Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
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
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.0README
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
- Install MelonLoader 0.7.0 if you haven't already
- Drop
LongLastingFertilizer.dllinto yourSchedule I\Mods\folder - That's it. Get back to the grind.
Building From Source
- Clone this repo
- Copy
LongLastingFertilizer/Directory.Build.props.exampletoLongLastingFertilizer/Directory.Build.props - Edit
Directory.Build.propsand setScheduleIDirto your Schedule I install path - Launch the game once with MelonLoader installed (generates the assemblies we need)
- 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