Mods / Sprinklers

Tags: #QoL #Technology
Author: Jan5676
Side: Both
Created: Oct 14th at 4:13 PM
Last modified: Nov 25th at 1:09 PM
Downloads: 3133
Follow Unfollow 120

Recommended download (for Vintage Story 1.21.1 - 1.21.5):
sprinklersmod_1.0.2.zip  1-click install


Description

 

This mod adds sprinklers of varying tiers to automate watering farmland.

Currently available tiers 1 through 4. Placing a sprinkler won't do anything immediately but when filled with water they will periodically activate and water all fields in a set radius, depending on their tier. Once they reach an average moisture threshold of about 95% they will stop until watering is necessary again (that is when falling below 85%).

Please open an Github issue for any bugs you might encounter while playing with it.

You can submit feedback here: https://www.vintagestory.at/forums/topic/17909-sprinklers-mod-feature-requests/

To use this mod, it needs to be installed on server and client side. For now this mod will most likely be compatible with each subversion of 1.21.

The Sprinklers

 

The sprinklers are split into 4 Tiers (with the last one being more of a bonus for people who want to go the extra mile), each with 6 variants. Those are: Copper, Tin Bronze, Bismuth Bronze, Black Bronze, Brass and Lead. Crafting a sprinkler as one of the variants will require the upgraded Tiers to also use the same material. The Variants offer no advantage over each other and exist just to add visual variety. To be able to craft the Brass and Lead sprinklers, rods, as well as nails and strips have been added for the corresponding material.

 

Tier 1 - Range 2 Blocks, Tank size 20 Liters, crafted with 1 Rod, 8 Nails and Strips, 2 Rusty Gears, 1 Bucket

Tier 2 - Range 4 Blocks, Tank size 40 Liters, crafted with 1 T1 sprinkler, 12 Nails and Strips, 4 Rusty Gears, 1 Bucket

Tier 3 - Range 6 Blocks, Tank size 60 Liters, crafted with 1 T2 sprinkler, 12 Nails and Strips, 1 Temporal Gear, 1 Bucket

Tier 4 - Range 8 Blocks, Tank size 100 Liters, crafted with 1 T3 sprinkler, 8 Metal Parts, 3 distinct Jonas parts*, 1 Barrel

*Those parts being: Jonas sub-assembly (A difference gear assembly), Jonas part (parallel transfer vessel), Jonas sub-assembly (Finely balanced Oscillator)

 

There's also downwards facing sprinklers for your fancy industrial looking greenhouses. Those are made by putting any sprinkler into the crafting grid. Once upside-down they can also be reverted to normal by putting them in again. Putting them on a ceiling, you can adjust their vertical range by right clicking on them with your hands. This will toggle their range from 3-6 Blocks below them. This choice was made as switching from a square to a cube area would significantly reduce performance per sprinkler placed.

Other Stuff

Configuration

 

  • tXSprinklerRange - Determines the watering radius for the corresponding Sprinkler tier (default 2, 4, 6, 8 respectively)
  • tXSprinklerVolume - Determines the Tank size foor the corresponding Sprinkler tier (default 20, 40, 60, 100 respectively)
  • waterConsumption - Multiplies the water consumption per activation. Formula: 0,1 Liters * waterConsumption (default 1)
  • minIntervalInMillis - Defines a base value for how often (in milliseconds) the Sprinklers should activate. To prevent lag, each Sprinkler will be added up to 5 seconds of random delay on top of this value. (default 10.000, very much recommended)

 

Don't forget to adjust these config values on client and server if you want to change them, otherwise there will be visual issues.

Known Limitations

 

  • Due to the random nature of the sprinklers activations, there might be a delay of up to one activation between the server and the clients. For now I haven't found a better way, but this shouldn't be much of an issue as the sprinklers are more of a set and forget type of item.
  • The sprinklers will NOT work with timeskipping or fastforwarding of any type. Running /time add 10000 WILL kill your crops. Also they won't run while their chunks aren't loaded. Maybe I will adress this in the future.
  • I have tried to make this mod as performant as I could. I tested up to 500 sprinklers running at once. Still I wouldn't recommend recklessly adding large amounts sprinklers into your world. At some point it will most likely affect performance.

 

Currently featured languages

 

  • German
  • English
  • Russian (Translation done by "Vaaataaa", thank you very much)

 

If you want to add your language to the mod, please open a Github MR with the branch name "xyzLanguage" and I will review it. Alternatively you can also DM me directly in the Vintage Story forum and send me the translated script there via chat. I will mention you here as a contributor in that case. The english translation file as a baseline can be found in the Github repository at https://github.com/Jan56765/VS_Sprinkler_Mod/blob/main/SprinklersMod/assets/sprinklersmod/lang/en.json (Please remember to put line breaks at the appropriate places for the handbook entry)

 

FAQ

 

  • Which Fluids can I use for filling my Sprinklers?
    • Currently these fluids are supported:
      • Vanilla game
        • (Fresh) Water
      • Hydrate or Diedrate
        • Well Water
        • Rain Water
  • Which containers can I use for filling my sprinklers?
    • You can use a Watering Can, as well as any item which counts as a fluid container code wise. This includes buckets, jugs, bowls and any modded containers that can hold water.
  • After an update of the mod the game randomly crashes.
    • This might happen because of removed sprinklers which try to initialize animations even though they don't exist anymore in the world. In that case, uninstall the mod, load your world once, save and quit and then reinstall the newest version.

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 sprinklersmod
1.21.1 - 1.21.5
445 Nov 25th at 1:09 PM sprinklersmod_1.0.2.zip 1-click install

Changed the following:

  • Fixed dumping containers into sprinklers when using certain mods. One mod I tested this myself with is the Hydrate or Diedrate mod, which changes right click actions with buckets and such.
  • To make adding water more consistent with other water containers, the button combination has been changed to right click for dumping and CTRL + right click for adding one liter.
  • Added Well- and Rain water from the Hydrate or Diedrate mod to the valid fluids to fill a sprinkler.
  • Added 2 new config Variables to influence the latching behavior of sprinklers. They are float values and represent a percentage value:
    • minActivationThreshold (default 0.85, max 0.99): The sprinkler will only start running when the average moisture is below this threshold.
    • maxActivationThreshold (default 0.95, min 0.01): The sprinkler will hibernate until the lower threshold is met again.
  • These new variables should be automatically added the next time the client/server is started. If that does not happen, you can manually delete the config file to regenerate it.
1.0.1 sprinklersmod
1.21.1 - 1.21.5
511 Nov 14th at 9:13 PM sprinklersmod_1.0.1.zip 1-click install

Added russian translations

1.0.0 sprinklersmod
1.21.1 - 1.21.5
1064 Oct 25th at 10:18 AM sprinklersmod_1.0.0.zip 1-click install

1.0 Release of the Sprinklers Mod. This adds some more polishing as well as the last missing features mentioned on my forum post.

Changes:

  • Added downwards facing sprinklers. They will behave the same as the normal ones, but can be toggled to different ranges from 3-6 Blocks below them.*
  • Added crafting recipes for downwards facing sprinklers. Simply put a normal one into the crafting grid to get its counterpart.
  • Added a new watering animation for normal sprinklers (I couldn't figure out how to make them properly for down facing ones :( )
  • Added a latch behaviour for sprinklers. This means, sprinklers will keep watering blocks until they reach a 95% average moisture threshold and then pause until the average moisture hits 85% or lower again. This should lead to wasting much less water from always just watering one block at a time.
  • Update Handbook to reflect all changes done so far.
  • Improve performance slightly by reducing the number of api calls per activation

 

*Sprinklers not requiring a solid ceiling or ground IS intentional to make the easier to work with in conjuction with chisel constructions.

0.9.4 sprinklersmod
1.21.1 - 1.21.5
613 Oct 19th at 6:28 PM sprinklersmod_0.9.4.zip 1-click install

Changed the following:

  • Added the ability to use fluid containing items such as jugs, bowls and buckets. In theory this should work with every item that implements the BlockLiquidContainerBase interface.
  • Added an option to empty your entire fluid container into the sprinkler so you won't have to spam your mouse buttons anymore.
  • Added a sound for filling up the sprinkler.
  • Added world hints for interacting with sprinklers.
0.9.3 sprinklersmod
1.21.2 - 1.21.5
223 Oct 18th at 12:45 PM sprinklersmod_0.9.3.zip 1-click install

Fixed some client server stuff when filling sprinklers where other players couldn't immediately see the change in the amount of water in a sprinkler (only after the next activation)

0.9.2 sprinklersmod
1.21.2 - 1.21.5
129 Oct 17th at 10:31 AM sprinklersmod_0.9.2.zip 1-click install

Changed the following:

  • The previous Sprinkler Types are now gone and replaced with tiered sprinklers which will keep their variant on upgrade
  • Variants include: copper, all bronze variants, brass and lead
  • These Sprinklers also now have different tank sizes
  • Added Nails and Strips as well as Rods in their Brass and Lead Variant to enable crafting of those sprinklers
  • Refac to make the mod a bit more performant

 

IMPORTANT: As this is a pretty major change, to prevent breaking your world from ghost blocks, PLEASE remove all sprinklers before you upgrade to the newest version. If you still got issues, refer to the FAQ.


28 Comments (oldest first | newest first)

💬 Jan5676 , Nov 26th at 12:42 PM

JaxsonBright I could not find that mod. Could you link it for me and tell me which features you mean specifically?

💬 JaxsonBright, Nov 25th at 8:28 PM

Would it be possible to make these work with the Aquaducts Mod? if they don't already?

💬 Mesita, Nov 25th at 5:54 PM

Jan5676 Installing now. Thanks!

💬 Jan5676 , Nov 25th at 1:11 PM

Z4CKZ33D Mesita Please check the newest version of the mod, they add changes/fixes mentioned in your comments.

💬 Z4CKZ33D, Nov 21st at 9:54 AM

Jan5676 No I'm not.

💬 Darklord, Nov 19th at 12:43 PM

Thank you. It’s an excellent mod, it saved me a lot of time. Before, I used to run around with a watering can every day during the summer months.

💬 Jan5676 , Nov 17th at 5:38 PM

Z4CKZ33D I think I found the issue. Are you using the Hydrate od Diedrate mod? This seems to override the action in some way.

💬 Jan5676 , Nov 16th at 8:43 PM

Mesita Alright, that seems simple enough, I will have a look at it.

PeachyPotato Working on a functionality compatible with pipes is a lot of pain, so unfortunately I'd say no (At least for now, maybe I'll get another surge of motivation in the future regarding the water tower idea). If someone wants to add this feature himself, you can always open a PR/issue on the Github page.

💬 PeachyPotato, Nov 16th at 4:22 PM

could we maybe get pipes and maybe a pump compatible with electrical progressive core, or perhaps a water tower to take advantage of gravity?

💬 Mesita, Nov 16th at 12:25 AM

The water types are Rain Water and Well Water.

 

There's also other types of water in the the mod, but they wouldnt be realistic for crop growth.

 

Thank you for the quick reply!

💬 Jan5676 , Nov 15th at 1:11 PM

Mesita I didn't know of the mod beforehand, so no. Which items/water types from the mod would this include?

💬 Mesita, Nov 15th at 1:50 AM

Does this mod work with hydrate or diedrates different water types?

💬 Jan5676 , Nov 12th at 8:24 AM (modified Nov 12th at 8:29 AM)

@Z4CKZ33D That's weird, it should work though. Can you please try the following things?

  • I've bound the dump onto the sneak key. But I think there may be mods overriding this behavior in which case you might need to hold Shift instead (if you rebound the sneak action like I did)
  • If the sprinkler is completely full already, the action will fail.
  • Check if your bucket really contains normal still water. The game also features salt water, gained from oceans, which will not work.
  • Is your bucket the normal vanilla wooden one or a modded bucket?

 

If that still doesn't work, I'd suggest deactivating some of your mods.

💬 Z4CKZ33D, Nov 11th at 3:51 PM (modified Nov 11th at 11:35 PM)

Small issue here; I can't dump a whole bucket (10L) into a sprinkler at once. Is it just me or has anyone else experienced this?
I'm playing on 1.21.5 together with several other mods.
Edit: Watering cans work though, it's just buckets atm.

💬 Jan5676 , Oct 31st at 2:51 PM (modified Oct 31st at 2:53 PM)

Sleeves Well you're probably not gonna believe this, but they exist already! All you need to do is put a normal sprinkler in the crafting grid and boom, it's upside down. The handbook describes them in a bit more detail. (v1.0+ only)

💬 Sleeves, Oct 31st at 1:42 PM

Thanks for the cool mod! Perhaps some overhead sprinklers (as in hanging from the ceiling) could be added if the codebase permits? :-]

💬 DanHaln, Oct 27th at 5:15 AM (modified Oct 27th at 5:18 AM)

This makes me wish we could use chutes to transport water and use a screw to push water up into the sprinkler, rather than gating behind tiers of metal it could just be gated by power provided for the same effect.

💬 Jan5676 , Oct 25th at 10:20 AM

I've released v1.0. From now on, I still intend to make changes to the mod but in a less breaking means than before. Unless otherwise stated, updates from v1.0 onwards should be safe to upgrade.

💬 Jan5676 , Oct 17th at 10:32 AM

I pushed a new version of this mod. PLEASE, if you upgrade from 0.9.1, it is VERY important to read the changelog!!!

💬 artemax44, Oct 15th at 10:41 AM

Jan5676

What I would do is add lead as a lower tier. In the vanilla game, few things are crafted with lead, and it would be nice to have more uses for it. I'll leave it as a suggestion.
💬 Jan5676 , Oct 15th at 6:50 AM

Hey, first of all thanks for the feedback. There are some very interesting ideas I will probably touch on.

I initially made this mod as a little fun side project for my GF, who complained to me that there are no sprinklers like in Stardew Valley (and seriously, why isn't something like this a vanilla feature) So basically she would just be running around watering all the fields by hand and complaining the entire time. Now it's done and I see you noticed the mod being a bit rough about the edges. Changing the sprinkler types, as a warning, WILL result in your previously placed sprinklers to become invalid (thus, a beta, don't feel bad cheating the new ones in once they're finished) Other than that, I will open up a forum post to attach this mod to so you can put your feedback and feature requests there, this will help keeping this comment section a bit cleaner. I will address the currently posted stuff there, you will find a link to it in the description soon.

Keep in mind, I am a solo dev doing this as a little fun side project. This means, I simply can't do everything that is requested (because of time AND knowledge (and missing documentation)). However, since its inception I really liked this mods idea and am willing to develop it further than I originally anticipated. Currently, if anyone wants to make a better model + animation for the sprinklers, I will thankfully take those. In that case, please DM me in the forum if you have a concept/realized model. Mine, to be perfectly honest, looks like a programmer placeholder at best :D

💬 Lujo, Oct 15th at 2:22 AM (modified Oct 15th at 4:42 AM)

Cannot for the life of me figure out how to get the water in them. Bucket isnt working, jug isnt working. Possible mod conflict or am I missing something obvious?

EDIT: Yep it was something obvious. Never thought to try the watering can.

💬 Hallowedsoul08, Oct 15th at 12:19 AM

configurable range? oooooo.....
no longer do I need to make water paths on my farms, saving rows and within the normal range of the greenhouses.

💬 wojtek16, Oct 14th at 11:10 PM

OOh piggybacking off of XyrVexus's idea, if you do implement a pump or connection to the water sprinklers, adding an option where the pipes can wear out to the point where they could clogg up which would need a wrench to get fixed/tightened to work again or something like that, but I love the concept! 

One more critique/idea (I know some people don't like to hear it so tell me to shut up right away if so, no hard feelings) is to see if you can place these vertically from the ceiling :)

 

Love the mod and idea!! 

💬 XyrVexus, Oct 14th at 10:08 PM

This is a good one! To offer critiques, for realism I would like to see Copper, Bronze, and Brass used since these metals are all mostly interchangeable for the purpose; superior to iron or steel. Since sprinkler tiers are gated by gears, additional gating by metal type seems unnecessary. Also an option to have the sprinklers degrade over time would be cool down the road.

💬 Hydromancerx, Oct 14th at 8:32 PM

Could you patch this to work with Vintage Engineering mod so you need water pipes?

💬 Jan5676 , Oct 14th at 7:48 PM (modified Oct 14th at 7:51 PM)

I wanted to make them a bit more valuable even though it might feel a bit "gamey" but I think it would make sense to add copper ones as well. They could act as the lowest tier of sprinklers with range 1. I was just thinking, they might be too expensive for the value they provide if they followed the same recipes like the other ones.

💬 TrayneRekk, Oct 14th at 7:01 PM

Uh, no copper? Curious decision considering most of your water pipes IRL are made from ... copper ... #mindblown

 (edit comment delete)
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