Wild Cultivation — Fan Update
An update of Saucy_Pigeon’s mod:
Wild Cultivation
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.
What this mod does
Blur the line between wild and cultivated plants. Wild Cultivation lets you:
- 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: geraniums (a purple daylily variant) for garden variety.
Early game benefit: more resource paths; and with “Seeds Please!” enabled, wild variants can drop seeds for their cultivated forms.
Fan Update Highlights
This update focuses on stability and compatibility—especially with biome transition / multi-biome generators.
- Transition-friendly grow zones: No global def edits; local, safe acceptance checks so other mods’ rules still apply.
- No more duplicate-plant crashes: Protects against “An item with the same key has already been added” during map gen.
- Cleaner wild-plant lists: Merged biome lists are automatically de-duplicated for all consumers.
- Wild harvest sync: Wild cotton/devilstrand harvests align with cultivated versions without overwriting other mods’ balance.
Cultivated Plant Notes
- Agave grows slower with lower yield than vanilla; slightly more work to sow/harvest (prevents “superplant” status).
- Glowstools, agarilux, bryolux die in light—grow indoors. Cultivated fungi mature faster; agarilux need extra space like trees.
- Brambles (cultivated) are denser than natural and slow pawns almost as much as chokevine.
Compatibility
- Safe to add mid-save; removing mid-save can cause problems (like most content mods).
- Generally compatible with plant/balance overhauls; mostly adds defs and touches vanilla lightly.
- Works with Vegetable Garden; wild cotton harvest auto-matches any modded cotton outputs.
- Seeds Please! 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.
Load order: Ensure Harmony loads before this mod.
Troubleshooting
If something’s off:
- 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.
Credits
- Original author: Rainbeau Flambe (dburgdorf)
- Fan updates/maintenance: Saucy_Pigeon
- Harmony Patch Library by Brrainz
- Seeds Please! compat help: notfood, boundir
License
Modpack makers and modders are welcome to include or build on this mod—just please let Rainbeau Flambe know.
Links
Source: GitHub Repository[github.com]
I've created a Jelly's Mods[discord.gg] Discord server as well.