PastoralCraft 功能简介 / Feature Overview
简述: 一个让作物「遵循节气模组的天数生长」的 Minecraft 模组——作物不再原版模式随机刻生长,而是遵循季节,每阶段的生长需要度过一定天数。
One-liner: A Minecraft mod that grows crops by the solar-term mod's day count — vanilla random-tick growth is gone; every stage simply takes a set number of days, following the seasons.
- 适用版本 / Game versions:Minecraft 1.21.1 · NeoForge 21.1.248+ · Java 21
- 模组前置 / Prerequisite:Ecliptic Seasons
模组功能介绍?/ What Does This Mod Do?
中文: 原版 Minecraft 的作物生长靠「随机刻」——每个游戏刻都有一定概率让作物生长,PastoralCraft 把这种机制整个换掉:每株作物都会记住它是哪一天种下的,然后按照「每 N 天长大一个阶段」的固定日历生长。
English: In vanilla Minecraft, crops grow on random ticks — every game tick there is a chance a plant advances a stage. PastoralCraft replaces that mechanism entirely: every plant remembers the day it was planted, and then grows on a fixed calendar — one stage every N days.
核心特性 / Core Features
🌱 确定性生长 — Deterministic, Day-Based Growth
中文: 在适宜的季节里,作物每经过 N 个游戏日(默认 3 天,可配置)就精确长大一个阶段。
English: In a suitable season, a crop advances exactly one stage every N in-game days (3 by default, fully configurable).
🍂 真正的季节机制 — Seasons That Matter
中文: 与 Ecliptic Seasons 深度联动(二十四节气历法)。到了不适宜的季节:
- 耕地作物(小麦、胡萝卜、土豆等):不会绝对生长,而是可能按概率长一截、可能原地不动、还可能变异成矮草(这些概率都可以配置)。
- 非耕地作物(甘蔗、仙人掌、海带、下界疣、可可等):直接冻结,既不生长也不变草,到何时季节了再长。
English: Deeply integrated with Ecliptic Seasons (24 solar terms). In an unsuitable season:
- Arable crops (wheat, carrots, potatoes…): stop growing obediently — each growth attempt is a roll of the dice: they may grow a stage, do nothing, or even mutate into short grass (all probabilities configurable).
- Non-arable crops (sugar cane, cactus, kelp, nether wart, cocoa…): freeze completely — no growth, no grass — and resume when the right season returns.
⏰ 离开再久也不怕 — Catch-Up Growth After Long Absence
中文: 你的农场离得太远、区块被卸载了好几天?没关系。区块重新加载时会自动「补涨」:按你离开期间经过的天数和季节,把作物推演到它本应到达的阶段。还有每 10 秒一次的例行检查,保证已加载的作物也不会掉队。理论上不会造成性能问题,但是缺乏大量实机测试。
English: Your farm is far away and its chunks got unloaded for days? No problem. When a chunk loads, PastoralCraft catches the crops up: it replays the days you were away (days + seasons) and advances every plant to exactly where it should be. A periodic pass every 10 seconds keeps loaded crops in sync too. Theoretically this shouldn't cause performance issues, but extensive real-world testing is still lacking.
🎛️ 便捷配置修改 — Change Config, Instant Effect
中文: 想加快生长?把「每阶段天数」从 3 改成 2,保存即可。所有生长状态都是按「种植日 + 当前日 + 配置」现算出来的,改配置不需要迁移任何存档数据,也不会有状态错乱。
English: Want faster crops? Change "days per stage" from 3 to 2 and save. Every plant's state is derived from its planting day, today, and the config — so config changes apply instantly, require no save migration, and can never desync.
🧩 兼容大部分作物 — Works With Many Crop Mods
中文: 不止原版!农夫乐事、Supplementaries、可爱仓鼠宠物、森罗物语:厨房 的作物全都支持,还支持各种特殊结构:双格作物(亚麻、瓶子草)、伴生作物(水稻结稻穗)、变身作物(番茄从花蕾变成番茄再爬上绳子)、需要水的分段水稻等等。装了别的作物模组也不怕——用「自定义覆写」几行字符串就能把它纳入日历系统。
English: Not just vanilla! Farmers Delight, Supplementaries, Adorable Hamster Pets and Kaleidoscope Cookery crops are all supported — including special structures: two-block crops (flax, pitcher plant), companion crops (rice grows panicles), transforming crops (tomatoes: buds → tomatoes → on the rope), water-loving segmented rice, and more. Even crops from other mods can be adopted with a simple "custom override" string.
🍉 西瓜南瓜机制说明 — Melon & Pumpkin Stems
中文: 西瓜茎、南瓜茎有自己完整的生命周期:先在适宜季节生长成熟,然后每隔 N 天朝可配置的方向结一次瓜。不适宜季节里,瓜蔓也会掷骰子:变草、结果或不生长(概率都可调)。
English: Melon and pumpkin stems get a full lifecycle of their own: they mature during suitable seasons, then bear fruit every N days toward configurable directions. In unsuitable seasons they also roll the dice — mutate into grass, fruit, or stall (all configurable).
🧪 骨粉催熟 — Bonemeal & Bees Stay Consistent
中文: 骨粉和蜜蜂仍能催熟作物,模组会把「催熟」换算回日历:把作物的「种植日」往前推,让现实世界里的生长状态和日历推导始终一致。注意,若在适季的前几日催熟可能会导致作物变草,所以不要揠苗助长哦!
English: Bonemeal and bees still boost crops — the mod converts the boost back into calendar terms by rewinding the plant's "planting day," so the world state and the calendar always agree. Note: boosting in the first few days of a suitable season may turn the crop into grass, so don't rush it!
🛟 信息提示 — Season Tooltips & Jade Support
中文: 把鼠标放到作物种子上,会直接看到它的适宜季节;装了 Jade 的话,对准世界里的作物也能看到同样信息。种什么、什么时候种,一目了然。
English: Hover over any crop seed and the tooltip tells you its suitable seasons; with Jade (WAILA) installed, you get the same info directly on crops in the world. Know what to plant, and when.
支持的作物一览 / Supported Crops
| 来源 / Source | 作物 / Crops |
|---|---|
| 原版 / Vanilla | 所有原版作物 / All vanilla crops |
| 农夫乐事 / Farmers Delight | 所有作物 / All crops |
| Supplementaries | 所有作物 / All crops |
| 可爱仓鼠宠物 / Adorable Hamster Pets | 所有作物 / All crops |
| 森罗物语:厨房 / Kaleidoscope Cookery | 所有作物 / All crops |
| 其他模组 / Any other mod | 通过「自定义覆写 customOverrides」接入 / adoptable via custom override strings |
额外说明 / Compatibility
中文:
- Ecliptic Seasons:模组的季节时钟来源,两者协同工作(PastoralCraft 接管作物生长,并自动关闭 ES 自己的作物湿度/温室干涉,避免冲突)。
English:
- Ecliptic Seasons: the mod's season clock; they work together (PastoralCraft owns crop growth and auto-disables ES's own crop/humidity/greenhouse handlers to avoid conflicts).
配置 / Configuration
中文: 所有设置都在游戏内的模组配置界面里(NeoForge 配置),分为四组:
- 通用 General:每阶段默认天数、非适季变异/生长概率、补涨参数、无标签作物的默认适宜季节。
- 瓜茎 Stem 默认:结瓜间隔、结瓜方向、非适季概率。
- 作物 Crops:按模组分组的逐作物专属页面——耕地作物可调每阶段天数和季节;瓜茎可调结瓜节奏;冻结类作物只调天数和季节。
- 调试 Debug:各类日志、性能剖析、环形缓冲、调试命令等开关。
另外还有一行式的「自定义覆写」,用 modid:crop_id=key=value,… 的格式把任意第三方作物纳入系统(支持 17 种键:天数、季节、结构、概率等)。
English: Everything is configured through the in-game NeoForge config screen, in four groups:
- General: default days per stage, unsuitable-season mutate/grow chances, catch-up parameters, and the default suitable seasons for untagged crops.
- Stem defaults: fruiting interval, fruit directions, unsuitable-season chances.
- Crops: per-crop pages grouped by owning mod — arable crops tune days & seasons; stems tune their fruiting rhythm; frozen crops only expose days & seasons.
- Debug: logging, profiling, ring buffer, debug commands, and more.
There is also a one-line "custom override" (modid:crop_id=key=value,…) that adopts any third-party crop with 17 supported keys (days, seasons, structures, chances, etc.).
常见问题 / FAQ
Q:装了之后我原来的存档会坏吗? A:不会。作物数据按区块单独存档,字段名固定,兼容旧存档;配置改动也不需要任何数据迁移。
Q:作物一直不长怎么办? A:先看是不是季节不对——把鼠标放到种子上看「适宜季节」。非耕地作物(甘蔗、仙人掌等)在不适宜季节会完全冻结,这是设计使然。若非以上情况,请反馈给我。
Q:骨粉还有用吗? A:有用。骨粉和蜜蜂催熟都会被换算回日历,生长进度不会丢失。但要留意:催熟可能让作物变异成矮草。机制是——每催熟一个阶段,作物的「种植日」就会往前回推 N 天(默认 N=3);只要回推后的种植日仍落在适宜季节内,就不会变草:适季第 3 天种下、催熟 1 阶段(回推 3 天)安全;第 6 天种下、催熟 2 阶段(回推 6 天)也安全,以此类推。按每阶段 3 天、作物最多 7 个阶段计算,最大回推 21 天,所以进入适季第 21 天之后,催熟完全不受影响。
Q: Will my existing world break? A: No. Crop data is stored per-chunk with fixed field names, old saves stay compatible, and config changes need no migration.
Q: My crops aren't growing — why? A: Check the season first — hover the seed to see its "suitable seasons." Non-arable crops (sugar cane, cactus, …) freeze entirely in unsuitable seasons — by design. If it's not one of these cases, please report it to me.
Q: Does bonemeal still work? A: Yes — bonemeal and bee boosts are converted back into the calendar, so no growth is ever lost. One caveat: a boost may mutate the crop into short grass. Each boosted stage rewinds the planting day by N days (3 by default); the crop stays safe as long as the rewound day still falls in a suitable season — e.g. planted on day 3, a 1-stage boost is safe; on day 6, a 2-stage boost is safe, and so on. With 7 stages max at 3 days each (21 days of rewind), boosts are fully safe once you're 21+ days into a suitable season.
Q: Can I play without Ecliptic Seasons? A: Yes. All crops are treated as "year-round suitable" and the calendar system still works.

