HarvestFestivalReplanted BETA 2
Curse Maven Snippet
What's new
New
The Goddess shrine works. Build the shrine the way the original intended — a flower
pot with a flower in it, water directly beneath exactly two of its four neighbouring
blocks and plants on exactly two — then right-click the pot with a stick until it becomes
a Goddess Flower. Throw that flower into water and she answers.
Buildings are built, not spawned. Setting plans down now starts a construction site
that the carpenter raises over three days, rising from the ground up, with him on site
while the work is on. The building only counts as finished — and only unlocks the quests
that depend on it — when the last block is laid.
Fishing. All eight fishing rods (Basic through Mythic) are craftable and usable; they
were unobtainable in 1.0.0.
Dark animals with their own model and renderer.
Achievements, including gold, item-pickup and player-status triggers.
The cookbook UI — browse recipes, see their ingredients and what you have unlocked.
Milker, animal sickness, and animal size handling.
The general store sells cooking ingredients again — salt, flour, cooking oil, riceball,
curry powder, chocolate and wine. These were listed in the original's supermarket and were
commented out here, which left the whole cooking tree with no supply: a third of the recipes
need oil, and salt, flour and curry powder could not be obtained any other way.
The fodder crop is back. Grass Starter used to plant ordinary grass; it now plants the
original's own eleven-stage fodder crop, which grows to two blocks tall and still spreads to
neighbouring soil so a feed field fills out for your animals. Uses the original's artwork.
Immersive Engineering hemp is recognised by the farming system again, as it was in the
original — it grows by season and needs watering like any other crop. Does nothing if you do
not have Immersive Engineering installed.
Seasonal crops. 22 crops now declare their growing seasons, and planting out of
season is refused rather than silently failing to grow.
The other three ask-buttons. Beside the gift button, villagers now answer "How many years?",
"Shop opens when?" and "Weather, tomorrow?" as they did in the original. Only the gift button
had ever been written.
Mayonnaise can be made. It existed as an item in three sizes with no way to produce it;
it is now made on the counter from cooking oil and an egg.
`/harvestfestival resetquests` for when a quest chain needs clearing.
Fixed
Crops now die if you neglect them. An unwatered crop used to simply pause and wait for you
indefinitely. It now dies on the third dry day, which is the original's own threshold.
A meal is only as good as its ingredients. Cooking produced a fixed result and threw away
the quality of the crops that went into it. A dish now takes the grade of the poorest
ingredient used, so good crops make better food - and better food sells for more.
Wool is graded by how well the sheep is kept, alongside egg and milk. It was registered in
small, medium and large and then never graded, so a pampered sheep sheared the same as a
neglected one. All sixteen wool colours are covered.
The story could not be started. Nothing placed Yulif the builder in a new world, so
the intro's own instruction — "find Yulif, he never left" — pointed at nobody. He is now
placed once per world.
Most NPCs were mute. Sixteen of the nineteen villagers had no dialogue because of a
bad check; all of them talk now.
No quest could start in a new world — the quest tracker was never initialised.
Towns never populated. Buildings had residents defined but nothing ever moved them in.
The whole town split into 29 separate towns because a distance check compared a
squared value against an unsquared one.
Dedicated servers crashed on startup — 24 network packets were loading client-only
classes on the server.
Talking to shopkeepers skipped their quests — the shop opened and swallowed the
interaction.
Gift button no longer sits in front of dialogue answers.
Joining a world no longer kicks you (town data was applied off the main thread).
The daily tick fired tens of thousands of times a day instead of once.
Liquids in pots, pans and counters are now visible; the rendering for them was never ported.
Fixed magenta/invisible textures: the Goddess speech bubble, the notes and category icons,
and the eight fishing-rod cast models.
Animal traits that reach into vanilla by reflection now report loudly at startup if a
future update breaks them, instead of silently disabling a behaviour forever.
Added drops that were defined in data but never applied.
Chests inside placed buildings now actually generate their loot.
Verified against the original
NPC daily routines match the 1.10.2 mod exactly. All ten villagers who went to church on
Sunday in the original do so here — Abi, Ashlee, Cloe, Fenn, Jamie, Jim, Katlin, Liara, Thomas
and Tiberius — walking to the same pews. (The original's schedules take a "season" argument but
no villager ever used it, so neither does this port.)
Changed
Blueprints and building items now behave differently, as in the original: a blueprint is a
job for the carpenter, not an instant structure.
A half-built structure survives saving and reloading and carries on from where it was.
In multiplayer everyone shares the same Goddess and builder, while quest progress stays
per player.
Known issues
Only the opening of the quest line has been verified end to end in pure survival
(shrine → Goddess → intro → the carpenter's first job). The remaining quests have been
tested, but with setup shortcuts rather than played through from scratch.
Eating has not been verified automatically; foods are defined correctly but were not
confirmed by an automated playthrough.
Multiplayer has been exercised with a single client only.
Six shops are empty — clinic, flower market, market stall, pet shop, witching wares and the
bakery. The original never stocked these either; all seven shops it did stock (barn,
blacksmith, cafe, carpenter, poultry, general store, miner) are stocked here.
This mod has no additional files

