Yet annother fork about making crops go wild. The difference between this version and its predecessors Wildspawn and Wild Crops are:
- Updated the table.
- Moved/changed some plants arounds.
- Support for Gulden Forest (Continued) fixed.
- ReGrowth: Boilling (Temp) support added back.
- Extreme Desert supported, it only gets the sandy crops from Vanilla Plants Expanded - More Plants and rarely more than 1 per map each.
- Support for Odyssey biomes.
- Added the crops from Vanilla Cooking Expanded - Sushi, Vanilla Plants Expanded - Mushrooms, Lightless Empyrean and Erin's Hot Drinks.
- Rough support for Realistic Planets 2.1 and More Vanilla Biomes.
- Added the crops required for Vanilla Factions Expanded - Medieval 2's draught if the mod is enabled. These, Agave and Glowstool are in the Drug column.
- Anima Grass from Anima Gear - Continued has a low chance to spawn on all supported biomes.
- Wolfsbane from Mashed's Bloodmoon can spawn in a few biomes.
Note:[list]
[*] Tried to balance them to roughly 10-20 of each plants on game start.
[*] Plants without a produce (like flowers or red cap) still cannot be used to make seeds with Progression: Agriculture.
[*] I did not add the berry bush and its modded variants to the table.
[*] The first 2 trees of every core/odyssey biomes are spawned by Vanilla Plants Expanded, not this mod.
[*] I am not willing to custom patch a biome that I do not currently use. However, I am open to copy paste one of the existing biome patch onto a new biome. Link me the mod+new biome name+which biome I should copy. But I will still not add crops to a biome that shouldn't really have any, like Dusk Wood.
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You can find the list and tables for supported plants and biomes here.
Like its father and forefather, this mod is under MIT License[opensource.org].