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Wild Cultivation - Continued

Wild Cultivation — Fan Update [img]https://i.imgur.com/dOO4d5O.png[/img] An update of Saucy_Pigeon’s mod: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1539315254]Wild Cultivation[/url] [img]https://i.imgur.com/6gwxX70.png[/img] [img]https://i.imgur.com/Jw2pZxn.png[/img] [i]Note: I (Saucy_Pigeon) am not the original author. The original author is Rainbeau Flambe, who gave permission for derivative works provided he’s notified.[/i] [hr] What this mod does [b]Blur the line between wild and cultivated plants.[/b] Wild Cultivation lets you: [list] [*] Sow many plants that were previously wild-only (agave, shrubs, brambles, fungi, etc.). [*] Find “cultivated” staples spawning in the wild (corn, haygrass, smokeleaf, cotton, potatoes, rice, hops, psychoid, roses, daylilies, devilstrand, and more) with biome-appropriate rarity. [*] Place growing zones on any terrain that isn’t completely infertile. (This doesn’t make plants grow where they can’t—use it mainly for things like cacti on sand.) [*] Discover a tiny chance of wild healroot in tropical rainforests and swamps. [*] Enjoy an extra flower: [i]geraniums[/i] (a purple daylily variant) for garden variety. [/list] [b]Early game benefit:[/b] more resource paths; and with “[url=https://steamcommunity.com/workshop/filedetails/?id=1757084791]Seeds Please![/url]” enabled, wild variants can drop seeds for their cultivated forms. [hr] Fan Update Highlights This update focuses on stability and compatibility—especially with biome transition / multi-biome generators. [list] [*] [b]Transition-friendly grow zones:[/b] No global def edits; local, safe acceptance checks so other mods’ rules still apply. [*] [b]No more duplicate-plant crashes:[/b] Protects against “An item with the same key has already been added” during map gen. [*] [b]Cleaner wild-plant lists:[/b] Merged biome lists are automatically de-duplicated for all consumers. [*] [b]Wild harvest sync:[/b] Wild cotton/devilstrand harvests align with cultivated versions without overwriting other mods’ balance. [/list] [hr] Cultivated Plant Notes [list] [*] [b]Agave[/b] grows slower with lower yield than vanilla; slightly more work to sow/harvest (prevents “superplant” status). [*] [b]Glowstools, agarilux, bryolux[/b] die in light—grow indoors. Cultivated fungi mature faster; agarilux need extra space like trees. [*] [b]Brambles[/b] (cultivated) are denser than natural and slow pawns almost as much as chokevine. [/list] [hr] Compatibility [list] [*] Safe to [b]add[/b] mid-save; [b]removing[/b] mid-save can cause problems (like most content mods). [*] Generally compatible with plant/balance overhauls; mostly adds defs and touches vanilla lightly. [*] Works with [b]Vegetable Garden[/b]; wild cotton harvest auto-matches any modded cotton outputs. [*] [b]Seeds Please![/b] supported: wild variants drop seeds for their cultivated forms. [*] Designed to play nicely with biome transition / multi-biome generators. If another mod double-adds wild plants, this update prevents the crash and de-dupes the list. [/list] [b]Load order:[/b] Ensure [i]Harmony[/i] loads before this mod. [hr] Troubleshooting If something’s off: [list] [*] Enable Dev Mode and share a HugsLib log link. [*] Mention your map generator/biome mods and any plant overhauls. [*] If grow-zones won’t place, check terrain fertility and plant requirements—this mod doesn’t bypass growth rules. [/list] [hr] Credits [list] [*] Original author: [b]Rainbeau Flambe (dburgdorf)[/b] [*] Fan updates/maintenance: [b]Saucy_Pigeon[/b] [*] Harmony Patch Library by [b]Brrainz[/b] [*] Seeds Please! compat help: [b]notfood[/b], [b]boundir[/b] [/list] [hr] License Modpack makers and modders are welcome to include or build on this mod—just please let [b]Rainbeau Flambe[/b] know. [hr] Links [b]Source:[/b] [url=https%3A%2F%2Fgithub.com%2FJellypowered%2FWild-Cultivation-Fan-Update]GitHub Repository[/url][github.com] I've created a [url=https%3A%2F%2Fdiscord.gg%2FCYJjE9nxA9]Jelly's Mods[/url][discord.gg] Discord server as well.