot Seeds 1 Carrot Seeds 3 Carrots ❌ drains the seed stock on its own
Beech/Oak/Pine sapling 1 seed (a tree β€” not pickable) ❌ the Scarecrow can't harvest trees

Two ways to close the loop:

  • Plant the crop itself (Carrot, not Carrot Seeds) β€” the picker shows each entry's real ratio and lists self-sustaining choices first.
  • Or set a Seed Ratio on the Scarecrow: 1 seed-making partner plant (Carrot β†’ seed-carrot β†’ 3 Carrot Seeds) for every N regular plants, with automatic fallback to seed-planting when seeds run dry. Either way, stock the Silo once and the farm banks surplus forever.

With a ratio set, the field stays tidy instead of mixed: seed-loop plants take the spots closest to the Scarecrow and regular crops the ones farthest, so a seed band forms around the post with clean crop rows outside it (Sectioned Seed Planting, on by default).

🫐 Plant the Wild

Everything the world grows back on its own is now yours to farm. Raspberry, blueberry and cloudberry bushes, the four regrowing mushrooms (common, yellow, blue, Smokepuff), thistle, dandelions and fiddleheads appear in the Cultivator, each costing one of its own item to plant β€” a Raspberries plants a raspberry bush. What you place is the real vanilla object, exactly as the world grows it. It starts bare like a sapling β€” a bare bush, or a small sprout for thistle, mushrooms, dandelions and fiddleheads β€” and regrows on its own, at the same Growth Speed Multiplier as every other crop (wild ones untouched); hover it and it reads Regrows in 17m.

They are real crops to the rest of the mod: the grid lays them out by their true footprint, a Scarecrow harvests them every time they regrow, the Silo banks the produce, and the replant pass plants more bushes from that produce β€” a berry hedge that feeds itself from the first harvest. Planted the wrong spot? The normal remove click (Hammer or Cultivator) takes it out and hands the planting cost back, bare sprout or not - and the Cultivator's remove click also pulls a planted carrot, turnip, onion, barley, flax or tree sapling, seed refunded. Admins can add any other regrowing pickable by prefab name in 13 - Nature Pickables.

🏑 Away Tending

A Scarecrow does not need you β€” or anyone β€” nearby to keep working:

  • Nobody online? Vanilla freezes the world clock the moment the last player logs out, so nothing would ever mature. LetItGrow keeps time flowing on an empty server (Time Flows While Empty, on by default): crops age, pickables respawn, and the farm keeps producing all night.
  • Everyone far away? The server visits every placed Scarecrow in turn β€” including ones on the far side of the map β€” holding each one's ground loaded just long enough for a real harvest/sweep/replant pass before moving on.
  • Standing right there? The keeper parks on a farm while a player is at it, ticking it every few seconds the whole time you watch, then resumes its rotation when you leave.
  • Nothing to do? A farm that is waiting on you - every ripe crop held by full Silos, or no seeds and nothing in the ground, or its Scarecrow switched off - is skipped for a few rotations (Idle Site Skip Laps) instead of being loaded for nothing; walking up to it ends the skip.
  • Too big to load? Force-loading a site instantiates every object in its zones, and the server pays for that on every visit. The keeper counts them first (Max Objects Per Site, default 10,000) and refuses a site over the cap, logging a warning every 10 minutes, until it is cleared or the cap is raised. A normal farm is nowhere near it; a field that stacked crops on top of each other (possible before 0.2.8) is what this catches.

Turn any of it off and a Scarecrow behaves like a vanilla-loaded-zone machine again.

🧹 Cleaning up a stacked field (admins)

Before 0.2.8 a mature mushroom did not count as occupying its cell, so a farm with full Silos could plant on top of its own crops without limit. 0.2.8 stops that, but an already-stacked field stays stacked. Stand at the farm and, in the console (F5) or chat with a leading /:

Command Does
letitgrow count <radius> [keep] Dry run: crop pickables within the radius, how many are stacked beyond keep per spot (default 1), by prefab.
letitgrow purge <radius> [keep] Removes exactly those, 500 a frame, no drops. Works even on a farm the object cap refuses to load - it clears through the server's object table, not the loaded zone.

Admin only (the server checks). Nothing runs on its own; a lone wild mushroom near the farm is never "stacked" and is never touched at keep 1.


βš™οΈ Configuration

Settings live in wubarrk.letitgrow.cfg, split into numbered sections. Every gameplay-affecting setting is server-synced and admin-controlled; only hotkeys, visual preferences, and debug logging are local.

Server-Synced (Admin Controlled)

Section What it covers
2 - Growth Speed The global growth speed multiplier (default 18Γ—).
3 - Growing Conditions Per-requirement bypass toggles β€” sun, biome, heat, cold default ON; space, cultivation, attach default OFF.
4 - Hover Timer Whether the grow-timer tooltip shows at all.
5 - Automation - General Master automation switch, Scarecrow tick (5s) / rescan (15s) intervals, whether harvested drops sweep into Silos.
6 - Automation - Scarecrow Default scan radius (12m), server radius cap (40m), harvest/replant budgets (10 per tick), sectioned seed planting (on), the standing-crop backstop (Max Tracked Crops Per Scarecrow, 6,000 - above it a Scarecrow harvests but will not plant more).
7 - Automation - Farm Silo Silo rows/columns (default 8Γ—8 β€” applies live to every placed Silo, never shrinks below an occupied slot) and the multi-silo range (10m).
13 - Nature Pickables Master switch, the list of wild pickables made plantable (any regrowing pickable by prefab name), planting cost (1), start bare (on), sprout scale (0.5), cultivated ground only. Regrow pace comes from 2 - Growth Speed.
8 - Grid Placement (Cultivator) Server-enforced caps on grid rows/columns/cells, default spacing.
10 - Automation - Away Tending Master switch, force-load ring, dwell/settle timeouts, rotation pacing, Time Flows While Empty, the per-site object cap (Max Objects Per Site, 10,000 - a site over it is refused, not loaded) and Idle Site Skip Laps (6).
12 - Telemetry Server-side farming stats export for external tooling.

Local to Your Game

Setting Default What it does
Grid Mode Toggle Key G Toggles grid placement mode while the Cultivator is equipped.
Grid Rows Increase / Decrease Key ] / [ Adjusts grid rows.
Grid Columns Increase / Decrease Key = / - Adjusts grid columns.
Grid Spacing Increase / Decrease Key . / , Adjusts spacing between grid cells.
Grid Confirm Key Middle Mouse Alternate confirm β€” with grid mode on, the normal place click already plants the whole grid.
Grid Seed Source Key P Opens the picker for which inventory/container the grid draws seeds from.
Show Grid Preview On The green/red ghost of every grid cell while grid mode is on.
Show Radius Ring On The green ground ring shown while a Scarecrow's panel is open.
Scarecrow / Farm Silo Visual Y Offset -1 / 0 Cosmetic model height nudges.
Debug Logging Off Verbose automation logging to the BepInEx console.

πŸ“¦ Dependencies

⚠️ Requires: BepInEx

Dependency Why
BepInExPack Valheim (denikson) The mod loader (also provides HarmonyX).

πŸ“₯ Installation

With Gale (recommended): just install LetItGrow β€” the dependency above is pulled in for you.

Manual install:

  1. Install BepInExPack Valheim.
  2. Drop LetItGrow.dll into BepInEx/plugins.
  3. Plant something.
Created by Wubarrk


License: MIT β€” use, modify, and redistribute freely, including commercially; just keep the copyright notice. See LICENSE.md for the full text.