Mods / NDL ExpandedGrowth (Tree Growth Module)

Tags:
Worldgen Utility Crafting QoL Tweak
Author:
NateDoesLife
Side:
Both
Created:
Oct 22nd 2025 at 8:33 AM
Last modified:
5 days ago
Downloads:
15566
Follow Unfollow 399
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
ndltreegrowth_2.3.1.zip  1-click install

About Module:
This is the tree growth module for the Expanded Growth mod series. This module adds a method for growing large variants of the vanilla trees.

How To Guide (Also in the handbook in game, just search NDL or NDL-ExpandedGrowth!):

Adds:
     - Burlap Sacks
          - Burlap fibers
          - Burlap Bundle


To Use
     - Craft a Burlap Sack (see handbook for recipe)
     - Place your burlap sack on the ground
          - Fill the Burlap Sack with the following in order
               - Soil (any fertility)
               - Compost
               - Bonemeal
               - Sapling of your choice
          - Now wait the required days and your large variant tree will grow in that location

General Information:
     - Sacked Saplings grow under the same temperatures as their vanilla saplings
     - If you break a Sacked Sapling you will get your sapling and FILLED burlap sack back but have to restart the growth timer when you replace
     - You can break a Burlap Sack at any stage and get that Staged Sack in your inventory, you do not have to refill them
     - Tree growth is now effected by soil type added to the burlap sack!
          - Low Fertility - 15
          - Medium Fertility - 13
          - High Fertility - 8
          - Terra Fertility - 5
     - Acceptable varients
          - Oak (1x1 and 2x2 varients)
          - Maple
          - Walnut
          - Kapok (2x2)
          - Purple Heart
          - Ebony
          - Pine
          - King Crimson Maple
          - Redwood Pine

 

Planned Workings:
     - Growth Time and Soil Balancing

 

Feedback/Suggestions/Support:
I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below.

    - You can also join my personal discord channel via - https://discord.gg/6qQZYPU
    - Please use the channel #ndl-expandedgrowth for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)

 

Other Modules:

Flower Growth Module NDL ExpandedGrowth (Flower Growth Module) - Vintage Story Mod DB
Berry Growth Module NDL ExpandedGrowth (Berry Growth Module) - Vintage Story Mod DB
Coral Growth Module NDL ExpandedGrowth (Coral Growth Module - Vintage Story Mod DB
Grass Growth Module NDL ExpandedGrowth (Grass Growth Module) - Vintage Story Mod DB
Mushroom Growth Module NDL ExpandedGrowth (Mushroom Growth Module) - Vintage Story Mod DB

 

Other Mods By Author:

NDL Villagers  NDL WoodenTorchHolders NDL ChiselPicks Mod Thumbnail Mod Thumbnail Mod Thumbnail Mod Thumbnail Mod Thumbnail

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.3.1 ndltreegrowth
1.22.0 - 1.22.3
635 5 days ago ndltreegrowth_2.3.1.zip 1-click install

Forgot to fix larch temperatures (otherwise all the same as 2.3.0)

New Features:
- None

 

Updates:
- Purpleheart Tree Updates
     - Purpleheart trees now grow in slightly larger variants (before they were using base vanilla trees that were only slightly larger then normal ones, now they match the other trees in the mod better in size)
     - Now 5 total Purpleheart variants that can grow (up from 2 previously)

Bug Fixes:
- Fixed several sapling temperature ranges that were incorrect ranges
     - Maple
     - Crimson Maple
     - Oak
     - Larch
- Fixed were Purpleheart trees were dropping "Cave Drawlings" item when grown
     - I honestly have no idea how this even happened, it must of got caught up when I grabbed the original tree as a reference....
     - Thanks to Alpha_1ce for pointing this out

2.3.0 ndltreegrowth
1.22.0 - 1.22.3
38 5 days ago ndltreegrowth_2.3.0.zip 1-click install

New Features:
- None

 

Updates:
- Purpleheart Tree Updates
     - Purpleheart trees now grow in slightly larger variants (before they were using base vanilla trees that were only slightly larger then normal ones, now they match the other trees in the mod better in size)
     - Now 5 total Purpleheart variants that can grow (up from 2 previously)

Bug Fixes:
- Fixed several sapling temperature ranges that were incorrect ranges
     - Maple
     - Crimson Maple
     - Oak
- Fixed were Purpleheart trees were dropping "Cave Drawlings" item when grown
     - I honestly have no idea how this even happened, it must of got caught up when I grabbed the original tree as a reference....
     - Thanks to Alpha_1ce for pointing this out

2.2.0 ndltreegrowth
1.22.0 - 1.22.2
866 May 26th at 10:33 AM ndltreegrowth_2.2.0.zip 1-click install

New Features:
- Added Redwood Trees
     - These are quite big as the vanilla ones were already large as is, also the vanilla grown redwood trees were about the same size as the vanilla generated ones so I upscaled the ones from the mod a bit (you can view them in the one screenshot on the modpage)

 

Updates:
- None

 

Bug Fixes:
- Fixed one variant of Ebony trees not in the ebony tree pool


Notes:
- I am currently entertaining the idea of adjusting growth times per sapling instead of being a flat amount per soil
     - for example in the vanilla game redwoods take 50-90 days to grow while oaks take 10-18
     - The idea is that the redwoods from the mod would take longer but with scaling depending on the soil then say oaks would
          - examples
               - Redwoods (low - 80, med - 70, high - 60, preta - 50)
               - Oaks (low - 15, med - 12, high - 8, preta - 5)
     - Looking for thoughts if you wish to provide them in the comments or via discord, this would def be a balance towards vanilla feeling.

2.1.1 ndltreegrowth
1.22.0 - 1.22.2
1085 May 19th at 2:00 AM ndltreegrowth_2.1.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Turned off a notification/logger spam when tree sacks were placed
     - This might of been causing slight lag when spamming, sorry I didn't realize I left the logger on until I jumped into my main non-testing world to play today.

2.1.0 ndltreegrowth 537 May 15th at 6:59 AM ndltreegrowth_2.1.0.zip 1-click install

New Features:
- None

 

Updates:
- Ebony Tree Updates
     - Ebony trees now grow in slightly larger variants (before they were using base vanilla trees that were only slightly larger then normal ones, now they match the other trees in the mod better in size)
     - Now 5 total Ebony variants that can grow (up from 2 previously)

- Maple Tree Updates
     - Maple trees now grow in slightly larger variants (before they were using base vanilla trees that were only slightly larger then the normal ones, now they match the other trees in the mod better in size)
     - Now 5 total Maple variants that can grow (up from 2 previously)

Bug Fixes:
- None

2.0.1 ndltreegrowth 3813 Apr 9th at 7:25 PM ndltreegrowth_2.0.1.zip 1-click install

New Features:
- None

 

Updates:
- All burlap sack types now drop an empty sack and the dirt type put into them when broken
     - This was how it was supposed to be from the begining
     - Should resolve the issue of being able to put filled burlap sacks into a trunk and then insta-growing trees later on

Bug Fixes:
- None

2.0.0 ndltreegrowth 353 Mar 9th at 6:01 PM ndltreegrowth_2.0.0.zip 1-click install

Updated to 1.22
     - I tested everything quite a bit but bugs might of slipped through, please let me know if you stumble across anything
Recompiled in .net10

New Features:
- None

 

Updates:
- None

Bug Fixes:
- Fixed trees not growing/appearing in 1.22

1.2.1 ndltreegrowth
1.21.2 - 1.21.5
2311 Feb 18th at 5:55 PM ndltreegrowth_1.2.1.zip 1-click install

New Features:
- None

 

Updates:
- Updated handbook guide
     - Added Pine and Crimson Maple Trees
     - Cleaned up more spots that showed "saplings" instead of "seeds"

- Cleaned up more logger notification spam

 

Bug Fixes:
- None

1.2.0 ndltreegrowth
1.21.2 - 1.21.5
1702 Jan 31st at 9:06 PM ndltreegrowth_1.2.0.zip 1-click install

New Features:
- Tree growth is now effected by soil type added to the burlap sack!
     - Low Fertility - 15
     - Medium Fertility - 13
     - High Fertility - 8
     - Terra Fertility - 5
- Adjusted min/max temperation for all saplings by 10 degrees each way
     - I found the time that you could actually grow the saplings to be a bit too small of a timeframe
     - GUI's will show the adjusted temperatures

Updates:
- Cleaned up a lot of back end code
- Cleaned up a lot of logger notifications
- Burlap sacks will no longer drop their filled versions on breaking (you will lose dirt, compost, bonemeal you put in there as of right now)
     - They will now drop an empty burlap sack and the sapling you originally put in
- Updated the Burlap GUI information to include dirt type
- Updated the Handbook to reflect the changes with soil type
- Adjusted Tick timers to not be as demanding/occuring
     - I might adjust this even more in a future update but it was fine as is for now, not even noticable

 

Bug Fixes:
- Fixed maple saplings ignore their temperature requirements

Notes:
- On OCCASION (VERY VERY RARELY) I found that the dirt type would not take to the burlap sack, but you can notice it before you get too far in the process (the soil type will not show up in the GUI). You will need to break and replace the burlap sack and try again. I am currently investigating this but it was so damn rare and hard to replicate at all that I felt fine pushing this update

1.1.1 ndltreegrowth
1.21.2 - 1.21.5
591 Jan 22nd at 5:32 PM ndltreegrowth_1.1.1.zip 1-click install

New Features:
- Added Russian Translation
     - Thanks Dimeymer (Discord Name)

 

Updates:
- None

 

Bug Fixes:
- None

1.1.0 ndltreegrowth
1.21.2 - 1.21.5
2224 Dec 11th 2025 at 8:35 PM ndltreegrowth_1.1.0.zip 1-click install

New Features:
- Temperature Effective
     - Sacked saplings will now follow the vanilla tree temperature ranges to grow
          - They will still count their growth cycle to the 15 day but will not grow unless the temperature hits within their given growth ranges
     - Added Growable Temp Ranges to GUI display when hovering over
     - Added True/False to GUI if the tree is able to grow due to temperature

 

Updates:
- Adjusted some wording from sapling to seed to avoid confusion
- Added Pine Trees
     - Added 3 variants

 

Bug Fixes:
- None

1.0.0 ndltreegrowth 1411 Oct 22nd 2025 at 9:13 AM ndltreegrowth_1.0.0.zip 1-click install

New Features:
- Mod Release!

 

Updates:
- None

 

Bug Fixes:
- None


62 Comments (oldest first | newest first) (threaded | flat)

Doden, 5 days ago

Crimson Maple seems to be set to grow from only 8C - 9C, a 1 degree range. Was this intended?

NateDoesLife , 5 days ago (modified 5 days ago)
@Doden: Crimson Maple seems to be set to grow from only 8C - 9C, a 1 degree range. Was this intended?

Nope its fixed in my next release, I just havent pushed it yet.

Edit: this should be resolved in 2.3.1

Nebux, 5 days ago

BUG: larch and crimson maple don't grow at all even if the temperature was right

NateDoesLife , 5 days ago (modified 5 days ago)
@Nebux: BUG: larch and crimson maple don't grow at all even if the temperature was right

Hmmm will investigate in the morning to verify, sadly about to jump in bed.

Edit: SHOULD be fixed in 2.3.1, lemme know if not

Sparkplug04, 6 days ago

Any plans to use the built-in tree types spawned at worldgen?
Oak shapes are nice, but I'd love to be able to use this to grow worldgen trees for each variant. Repopulating forests and making new ones would be VERY nice, and the mod that previously did this hasn't been maintained for a while.

NateDoesLife , 6 days ago (modified 6 days ago)
@Sparkplug04: Really? I thought Redwoods did, at least...ah well, I may just work around it some other way

Redwoods "kinda" do, but they are only a few blocks taller then the ones you grow in vanilla.

But yeah oak and kapok use completely vanilla grown trees I grabbed from a fresh gen world, everything else uses slightly modified trees.

Edit: So I might of misunderstood your comment a bit, but the trees do not all use the oak shape, they use their own vanilla shapes just scaled up larger. Not sure where the idea that only oak shapes are used.

Davis, May 30th at 12:21 PM

I have installed the latest version, and for some reason the mod will not not compile. I play a pretty lightly modded game (15 mods). 
NDL torch holders works just fine. 

What information do you need to trouble shoot?

NateDoesLife , May 30th at 1:14 PM (modified May 30th at 4:42 PM)
@Davis: I have installed the latest version, and for some reason the mod will not not compile. I play a pretty lightly modded game (15 mods). NDL torch holders works just fine. What information do you need to trouble shoot?

What game version your running and the errors your getting when trying to load it.
- also test loading it with no other mods installed, its possible you have a conflict

Edit: I've tested myself in 1.22.3 with no issues, I need more details from you to assist.

Beedy, May 27th at 2:39 AM (modified May 27th at 3:26 AM)

Quick question, what do this mod's trees do to blocks present in its way when it grows? Let's say I planted them near my buildings, will they grow though them and delete blocks?

PlzJustCallMeDoc, May 26th at 3:16 PM

I would think that if you do change growth times, putting that into some sort of config you would keep both camps happy. Default to balanced and let those who want faster change the config. Maybe just a bool, balanced=true, and faster=false.

NateDoesLife , May 26th at 3:56 PM
@PlzJustCallMeDoc: I would think that if you do change growth times, putting that into some sort of config you would keep both camps happy. Default to balanced and let those who want faster change the config. Maybe just a bool, balanced=true, and faster=false.

hmmmm yeah I would likely do the balanced vs faster if I did go the config route, as the other way would be a lot of extra work lol. Unless I get really into it.

Bl0ckparty, May 26th at 11:40 PM
@NateDoesLife: hmmmm yeah I would likely do the balanced vs faster if I did go the config route, as the other way would be a lot of extra work lol. Unless I get really into it.

I usually speed up my tree sapling growth using the Customization screen.  Will this be scaling with that or will this be separate due to how they grow?
Also, those are the Redwoods of my dreams!!  I was raised in California and seen the redwoods first hand.  I have always thought the vanilla redwoods to be ... lacking in size.  THANK YOU!!

NateDoesLife , May 27th at 2:24 AM
@Bl0ckparty: I usually speed up my tree sapling growth using the Customization screen. Will this be scaling with that or will this be separate due to how they grow?Also, those are the Redwoods of my dreams!! I was raised in California and seen the redwoods first hand.

I will be making it scale with the sapling growth setting.
- its been on my list of additions for a bit now I just havent gotten around to feeling like getting that implemented, but I will do it when I add the different growth times

Beedy, May 25th at 8:39 AM

Wow! These huge trees are so worth the effort! Thank you for this amazing mod.

_WillowWisp_, May 15th at 1:38 PM

Does this allow you to grow the big redwood trees?

NateDoesLife , May 15th at 4:37 PM
@_WillowWisp_: Does this allow you to grow the big redwood trees?

I mean the redwoods are already grown large? My mod wouldn't really add much to them so I never added them.

Zahava, May 20th at 10:36 PM
@NateDoesLife: I mean the redwoods are already grown large? My mod wouldn't really add much to them so I never added them.

replying since id love to have redwoods as an option as well, but player planted ones just never quite grow as big or as branchy as the generated ones in my experience. ^^

NateDoesLife , May 21st at 1:56 AM
@Zahava: replying since id love to have redwoods as an option as well, but player planted ones just never quite grow as big or as branchy as the generated ones in my experience. ^^

Hmmmm gottcha, I will look into this then and see what the case is.

If so then yeah I can get some of the worldgen redwoods into the mod for sure, I was under the impression teh ones the player grew of them were also the same size =p Just me being lazy and not checking!

NateDoesLife , May 26th at 10:35 AM
@_WillowWisp_: Does this allow you to grow the big redwood trees?

Redwoods added in latest release 2.2.0

NateDoesLife , Apr 9th at 7:26 PM

FentonCheese

Ok so yeah I pretty much resolved this from happening, The burlap sacks were never supposed to drop their filled versions, that was a bug. They now drop empty version along with the dirt type provided to them.
- This should make it impossible to do what you were doing as you cant get the filled burlap sacks anymore

FentonCheese, Apr 5th at 7:35 AM

NateDoesLife thats exactly it, it was oak

NateDoesLife , Apr 4th at 4:21 PM (modified Apr 4th at 4:21 PM)

FentonCheese Gottcha, ok and just to confirm so I can replicate acurately 

- You filled a burlap sack - > added low fert dirt
- picked up the sack and stored it for 20-30days in a chest without doing the other steps?
- took the dirt filled burlap sack out and then placed it down and filled it with the rest of the materials (bonemeal, compost, sapling) and it grew instantly?
- which tree type as well

FentonCheese, Apr 4th at 8:22 AM

NateDoesLife NDL treegrowth 1.2.1, VS 1.21.6. im using a ton of other mods but none that effect trees or tree growth, lmk if you need mod list

NateDoesLife , Apr 4th at 5:12 AM

FentonCheese I mean the redwoods are already massive lol.

As for the insta growth.....thats odd, I will see if I can replicate that, what version of everything are you on?

FentonCheese, Apr 3rd at 11:14 PM (modified Apr 3rd at 11:23 PM)

Wish i could do redwood trees :(, also it seems for me that trees grow instantly, no idea why

 

I had crafted 2 sacks, placed them down, added low fert dirt, and picked them back up again (realised i had no compost), placed the sacks it a chest for about 20 - 30 days, placed the sacks back down added compost and bonemeal, oak sapling and instant tree growth. Tried this again the way you're meant to do it and it's working correctly

NateDoesLife , Jan 1st at 5:43 PM

VoiCat I personally wont be doing it but if someone were to put in the work then sure, I would add it.

VoiCat, Jan 1st at 12:45 AM

Any chance for compatibility with modded trees in the future?

NateDoesLife , Dec 24th 2025 at 6:45 PM

ICountFrom0 They have the same drop rate as vanilla tree leaves. There are also several mods that adjust the drop rate of vanilla saplings. I recommend you use one of those if you need more saplings. 

ICountFrom0, Dec 24th 2025 at 6:27 PM

Would it be possible to guarentee at least one sapling once the tree is grown?  There are trees I don't dare try to grow in vanilla....

srubaEMP, Dec 21st 2025 at 2:33 PM

THANK YOU!!!

NateDoesLife , Dec 18th 2025 at 11:13 PM

Volund Its something I can look into but it would literally just be me generating new trees to get perfect ones that break each time which given the size its pretty rare as is.

The vanilla trees you are referring too are about 2x smaller in size so the scope of the felling code encompases them much easier then the trees I have generated. To ultimately fix I would have to rewrite the tree felling code or like I said, keep generating trees until I get perfect ones. IF I have time in the future I will look to adjust the pine trees to better variants of them.

Volund, Dec 18th 2025 at 9:52 PM

NateDoesLife I see, bummer. Had an inkling that it might be due to the connection between logs as you describe. Don't think I've encountered issues with other vanilla big trees, so maybe that's something to pursue in a future release? 

NateDoesLife , Dec 18th 2025 at 9:43 PM

Volund Sadly thats purely a vanilla issue with felling trees and its log detection. Due to the nature of how the big trees are not all the logs are directly connected adn thus the felling code sometimes misses connections. Not much I can do other then try to find perfect trees to use when I generate them. I will spend some time on it at a later point if I have some free time. 

Volund, Dec 18th 2025 at 9:06 PM

Dunno if anyone else have reported this, but the pine tree variants this mod offers cause issues with felling the trees themselves, with the crown often remaining suspended in the air as the stem of the tree falls away. This happens on VS version 1.21.6 and mod version 1.1.0, and occurs both with vanilla mechanics and when using mods such as Salty's falling tree mod. Have to solve this using creative flight and knock down/remove the tree blocks and leaves manually. Strangely one of the variants seems to work fine, although I've not been able to pinpoint what separates that variant from the others. 

ProrokFYNTK, Dec 15th 2025 at 7:37 PM

Thank you!

NateDoesLife , Dec 15th 2025 at 3:34 AM

ProrokFYNTK For any 2x2 variants its just a chance of them spawning currently from 1 burlap sack. I will be changing that in a future update after the holidays more then likely

ProrokFYNTK, Dec 14th 2025 at 12:22 PM

How do I plant 2x2 variants? Do I just place 4 burlap sacks in a 2x2 pattern? 

NateDoesLife , Dec 13th 2025 at 5:42 PM

Tulikettu No it does not. All these trees have their own  seperated time of 15 days.

Will probably look into adding that in the future. 

Tulikettu, Dec 13th 2025 at 4:13 PM

I still haven't had a chance to check. Does the growth time factor into the growth time multiplier in the world settings?

NateDoesLife , Dec 12th 2025 at 4:55 PM

Lazerz101 Latest update has pine trees and new feature btw =p

Lazerz101, Dec 12th 2025 at 4:52 PM

NateDoesLife lol no rush, just wondered if it was still in the works

NateDoesLife , Dec 11th 2025 at 6:41 PM (modified Dec 11th 2025 at 6:45 PM)

Lazerz101 Yup still on the list, just a busy time of year. I've also been a bit overloaded on modding so I took a bit of a break but I have been getting the itch again.

I will probably add pine trees when I do the temperature update.

Edit: Actually gonna go work on this now. So maybe within the next few hours I will have pine trees for you. Unless I have some weird issues or what not =p

Lazerz101, Dec 11th 2025 at 6:30 PM

still working on making pine trees useable?

NateDoesLife , Nov 27th 2025 at 6:30 AM

ChezWaldo Random chance to be either a 1x1 oak or a 2x2 oak currently. Might change it in the future. 

ChezWaldo, Nov 27th 2025 at 6:14 AM

For the larger version of the trees is it just a random chance for them to grow or is something else needed to force an oak tree to be a 2x2 versus a 1x1?

NateDoesLife , Nov 3rd 2025 at 4:10 PM

BlueFuryDragon Gottcha, I will update that in the next update I do! Sorry about that!

BlueFuryDragon, Nov 3rd 2025 at 10:38 AM

Okay but the wording needs ti be changed as it does say add sapling, so that is what I was doing as that made sence. I didn't try with the seed. I'm sorry,

NateDoesLife , Nov 2nd 2025 at 4:14 PM (modified Nov 2nd 2025 at 9:27 PM)

BlueFuryDragon I will check it out in a bit, its quite possible something got transferred over badly when I made the module from the original mod.

Edit/Update: So I finally got around to testing out the crimson maple growth and it works fine on my end. Make sure you are using a SEED and not a sapling when interacting with the burlap sack. Also make sure you have the final version of the sack (dirt > compost > bonemeal > seed.

BlueFuryDragon, Nov 1st 2025 at 8:32 PM (modified Nov 2nd 2025 at 2:02 AM)

Can I not grow a large crimson maple tree? Okay, I can't "place a sapling inside"! There is no tool tip, tried in the crafting grid, also tried interacting with a free hand and with sapling in hand. I'm in version 1.21.4. When I have the sapling in hand and go through the motion to place a sapling on the grown, but at the sack instead, it says it needs solid ground. IDK what I'm doing wrong and I don't see anyone else complaining about this...

BlueFuryDragon, Oct 27th 2025 at 7:26 AM

NateDoesLife Thank you for that awesome info! :)

NateDoesLife , Oct 25th 2025 at 4:12 PM (modified Oct 25th 2025 at 4:14 PM)

BlueFuryDragon It will work with 1.21.4, the annoying version tag system on the site makes it a pain to tag all older version so I usually don't bother. This works with all 1.21.x along with all the other modules and my other mods.

Edit to add: Most mods that are 1.21 will work with any .x version of 1.21. So mods working in 1.21.1 should work all the way up to 1.21.5. There are very few changes that are mad in between sub version updates that would make a mod not work. It could still happen its just extremely rare that it wont.

BlueFuryDragon, Oct 25th 2025 at 8:36 AM

Man..., I just with this was for 1.21.4 as I haven't updated yet as a lot of the mods I use aren't updated and because I just went through that recently and it takes a long while with a 108 mods.

NateDoesLife , Oct 22nd 2025 at 6:51 PM

animatiV No problem! I played around with the idea at first of whether or not I wanted to put in the work to seperate them all and maintain them all but eventually decided this was the best way. That way if one of the modules breaks it doesnt bring down the entire mod series as well and I can work on them seperately without delaying stuff due to another one.

animatiV, Oct 22nd 2025 at 5:01 PM

Thank you, I prefer separate modules that I can install as needed.

NateDoesLife , Oct 22nd 2025 at 4:19 PM

BleakBadly I am actually actively working on it. Prob be done in the next week or so!

BleakBadly, Oct 22nd 2025 at 11:22 AM

no mushroom growth module??? :(