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]
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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.
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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]
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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]
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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.
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[b]Load order:[/b] Ensure [i]Harmony[/i] loads before this mod.
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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]
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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]
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License
Modpack makers and modders are welcome to include or build on this mod—just please let [b]Rainbeau Flambe[/b] know.
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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.