Mods / Herbalist Pots
Author: BasaltSigma
Side: Both
Created: Feb 4th at 2:02 AM
Last modified: Feb 4th at 5:04 AM
Downloads: 619
Follow Unfollow 75
Recommended download (for Vintage Story 1.21.6):
herbalistpots-0.21.3.zip
1-click install
There is currently no vanilla mechanic to create more flowers apart from generating new chunks with the worldgen as flower patches in-world do not spread. This mod allows you to slowly grow flowers in a herbalist pot and harvest them with shears when there are extra flowers grown. These pots behave very similarly to the vanilla large clay planters, but will only accept vanilla flowers. After placement, right click with a compatible flower in hand to set the pot to slowly grow more of that flower.
This mod was created with other mods that require a steady consumption of flowers (such as Alchemy) to provide a mechanic for creating more without needing to harvesting flowers from the world until they're depleted.
The pots work by rolling a chance of another flower being added to its output every 7 in-game days. The initial chance of the pot growing another flower is 50% after the first 7 days since planted (or last harvested). After that, if the chance for another flower failed at the end of those 7 days, 10% is added to the base chance for the next 7 day period (so after another week, there is a 60% chance for a flower to grow). Every subsequent 7 day period that fails to grow, another 10% will be added until you are guaranteed another flower after 5 in-game weeks.
Harvest grown flowers by right clicking the pot with shears. The max amount of flowers that can accumulate in the pot unharvested is 4, afterwards growing any more flowers will be halted until the pot is harvested.
Herbalist pots come in all vanilla clay and color varieties, and support controlling their output fired color with the beehive kiln.
I am open to any feedback or suggestions, this is my first attempt at releasing a mod after many months of learning the structure and experimenting with it. Please use the issue tracker to report any problems or conflicts.
Future goals and ideas:
- Restricting growth conditions for pots to behave more like crops (rain, sunlight, temp requirements, etc.)
- Supporting mushrooms or other growable plants while maintaining game balance
- User-defined configurations for growing behavior of the pots for more customization
- Balancing current behavior from any feedback and suggestions
- Maintainence and support for future game versions
Made by BasaltSigma
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.21.3 | herbalistpots | 619 | Feb 4th at 5:04 AM | herbalistpots-0.21.3.zip | 1-click install | ||
|
Initial release of mod | |||||||
Thank you immensely for this - love the ability to grow new flowers and doing so from a herbalist pot is a lovely choice as opposed to making them new crops.
I am very much a fan of mods like this that give more function to already in-game items that have little function as is. Big fan. If you did add mushrooms that would be really cool. I like several other mods take on this too, but this could be my favorite assuming it got more compatability. I love the idea of growing mushrooms on the planter. Its a neat idea to think of filling the pot with mushroom substrate like peat or something, seeding it with spores, and then the mushrooms grow on the top or side when the planter is placed in the right condtions. Really love this.
Would 100 also love to see eventual support for plants from Wildcraft fruit and nut. But I completely understand thats a stretch goal XD
Reading the other comments, i too love the idea of them growing more efficiently in greehouses
Okay soooo the recipe isn't showing up for me, and I've tried disabling my other mods one by one to see if there was an incompatibility, but no matter what the recipe doesn't show up either in the handbook or when I go to make something out of clay. I'm on 1.21.6.
Am I missing something? 😅
ArcadeBulls I definetly do want to tweak the flower growth more based on balancing feedback. I like the greenhouse idea too. My more immediate and higher priority change is to get the growth behavior user configurable with the mod config system so players have more flexibility for their needs.
I think wild farming revival mod has its own thing of farming flowers, but still downloading this, this is a nice way of growing flowers, would be down to see the future of this mod. Would love to see more stages for growing flowers though since this is what I feel like a both these 2 mods are lacking, but still like the concept :)
Finally! One of the game mechanics I never understood in a "Real World" game is the concept of grains, flowers, and water all being finite resources. Having lived my entire 65 years in Cowboy and Farming country, I've never seen well maintained gardens, orchards, or fields NOT produce more than necessary--outside of a natural disaster like drought or hurricane. Even then, a season or two later, everything was back to normal. I wish I understood coding so I could modify wild flowers and wild grains to spread, maybe not as fast as Bamboo, but take up a grassy area in a yard or fenceline. By the way, a tomato plant, by definition, is a weed if it is growing in a wheat fireld. Following and downloading now.
Lupines my beloved
Great mod Basalt... I like the idea of planters for flowers, although I hope restricting growth will be implemented as soon as possible to make it more survival-esque, where you will have to keep the flowers in warm areas such as greenhouses.
How about standard soil cropping or multiple-block planters? Any plans for that?