Mods / Wildcraft: Herbs and Spices
Category:
#Crafting
#Food
#Worldgen
Author: gabb
Side: Both
Created: Feb 6th at 10:15 PM
Last modified: Apr 28th at 6:17 PM
Downloads: 25712
Follow Unfollow 429
Author: gabb
Side: Both
Created: Feb 6th at 10:15 PM
Last modified: Apr 28th at 6:17 PM
Downloads: 25712
Follow Unfollow 429
Latest file for v1.19.7:
wildcraftherb_0.0.1.zip
1-click install
>>REQUIRES HERBARIUM TO WORK<<
Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and crashes.
The old Wildcraft and Wildcraft Trees pages will no longer be updated or maintained, but will stay up for the sake of legacy versions of the game. Using this mod on an old world with Wildcraft or Wildcraft trees is likely to cause issues, but remmapings have been added to help migrate old worlds to the new versions. We appreciate your continued patience in our development process.
This mod is unfinished and is unpolished, unlike the other Wildcraft content modules. We are working on fully polshing and finishign this module, but in the meantime, here is the largely unchanged version for old Wildcraft. There will be updates to this mod in the future.
Contributors:
Spoiler!
- gabb: code and implementations for herbs and poultices
- Ледяная Соня: textures and models for herbs and roots
- CATASTEROID: some additional models for roots
- Dana: help with poultice crafting patches
- poultice system implemented using goxmeors BuffStuff
Content:
Spoiler!
- About 50 new types of herbs, spcies and leafy greens in a varity of climate zones
- Arrowhead (Sagittaria sagittifolia)
- Skunk cabbage (Lysichiton americanus)
- Saffron (Crocus sativus)
- Leek (Allium ampeloprasum)
- Bearleek (Allium ursinum)
- Ginger (Zingiber officinale)
- Soft sedge (Carex media)
- Water chestnut (Eleocharis dulcis)
- Black pepper (Piper nigrum)
- Celandine (Chelidonium majus)
- Liquorice (Glycyrrhiza glabra)
- Burnet (Sanguisorba officinalis)
- Stinging nettle (Urtica dioica)
- St John's wort (Hypericum perforatum)
- Katuk (Sauropus androgynus)
- Wood spurge (Euphorbia amygdaloides)
- Marshmallow (Althaea officinalis)
- Rockrose (Cistus ladanifer)
- Mustard (Sinapis alba)
- Poison oak (Toxicodendron diversilobum)
- Sorrel (Rumex acetosa)
- Rhubarb (Rheum × hybridum)
- Saltwort (Salsola kali)
- Miner's lettuce (Claytonia perfoliata)
- Jewelweed (Impatiens capensis)
- Holly (Ilex aquifolium)
- Burdock (Arctium lappa)
- Yarrow (Achillea millefolium)
- Chamomile (Matricaria chamomilla)
- Tansy (Tanacetum vulgare)
- Marigold (Calendula officinalis)
- Chicory (Cichorium intybus)
- Arnica (Arnica montana)
- Elecampane (Inula helenium)
- Butterbur (Petasites spurius)
- Mugwort (Artemisia absinthium)
- Dill (Anethum graveolens)
- Cilantro (Coriandrum sativum)
- Angelica (Angelica archangelica)
- Celery (Apium graveolens)
- Cowbane (Cicuta virosa)
- Ginseng (Panax ginseng)
- Sage (Salvia officinalis)
- Basil (Ocimum basilicum)
- Marjoram (Origanum majorana)
- Horehound (Marrubium vulgare)
- Mint (Mentha piperita)
- Thyme (Thymus vulgaris)
- Rosemary (Rosmarinus officinalis)
- Lavender (Lavandula angustifolia)
- Plantain (Plantago major)
- Foxglove (Digitalis purpurea)
- You can extract herb seeds with a knife in the crafting grid, for one seed bag you will need two bundles
- Some herbs can be planted in water while others can be grown on farmland as easy-to-maintain crops
- New expanded poultice system:
- Poultices now heal over time
- Now you can add medicinal herbs as secondary ingredients to poultices to increase their efficiency
- Some herbs are poisonous to the touch and will cause itch or rash when stepped on, which is more annoying that dangerous
- Some poultice ingredients, like jewelweed, will cure this effect
Changelog:
Spoiler!
0.0.1:
- fixed incorrect texture paths in harvested arrowhead (should be no more texture errors now)
- added Japanese translation (thanks to macoto_hino)
- burnet root can now be consumed, but is poisonous (will be used in herbal healing recipes in a future update)
0.0.0:
- "Nostalgia" edition: in this initial 0.0.0 release, the textures, models, properties and spawning conditions of all the herbs are taken straight from the old mod and are completely unchanged, yet fully compatible with the modern version of the game and the updated modules
- Added remaps for most blocks and items for people who want to update old worlds
- Herb name changes: cicuta is now cowbane, dock is now sorrel, inula is now elecampane
Plans for the future:
Spoiler!
This release is the unpolished and unfinished version, there will be enhanced visuals, crafting and more plants in the final version.
Other Wildcraft content:
If you have feedback, leave them in the comments. Please try to be detailed with bug reports and crashes. You can also message me on the Official Vintage Story Discord @slightlycolorblind (aka gabb).
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.1 | 18338 | Apr 28th at 6:17 PM | Show | wildcraftherb_0.0.1.zip | Install now | |
v0.0.0 | 7374 | Feb 7th at 3:06 AM | Show | wildcraftherb_0.0.0.zip | Install now |
Are there plans to have the plants able to be cooked into meals?
Neitronus if you havent already found it, it is in the herbarium config file.
This currently isnt working. Nothing is generating
How are you meant to get a renewable source of these herbs if it takes two to make a seed and you only get 1-2 per harvest?
why is duckweed gone
I'm on 1.19.8 and I'm using "Mortal Damage" which tells me to disable "heal over time" from polutices from Wildcraft. How do I do that? It kinda messes the whole concept for me. I recall there were a config option for that back in the day.
I don't know if gabb reads these comments, but there's a longstanding bug with mugwort not showing the correct ingredient for meals like porridge where it shows a string that says something like "second-ingredient-something" instead of mugwort.
Is it a known bug or something that the herbs sometimes mess up food descriptions from expanded foods? It sometimes gives me stuff with the technical name, something like meal-ingredient-secondary or sthg like that when I use herbs in my recipes.
I love the mod! But it would be awesome if you added compatability with Hide and Fabric, because they add their own poultice using cotton and wool. And since those poultices lack compatability, they become waaay OP compared to the ones included in this mod, which is much better balanced IMO.
@merryclefairy
The Last time I used this mod you could eat herbs by themselves for a little Sat or you could flavor your stews in the cookpot with them as an ingredient with just this mod! Not needing expanded foods.
Also if you read the very bottom of the content spoiler it tells you there are poultices from this mod.
Its been a while since I've used this mod but everything is functional on it's own without expanded foods or Alchemy. Hope this helps ~
I have a question, because I started trying to get into the Alchemy mod and realized they use the old wildcraft for their recipes or whatever to make dried cuttings and stuff. Are there any other uses to the Wildcraft series other than just adding a bunch of items that don't have much use? I guess maybe they're for the expanded foods, too, but it's so confusing trying to figure out how to use everything. I was just wondering if the only use of the wild-stuffs added depend on other mods to be used.
And...as for Alchemy, I guess that's up to the mod creator of there to update to the newer Wildcrafts TwT
Love the wildcraft series.
Any thoughts on making some plants like wood spurge able to be pressed to make poison for arrows? Recently was bored and happened to look up wood spurge and there was mention it was used historically for arrow poisons.
I quite like what this mod does. Additionally I have no qualms about the heal over time change, however I do have a feature request regarding the way it functions.
The request is: It would be appreciated if either the mod extended the buff timer on the heal over time for each poultice consumed; or made it clearer that a poultice was consumed (sound queue? Delay before it tries to use another or prevents consuming additional poultices while healing buff is active?)
The reason is: Using multiple poultices doesn't seem to 'credit you' for each additional poultices being used; accidental or not. They just go to waste.
Currently, It's very easy for me to use more than one poultice in a row; especially in a fight or flight situation. If you can't focus your atttention on the item count going down in your hotbar, it's more a matter of timing to know it's gone off. There is a sound queue, but the vanilla sound is meant to be looped pleasantly since each usage gives health back immediately without mods.
I suggest this since if you were treating multiple wounds, it would make sense that you need multiple poultices anyways. I imagine there could be some upper limit on how long the buff could be extended, so you can't abuse things by covering yourself in 16 poultices before battle and never worry again. Maybe just 2x or 3x the original time max, to account for accidental over-use, or when treating multiple severe injuries.
Manual (not machine) russian translation :) https://drive.google.com/file/d/1WEPo256CFQaCJWihwBvxEj0HBr_ygsNF/view?usp=sharing
meal ingredients not working by the way (in english version either), showing tags instead translation.
Russian translation https://drive.google.com/drive/folders/1iKoPWt6cOVenB6KcqwJFCBs0FNW95GCA?usp=sharing
thank you thank you.
Is there an ETA on the polished version yet?
Rudwark@ if you put two in a craft grid it makes seeds for replant
Are herb roots not fully implemented? I see them in the handbook for ginger, burdock, etc. but there is no crafting recipe nor any mention of them in any mod documentation old or new anywhere. If craftable, how?
I love this mod, thanks for making it.💚
I only found a visual bug with the second stage of growing stawberries (not the wild or the false verion but the "stawberries" one). it sprouds with 2 square questionmark leaves.
Not working for me for 1.19.3 either. Says it has unresolved mod dependancies. [I do have Herbarium installed]
this mod as well as the other wildcraft mods are not working for 1.19.5, I load the new world up and none of the items for wildcraft don't exist.
gabb
Holly should be poisonous to eat. Currently it isn't. Please fix. Thanks!
having this same issue with ? texture on wood spurge and Arrowheads :(
I'm getting the same Arrowhead issue.. as below
Spices lack preservation. We need a way to dry them, or to put them in the quern for a powdered version. Perhaps some spices work better dried? Or increase the effect of fresh herbs over dried in some cases.
Is there a way to dry herbs and spices so they last longer?
Hello, I noticed that Arrowhead when harvested turns into a bunch of white planes
I have Herbarium installed; and this is the only plant I've gathered so far that does this. The Soft Sedge in the background looks fine when gathered for example
I have a favorite world seed so making a new 1.19 world is no issue for me despite playing quite a few hours in it. Sort of looking forward to seeing what types of ruins I find--if they're the same or different because I tried the seed twice before and still got the same huge cathedral ruin in about the same spot. Interested in a Mycology/Fungi mod as part of the Herbarium family, too. Just like how St. John's Wort has multiple functions, so do many mushrooms like Lion's Mane. I watched a Youtube video about a young man in Arizona, USA, who created a company (the video is also on the company website) called Southwest Mushrooms where he grows mushrooms inside buildings and sells kits to those who want to grow their own. I was surprised because it often reaches into the 120F/50C temps in Arizona. I also used to live close to the Monterey Mushrooms caves in California, USA, so being able to grow mushrooms in a cellar-like build is intriguing! It would be interesting for playthroughs where base locations have scant natural food all year like in deserts or arctic environments. Interesting to know about the name changes for some Herbs and Spices. Hoping to see better (H)andbook information on how to cultivate/propigate all the plants/foods in the Herbarium mods. I can't tell you how frustrating it was on my first go through using the Wildcraft mod and having the plants I wanted disappear on me because they needed shears and there wasn't any info about that.
Maamessu - Thought that may be it. We had done loads of adventuring already, so ended up making a new world :).
RosstheGreat and Xaro
It works in old worlds in newly generated chunks.
Well now that I read that this is not as it is intended to be in the long run. I think ill hold off a bit longer to start 1.19 world. I'm to curious what you have in store for me.
I'm betting it will be worth the wait.
RosstheGreat - In my situation I had to make a new world.
Does this apply changes to already existing worlds, or do I need to generate new ones? Also if it does apply changes to already existing worlds do the changes only apply in newly generated chunks?
Hydromancerx That's a really good idea! I'd love to see a Mycology mod to go along with the rest of these... more uses for that cellar!
Garbaggio do you have Herbarium installed as well?
for some reason this one ( Wildcraft: Herbs and Spices) will not work for me. I have tried with mods and without mods, still get the Unable to Resolve Some Mod Dependencies. Check Log Files.
Any thoughts to help a noob like me?
FYI, this mod will work in 1.18 as well if you just change the Herbarium requirement in the mod.json to 0.3!!
Odinstalowałem Wildcraft Trees i zainstalowałem Wildcraft: Herbs and Spices, Wildcraft: Fruits and Nuts oraz Herbarium. Trzy zamiast jednego i gra zaczęła działać płynnie. It's just a pity that I shouldn't make this change in an already started world. Hard to start again. It was worth it.
YAYYYY, I was waiting for this mod lol
Nice. Hopefully the handbook (CTRL + H) integration becomes a bit better this time around.
Finally!
I love these flora mods! Please make "Wildcraft: Fungi" in the future!
If not, can it be made compatible for 1.18.15??
Will this work in 1.18.15?? It is labeled as 1.19.3.