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Farming Tools
Farm machines that grow with the game: an iron plough to pull, a seed bag for the belt, a Dvergr seed drill, an ashwood reaper and the Staff of Plenty, which gathers everything ripe around you.
By ZAP
| Last updated | 5 days ago |
| Total downloads | 67 |
| Total rating | 0 |
| Categories | Tools Crafting AI Generated |
| Dependency string | ZAP-Farming_Tools-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.2denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2360README
Farming Tools – from the first furrow to the Staff of Plenty
Farming in Valheim is one click per plant. This mod adds the tools a growing farm would have, each at the point of the game where you can make it: an iron plough to pull, a seed bag for the belt, a Dvergr seed drill, an ashwood reaper and, at the very end, the Staff of Plenty, which gathers everything ripe around you with one cast.
Nothing here is magic until the staff. The tools do what you would do by hand, with the game's own rules: the plough lays the cultivator's soil, the seed drill sows only where a plant would grow when planted by hand, and the reaper and the staff pick plants the way you pick them (skill, bonus yield and regrowth stay vanilla).
| Tool | When | Made at | Cost |
|---|---|---|---|
| Iron plough | Swamp (iron) | Forge (hammer, Misc) | 12 Fine wood, 8 Iron, 10 Iron nails |
| Seed bag | Plains (linen) | Workbench level 3 | 6 Linen thread, 6 Leather scraps, 2 Deer hide |
| Dvergr seed drill | Mistlands | Black forge (hammer, Misc) | 20 Yggdrasil wood, 4 Mechanical springs, 10 Copper, 6 Black metal |
| Reaper | Ashlands | Black forge (hammer, Misc) | 20 Ashwood, 10 Flametal, 2 Charred cogwheels, 4 Mechanical springs |
| Staff of Plenty | Deep North | Galdr table level 3 | 10 Timberwood, 6 Bloodgold, 4 Nornathread, 1 Jade |
Pulling an implement
The plough, the seed drill and the reaper are pulled like the cart. Stand at the end of the shafts and press E to hitch it, E again to let go. Shift + E on the implement switches what it does:
| Shift + E switches | |
|---|---|
| Iron plough | shares lowered / lifted |
| Dvergr seed drill | sowing dense / in rows with lanes / coulters lifted |
| Reaper | reaping / reaping and sowing again / header lifted |
The implements work only while they roll forward, on the machine of whoever pulls. Backing up does nothing. A ward you may not use stops them, as it stops the cultivator, and so do the places where nobody may build (traders' camps, the starting stones, boss altars). While an implement is hitched, only the one pulling it can switch it.
Iron plough
Lower the shares and walk: behind you the meadow turns into cultivated field, a strip about 2 m wide. It is the same soil the cultivator makes (the same terrain operation, only narrower), so everything you plant on it grows as on a field dug by hand. In the Deep North it clears the snow as the cultivator does.
- Heavy work. Pulling the plough through the ground costs 1 stamina per metre. Out of stamina, the shares stop biting until you have caught your breath (10 stamina).
- It trains farming like the cultivator: one swing's worth for each disc of new field.
- Lift the shares to move it without ploughing the way home.
Seed bag
Wear it on your belt (it takes Megingjord's place) and plant with the cultivator as usual. Each crop you set also goes into the eight places around it: three by three, as close as the crop still grows well, turned with your placement. The cultivator's ghost shows all nine places, so blocks can be laid side by side.
- Every plant costs its seed. Places without room, off the field or in the wrong biome stay empty.
- Each plant trains farming as if set by hand.
Dvergr seed drill
Put seed into its hopper (4 × 2 stacks) and pull it over cultivated soil. Five disc coulters lay the seed across 3 m:
- Dense: offset rows, each plant exactly as far from its six neighbours as the crop needs to grow well.
- Rows with lanes: rows as tight as the crop allows, every second row left empty to walk between.
The drill sows only where the sapling would grow when planted by hand: on the field, in its biome and climate, under the open sky, and with room to every plant and crop around, grown crops at their full size. It takes the first stack in the hopper (top left first) that grows where it is; in the swamp it passes over the carrot seed and sows the turnips. Carrots, onions and turnips themselves sow the seed crops, as with the cultivator.
The planting lattice is fixed to the world. It takes your heading at the start of a pass, in steps of 15°, and keeps it until you unhitch: a pass back the other way, or the next pass beside the last, falls on the same lattice, and a field sown in several passes is one even field.
Reaper
A crop box as large as the cart's behind a header 3 m wide. The reel lays the stalks onto the cutter bar, and everything cut lands in the box, not on the ground.
- It takes what a scythe takes: ripe field crops and the wild plants the game lets the scythe cut (mushrooms, thistle, dandelions, fiddleheads, wild barley and flax). Berry bushes are left alone.
- Each plant is picked the game's way: your farming skill grows and gives its bonus yield.
- Reaping and sowing again: the same crop goes back into the ground from the seed in the box. Barley sows itself from its own harvest; carrots need carrot seed in the box.
- When the box is full, the rest stays on the ground.
Staff of Plenty
A staff of the Deep North, built on the Staff of the Wild. Its attack costs 40 eitr and gathers everything ripe within 6 m (12 m at farming 100, growing with the skill like the scythe's reach): field crops, mushrooms, flowers, raspberries, blueberries, cloudberries, lingonberries and vineberries on their bushes. The harvest flies to your hands.
- It never takes stones, flint, ores, treasure or eggs, nor royal jelly (kept out through
NeverHarvest). - Bushes grow their berries again as after picking by hand.
- Plants inside a ward you may not use are left alone.
- The secondary attack (30 eitr) sows the first seed in your pack that grows here into the cultivated soil around you, 5 m round, dense.
- It trains elemental magic, and farming through each plant.
The real thing: how much room a plant needs
A planted crop grows only while nothing solid lies within its grow radius (Plant.m_growRadius, 0.5 m for every field crop). Its own colliders, and those of the grown crop, are what its neighbours must keep out of. So the least distance between two plants is
d = max(r₁ + reach₂, r₂ + reach₁)
measured from the game's own prefabs in the running game. The tools sow at d + 5 cm:
| Crop | Reach of the grown crop | Spacing |
|---|---|---|
| Carrot, turnip, onion, Jotun puffs, magecap | 0.18 m | 0.73 m |
| Oats, Poteitr, seed turnip | 0.22 m | 0.77 m |
| Seed carrot, seed kale | 0.26–0.28 m | 0.81–0.83 m |
| Flax, seed onion | 0.33 m | 0.88 m |
| Barley | 0.44 m | 0.99 m |
| Kale | 0.81 m | 1.36 m |
The dense lattice packs the rows to √3/2 of that spacing (each plant has six neighbours at exactly d), about 15 % more plants than a square grid.
What the mod does not change
Growing times, yields, biomes, the cultivator and the scythe are vanilla. A plant that would stand stunted is not sown at all instead of being sown and left to wither.
Configuration
BepInEx/config/zap.farmingtools.cfg. All of it is server-synced and only admins can change it in game.
- 1 - Implements:
PloughRecipe,PloughStation,PloughStamina(stamina per metre with the shares lowered),SeedDrillRecipe,SeedDrillStation,ReaperRecipe,ReaperStation. - 2 - Seed bag:
Recipe,Station,StationLevel. - 3 - Staff of Plenty:
Recipe,Station,StationLevel,HarvestEitr,SowEitr,HarvestRadius,HarvestRadiusMaster,SowRadius,HarvestWild(berry bushes and vines),NeverHarvestandAlsoHarvest(comma separated pickable prefab names).
Recipes are written as Item:amount,Item:amount with item prefab names.
Multiplayer and compatibility
Everyone needs the mod, the server too. The implement works on the machine of the one who pulls it (as the cart's physics do); what it ploughs, sows and reaps is the game's own terrain, plants and items, so everyone sees the same. Mods that add crops to the cultivator (Plant Everything, for example) are picked up as long as their crop needs cultivated soil, costs one kind of seed and grows into something to pick.
Deutsch
Ackergerät für jede Stufe des Spiels. Ein Eisenpflug zum Ziehen (Sumpf, Schmiede), ein Saatbeutel für den Gürtel (Ebenen, Werkbank Stufe 3), die Dvergr-Sämaschine (Nebellande, Schwarze Schmiede, mit Mechanischen Federn), ein Erntewagen aus Aschholz (Aschlande, Schwarze Schmiede) und der Stab der Fülle (Tiefer Norden, Galdrtisch Stufe 3).
Ziehen. Pflug, Sämaschine und Erntewagen spannst du an wie den Karren: E an den Deichseln. Umschalt + E am Gerät wechselt, was es tut (Scharen senken/heben; dicht säen / in Reihen mit Gassen / Schare heben; mähen / mähen und nachsäen / Mähwerk heben). Sie arbeiten nur vorwärts; ein fremder Schutzstein und Orte, an denen niemand bauen darf, halten sie auf. Angespannt schaltet nur, wer zieht.
Eisenpflug. Scharen senken und losgehen: Hinter dir wird ein etwa 2 m breiter Streifen zu Acker, derselbe Boden wie vom Kultivator. Das kostet 1 Ausdauer pro Meter; ohne Ausdauer greifen die Scharen erst wieder, wenn du verschnauft hast (10 Ausdauer).
Saatbeutel. Am Gürtel getragen (statt Megingjord), setzt er zu jeder Pflanze vom Kultivator auch die acht Plätze ringsum, drei mal drei, so dicht wie die Pflanze noch gut wächst. Der Geist des Kultivators zeigt alle neun Plätze. Jede Pflanze kostet ihre Saat.
Dvergr-Sämaschine. Saat in den Kasten und über den Acker ziehen: fünf Scheibenschare auf 3 m Breite, dicht in versetzten Reihen oder in Reihen mit Gassen. Gesät wird nur, wo die Pflanze auch von Hand wüchse: auf dem Acker, im passenden Biom, unter freiem Himmel und mit genug Platz zu allem ringsum. Das Raster hängt an der Welt und nimmt die Richtung zu Beginn der Fahrt (in 15°-Schritten) bis zum Abspannen: Hin- und Rückfahrt und die nächste Bahn passen genau aneinander.
Erntewagen. Ein 3 m breites Mähwerk vor einem Kasten so groß wie der des Karrens. Er nimmt, was die Sense nimmt, und die Ernte landet im Kasten. Auf „mähen und nachsäen“ setzt er dieselbe Frucht aus der Saat im Kasten gleich wieder.
Stab der Fülle. Ein Wurf (40 Eitr) erntet alles Reife im Umkreis von 6 m, mit Landwirtschaft 100 von 12 m: Feldfrüchte, Pilze, Blumen und auch Himbeeren, Blaubeeren, Moltebeeren, Preiselbeeren und Weinbeeren an ihren Sträuchern. Die Ernte fliegt dir in die Hände. Steine, Feuerstein, Erze, Schätze, Eier und Gelée royale lässt er liegen. Der zweite Angriff (30 Eitr) sät deine Saat in den Acker um dich herum.
Echt statt magisch. Eine Pflanze wächst nur, wenn in ihrem Wuchsradius (0,5 m) nichts Festes steht. Daraus und aus der Größe der reifen Frucht ergibt sich der Abstand, den alle Geräte einhalten: 0,73 m bei Möhren, Rüben und Zwiebeln, 0,99 m bei Gerste, 1,36 m bei Grünkohl. Wachstumszeiten, Erträge und Biome bleiben, wie sie sind.