Sensanaty-LongLastingFertilizer icon

LongLastingFertilizer

Fertilizer effects persist across harvest cycles as long as soil has remaining uses

Last updated 7 hours ago
Total downloads 30
Total rating 1 
Categories Misc IL2CPP
Dependency string Sensanaty-LongLastingFertilizer-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.0 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.0

README

Long Lasting Fertilizer

You know how fertilizer disappears after a harvest even though the soil's still good? Yeah, that's annoying. You shouldn't have to re-fertilize every single cycle when your long-life soil has plenty of uses left.

This mod makes fertilizer effects stick around for as long as the soil does. Plant, harvest, replant — your quality bonus carries over. Simple as that.

How It Works

  • Fertilizer effects (yield and quality) carry over between grow cycles on the same soil
  • Once the soil runs out of uses, the fertilizer clears and you can start fresh
  • Can't double-dip — no stacking fertilizer on top of already-fertilized soil
  • Your botanist employees won't waste fertilizer on pots that already have it
  • Everything saves and loads with your game, no data lost between sessions
  • Works for both Mono & IL2CPP backends

Known Issues

  • The fertilizer visual effects don't persist between grow cycles. Your pot will look unfertilized even though the effects are still active. You can verify by trying to apply fertilizer with a bottle, it'll block you if the pot already has it.

Installation

  1. Install MelonLoader 0.7.0 if you haven't already
  2. Drop LongLastingFertilizer.dll into your Schedule I\Mods\ folder
  3. That's it. Get back to the grind.

Building From Source

  1. Clone this repo
  2. Copy LongLastingFertilizer/Directory.Build.props.example to LongLastingFertilizer/Directory.Build.props
  3. Edit Directory.Build.props and set ScheduleIDir to your Schedule I install path
  4. Launch the game once with MelonLoader installed (generates the assemblies we need)
  5. Open the solution in Rider or Visual Studio and build

Build Configurations

Configuration Target Branch
Debug IL2CPP + debug symbols Main
IL2CPP IL2CPP release Main
Mono Mono Alternate (Steam beta)

Pick your configuration from the IDE toolbar. The built DLL auto-copies to your Mods folder.

Note: Your Steam branch needs to match your build config. Main branch = IL2CPP, alternate branch = Mono.

Maintenance

I probably won't be actively fixing bugs here, but it's MIT licensed so feel free to steal the code and reuse it in your own fork or mod.

License

MIT