Mods / Ecosystem - Flora
- Tags:
- Author:
- YourCreator
- Side:
- Both
- Created:
- May 25th at 6:13 AM
- Last modified:
- 2 hours ago
- Downloads:
- 9354
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Recommended download (for Vintage Story 1.22.0 - 1.22.3):
ecosystemflora-4.11.15.zip 1-click install
Ecosystem - Flora is a plant simulation based on vanilla blocks*.
Seasons, niches, competition, survival, extinction.
Ecosystem - Flora это симуляция растительного мира, основанная на реализации ванильных блоков*.
Сезоны, ниши, конкуренция, выживание, вымирание.
⚠ Some features are added as a simulation element
I tried to use only vanilla features by adding a simulation engine, but some solutions had to be added.
Versions 3.9.7+ added new blocks for seasonal and juvenile states. Before loading an existing world, first disable them in config file if you don't want to see the new blocks or select vanilla-safe preset on startup wizard (/ecosetup):
EnableFlowerPhenology: false EnableFlowerSpreadMaturation: false EnableFernSpreadMaturation: false
⚠ Некоторые функции добавлены как элемент симуляции
Я постарался использовать только ванильные возможности, добавив движок симуляции, но некоторые решения пришлось добавить.
В версиях 3.9.7+ добавлены новые блоки для сезонных и молодых стадий, которых нет в основной игре. Перед загрузкой существующего мира сначала отключите их в файле настроек, если не хотите видеть новые блоки или выберите ванильный-безопасный пресет в первоначальной настройке (/ecosetup):
EnableFlowerPhenology: false EnableFlowerSpreadMaturation: false EnableFernSpreadMaturation: false
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| Life cycle: Each game year, the tree grows in size and spreads upon reaching sexual maturity. Totally without saplings, year by year. |
| Senescence: death, leaf shedding, formation of trunk and stump remains |
| Жизненный цикл: каждый игровой год дереверо прирастает в размерах и по достижению половой зрелости распространяется. Полностью без саженцев, постепенный рост дерева год за годом. |
| Старение: смерть, сброс листвы, образование остатков ствола и пня |
| Species | In-game spread | Context |
|---|---|---|
| Black / red / white currant | Clump: mat step from patch edge + seed jumps (birds) | Edge (woodland margin) |
| Blueberry | Rhizome colonies under sparse canopy | Forest |
| Raspberry | Root suckers; aggressive mat spread | Edge |
| Blackberry | Eight-connected mat (tip rooting) + seed | Edge |
| Strawberry | Stolons (8-connected) + seed into clearings | Forest (glades) |
| Cranberry | Tight creeping mat on peat | Open (wet) |
| Cloudberry | Rhizome mat + long-range seed jumps | Open (bog) |
| Beautyberry | Seed only — radius search, no mat | Edge |
| Вид | Внутриигровое распространение | Контекст (ниша) |
|---|---|---|
| Черная / красная / белая смородина | Куст: постепенное разрастание от края + перенос семян (симуляция распространения птицами) | Опушка (край леса) |
| Черника | Колонии корневищ под редкой кроной | Лес |
| Малина | Корневые отпрыски; агрессивное разрастание | Опушка |
| Ежевика | 8-связное разрастание (укоренение верхушек) + семена | Опушка |
| Земляника / Клубника | Столоны (8-связные) + семена на полянах | Лес (поляны) |
| Клюква | Плотный стелющийся ковер на торфе | Открытая местн. (влажная) |
| Морошка | Корневищный ковер + дальний перенос семян | Открытая местн. (болото) |
| Красивоплодник | Только семена — поиск в радиусе, без ковра | Опушка |
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Not just spreading — competing
Plants don't blindly fill every empty cell. They compete:
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Seasons matter
Each species follows a 12-month curve:
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Не просто распространение — конкуренция
Растения не просто слепо заполняют каждую пустую клетку. Они конкурируют:
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Сезоны имеют значение
Каждый вид следует 12-месячному циклу:
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Trample nearby plants over time — soil degrades, a natural path appears. Leave the area alone and the ecosystem reclaims it.
Со временем растения вытаптываются — почва деградирует, появляется естественная тропа. Оставьте место в покое, и экосистема восстановит его.
Place new config presets at ModConfig/ecosystemflora.presets/
Поместите новые пресеты конфигурации в ModConfig/ecosystemflora.presets
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Configuration native UI — hotkey U
Configure mod, sync or reload just in game easily. |
Ecology inspect — hotkey I
Aim at any wild plant, tree trunk, mushroom cap, or mycelium soil: spread timing, stress, seasons, tree age, mat status. |
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Нативный интерфейс конфигурации — клавиша U
Легко настраивайте мод, синхронизируйте или перезагружайте прямо в игре. |
Осмотр экологии — клавиша I
Наведите на любое дикое растение, ствол дерева, шляпку гриба или мицелий: время распространения, стресс, сезоны, возраст дерева, статус ковра. |
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Soil succession (optional)
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Сукцессия почвы (опционально)
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Edit ModConfig/ecosystemflora.json (created on first server launch). Example in mod package: assets/ecosystemflora/ecosystemflora.example.json or edit in-game menu window (<U> by default).
| BalancePreset | Spread / year | Server load | Feel |
|---|---|---|---|
| Natural | ~72 | ~2–5% | Balanced wilderness |
| Sparse | ~36 | ~1–2% | Patchier, slower |
| Lush | ~120 | ~8–12% | Dense meadows |
Edit your own species
Edit ModConfig/ecosystemflora/species/*table.scv to make your own type of species behaviour.
Edit your own species - /ecosetup. Easy setup on each world.
Отредактируйте ModConfig/ecosystemflora.json (создается при первом запуске сервера). Пример в архиве мода: assets/ecosystemflora/ecosystemflora.example.json или редактируйте во внутриигровом меню (по умолчанию <U>).
| Пресет баланса | Распростр. / год | Нагрузка сервера | Ощущение |
|---|---|---|---|
| Natural | ~72 | ~2–5% | Сбалансированная дикая природа |
| Sparse | ~36 | ~1–2% | Более пятнисто, медленнее |
| Lush | ~120 | ~8–12% | Густые луга |
Создавайте свои собственные виды
Отредактируйте ModConfig/ecosystemflora/species/*table.scv, чтобы создать свой собственный тип поведения видов.
| CONFIGURATION.md | Complete server tuning guide for ModConfig/ecosystemflora.json — presets, spread, trees, canopy, performance, Phase 6. |
| New plant mods | Example mod for third-party plants — copy-paste ecologyParticipant / ecologySpreadBlock patterns. Requires EnableThirdPartyParticipants: true |
| Integration | Add fields to your plants for easy integration |
| CONFIGURATION.md | Полное руководство по настройке сервера для ModConfig/ecosystemflora.json — пресеты, распространение, деревья, крона, производительность, Фаза 6. |
| Моды на новые растения | Пример мода для сторонних растений — скопируйте паттерны ecologyParticipant / ecologySpreadBlock. Требуется EnableThirdPartyParticipants: true |
| Интеграция | Добавьте поля к вашим растениям для легкой интеграции |
Q: Is that mod is simulation - Yes, thats a simulation, not a gameplay basics balance.
Q: My expectation was broken by the mod's simulation, I want the thing to work like this - The mod's vision lies in natural selection in the wild. If simulation is not correct please tell me.
Q: This plant is bothering me with its growth! - The mod is built on simulation, and for this purpose, curves have been constructed for the growth, reproduction, and death of plants, as well as their impact on surrounding plants and soil.
Q: Red top grass conquers my meadow! - Cereals are very powerful pioneers in capturing meadows, but the mod only works with existing plants in the game. The only cereal represented is the giant bentgrass.
Q: I want you to add mod support - Please ask to mods author for add some fields to plants blocks from docs section or check compat mod
Q: I want fast results - apply Timelapse preset in config menu, then reload world
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 4.11.15 | ecosystemflora | 31 | 2 hours ago | ecosystemflora-4.11.15.zip | 1-click install | ||
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New startup wizard
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| 4.10.30 | ecosystemflora | 281 | 1 day ago | ecosystemflora-4.10.30.zip | 1-click install | ||
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huge perfomance upgrade
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| 4.10.8 | ecosystemflora | 114 | 1 day ago | ecosystemflora-4.10.8.zip | 1-click install | ||
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Fixes
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| 4.10.4 | ecosystemflora | 106 | 2 days ago | ecosystemflora-4.10.4.zip | 1-click install | ||
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fix floating vines | |||||||
| 4.10.3 | ecosystemflora | 264 | 3 days ago | ecosystemflora-4.10.3.zip | 1-click install | ||
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fixes and
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| 4.9.12 | ecosystemflora | 45 | 4 days ago | ecosystemflora-4.9.12.zip | 1-click install | ||
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Multiple fixes noticed on timelapse long play
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| 4.9.5 | ecosystemflora | 178 | 5 days ago | ecosystemflora-4.9.5.zip | 1-click install | ||
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FIxes for feature: Ecological trails with coverage-compact soil wear. Configurable stress for every step of every entity. Players on by default, animals off by default. | |||||||
| 4.8.15 | ecosystemflora | 245 | Jul 12th at 5:48 PM | ecosystemflora-4.8.15.zip | 1-click install | ||
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Minor features and fixes
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| 4.8.1 | ecosystemflora | 54 | Jul 12th at 1:17 PM | ecosystemflora-4.8.1.zip | 1-click install | ||
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| 4.7.2 | ecosystemflora | 302 | Jul 10th at 8:13 AM | ecosystemflora-4.7.2.zip | 1-click install | ||
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Fix: | |||||||
| 4.7.1 | ecosystemflora | 222 | Jul 9th at 5:18 PM | ecosystemflora-4.7.1.zip | 1-click install | ||
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Minor patches and Harmony patch for mushrooms behaviour, the game engine was not replacing grass on mushroom spawn | |||||||
| 4.7.0 | ecosystemflora | 33 | Jul 9th at 2:55 PM | ecosystemflora-4.7.0.zip | 1-click install | ||
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Direct support Third-party Wild ecology + species CSV • Wildcraft Fruit: berries, worldgen plants, per-type fruit trees, fruiting vines (climate/stress only without spread. Wildcraft Trees: log-grown spread. Floral Zones: ~142 regional plants (99%of all plants). • Auto-append ecology.csv + season.csv rows for discovered third-party species (B+); discovered.csv persists across restarts. • Fire-aware canopy (no budding near fire, orphan leaf prune). Meadow spread no longer overwrites tree trunks. Seasonal snow on meadow plants. Zero spread rate gate. | |||||||
| 4.6.7 | ecosystemflora | 49 | Jul 9th at 11:33 AM | ecosystemflora-4.6.7.zip | 1-click install | ||
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Fix snow cover sync and tallgrass dieback back-compat (game engine instead of mod logic) | |||||||
| 4.6.3 | ecosystemflora | 179 | Jul 8th at 7:19 AM | ecosystemflora-4.6.3.zip | 1-click install | ||
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prevent fix for grass textures | |||||||
| 4.6.2 | ecosystemflora | 284 | Jul 6th at 7:08 PM | ecosystemflora-4.6.2.zip | 1-click install | ||
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Ecosystem participants domains support:
ecosystemflora + wildcraftfruit + herbarium | |||||||
| 4.5.52 | ecosystemflora | 109 | Jul 6th at 10:24 AM | ecosystemflora-4.5.52.zip | 1-click install | ||
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Fixes
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| 4.5.48 | ecosystemflora | 263 | Jul 4th at 4:49 AM | ecosystemflora-4.5.48.zip | 1-click install | ||
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| 4.5.44 | ecosystemflora | 322 | Jul 1st at 6:18 AM | ecosystemflora-4.5.44.zip | 1-click install | ||
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Fixes for leaf fall. | |||||||
| 4.5.43 | ecosystemflora | 12 | Jul 1st at 5:59 AM | ecosystemflora-4.5.43.zip | 1-click install | ||
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brownsedge bud issue fix misc fixes (another seasonal missing textures, spawn particles) | |||||||
| 4.5.40 | ecosystemflora | 30 | Jul 1st at 4:18 AM | ecosystemflora-4.5.40.zip | 1-click install | ||
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Assets fixes
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| 4.5.38 | ecosystemflora | 181 | Jun 30th at 7:44 AM | ecosystemflora-4.5.38.zip | 1-click install | ||
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more seasonal assets fixes | |||||||
| 4.5.35 | ecosystemflora | 28 | Jun 30th at 6:05 AM | ecosystemflora-4.5.35.zip | 1-click install | ||
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| 4.5.22 | ecosystemflora | 61 | Jun 30th at 12:45 AM | ecosystemflora-4.5.22.zip | 1-click install | ||
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Tree spread guard
Winter snow on phase/juvenile blocks (-free ↔ -snow).
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| 4.5.20 | ecosystemflora | 122 | Jun 29th at 2:14 PM | ecosystemflora-4.5.20.zip | 1-click install | ||
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| 4.5.12 | ecosystemflora | 85 | Jun 29th at 4:36 AM | ecosystemflora-4.5.12.zip | 1-click install | ||
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| 4.5.4 | ecosystemflora | 164 | Jun 28th at 3:23 PM | ecosystemflora-4.5.4.zip | 1-click install | ||
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Harden species CSV tables with parity tests, reload command ( | |||||||
| 4.5.3 | ecosystemflora | 23 | Jun 28th at 2:53 PM | ecosystemflora-4.5.3.zip | 1-click install | ||
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| 4.5.2 | ecosystemflora | 55 | Jun 28th at 11:31 AM | ecosystemflora-4.5.2.zip | 1-click install | ||
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Fixes for crash - missing species due table mapping fixed missing resources on ferns | |||||||
| 4.5.1 | ecosystemflora | 83 | Jun 28th at 4:53 AM | ecosystemflora-4.5.1.zip | 1-click install | ||
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Fix brownsedge knife crash and harvested root break visuals - assets patches | |||||||
| 4.5.0 | ecosystemflora | 35 | Jun 28th at 3:46 AM | ecosystemflora-4.5.0.zip | 1-click install | ||
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Species CSV tables tuning Update!
Additional fixes:
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| 4.4.1 | ecosystemflora | 239 | Jun 27th at 12:49 PM | ecosystemflora-4.4.1.zip | 1-click install | ||
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Fix for rare cases - tallgrass dieback seasonal broken texture fix | |||||||
| 4.4.0 | ecosystemflora | 59 | Jun 27th at 9:51 AM | ecosystemflora-4.4.0.zip | 1-click install | ||
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Fixing visuals
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| 4.3.5 | ecosystemflora | 48 | Jun 27th at 5:50 AM | ecosystemflora-4.3.5.zip | 1-click install | ||
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more seasonal fixes and tests | |||||||
| 4.3.4 | ecosystemflora | 87 | Jun 26th at 9:37 PM | ecosystemflora-4.3.4.zip | 1-click install | ||
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| 4.3.0 | ecosystemflora | 110 | Jun 26th at 6:30 AM | ecosystemflora-4.3.0.zip | 1-click install | ||
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Berry update!
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| 4.1.4 | ecosystemflora | 52 | Jun 26th at 3:21 AM | ecosystemflora-4.1.4.zip | 1-click install | ||
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| 4.1.0 | ecosystemflora | 23 | Jun 26th at 1:28 AM | ecosystemflora-4.1.0.zip | 1-click install | ||
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Fern spread update!
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| 4.0.2 | ecosystemflora | 192 | Jun 24th at 8:45 PM | ecosystemflora-4.0.2.zip | 1-click install | ||
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Redtop grass seasonal issue fix | |||||||
| 4.0.1 | ecosystemflora | 179 | Jun 24th at 3:45 AM | ecosystemflora-4.0.1.zip | 1-click install | ||
Update: Flowers Seasons!
Grown blocks of any flower has it stages between seasons.
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| 3.9.23 | ecosystemflora | 54 | Jun 24th at 1:20 AM | ecosystemflora-3.9.23.zip | 1-click install | ||
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| 3.9.22 | ecosystemflora | 212 | Jun 23rd at 12:08 AM | ecosystemflora-3.9.22.zip | 1-click install | ||
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Inpsect juvenile plants fixes | |||||||
| 3.9.20 | ecosystemflora | 32 | Jun 22nd at 11:08 PM | ecosystemflora-3.9.20.zip | 1-click install | ||
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| 3.9.19 | ecosystemflora | 29 | Jun 22nd at 10:43 PM | ecosystemflora-3.9.19.zip | 1-click install | ||
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fixed meadow spread logic gap (juvenile, timeout spread) | |||||||
| 3.9.18 | ecosystemflora | 174 | Jun 22nd at 12:28 AM | ecosystemflora-3.9.18.zip | 1-click install | ||
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some fixes for grass grow stages | |||||||
| 3.9.16 | ecosystemflora | 220 | Jun 21st at 3:48 AM | ecosystemflora-3.9.16.zip | 1-click install | ||
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| 3.9.14 | ecosystemflora | 38 | Jun 21st at 1:51 AM | ecosystemflora-3.9.14.zip | 1-click install | ||
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Multi-core perfomance Update & Meadow Fixes
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| 3.9.9 | ecosystemflora | 71 | Jun 20th at 11:24 PM | ecosystemflora-3.9.9.zip | 1-click install | ||
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Just some fixes
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| 3.9.8 | ecosystemflora | 30 | Jun 20th at 11:02 PM | ecosystemflora-3.9.8.zip | 1-click install | ||
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| 3.9.7 | ecosystemflora | 27 | Jun 20th at 10:31 PM | ecosystemflora-3.9.7.zip | 1-click install | ||
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Now flowers and grass have stages of grown to spread more naturally! New fields to config
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| 3.9.5 | ecosystemflora | 41 | Jun 20th at 9:06 PM | ecosystemflora-3.9.5.zip | 1-click install | ||
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Configuration native UI — hotkey U
Say NO to manual file editing
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| 3.9.4 | ecosystemflora | 111 | Jun 20th at 4:47 PM | ecosystemflora-3.9.4.zip | 1-click install | ||
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Wildgrass integration fixes
PLEASE CHECK BURST SCAN CONFIG. REMOVE CONFIG FILE OR SET 16 IF YOU NOTICED LAGS | |||||||
| 3.9.3 | ecosystemflora | 226 | Jun 19th at 11:17 PM | ecosystemflora-3.9.3.zip | 1-click install | ||
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| 3.9.2 | ecosystemflora | 148 | Jun 19th at 9:29 AM | ecosystemflora-3.9.2.zip | 1-click install | ||
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| 3.9.1 | ecosystemflora | 71 | Jun 19th at 2:32 AM | ecosystemflora-3.9.1.zip | 1-click install | ||
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Slightly inscreased flower spread to grass | |||||||
| 3.9.0 | ecosystemflora | 154 | Jun 18th at 2:59 AM | ecosystemflora-3.9.0.zip | 1-click install | ||
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| 3.8.1 | ecosystemflora | 0 | Jun 19th at 2:28 AM | Release Retracted | |||
Retraction Reason:wrong inscreased version Changelog:Slightly inscreased flower spread to grass | |||||||
| 3.8.0 | ecosystemflora | 198 | Jun 16th at 9:51 PM | ecosystemflora-3.8.0.zip | 1-click install | ||
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| 3.7.0 | ecosystemflora | 92 | Jun 16th at 3:27 PM | ecosystemflora-3.7.0.zip | 1-click install | ||
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| 3.6.0 | ecosystemflora | 111 | Jun 15th at 11:58 PM | ecosystemflora-3.6.0.zip | 1-click install | ||
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Tree canopy update!
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| 3.1.12 | ecosystemflora | 230 | Jun 13th at 7:44 PM | ecosystemflora-3.1.12.zip | 1-click install | ||
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Mushroom update!
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| 3.1.11 | ecosystemflora | 572 | Jun 1st at 10:47 AM | ecosystemflora-3.1.11.zip | 1-click install | ||
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- removed trees sprouting on winter ice | |||||||
| 3.1.10 | ecosystemflora | 250 | May 30th at 7:05 AM | ecosystemflora-3.1.10.zip | 1-click install | ||
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| 3.1.7 | ecosystemflora | 227 | May 28th at 3:34 PM | ecosystemflora-3.1.7.zip | 1-click install | ||
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| 3.1.2 | ecosystemflora | 56 | May 28th at 1:28 PM | ecosystemflora-3.1.2.zip | 1-click install | ||
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| 3.1.0 | ecosystemflora | 123 | May 27th at 6:25 PM | ecosystemflora-3.1.0.zip | 1-click install | ||
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| 2.11.4 | ecosystemflora | 74 | May 27th at 12:59 PM | ecosystemflora-2.11.4.zip | 1-click install | ||
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| 2.10.0 | ecosystemflora | 178 | May 26th at 7:15 PM | ecosystemflora-2.10.0.zip | 1-click install | ||
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wild plants can raise nutrients (green manure) on farm lands. | |||||||
| 2.9.0 | ecosystemflora | 92 | May 26th at 11:16 AM | ecosystemflora-2.9.0.zip | 1-click install | ||
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| 2.8.0 | ecosystemflora | 61 | May 26th at 7:43 AM | ecosystemflora-2.8.0.zip | 1-click install | ||
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Optimisation: tick budget separated for different types of loads (scan, stress, spread) Minimum version raised to 1.22 | |||||||
| 2.7.0 | ecosystemflora | 50 | May 26th at 5:13 AM | ecosystemflora-2.7.0.zip | 1-click install | ||
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More optimisations (less scan data). Default disabled: pathtrails - dead soil and plants. | |||||||
| 2.6.0 | ecosystemflora | 105 | May 25th at 6:41 PM | ecosystemflora-2.6.0.zip | 1-click install | ||
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Paths can now be formed by player footsteps. | |||||||
| 2.5.4 | ecosystemflora | 95 | May 25th at 4:15 PM | ecosystemflora-2.5.4.zip | 1-click install | ||
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cleanup | |||||||
| 2.5.3 | ecosystemflora | 103 | May 25th at 11:52 AM | ecosystemflora-2.5.3.zip | 1-click install | ||
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CRITICAL - i forgot remove Block entity, so please revisit shunks that generated after previous versions of that mod, and you can safely plug and unplug mod. For newcomers it doesnt matter | |||||||
| 2.5.2 | ecosystemflora | 33 | May 25th at 11:25 AM | ecosystemflora-2.5.2.zip | 1-click install | ||
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Now flowers drops flowers too | |||||||
| 2.5.1 | ecosystemflora | 40 | May 25th at 10:07 AM | ecosystemflora-2.5.1.zip | 1-click install | ||
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Fix cache invalidating for simbiotic systems | |||||||
| 2.5.0 | ecosystemflora | 77 | May 25th at 6:14 AM | ecosystemflora-2.5.0.zip | 1-click install | ||
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Init | |||||||













Cannot recommend against this mod enough. Sucks up immense resources and if you remove it your save is ruined by question mark blocks everywhere because the mod changes every flower and fern into a modded block.
On weak pc yes (2 cores).
You can read top of descritpion. If you want to disable juvenile and seasonal states just make in mod configiration menu and none of that blocks appeared in your world. Or disable and wait when mod replaces itself on vanilla versions
Also you can just edit all numbers and it can be launched on yours calculator. Or enable only around user
Added startup wizard for every world.
How do I edit per-species spread rates? I cannot find the .csv. There is no modconfig folder in appdata for ecosystem-flora, just the general ecosystemflora.json
My world is completely overrun with horsetails! There are fields of horsetails hundreds of meters in every direction and it's driving me nuts.
ModConfig\ecosystemflora\species
Also you can slow down by overrate in config menu (u)
I had to reinstall but I got it now, thanks!
How do we balance berry bushes via config, without completely turning off their ecology simulation? They seem to spread a little too agressively (giving too easy food sources)
Edit: I see that the new settings in 4.10.30 change plant spread rate and seem to make it a lot lower in general. Disregard my comment. I will test with latest update and see if berry bushes still feel op.
how about your problem with pickup flowers?
I am a different person BUT I WAS actually having problems picking up flowers, but I thought it was from a different mod: My flowers had like a 90% chance to not drop in my server.
However, after updating Ecosystem, we can pick up flowers reliably now, it seems!
it was perfomance issue and i cant notice it because my computer really good lol. I fixed some asymptotic issues and thats all
Added startup wizard for every world. Run /ecosetup
about berry bushes. its not game balance, i made curves to like irl. Ready for harvest berries thats is game balance, what is not scope of that mod. You can change curves for bushes manually for spread and stress
Are redwood trees supposed to be part of the ecosystem? I have two redwoods trees that I introduced myself - one has sprouted and grown into a young redwood and the other is still a seedling/sapling. The sapling can be inspected with "I", but the one that is now properly a tree cannot be inspected with "I" - doing so results in a chat line that the block is not part of the ecosystem. I've tried inspecting multiple blocks along the tree and cannot find one that will allow inspection, and it grew shorter than I was expecting so I'm concerned it may not mature like other trees as it ages.
Saplings TOTALLY VANILLA, i didnt touch it at all!
About redwood inspect problem exists, i will fix that
Ive only had a few pretty odd things happen since installing this mod-
namely I cant pick up any flowers around the area my base is at, and need to travel thousands of blocks before im able to pick up flowers again.
Sometimes trees that i grow spawn with some of their leaves just missing, or birch trees specifically only grow 1-2 blocks tall and have 2-4 leaves if any at all.
And I tend to find floating vines around the world as im exploring.
are the birch trees growing only one to a few blocks tall, and being inable to pick up flowers entirely, bugs? or am i doing something wrong and misinterpreting the ecosystem handbook pages?
About vines - fix in progress.
About short birches - they grow and its 1st year of growing, but it only in wild. If you plant it manual it must be vanilla.
About flowers - they dying in inappropriate conditions. Press i on that plant in world and it shows its condition. Or you trampled out it.
Did you install wildfarming?
No I meant im unable to pick up flowers at all unless I move far away from the location my base is at.
also thank you for the floating vine fix!
I did not install wildfarming but ill go and look into it right now.
i cant pick up - what you mean? isnt dropping flowers or what?
Yeah the flowers themselves will not drop.
thats not a ESF problem. Please list your modlist
Adventurers Walking Stick
Algernons Terrain Sampler
Auto Config Lib
BedSpawn
BetterRuins
Boat Autopilot
Carry On
Chisel Tools
Config lib
Ecosystem
Farseer
Fields and Plateaus
Immersive Foliage
Immersive Lanterns
Modular Backpacks
MoreInventories
Overhaul lib
place on slabs
Player Model Library
Realistic Rapids
realistic Water
Rivers
Seraph Atelier
Some Disassembly Required
Sticks From Firewood
Stone Quarry
Swixy Claim Chunk
Temporal Symphony
Terrain Slabs
archimedes SCrew
Dear ImGui
Wanderers Sketchbook
algernons Watersheds
Windchimes
zinkmodautoclay
hmm interesting
Immersive Foliage - thats is problem - ESF already calculates foliage. Please disable and report again
I have Immersive Foliage installed. It is a client mod that just simulates movement of foliage when mobs pass through it. I am able to harvest all plants just fine. Even with Wildfarming installed. I do have a weird thing with wildfarming flower seeds planting the wrong flower types but that is unrelated to your mod. I don't know that Immerive Foliage is gonna be their problem. Phosfas do you happen to know if you had an empty hand when trying to pick up the flowers? I think a setting in the config of ESF requires you to "pick" flowers with an empty hand. Even having another flower of the same type causes the flower you are breaking to just be deleted.
Yea, ive tried everything that I could even after reading the handbook entry, My hand a knife a scythe nothing in my offhand, nothing seems to work other than traveling far away from my base and harvesting flowers elsewhere.
Dang. Sorry that's happening mate. I wonder if it is an issue of existing plants not having the mod's info applied to them or something. Hopefully you are able to figure out what is causing it. Also I do see the response form the author about anything besides knife and scythe allowing flower drops. Thanks for the correction YourCreator I am likely thinking of a previous mod version still.
which version? you mean he has older version?
I do not know what version Phosfas is on. On a previous version of the mod I could only pick flowers if I had an empty hand, and holding anything else, including the same type of flower as what I was harvesting would delete the flower I was trying to collect. I do not know what version of your mod fixes that issue. So I was suggesting a possible cause to the issue in case Phosfas is on a version that still has that issue.
The plants that im having issues with are growing and taking over the meadows that I've built my base in. but at the same time i really couldnt guess which other mod would be impacting plants being droppable or not, my modpack is rather light......
I appreciate your condolances though im sure ill maybe figure out if its an incompatability at some point.
Im unable to recreate the issue in any other world though unfortunately
Do you happen to know if it is the new flower species?
In another part of this thread i posted screenshots of all the specific species of flowers i had issues with: cow parsley, redtop grass, and woad.
But im able to harvest all three of those far away from my base, or in other worlds.
hmm makes sense
anything except knife/scythe should drop the flower into the world
Also about manually growing trees. I do not have another mod that changes tree growing behavior and this is just not vanilla growth.


The oak after initially growing, continue to grow like pine trees, and the birch trees arre just shrubs..
okay, will check it
Is it spring? Please provide more information. About flowers - please tell me about its state on i button
It is summer right now, middle of july on 12 day cycle for my world settings,



Here are the photos of all my local floras "I" menue
1 birch trees arre just shrubs - yes, thats wild saplings in mod. Thats not saplings what you can place.
2 oaks have a problem now with growing leaves (Silhouette), thats i working rn
3 dropping plants problem that is anything else, but not ESF. I think you have weak computer
I cannot replicate the inability to drop plants on a creative world but the saplings that im placing for birch (and now oak) are just growing as bushes. I dont think its excluding saplings i place.
Screenshot of oak and birch saplings ive placed in a creative world growing as shrubs.
After about a months time some have grown to full size but only some. Nearly all trees were planted by me with only a few spreading out, Most are staying as shrubs
hmm, when you first time install mod? have you applied any presets?
https://imgur.com/a/ypysZXz
as you can see all works as vanilla, I just cannot catch your problems
I installed ecosystem roughly 4 days ago to start a new survival world, after playing around with it to make sure it worked on a previous world (which it worked just fine before).
I have also updated it to the latest version just before i first started reporting the issue with the wild flowers, and updated it after you fixed the floating vines bug.
This is really odd to me because ive been going through my modlist and disabling any mod i could assume may be causing problems? but im not having any luck.
Im very sorry that i seem to be having some weird one off issue that you arent able to figure out..
i think you applied timelapse preset and is all yours problems. That preset not for playtime. Just delete config file, mod will make new natural defaults. Your computer cannot handle thas billions plants, and when you moving faraway new plants not spreading and thats why they dropping, just cause of cpu stuttering
In my survival world I never messed with the balance preset, it has always been set to natural.
The creative world im using to test is running in timelapse and it has been for 2 ingame years on 65000 game speed, of which i do get slower drop and pickup speeds but only by an extra second or two.
When I set it back to natural the pickup speeds go right back to normal.
In my survival world (is set to natural preset). Plants dont drop at all, rather than dropping on a considerable delay. My pc probably is having preformance issues but it doesnt seem to be related to Ecosystems but rather Farseer and rivers aswell as having terrain generation, which is something im willing to bet isnt preventing plants to drop.
Im still disabling mods to see if that fixes my problem but again im not having any luck here.
if you need to know my world settings for the save that im having issues on theyre this-
{
"gameMode": "survival",
"playerlives": "-1",
"startingClimate": "temperate",
"spawnRadius": "50",
"graceTimer": "0",
"deathPunishment": "keep",
"droppedItemsTimer": "600",
"seasons": "enabled",
"daysPerMonth": "12",
"harshWinters": "true",
"blockGravity": "sandgravel",
"caveIns": "off",
"allowFallingBlocks": true,
"allowFireSpread": true,
"lightningFires": false,
"allowUndergroundFarming": true,
"noLiquidSourceTransport": false,
"playerHealthPoints": "15",
"playerHealthRegenSpeed": "1",
"playerHungerSpeed": "1",
"lungCapacity": "40000",
"bodyTemperatureResistance": "0",
"playerMoveSpeed": "1.75",
"creatureHostility": "aggressive",
"creatureStrength": "1",
"creatureSwimSpeed": "2",
"foodSpoilSpeed": "1",
"saplingGrowthRate": "1",
"toolDurability": "3",
"toolMiningSpeed": "2",
"propickNodeSearchRadius": "6",
"microblockChiseling": "stonewood",
"allowCoordinateHud": true,
"allowMap": true,
"colorAccurateWorldmap": true,
"loreContent": true,
"clutterObtainable": "ifrepaired",
"temporalStability": false,
"temporalStorms": "sometimes",
"tempstormDurationMul": "1",
"temporalRifts": "visible",
"temporalGearRespawnUses": "-1",
"temporalStormSleeping": "0",
"worldClimate": "realistic",
"landcover": "0.5",
"oceanscale": "1.5",
"upheavelCommonness": "0",
"geologicActivity": "0.05",
"landformScale": "3",
"worldWidth": "1024000",
"worldLength": "1024000",
"worldEdge": "traversable",
"polarEquatorDistance": "100000",
"storyStructuresDistScaling": "0.25",
"globalTemperature": "1",
"globalPrecipitation": "1",
"globalForestation": "-0.25",
"globalDepositSpawnRate": "1.8",
"surfaceCopperDeposits": "0.12",
"surfaceTinDeposits": "0.03",
"snowAccum": "true",
"allowLandClaiming": true,
"classExclusiveRecipes": true,
"auctionHouse": true,
"playstyle": "surviveandbuild",
"worldHeight": 320
}
i spinned 2 years on 65000 game speed and its still dropping plants...
Maybe I am just cursed......
hmm, reduce yours view distance and look onto game loaded core
Can you tell me how to get to game loaded core?
im not familier with what that that is...
nevermind, i investigating it myself
please update and report.
About game and perfomance - i noticed same world can use 100% of 1 core without any mods loaded with 1500 blocks view distance
Added startup wizard for every world.
Fixed floating vines
Is it possible to make vines decay alongside with leaves? Because currently vines end up floating once the leaf block they were attached to disappears.
yes
Fixed floating vines, and it must be cleared after reloading world
I can made new companion mod with wildfarming features but without controversial decisions, if anybody want it
I'm not sure what you mean by 'wildfarming features', whether that's something specific or if you're talking about a version of this mod with reduced scope.
I would welcome separate branches for this mod - 1) a stable release version that people can operate with a slow release schedule, and provide bug reports for updated features that can be hotfixed and 2) a test/development release for expanding the scope and testing features that are new or novel.
Having two release versions may allow for you to correct issues that are being identified while working on the next stable release.
My desire for this comes from uncertainty whether people are reporting newly occuring issues that are the result of a newly introduced system, or if the reports are for ongoing issues that have persisted through multiple updates without being identified. The high release rate doesn't invoke confidence that the newest version will be more stable than what someone may already be experiencing.
In any case, thank you for the work you do on this mod YourCreator. I like being able to play in a world that changes over-time and simulates the dynamics of an ecosystem, it's very exciting to have the systems you've introduced as part of my game world.
Its a stable version without new features. I have not any new features except support some mods. All newer versions are just patches for existing features, even sliding stress windows. I will not add any features in that mod, cause its not popular, and some players bothering about not related problems.
About companion mod - wildfarming have some features with farming shrubs, and other misc, but it provide special blocks for trees and flowing problems after delete wildfarming mod. So i can add that additional features what can work with ESF smoothly
Thank you for your continued work on this mod!
✌😉
When using the newest version (4.9.12) I seem to have severe lag when doing anything, I swapped back to 4.8.15 (the version I was on previous) and it was back to normal.
understood
made a fix
Hi! After intalling versions after 4.9.* my sp-server get constantly overloaded (As well as my cpu).
4558,99ms, 2 calls, avg 2279497,05 us/call: gmleWildFarming.Ecosystem.EcosystemSystem
2,15ms, 1 call : spawningentities
2,15ms, 1 call : spawning:game:drifter-tainted
1,88ms, 1 call : tickentities
1,55ms, 258 calls, avg 5,99 us/call: behaviors
0,38ms, 64 calls, avg 5,94 us/call: ai-tasks
1,76ms, 2 calls, avg 879,15 us/call: gmlevsecomachina.Systems.VanillaTreeAutoClaimServerSystem
1,48ms, 166 calls, avg 8,92 us/call: gmlbDanaTweaks.BEBehaviorRainCollector
1,39ms, 1 call : gmleCoffeeMod.CoffeeWarmthSystem
1,21ms, 294 calls, avg 4,11 us/call: gmlbVintagestory.GameContent.BlockEntityWildFruitingBush
0,98ms, 1 call : physicsmanager-servertick
0,84ms, 1 call : entityphysics-mainthread (258 entities, single-threaded) (4 physics ticks to do)
0,49ms, 280 calls, avg 1,76 us/call: physicstick-oneentity
0,77ms, 1 call : gmleVintagestory.Server.ServerSystemBlockSimulation
The world i play in is old one. Its winter here so maybe it cause such lag.
In new world everything go smoothly.
some people bothering me about slow registration process. I inscreased it. Now im working to optimise speed and load at same time. Please wait
please update and report again
Significantly better now, thank you!
If I'm playing single player and turned off land claims, is it possible to in some way make the flowers in my garden not dieback constantly? Do I just have to turn off the entire mechanic in config?
(Realism wise, I think the flowers do that cycle a biiiit too often. It might be relevant to me setting month length to 20 and calendarspeedmul to 0.1?)
you plant it manual?
Also you can inspect why they dying. look on it and press i.
Raise FlowerBloomMaxTemperature (stress and spread)
Or disable EnableFlowerPhenology: false with Custom preset
made a fix with sliding window of stress, it must to be smooth in state changes, and its limited in cycles
Thank you!!!! Yeah I pick them up elsewhere in the world and plant them in my garden, for bee purposes.
Confirmed it was because of heat stress, the lack of tropical flowers in this game so far is a tragedy )= adjusted the settings. TYSM for making this nice nice mod!!!
✌😉
Does this mod have any Temperature or Biome limitations on Tree growth?
I am looking for something that stops tree's from being able to be grown everywhere, and instead limits certain types to certain biomes/temperature ranges.
Flora limits wild tree reproduction by temperature/rain/forest niches per species. It does not stop players from planting any tree anywhere - for that you’d need a different planting/climate gate mod
Dang, all good tho! Thanks for your reply.
Amazing mod with crazy depth! What is the current status of the path/trail feature? Is it worth using in the current implementation, or should I just go use another trail mod? What do you recommend?
"What is the current status of the path/trail feature" - I dont deep test it. Try it for yourself, and tell me if it bad
Umm, I tried walking over some grass, flowers, and high fertility soil for like 15 minutes, but nothing seemed to happen. I enabled trampling, left TramplingStressThreshold at default of 8, radius at 1, and enabled soil degradation, but nothing seemed to happen.
If you want a decorated trails, better install others. That system stressing plants and reduce soil quality on plant death due player on long timeline. But i think its must be more clear in vision to players.
I installed the latest fork of the Trail mod: https://mods.vintagestory.at/trailmodupdatedfork
It is probably better to keep this feature in a separate mod, indeed, because of its scope that you would have to maintain. But it's nice to have a built-in backup of course.
youre not right, i forgot to complete some features
I use Desire Path with this mod in MP.
Would be if I turned this config on that means the plants would not spread near? The issue (which is not big deal) is that the spread does go over sometimes with the player trampled paths from the mod. However if it creates its own path, I fear it might look weird
no, i made solution for this.
i made some changes, thanks for reports. Please standby
Please update, thats a better solution for natural trails. It impacts only soil and plants, nether of claims or any other blocks. Report on any issue
> thats a better solution for natural trails. It impacts only soil and plants, nether of claims or any other blocks.
Are you referring to Ecosystem's new Trample features?
yes
So say a fire wiped out a large patch of land. Will this mod spawn anything in the middle of the bare patch or only fill in from the edges?
from edges
Does this mod work with wildfarming forks tree growth system?
no, totally different systems. WC offers to player block entities, when ES is vanilla blocks only.
Most of the plants I inspect say that they aren't part of the spread registry - vanilla blocks only, eg - Pine trees, Redwood trees, ferns, catmint, etc. I thought these things would spread, and they are vanilla blocks - what am I misunderstanding?
not a part of a registry or an ecosystem? If it is not a part of an ecosystem, it cannot be spread. If it is not a part of a registry, wait until the mod registers it
I have the same issue, the vast majority of plants are not registered. Though I did get more when I changed the preset to Lush. Is that the best way to speed up the registering process?
Also, does the mod register player planted trees or only world gen trees?
all of them mod registering. If player placed plant mod register it immediately, but not for saplings
About speed up the registering process: inscrease
MaxRegistryAppliesPerTick(512 def). All settings are in U button. Press and set up any of them. Default config for long plays thats slowly solving spread and stress.About lush setup - its just inscreased spread counts and other variables to make spread more comfortable for any plant
fixed registration process, please update
Thanks!
✌😉
This cow parsely, a vanilla block that is actively spreading, says "Not in spread registry (vanilla block only)."
How should the Inspect display be read? I do not understand what I am supposed to be taking away from this information.
https://postimg.cc/VJMh1BGm
Okay, I have walked around and inspected more individuals. I'm understanding from your comment and the others I have inspected that this means that the block being inspected is currently only a vanilla block, and registration is pending. Is that accurate?
I think I would have understood faster or intuited the intent if it had said "registration pending" because the block is elligible for registration.
I had read "spread registry" as "blocks capable of spreading".
okay, will change it
Thanks, I appreciate your receptiveness and responsiveness.
update, please report on issues
Which tree species can spread? Is it just "building" trees like oak, birch, etc. or can fruit trees spread as well?
fruit trees still not spreading, other trees can spread
As much as I like this mod I think the grass overtakes the mushroom spots because I've looked where mushrooms are in several spots and there's just grass. Maybe add a system where the grass doesn't grow there?
That system already persists.
It does? because I used a knife and the mushrooms weren't there when I rechecked them a year later. Odd.
hmmm, understood.
Please check is there micelium block (just point on all around blocks with < i >). Micelium can die due surroundings (less or more meadow).
Since 4.7.1 update the mod is now sending this warning on startup:
9.7.2026 21:05:32 [Server Warning] [ecosystemflora] Harmony: mycelium transpiler did not match game IL — cap displacement may be inactive
must be solved, tell me if it still persists
Does not persist, warning no longer occurs on startup!
thanks for report
How to check this again? with < i > really? I didn't know there's a micelium block.
that problem solved already, nevermind. The game places mushrooms on air blocks.I made a harmony patch to fix the game to add the possibility placing mushrooms instead grass into vanilla engine
Please update, the game was not replacing grass on mushroom spawn, so i fix it
After the last update, I seem to be having weird textures for tall grass dieback?
what is the video you have? amd or nvidia? Can you provide screenshot with that grass? Anyway you can use previous version
switched to vanilla engine textures draw, please report on any issue
Sorry for the late response- that seems to have fixed it! Many thanks
https://imgur.com/a/cmw3tqP
After a server load, these wildcrafttree walnuts (and some other assorted trees) show like this. After about 5 minutes, the black boxes turn to normal branches.
I had the compat patch you uploaded seperately, though uninstalling it showed the same result.
So far, amazing work as always and thank you for your contribution for the community.
Will investigate that
Upon more investigation, it seems its just a simple rendering issue. Leaving the chunk and returning it fixes it immediately.
hmm, did you check you vram? mby its filled up
my setup 5090 64 ram, so mby i cant catch all issues
Thanks for your mod it's incredible, even if its harder to get wood :D.
I'm sad that I have to make the choice between harvesting horsetail + all the annoying flower with the vanilla setting, or harvesting neither with yours.
Could it be possible to make another setting ? I would like to turn random flowers into dried grass and keep the horsetail since it has healing proprieties.
thats really sad, i try to solve that
Thanks. Meadow harvest is one toggle today:
EnableFlowerDrygrassinModConfig/ecosystemflora.json.On: knife/scythe > drygrass for all meadow flowers (including horsetail).
Off: vanilla drops (horsetail keeps its herb behaviour).
Per-species “flowers only” isn’t in the mod yet; I’m not planning a big exception list unless there’s strong demand.
Knowing that this mod adds blocks, is there a way to safely remove it from an existing world?
disable all seasonal and juvenile block in config, reload chunks and wait when mod replace itself, then delete OR just disable that type of blocks before use and you can safely disable/enable mod anytime
Heyyo, just updated some mods, though only one seems to be in relation. I finally deleted that %appdata%\vintagestorydata\ModConfig\ecosystemflora\species. Anyways now there is a bunch of grass and flowers with missing textures everywhere. Did I mess something up somehow? Any help is appreciated.
understood, will check it
i made preventional fix, but it seems that mod was not loaded on yours screenshot
Hello! Not sure if that has been mentioned before, or even if it's indeed due to this mod, but I have floating plants popping in my world.
Understood, will check it. How long ago it appears?
upd: im not sure is that mod behaviour, cause all block strongly check surfaces before places plants.
To be honest I'm not sure. This save is pretty recent, I only have a few hours on it. I'm pretty sure I saw this behavior quite early, but I could not tell you which version of the mod I had at that time...
I've seen that when using Herbarium and its cores. You should post your modlist just to be sure.
I don't use Herbarium. Here is my modlist, sorry it's a big one ><
"walkingstick",
"alerebalance",
"offhandpenalty",
"animalcages",
"hardcorewaterforked",
"archering",
"attributerenderinglibrary",
"egocaribautomapmarkers",
"axlechisel",
"backpacks",
"bedrespawn",
"bellowsinfo",
"betterbreadsatiety",
"betterentityinteraction",
"bettererprospecting",
"BetterGrass",
"betterhandbook",
"irregularguybetterjam",
"betterruins",
"blackbronzebeehivekiln",
"boiledbamboo",
"bradycrudebuilding",
"bugsisbait",
"butchering",
"candlesplease",
"carryon",
"cartcarryonpatch",
"cartwrightscaravan",
"catchledge",
"cats",
"chickensitreloaded",
"chiseltools",
"clicktopick",
"clickuptorches",
"cavebeacons",
"configlib",
"blocklayeroverhaul",
"coriaendershaders",
"crawlanddive",
"creaturefootsteps",
"caffcuniculture",
"customlatitude",
"darkvision",
"desirepaths",
"domesticanimaltrader",
"dryfuels",
"ecosystemflora",
"eggpatch",
"elkphysics",
"extrainfo",
"fairfish",
"fallingtree",
"farmlandnutrientmanagement",
"farseer",
"fastmushroomharvesting",
"fastpackeddirtpaths",
"fennelfeed",
"firestarters",
"fixperishrate",
"fleeexhaustion",
"foodshelves",
"fromgoldencombs",
"geoaddons",
"goodhunting",
"gourmand",
"hangingvessels",
"hudclockpatch",
"hudshelf",
"humans",
"hydrateordiedrate",
"immersivelight",
"immersiveinventoryspoilage",
"immersivemining",
"immersivequicklime",
"immersiverope122",
"improvedquenching",
"indappledgroves",
"ingotmolds",
"insanitylib",
"interestingoregen",
"jsonpatcheslib",
"jumpheight",
"justvinegar",
"kilnshelves",
"knitting",
"plantleaf",
"limestonefromcaves",
"madfoundation",
"madhides",
"madhoarding",
"manualdishes",
"manualdough",
"manureecology",
"mngeology",
"mealrevariation",
"metalrecycling",
"mightywalnut",
"minireeddistributionstringsensecompat",
"minireeddistribution",
"moldsexpanded",
"moreicons",
"morepiles",
"movedoors",
"ndlwoodentorchholder",
"nomorewrenchtooltip",
"normalfriendlycats",
"noroofingrecipes",
"onlyflowerseeds",
"overhaullib",
"pelaguswinds",
"petai",
"pei",
"placeonslabs",
"playerinventorylib",
"playermodellib",
"primitivesurvival",
"prospectorsdispatch",
"pumpkinisafruit",
"purposefulstorage",
"putitinthebag",
"rainbowroadsupdated",
"rainfallnerfed",
"realisticwater",
"reallynomonsters",
"realsmokeqppatch",
"realsmoke",
"realtimefirepit",
"resregrow2",
"restfulsit",
"rivers",
"rockstratavariety",
"ropetiable121",
"saltyseawater",
"seamlessrapids",
"shadehouse",
"shearlib",
"shelfobsessed",
"shipwright",
"simplestarvation",
"sitandpasstime",
"sleepneed",
"spinningwheel",
"sprintmomentum",
"steepandbrew",
"stickisolation",
"stoneanvil",
"stoneharvesting",
"stonequarryrepckfipil",
"stringsense",
"substrate",
"tailorsdelight",
"terrainslabs",
"terraprety",
"thetruearchimedesscrew",
"toneddownpredatorsfork",
"toolbelt",
"toolsmith",
"toomanytabs",
"treetapredux",
"usefulshears",
"usefultraders",
"vanillapanestorage",
"vsimgui",
"vslumber",
"vsroofing",
"watersheds",
"wholtpo",
"wildbeerangeextender",
"wforests",
"wgroundlayers",
"wwaymarkers",
"windowstoragelib",
"windowstorage",
"wolftaming",
"wool",
"xvshaders",
"yacb",
"antiqueharmony",
"doublebeds",
Please just disable all other mods and report again. Here never been that problem. On my opinion its just invisible blocks that counts as soil
hey can you make compatibility for and your flowers as the bees cant see them example is

From Golden Combs
is that good if foliage states flowers can give honey?
yes
My mod vision said no, so i will not add this behaviour directly. You can disable seasonal flowers or change curves for your vision, and this pretty easy
I will do not break the mod simulation, so you can change some settings to make that work:
no phases:
EnableFlowerPhenology: falselower field:
FlowerBloomEnergyThreshold (less - more bloom time)
i got it working thank you 🧡
update: the forest fire mechanics + pyrogenics is still a bit funky, as i have eco machima with a few other wilderness mods. it does seem to work with large trees, as it will burn halfway up and explode the entire tree making it easier than cutting the tree down.
feedback part 2: it also seems that this mod alone does not function with calendar speed multiplication? Either the trees, flowers, foliage, etc grow quick as if it is running on vanilla time speed. With my server, we run at 0.13x than normal, and forests are growing quicker than a single month passes. I did switch to sparse instead of default (natural) and while it did reduce spread chance, it still grows fast
about pyro - yes, thats funky, but i have not idea how to solve some problems. You can disable it, it will fire slowly, but mid air foliage must me cleared after fire by ecosystem mod.
About spread speed - i made fixes for multipliers. Please report on any issue
perhaps a toggle for if trees implode they do or do not drop logs/sticks? and i'll see if the author of the other mod can find some compatibility with forest fire logic. picture is what I am speaking of: https://imgur.com/a/16XFuXa
I will be continuing the test with multiplicative factor of time today
What is the tree on screenshot?
It is a modded tree, the white poplar, henceforth what I will put an effort to asking other authors.
It is from both wildcraft and floral zones which I use trees from.
I have noticed similar behavior with Pine, though. However the normal pines do somewhat fine, but the large pines are an issue.
thats will take sometime, im working rn for comptatibility patch for plant mods.
updated as you ask me https://mods.vintagestory.at/pyrogenesiscontinued
Perfect, I have been using the updated mods as they come and they run well for my MP server on low-spread settings. Thank you for the work so far
It looks like PlantSnowCoverSync applies -snow variants to any block with a snow variant (fences, stairs, slabs) without doing a sky-exposure check.
Indoor building blocks get snow-covered on chunk load; only greenhouse/fluid/claim positions are exempt.
Yes, that correct, problem exists. Please update and report on any issue
Compatibility with worldgen mods? If I add plant mods, with that interfere with your mod at all, or will they simply not be affected by it? I wanted to try Terra Prety
plants must solve interactions between participants, so another plant counts as solid bock and does not replaces. Any worldgen mods must be totally compatible, like terrain slabs. Its just take plant and mod makes them alive, if that plant have a rules it be alive, thats it
Also a big fan of the floral regions mod, ads a lot of biodiversity
mod owner can add support to flora system. All docs provided, and its pretty simple
about floral regions mods - its good looking mods but im not sure that i need to add direct support instead theirs author. He can change his blocks anytime
Also, I had to turn off the spreading of underwater things like water crowfoot because within a few in game months it would just completely fill every single block in my rivers and streams, and in the process it would delete any fish traps I placed down from the primitive survival mod in order to spread over them. I think there needs to be some sort of limiting logic to stop such crazy spreading.
anyway checked and fixed, please report on any issue
I noticed while playing that sometimes grass or flowers will delete the bottom block of a tree in order to spread into that spot. This seems very unintentional so wanted to report it. Also still finding sometimes grass wants to spread more than anything else and in places with lots of grass any flowers or anything you try to grow will just be consumed by the hoard, except for that red tip grass which in turn spreads like wildfire wherever it grows.
Did you using latest version? did you deleted %appdata%\vintagestorydata\ModConfig\ecosystemflora\species ?
about red top grass, its overflow usual grass like irl, but you can reduce overall spreading in config menu (spreading multiplirier: lesser - slower), also, you can change all rules in %appdata%\vintagestorydata\ModConfig\ecosystemflora\species (just paste in win+r run command windows) and edit csv tables
I wonder if Animals will effect the spread of these things?
im making another mod for animals, please standby
Hows this mod behave when claims are off but reinforcement system enabled?
The mod only knows about land claims. It does not check the reinforcement system at all. With claims off, ecology runs as if nothing is “protected,” even on reinforced blocks
Also sticks are randomly appearing near fall. I assume it is cause tree leaves are dying but it is appearing underground in my house so I assume it is just chosing the lowest height avalable.
Sticks under canopy its feature. Sticks under roof - bug
please update
My friend was cutting plants with the scythe. He cut a brown sedge and it spawned, and I do not kid you, over 1000 sedge. IT happens when you cut down the sedge (the one you can get with the shovel).
Understood
check update please, fixed brownsedge bud
Cowparsley-free, redtopgrass-free, and catmint-free are all missing texutres. In the most up to date version. It is all the things called -free
Try this. If it didnt helps, please clear cache folder %AppData%\Roaming\VintagestoryData\Cache
I have found a broken block. It is the white cube with the red question mark and it is called block-juvenile-flower-redtopgrass-free
its a last version?
Not the latest (as in the one from 27 minutes ago) but I updated it like, 2 hours ago.
take latest
Is the spreading rate of Catmint messed up? It is summer currently and it seems to be spreading alittle fast.
How fast?
We started with a patch of like, 7 near our house adn now there is like 50 and it has been like, 4 days since it started spreading. And cow parsley too.
did you removed folder %appdata%\vintagestorydata\ModConfig\ecosystemflora\species ?
I did not.
please remove then report if problem not solved
Alrighty. Will report tommorow since hopped off for the night.
Okay, gn
having a small issue where grass is taking over the base of trees just a fyi. trees i planted.
What a grass, please names
i have no other mods that spread plant life like i said it only happend to trees i planted,
i just updated to current right now
yours link not working correctly
https://imgur.com/gallery/grass-overtaking-tree-kUwZonj#G9wvmv1
Wait please
np tyt love the mod keep up the great work
https://imgur.com/a/kvYaZU5
https://imgur.com/a/wDAVFGs
seems to be ok, now get new release
all ok just needed to reload it fixed itself
lol, no any issue to me. Please wait
🧡
searching the issue until noticed your answer
Are you using last version
I'm not sure if this is within the scope of your future plans, but this mod would work great if the vanilla leaf pruning systems work with natural forest fires. Currently all leaf blocks float after a forest gets burned down due to a lightning strike, having this config stay turned off for MP servers.
Any chance this can be a feature in this mod somehow?
you mean vanilla pruning system? It must solve floating leafs.
anyway i solved that problem, please update. Also check i made for you, it may helps with large fire https://mods.vintagestory.at/pyrogenesiscontinued
You are incredibly quick on this, I must say.
I will do further tests on my server as soon as Im able to
After the last update Im seeing lots of missing textures for Eagle Fern (dieback) again
not sure
hmm, it only on saved worlds, understood
seems to be ok https://imgur.com/a/GlctCvq
you know if so amazing when you reports this kind of issue and its gets fixed so soon. Really love your mod, keep it up with the good work
😘
wondering if snow can hide seedling and other flowers?
now it can
thank you
✌😉
Would you be willing to make this compatible with Biodiversity mods?
loving how this mod looks by the way. keep up that awesome work 😊
what you mean? Explaitn more clearly, they have many mods
there mods add more trees, plants, berries and flowers. i was wondering if you could eventully add compatibility so they too would die off and grow when i have this mod on?
just a thought ☺️
already have a support participants. Mods author just to be need update blocks like at docs
im sorry i dont know what you mean. like there will be an update for it?
author of that mods can add additional fields to his blocks in his mods for ecosystem flora mod support. Look at docs part at the description. Ecosystem automatically reads all blocks with that fields and make them alive
ok thanks a bunch. ill ask them then to see if they will add it in. ☺️
Also just would like to say. Your response time is INSANE.
😁
Small issue/complaint I have. You cannot harvest flowers (when the meadow harvest is enabled) if they are anything other then normal. If they are seedlings or foliage at least you just can't harvest them. Do not know if this is intended but not a huge fan personally.
understood
okay, added drops to seasonal phases
Vines are spreading like crazy, even on each other, growing into open terrain.
Before / One minute later
https://limewire.com/d/qONlG#VWIAVySwnm
haha, okay
Fixed, now they correctly spreading
As grass or flowers are spreading they are removing and replacing the bottom block of their trunk. This results in floating tree's. I am using Salty's Falling Tree's mod, don't know if that would be causing an issue.
fixed, please check update and please report on any issue
Still looks too unstable..Will be eager to see this when it's reached a stable milestone! 😄
thats it, last milestone 😆
I think it be last huge feature for that mod. only stability patches i will release. Please report on any issue
you should either put a dependson in the wildgrass patches or shove them into the compatibility folder because they're throwing errors about not finding the files (when wildgrass isnt installed). no biggie but players will report this sooner or later either way
i know about and its the last thing in the list of changes
last thing done 😄
Yeah crashing for me as well i reverted to 4.4.1 which doesn't crash at least from the latest error, where it forces the server to shut down due to too many errors
Did you check 4.5.2 ?
new version crashes the server after a few minutes
Please check update. Playtest seems to be ok. Please report if not
Wonderfull issue that i've found, this is from a fresh download into a brand new world for my server, it basically bricks the server, i cannot even stop the server with commands i have to forcefully end the server task, i've disabled all fern spread rhizome and not to test to see if that fixes it but yea figured it would help out if i posted this right here ^.^
\ServerMain.cs:line 882 28.6.2026 08:06:58 [Error] Exception: Value cannot be null. (Parameter 'key') at WildFarming.Ecosystem.FernRhizomeSpread.ApplyTo(PlantRequirements req) at WildFarming.Ecosystem.PlantRequirements.FromBlock_Patch1(Block block) at WildFarming.Ecosystem.EcosystemSystem.TryRegisterPlacedBlock(BlockPos pos) at WildFarming.Ecosystem.EcosystemSystem.<>c__DisplayClass111_0.b__0(Single _) at Vintagestory.Common.EventManager.TriggerGameTick_Patch1(EventManager this, Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server
EDIT Fully crashes the server when disabling ferns or any other of the spread settings, i think i shall have to remove the mod for now which is a shame
yes, wait please, it was huge refactor species tables
Biblical Response time lmao, very much appreciated my guy, i've also noticed that certain ferns as well before the server bricked itself were missing textures, specifically dormant ones, such as hart's tongue and deerfern
its very huge amount of features, and refactoring can touch something. You may notice there new table of species, that you can edit. thats why some errors i can skip tru my attention
That should be fine no? it shouldnt cause any missing textures to form should it? i am rather illiterate when it comes to vintage modding, space engineers im fine with with vintage is a whole nother monster haha
Assets patching system very fragile, so when i fix something it can break. The huge number of plants adds to the complexity.
Ah i see, thats unfortunate then, i hope it doesnt cause you much headache
some headache pesrists, cause core feature - table of species - i forgot to separate from code first. Also second issue with textures of new plant elements of brown sedge - roots
did you have wildgrass?
Yes? I believe so, like just grass in the world normally or a specific type of flower/grass, because if it was normal grass then yes flower grass i remember seeing redtop grass with no problem, but other than those two types i havent an idea
i mean wildgrass mod. But i found another incopatoibily mod - herbarium, working on it
I didntr even consider herbarium lmao, thats my fault shoulda mentioned that, testing now
oh, i found that its compatible. I thought why herbarium and fruits & nuts brokes bushes. It need to be launched in new state world. So no problem at all
Please check update. Playtest seems to be ok. Please report if not
Great Success! You've fixed it my guy, thank you very much!
У меня сейчас игра вылетает (вернее выкидывает на загрузочное меню) примерно через 10 минут с ошибкой:
[Event] Stopped the server!
[Error] More then 100000 errors detected. Shutting down now. Threshold can be changed in serverconfig.json "DieAboveErrorCount"
То есть количество ошибок превысило 100 тысяч. В логе server-main.log 700+ тыс строк, из которых почти всё один блок ниже. Напрямую не указано какой мод, но WildFarming у меня не установлен. Это не может быть связано с модом "Ecosystem - Flora"?
секунду
интересно, в плейтестах в плоском не вылезало. Я там серьезно переделал таблицу видов
пофиксил. Проверь пож
О! Спасибо за оперативность. Через час смогу проверить и отпишусь!
Вау!!! Она загрузилась без единой ошибки в логе загрузки на экране! Такое у меня вообще впервые!!!! 🤩
😁
Lots of plants spread insanely fast, especially brown sedges, which cannot be removed via scythe for some reason. Clearing out large amounts of this around my base needs to be done via a controlled burn or by hand, which takes quite long. And regardless, a patch of sedges magically spawned in after I did a burn despite me having blocked off any remaining sedges nearby. Is it possible for a patch to be made in order to fix the scythe not working on them? Or could it be an issue caused by another mod, such as toolsmith? And is there a way to slow down the speed at which plants spread?
Can you provide screenshot or video? Is that last version of mod? Did you use juvenile settings?
I've since updated the mod and things (Sedges, redtop grass) are spreading at a much more comfortable rate. The sickle remains unable to affect brown sedges, though, I don't really need to since they spread slower now.
sicle or skythe?
I meant to say Scythe, not sure why I typed sickle lol
anyway scythe works
anyway, please update
Что насчёт совместимостей? Будет ли работать с https://mods.vintagestory.at/wildcraftfruit ? или со временем ванильные растения просто "выдавят" растения из модов?
не выдавят, так как эти растения не умирают. А ванильные растения занимают только пустые блоки, то есть для них это как твёрдый блок
Да, я протестировал, всё работает хорошо
У меня стало появляться большое количество неизвестных блоков со скриншота ниже. Как-то совсем не айс.
Часть скриншота вставить непосредственно не могу, только через ссылку.
был крупный рефакторинг кода, так что часть ассетов немного отвалилась. Если ты переживаешь, что это останется - нет, это просто потеря части ссылки на текстуру. Восстановится после патча
Можешь мне на этот блок тыкнуть через i и скинуть скриншот?
Проверяй, скриншот уже не нужен.
Ура, пропали!! Супер! Спасибо!
Wanted to ask. How do the mushrooms work? My big question for "how they work" is mostly is there a way to see how they are spreading?
in vanilla game some soil or wooden blocks working as micelium. Sometimes it spawns mushrooms. Mod make micelium slowly solving relation between niche and nearest blocks and other micelium blocks, making carpet. Its invisible for player and only inspect can show you the truth spamming on soil blocks.
Brown sedge is spreading INSANELY fast. It was spawning like 10 new plants a minute.
forgot to refactor it. Please wait
please update
The flowers on the map now have no color. They are all just white (the young ones at least). Correction. It is just the Red Top seedlings.
Is now spring in world? I think its still map updating
It was still spring, it did become sumemr though and they were white on the map still.
understood
I'm getting grass with no models or texture? How can I fix this? https://imgur.com/a/sNZkiUc
wait a minute, its really hard to catch all problems in one playtest
please update mod
Just wanted to report that the latest patch seems to have fixed both the missing textures for growth stages, and also the apocalyptic growth of some flowers. I had runaway Cow Parsley, and came to mention it about ten minutes after the patch. Been a few hours now, and its behaved itself ever since.
Thanx for report. Glad to hear you
Does this mod support bamboo and/or bamboo shoot regrowth or spread? I'd love to see trimmed bamboo regrow. And I understand that in vanilla, bamboo shoots don't regrow after you harvest them. (Not sure that's true, but these should be a renewable resource.)
Also, not sure it was caused by this mod or something else, but parts of my bamboo fences were being vanished, leaving holes. I was finding a lot of fern creeping on the otherside, which is why I began to wonder if this was the cause.
The mod didnt touch bamboo due vanilla bamboo spread system. To prove it look at bamboo and press i button. it will tell in chat "not a part of ecosystem"
i playtested it and didnt notice any problems. bamboo actively spreads and didnt dies
The flower seedlings do not break correctly. They sound like stone and knives do not break them faster.
understood
check out, please report if you have any issues
having the same issue as missing texture for "ecosystemflora:block-fernphase-eaglefern-dieback"
I'm getting this for cinnamonferns too.
sawushka
SnakeMittens
check out, please report if you have any issues
Seems to have fixed it! Thanks for the quick updates.
what's up with the mod description that looks like a billion other AI-made websites? and the "It's not X— It's Y" text?
Ooohhh, you know the trick too. I like you.🤙
yes, ai support for description
Objects without textures are appearing in the world, and here is what is written: "ecosystemflora:block-fernphase-eaglefern-dieback"
understood
check out, please report if you have any issues
I have an issue where the Hart's-Tongue Fern is spreading more than once a minute, similar to the catmint issue. Im running 4.0.2 and using the Sparse preset.
The mass of green is all ferns, the area is a large grassland (Meadow?) without any trees. As a side effect of the ferns, all the soil is now turned to forest floor as when a fern spreads it converts the block below to forest floor.
Im loving the mod otherwise.👍
as temporal solution you can use some settings
UseSoilSuccession: false
EnableEventDrivenSpread: false
EventWakeRetryHours: 24or moreEnableSymbiosis: false
please check newer version. I solved all that issues - forest floor, catmint, ferns. Also after death of fern and grass spread it must turn soil back
I really want this mod, It looks really good. I'm uncertain about adding it to an already started game. How well does it manage?
Also, with the frequent bug reports I'm hoping there will be a "Milestone" release where it's fairly stable.
This mod seems great and am eager to see your work continue. Will check back soon.
Too many features for ideal balance (about spreading), some errors not not relates to mod. So youre not right about too many bugs.
About already existing worlds - its all good, just select feature - juvenile and seasonal new blocks allowed or not and install.
Here's a weird bug for you. I can't craft hay bales or terrain slabs.
not sure it that mod
Does this work with ecomachina?
yes
I have a bug where all red top grass becomes a missing resource if it changes state to dieback or dormant
fixed
Updates every hour, on the hour i swear lol
after every change i swear myself i will skip this mod to play games lol, but my mind disturbing me with new ideas
I found a bug.
Sometimes when breaking any vegetation that's on soil or gravel, the block beneath the vegetation breaks instead of the vegetation and leaves the vegetation floating.
that juvenile or grown block?
🧡 this mod
😇
Hi, just want some clarification on how greenhouses work with this mod.
Does the effect work for yield or is it just plant stress? I currently have a 14x7 greenhouse with a fully closed roof made of glass and clear quartz slabs. The room gets the greenhouse bonus but the tooltip shows that growth is stunted and will have a reduced yield. Is that expected?
Also, I get an error "Patch 0 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/bluegrass.json not found" whenever I load into my world. I'm not sure if I would have compat issues since this is the only plant mod I have
About greenhouses - i dont know how it work in vanilla - never uses that cause it was glitchy. But i will look onto it. Try to disable mod and check greenhouses again.
About patch warnings - its because it has wildgrass mod support, and make code dependency patches more harder then ignore some usual json patch errors.
The mod works the same a vanilla except with your mod, crops always grow and take no frost damage. +5C on all the crops and they continue to grow through winter but being outside of temp range reduces yield. I think just got the wrong idea from
"Greenhouse supports — fully enclosed glass roof protects from temperature stress (no land claim required). Grow tropical flowers in cold biomes."
I thought temperature stress included crop temperature range for yield (ex -5 to 27°C for turnips) so I assumed with this mod I would be able to grow anything with no negative effects.
I also want to share my experience with the issue Eliam had below. The video shows catmint regrowing 4 times in less than 30 seconds:
Understood, please wait
fixed. Please report on issues
Uh oh, now I get a missing-texture-flower:
understood
fixed, please report if not
Looks good now, thanks!
nice ui btw
Haha thanks, shoutout to HudUI https://mods.vintagestory.at/show/mod/50003
Hello, I really love the mod but I have an issue with some plants that propagates at insane speed. I restarted a game with default worldgen and default Ecosystem settings (and no other mods), and planting even a single catmint colonize the whole chunk and more in less than a day (in game). See the attached screenshots taken less than 24 in-game hours apart. The initial propagation was so fast that 3 new catmints poped even before I pressed the screenshot key.
In my game the regrowth happens faster than I can cut the plants. I had to use creative mode to stop a rapid bush fire because catmints reached my pit kilns and then propagated to a nearby forest faster than the fire could propagate, covering the land with a dense flammable mat. I'm not mad it was a fun experience but I think there's something wrong with how fast it grows.
lol, in my playtests it always slow as fuck. Okay, i wlli look onto problem. Also it may be good place to spread with minimum stress, thats why its take so fast. As solve problem you can descrease spread points on tick in config menu (u), then reload
OK lol thanks, I re-opened the world to check Ecosystem infos on the catmint and here is the data if that can help. Also I use VS 1.22.3 and the latest version of Ecosystem Flora
One hint - catmint its colonizer. It spreads fast, because all blocks around is free. Then after its take hiche and ecosystem will solve all relations like irl. If you place invasive plant it will fight to catmint
Ok lol but rigth now it feels more like 1 spread attempt per minute (in game) instead of 72 attemps per year.
okay okay. ill fix that. Hole in spread logic
Spread rate seems to be fixed, however the junevile version of the catmint block or texture seems to be missing when spread occurs (block code : ecosystemflora:block-junevile-flower-catmint-free)
yeah, wait for patch
released patch
fixed
Thank you so much !!
Is it normal that flowers and grass regrow aggressively after being removed until all of them are removed?
turn off in config bud (perfomance or spread layout)
i remade system of grass spread, you can check it
Yeah, it work fine on the latest version, nothing regrows aggresively like it was. Thanks!
Is this safe to add to an existing world?
yes, its working with existing blocks
That's alot of berries
What you mean?
Hey, first, the mod seems to be working perfectly and with surprisingly good performance. So much is going on here; I was expecting to take a hit and didn't really seem to. Anyways, what I'm really curious about is if there is any convenient way to test the mod/ speed up the process just to see how it would work over time, and if it's worth it for a server.
let the any ai to set your json config from links. You need to inscrease budgets and descrease limits.
Also in config ui on <U> button all settings detaily described. But dont wait superspeed of grown and spread due timers that i not all put into blown configuration.
But most fastest way to look at changes just put some grass or tree on flat world and watch.
Thank you.
При загрузке игры выскакивают следующие ошибки.
[Error] Patch 1 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/switchgrass.json not found
[Error] Patch 2 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/ryegrass.json not found
[Error] Patch 3 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/bushgrass.json not found
[Error] Patch 4 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/fescue.json not found
[Error] Patch 5 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/buttongrass.json not found
[Error] Patch 6 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/bermudagrass.json not foun
[Error] Patch 7 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/buffalograss.json not foun
[Error] Patch 8 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/common-rush.json not found
Это не критично, но всё же.
Не хочу заниматься этой ерундой
Поправил ерунду
Граци!!! 🤝
I love this mod. It really makes the flora feel alive and not like they are just decorations
😎
i like the new pictures. ☺️
😀
I'm seeing aggressive regrowth of leaves on the latest version. It doesn't seem to affect all leaf blocks, but when breaking leaves around the base of a tree, they frequently pop back into existence shortly after I break them. They don't always regrow in exactly the same shape (a group of 3 leaf blocks might regrow just 2 or all 3. if 2 regrow and I break those, it might go back to 3 next time) but if a clump regrows, it seems to be extremely persistent. I originally saw the behavior in a heavily modded world, but am able to reproduce it with only this mod installed. Turning off the newer tree-related features (EnableTreeAging and EnableTreeSenescence) does not seem to stop the behavior. I've only confirmed it on maple and birch leaves, but haven't spent enough time trying to make it happen to be confident those are the only types affected. Disabling the mod makes it stop, but re-renabling it seems to cause the same regrowth even of leaves removed while the mod was disabled, although they seem to take a bit longer to grow back.
Understood.
Try newer version
The update fixed the issue. Thank you!
If you want an language support just tell me
cooking with updates. keep it up man. love the mod.
😘
I'm not sure if anything changed recently, but my settlement is being absolutely invaded by cow parsley. I turn my back, turn around, and three more have spawned. I haven't messed with any config values other than turning a few features off.
Is season spring rn in your game?
Spring in my game, same issue. I'll harvest a Woad and then it'll grow back as I am watching it instantly. I planted 1 and now it's taken over the whole biome, lol. Naturally spawning woad wasnt doing that though. Is there a way to tweak those fast-growing flora?
understood
Please get an update
RadMojo
SnakeMittens
Is there a way to reduce the growth rate of grass, but not its spread speed? In other words, make it so the grass spreads normally, but takes longer to grow from one stage to the next? We are finding grass goes from chopped to medium or long length multiple times per in game day, at some points.
The mod didnt touch grass growing, only spreading. Its vanilla behaviour
I have trouble with grass too, when I am trying to harvest any small creature, I must esure the grass all around is cut completely away or else as I am harvesting the animal, the grass will regrow and interrupt the harvest due to the animal being smaller than the grass. I've run hrough several scythes just trying to hunt chickens.
All troubles with grass solved in 3.9.7
Leavraell
Fjall
Awesome, thank you. Sadly, I am getting a crash with the latest version for some reason:
Edit: Should mention, I am running it on a dedicated server.
lang files, pls wait some time ( 5 mins)
Please get new version and report.
Works great, thanks so much!
✌😏
Привет! После последнего обновления столкнулся с провисанием сервер-сайда, по логам вычленил, что ecosystem вызывает задержки в пару секунд:
20.6.2026 14:23:17 [Warning] Over 400ms tick. Skipping 3 physics ticks.
20.6.2026 14:23:22 [Warning] Server overloaded. A tick took 4095ms to complete.
20.6.2026 14:23:22 [Notification] 1 players online - A tick took 4095,74 ms
4095,74ms, call : all
4000,31ms, 16 calls, avg 250019,54 us/call: dceWildFarming.Ecosystem.EcosystemSystem+<>c__DisplayClass85_0
92,16ms, 1 call : gmleWildFarming.Ecosystem.EcosystemSystem
1,81ms, 1 call : tickentities
0,92ms, 45 calls, avg 20,53 us/call: behaviors
0,59ms, 41 calls, avg 14,27 us/call: done-behavior-floatupwhenstuck
0,41ms, 45 calls, avg 9,17 us/call: entityAgent-ticking
0,84ms, 1 call : physicsmanager-servertick
0,77ms, 1 call : entityphysics-mainthread (334 entities, single-threaded) (2 physics ticks to do)
0,55ms, 278 calls, avg 1,99 us/call: physicstick-oneentity
20.6.2026 14:23:22 [Warning] Over 400ms tick. Skipping 111 physics ticks.
20.6.2026 14:23:22 [Warning] Server overloaded. A tick took 502ms to complete.
20.6.2026 14:23:22 [Notification] 1 players online - A tick took 502,71 ms
502,71ms, call : all
500,04ms, 2 calls, avg 250021,70 us/call: dceWildFarming.Ecosystem.EcosystemSystem+<>c__DisplayClass85_0
1,00ms, 1 call : tickentities
0,55ms, 1 call : physicsmanager-servertick
0,52ms, 1 call : entityphysics-mainthread (337 entities, single-threaded) (1 physics ticks to do)
0,43ms, 4 calls, avg 106,50 us/call: gmlbVintagestory.GameContent.BlockEntityWildFruitingBush
20.6.2026 14:23:22 [Warning] Over 400ms tick. Skipping 3 physics ticks.
20.6.2026 14:23:28 [Warning] Server overloaded. A tick took 5916ms to complete.
20.6.2026 14:23:28 [Notification] 1 players online - A tick took 5916,11 ms
5916,11ms, call : all
5906,92ms, 16 calls, avg 369182,74 us/call: dceWildFarming.Ecosystem.EcosystemSystem+<>c__DisplayClass85_0
6,54ms, 1 call : tickentities
5,71ms, 39 calls, avg 146,34 us/call: entityAgent-ticking
1,53ms, 1 call : gmlbVintagestory.GameContent.BlockEntityWildFruitingBush
0,63ms, 1 call : physicsmanager-servertick
0,58ms, 1 call : entityphysics-mainthread (349 entities, single-threaded) (1 physics ticks to do)
0,36ms, 125 calls, avg 2,89 us/call: physicstick-oneentity
20.6.2026 14:23:28 [Warning] Over 400ms tick. Skipping 166 physics ticks.
20.6.2026 14:23:33 [Warning] Server overloaded. A tick took 4003ms to complete.
20.6.2026 14:23:33 [Notification] 1 players online - A tick took 4003,4 ms
4003,40ms, call : all
4001,03ms, 16 calls, avg 250064,66 us/call: dceWildFarming.Ecosystem.EcosystemSystem+<>c__DisplayClass85_0
1,15ms, 1 call : tickentities
0,64ms, 54 calls, avg 11,93 us/call: entityAgent-ticking
0,71ms, 1 call : physicsmanager-servertick
0,67ms, 1 call : entityphysics-mainthread (379 entities, single-threaded) (2 physics ticks to do)
0,48ms, 198 calls, avg 2,42 us/call: physicstick-oneentity
20.6.2026 14:23:33 [Notification] Server ticking has been suspended
С чем такое может быть связано? До версий 3.9.0 таких задержек не наблюдал
Так, вроде как разрешилось удалением старого конфига)
да, я бурст скан выставил слишком большим
Wildgrass support? 👉👈
i can, but im already made contract system...
Sorry, i write in english so others could understand my comments. I dont get what you mean by "contract system"
Извиняюсь, пишу на английском чтобы люди могли понимать о чем речь. Не понимаю что за система контрактов, можешь объяснить?
https://github.com/dann1kid/ecologysample-mynewplant
Есть возможность добавить в ассеты поля для того, чтобы мод считывал параметры распространения.
И еще - о каком из форков вилдграсса ты говоришь?
Вроде понял.
Других форков не знаю
Wildgrass Fork - Vintage Story Mod DB
https://mods.vintagestory.at/wildgrass#tab-files
есть еще такой
так это не форк, ориг
так мне поддержку орига или форка?
у них id один должен быть, ориг не обновлен, так что форк конечно. спасибо
Окей, попробуй, но я не тестил глубоко
вроде работает. куча ошибок при входе в мир, но это вроде ожидаемо?
с вилдграссом ошибки?
20.6.2026 20:20:05 [Error] Patch 3 (target: game:blocktypes/plant/tallfern.json) in ecosystemflora:patches/handbook-behaviors.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 4 in ecosystemflora:patches/handbook-behaviors.json: File game:blocktypes/plant/tallplant-coopersreed.json not found
20.6.2026 20:20:05 [Error] Patch 5 in ecosystemflora:patches/handbook-behaviors.json: File game:blocktypes/plant/tallplant-tule.json not found
20.6.2026 20:20:05 [Error] Patch 6 in ecosystemflora:patches/handbook-behaviors.json: File game:blocktypes/plant/tallplant-papyrus.json not found
20.6.2026 20:20:05 [Error] Patch 7 (target: game:blocktypes/plant/waterlily.json) in ecosystemflora:patches/handbook-behaviors.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 8 in ecosystemflora:patches/handbook-behaviors.json: File game:blocktypes/plant/aquatic-watercrowfoot.json not found
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/bermudagrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/bluegrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/buffalograss.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/bushgrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/buttongrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/common-rush.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/fescue.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/ryegrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
20.6.2026 20:20:05 [Error] Patch 0 (target: wildgrass:blocktypes/plant/switchgrass.json) in ecosystemflora:patches/wildgrass-handbook.json failed because supplied path /behaviors/- is invalid: The json path /behaviors/- was not found. No such element 'behaviors' at the root path
Проверяй
вроде все норм, если что увижу отпишусь. спасибо!
Is this compatible with eco machina and deciduous trees?
i didnt test it with deciduous trees. Yes, its compatible with eco machina. If you like deciduous trees mod you can disable canopy in config file.
I'll note that deciduous trees makes leaves transparent, while Ecosystem - flora physically removes leaf and branch blocks, adding fallen sticks underneath the tree. Also, in Ecosystem - flora, foliage completely regenerates, but not exactly as before, meaning the tree's silhouette is constantly changing. So you can use both mods without any configuration
thats Ecosystemflora + Ecomachine looks like on autumn
Как я понимаю, могу писать без переводчика. 😀
Мод очень крутой!!! Прям вау. Но есть два вопроса:
1 - Я делал их на первых версииях мода кроме последних 2 скриншотов. Это было сделано для четкого понимания, как это может выглядеть и как это работает. Сейчас всё гораздо естественнее и плавнее в визуале. Да, стресс есть для всех растений, в тч деревьев и травы. У водных растений присуствует развитие ризом, и камыши с рогозом распространяются только в неглубоких водоемах. На скриншотах заметно, что там глубина не больше 1м, там где есть распространение. На другом была ошибка и рогоз занял всю прибрежную линию, но мне понравилось, как это выглядит.
Если сможете предположить, как можно изобразить естественный цикл, то я буду рад, поскольку от ванили я не понял как это изобразить, так как это не особо отличается, за исключением повышенной плотности растений, занимающих всё пространство.
2 - Производительность отличная, можете отдать ссылку на страницу конфигурации мода ( https://github.com/dann1kid/vs-ecosystemflora-config/blob/master/CONFIGURATION.md ) нейронке, она подберет вам параметры, так как все поля описаны в спойлере с таблицами.
3 - Меня попросили добавить поле, переключающее включение этого опционала, так как кто то пользовался модом с тропинками. Выключено по умолчанию.
EnableTramplingfalse
Plants near player paths accumulate stress and die
TramplingSoilDegradationfalse
Trampled paths lose soil fertility
Супер! Отлично! По рогозу могу предположить стресс как сумму двух компонент - одна по мере удаления от берега (даже если глубина 1), вторая от количества растений вокруг (причём в идеале не ближайшие, а в радиусе 2) - в таком случае и центр неглубокого большого озера не зарастёт, и сплошного ковра не будет, будет какими-то проплешинами. Правда тогда стоит и учитывать то, чтоон и не только в воде растёт - то есть и по мере удаления от воды тоже должен увеличиваться стресс. Не знаю насколько это легко реализовать.
я сделал как в реале, в реале он занимает всю свободную площадь, если ниша не занята, заболачивая местность, доходя до глубины в 1м.
https://share.google/aimode/CR26hJwvZQGQxWKG7
Put it on my server and looks like its works pretty nicely. Thanks a lot for it.
Have some questsions.
Is redwood effected by the tree ecosystem for aging etc. Some guys on the server living on trees so dont want to delete their habitat.
Is it a way to increase tree life spam? (right now turned "EnableTreeAging" to false)
Gone through the config and didnt really find a way to slow down overall spred, just individual parts. Do i missed something?
Thanks — glad it’s working on your server.
1. Is redwood affected by tree aging?
Yes. Redwood is one of the 14 supported lumber species (
log-grown-redwood-*). If those trunks are registered by the mod (chunk scan / worldgen / spread), they get the full tree lifecycle:EnableTreeAging)Important for treehouses: the mod only treats
log-grownblocks as wild ecology trees. Player-built structures fromlog-placed/debarkedlogare not registered as wild trees and won’t age or senesce through this system.If people live inside natural redwood (
log-grown), those trunks can be affected when senescence runs. Blocks inside land claims are protected from spread, growth, and senescence.2. Can tree lifespan be increased?
There is no config key for per-species lifespan yet — horizons are hardcoded (redwood 140 years, oak 120, birch 90, etc.).
What you can do today:
"EnableTreeAging": false(what you did)"EnableTreeAging": true,"EnableTreeSenescence": false"EnableTreeSenescenceRemains": falseWith
EnableTreeAging: false, senescence is also off (same scheduler). Sapling spread from mature trunks can still happen unless you tune that separately.Press I on a trunk log to see age / phase if aging is on.
3. Slowing overall spread (not just per-species)
You didn’t miss a hidden “global speed” slider — spread is tuned by a bundle of settings.
Easiest: set the balance preset:
That lowers global spread vs default
natural:ReproduceAttemptsPerYear: 36 (vs 72)ReproduceChance: 0.3 (vs 0.5)MinFitness: 0.6 (vs 0.45)For manual tuning, use:
Then adjust (these affect all species, scaled by each species’
SpreadRate):ReproduceAttemptsPerYear— attempts per in-game yearReproduceChance— success gate per attemptMinFitness— higher = harder to spreadDefaultSameSpeciesSpacing/DefaultOtherSpeciesSpacingMaxSpreadAttemptsPerChunkPerTick/MaxSpreadChunksVisitedPerTick— server throughput capNote: if
BalancePresetisnatural,lush, orsparse, those spread fields are re-applied on every server start. For custom values that stick, set"BalancePreset": "custom".There’s no single
SpreadSpeedMultiplierfor everything;sparseorcustom+ lowerReproduceAttemptsPerYear/ReproduceChanceis the intended approach.Short server-admin recipe for “treehouse-friendly + slower meadow”:
(or keep aging on but turn senescence off if they want trees to grow slowly but never die from the mod).
If you want, I can add a config key for tree lifespan multiplier or a
SpreadActivityScale-style global spread multiplier in a future version — that’s a reasonable feature request from this feedback.sorry got sidetracked with my mod...
Thank you so much for the explonation and advice for the habitat settings. It explanes a lot.
The thing what i was really worrid about is the die off trees. But i will follow the advice and see what happens.
Redwoods can live for thousands of years, so they might as well not be affected by senescence for game purposes haha
The
OnlyActivateNearPlayersmeans, if its true, will not change beyond player actual chunk/radius?Why i ask? On my actual playthrough the parameter is true and the change is noticeable, even with preset "sparse": there are flowers everywhere my base is. But far beyond, where i did walk sometimes, the field still the same, even with the same flower in it. So if i set false, will the changes spread for all the chunks not only in my radius?
You understood it right.
Hi,
I love the mod so far, but I got some performance problems: animals start to lag as soon as they try to run away or towards me. I also have some lags when I pick up sticks that are being created by the "
EnableCanopyFallenSticks". The FPS are fine, there are no lags with my character or other things in the world.I already set the
EnableCanopyFallenSticksto false but it did not solve my problem. Does anybody have an idea what can cause these problems? Maybe an incompatibility with a mod?There also seems a problem with the sticks being created by canopy: sometimes they lie on top of grassblocks so it looks like they are flying. But this is just a small problem (for me).
How is long far view distance is set and what is yours cpu?
About settings - i was set burst scans around players too far. Please set PlayerRegistrationPriorityRadiusBlocks in mod config to 16.
View Distance is set to 256 blocks. My specifications:
AMD Ryzen 5 2600 Six-Core Processor (3.40 GHz)
RAM 16,0 GB
NVIDIA GeForce RTX 2060 (6 GB)
I will try your settings and will report back.
This sounds like it would be incredibly useful especially for one of the other mods I'm using that requires wildflowers to make tea looks like it'll make the world feel quite alive to really meat more how is it performance wise
perfomance is great
Seems there's an incompatibility with Salty's Falling Trees. I'm not sure if this is something you have any desire to fix, but I would absolutely love the interaction between this and Salty's Falling Trees. I am neither a modder, nor a coder, so I have no clue how difficult it would be, and if it's not feasible, I understand. Thank you for the mod either way.
I currently run Eco Machina and Ecosystems for the breathtaking visuals and living world, and was turned on to the Falling Trees mod for more realistic forestry. I feel this would be the perfect trifecta for those like me that want a more immersive forestry experience
i have tested - its just one click bug installer. Download as usual zip and paste it into %appdata%\vintagestorydata\mods\
So its fully compatible 😁!
Aha! So it is! Thank you very much, and I do apologize for the uneccesary bug report. I did not know that one click could break mods like that...
Sorry I think I'm being an idiot but where do I get the fix?
download mod (saltys trees) as simple zip and paste it to %appdata%\vintagestorydata\mods\
Hello is there a way to speed up this mod ageing and spreading system with time?
I sped up the time useing cammands like Enrico Pucci and nothing changed I even sat in a cave for 10,000 years aftarwards. When I went to the surface after 10,000 years nothing still changed.
I don't want to mess with the mods growing and spreading states, I just want to see how fast they grow on default settings in person without haveing to wait 4 years in game without commands.
Really? I want it too but reality is cruel.
1 Game single threaded
2 Manage yours settings, inscrease buffers and budgets, set only around player true
3 Spreading system slowly solving relations between blocks to make other server ticks playing really smooth
Even my cpu cannot handle 1500 world radius with totally realistic behaviour
This might be the perfect bace for a barry bush rework mod, where berry bushes can slowly grow branches into different blocks and become large tangled brushes and thickets.
But the mod makes the berrybushes spread already...
this s a great idea however the pictures u use look genuinely so unappealing to me it makes the world look like a curated european garden , by that i mean too much homogeneity , maybe some plants do this but definitely not all. is there a way to tone down the spread so it never looks like that ?
Please explain your thoughts more clearly.
i love the idea of your mod
the way its presented on in the pictures looks highly unrealistic.
maybe it dissuades some from downloading
is the game configurable so that i myself can achieve a more desired outcome and not have forests that look like this
The dense meadow shots are from early builds / an aggressive tuning on purpose — I labeled them that way. Current default is natural, and sparse is there if you want patchier wilderness. Early versions really did let colonizers fill gaps fast; later balance added spacing, displacement, stress, and slower species holding ground — so it shouldn’t read like a curated garden unless you run lush or stay in one chunk for ages.
i just think maybe a few shots of how the mod is intended to run would be great (:
The last one.
Are fern trees included? That would be cool, they just turn into firewood when they are cut and are gone forever, I think.
Now its included.
I know it's not listed anywhere but I have to ask to be sure. Does this mod also make vines grow instead of spawning only during worldgen?
No, vines not grow, but ill try to add grow it
Okay, thank you!
Making growing. Please report if not, i have not time for playtests
👍Thank you!
Now that you have tree death implemented, would it be possible for dying trees to spawn rotten logs?
I am absolutely loving this mod so far on my server. Grass is a constant losing battle and I love it :D
Yes, thats implemented, but not in that version completely. I finish some stuff and add that things are too. On yours playtests (im really tired of that)
updated
thank you for making this, very cool
✌😏
My world with this mod seems to be taken over by grass. I haven't found almost any ground mushrooms.
The game's systems didn't allow for grass to spread, and they left the possibility of mycelium blocks forming, which sometimes become mycelium blocks. This causes the grass to take some time to die on that block, which generally increases the time it takes for mushrooms to appear on blocks where they haven't yet spawned. Okay, I'll add a mushroom spreading system (naturally).
In new mod version added mushrooms competition and spread. Check it out.
Can you clarify how wild plants interact with crops? Does spread affect planted crops if they are not manually claimed, or do plants leave them alone until the farmland is fallow.
Also, does spread occur through fences and walls?
It not spreading on claimed blocks or farmland with any farm plants. Farmlanfd in fallow is block for spread, so if you want inscrease soil quality or nutrients - plant it with proper flowers or make empty farmland behind claims
People are talking about how this makes trails when you walk? I dont see this happening, is it something i have to enable? Would love so that the common paths around my house i walk stop getting absolutely over run with grass.
i turn it off by default due of quiestion for compatibility of trails mod. In config dir open WIN+R and paste that line %appdata%\vintagestorydata\ModConfig\ecosystemflora.json
Change in it field
Love your mod and your effort as a dev! could you integrate the Wildgrass mod by crupette (currently forked as wildgrass continued by Lumvik)?
Mod support contracts for spreading system. I forgot link for sample plant mod with settings https://github.com/dann1kid/ecologysample-mynewplant/blob/master/ECOSYSTEM_INTEGRATION.md . Please notify yours modders for that update!
Thanks for supporting me!
for some reason trees love sprouting during the winter on lake ice
might be something to look into
Understood. pls wait next version
Please check updated version
Has anyone had the issue where horsetail drops dry grass when harvested?
If you want to harvest horsetail just break it with empty hotbar slot. Im working on possibility to harvest plant by differ way.
Thank you for the rapid response. I did figure out that we need to "pick" flowers.
Please checkout newer version for fixes
idk if this is helpfull, but the 1.22.3 patch https://www.vintagestory.at/blog.html/
it had this line in the notes
so its possible it wasnt any thing you did, but that game did.
Hi, horsetail definitely still drops as dry grass due to the scythe patch. I believe it's because horsetail's internal name is still "game:flower-horsetail". Not sure how to fix it unfortunately.
but it have to drop dry grass with scythe. I just "flower" that can be harvested as usual grass, like irl
Gotcha, fair enough.
Does this mod actually work? I ran a simulation with accelerated time and simple time rewind in a clear world, using only this mod and the Config lib, with the default settings and the config settings you provided.
"BalancePreset": "custom",
"ReproduceAttemptsPerYear": 120,
"ReproduceChance": 0.6,
"MinFitness": 0.6,
"DefaultSameSpeciesSpacing": 2,
"DefaultOtherSpeciesSpacing": 2,
"DisplacementHoldMargin": 1.1,
"UseCellDisplacement": true,
"MaxReproduceAttemptsPerTick": 128,
"TickBudgetMs": 30
}
And not a single plant died or grew! No changes in 40 years of simulation!
it has little buffer to take change after registration to spread. Please check current status of any plant with < i > button.
but yours settings not agressive
here i changed it
{
"BalancePreset": "custom",
"ReproduceAttemptsPerYear": 999,
"ReproduceChance": 1,
"MinFitness": 0.1,
"DefaultSameSpeciesSpacing": 1,
"DefaultOtherSpeciesSpacing": 1,
"DisplacementHoldMargin": 1.1,
"UseCellDisplacement": true,
"MaxReproduceAttemptsPerTick": 512,
"TickBudgetMs": 3000 ---------------- if one tick take longer time that budget it just skip that try to spread!
}
I noticed some probles causes that config lib. My mod have various setting that for change, mod bypassed auto test, so thats setting are okay. Im not give any word to workability with configlib.
Reminder - time skip didnt work due of spread system. Just slightly inscrease time and wait. Also reduce all timers to grow in freshly updated config (just delete old and mod will make new brand one), there more fields to config all that options!
YAY! FINALLY! Wild flowering meadows haunt my memories from the early and mid '60s. I could just be blind, but this also include Vines? I love ivy covered brick and stone walls, but don't want to denude my trees. Following and downloading now.
😁
i add vines support, forgot to mention it!
I believe the change to re-enable the ability to pick up flowers also made it so grass drops intact when you break it, as opposed to just destroying it.
yes, thats true. I keep it to some mods that might harvest whole grass, or plant it elsewhere
Please checkout newer version for fixes
Hello! Since the last update whenever I destory plants (so far only tested on grass of all types and flowers) they will teleport straight into my inventory. No dropping on the floor and for grass, you shouldn't be able to pick it up with your bare fists. ^_^'
Due of mechanics for harvest flowers as flowers and as grass. I didnt decide ho to solve that yet
Please checkout newer version for fixes
Wild flora disintegrate torches placed on the dirt. I get out from my hut in night to chop some firewood, and place a torch nearby for light. It dissapears. Normal stones, which lying on floor dissapears too.
Understood, will change it
Please checkout newer version for fixes
Thank you for your hard work.
You are welcome
Probably a silly question but I was wondering, with annual plants dieing off in fall/winter, do they regrow again when conditions are right, or do they become "extinct" unless the player is able to replant them in the area?
During playtest they just freezing and die partially. If it dies totally, please report
I have a question about potential compatibility with Florishing Fungus - Vintage Story Mod DB since that increases how mushrooms grow if you supply them with corpses and this tries not to remove mushroom spots. So would it cause weirdness or would you get a mushroom bloom that potentially just spreads like a fungal monstrosity? Also the Expanded Growth series of mods for things like flowers, grass, etc. Would they work or would it be conflicting since they use different mechanics to cause growth? Also side note. Does this let trees potentially have resin deposits? Since that is something which is generated solely on world generation and replanting/growing new trees have a 0 chance innately to have resin I didn't know if this changed that.
1 - Regarding Flourishing Fungus — yes, it's totally compatible. If a plant detects mycelium, it just will not spread to that block. If I will tweak mushrooms, they will spread very slowly on compatible blocks, making it more realistic (like a fast growth after rain).
2 - Expanded Growth: this mod focuses on seeds and manual cultivation (farming), so it doesn't affect anything in wild areas.
3 - No, it doesn't create resin deposits. I can make a separate mod with a knife and log scars to farm resin, if you want.
just saw your update logs! you are awesome!! <3
Thank you!
How can i secure my Berry busches from taking over by grass? I lost almost all my not grown bushes. Using claims in singleplayer world kinda wonky...
they are already secured
IG i use the old version. Thank you for your work
I really appriciate that we can pick flowers again, so I hate to ask for an option to allow picking them with knives and scythes again.
That would really help me reap the fields during the summer months. Thanks!
Okay, checkout new version!
about question - its ok, you just asking. My turn take it to develop or not, if it necessay
Yay, thanks again for the quick support!
Thanks!
love this mod but wasnt aware it changes soil types and i saw lots of medium fertility turn into barren suddenly, and i cant really undo that without terrain regen. that's on me of course but id love a way to change it to just flower spread
Maybe it's a bug, or perhaps it's the mechanic where plants realistically reduce soil quality. I'll take a look, please wait for a while.
Please tell me what a plant reduced soil quality (soil succession)? Some plants raise or reduce soil quality!
As solution - you can disable that mechanic: UseSoilSuccession:false in modconfig file (WIN + R -> %appdata%\vintagestorydata\ModConfig -> Open ecosystemflora.json and change that field
thank you for the quick response! from what i noticed, no plants were on top of the blocks that were changing into barren soil. it seemed like random grass blocks around the world began turning. could it be a conflict with another mod?
Grass also evolved in the ecosystem. And the plant may have already died (flower mby).
Colonizers initially deplete soil nutrients while conquering meadows, but their decomposition enriches the ground afterward. Perennials eventually take over from colonizers, further improving overall soil quality.
Please check out newer version!
I think this is overtuned even on the lowest setting. After one day the lake was FILLED with cattails. It's too much.
Does it have a seasonal prime (like July)? Because it has curves with spread rates for every season. In nature, cattails show the same aggressive spreading along water edges or swamplands. Press < i > button on growing plant to check it out.
please check out newer version
I started working on Ecosystem - Fauna. You can share ideas here!
is this compatible with terrain slabs?
absolutely yes
also wanted to add to my soil comment down here. i noticed that when soil is turned into barren, it will turn a terrain slab into a normal block
okay, ill take look
Fixed in newer version
Not sure if this comment is in relation to the terrain slabs turning to full blocks when transitioning to barren but it still does turn to a full block for me. Not sure if I'm supposed to clear something for the update, though.
hmm, make clean install (delete cache and install newer version). If it keeps pls tell. im look at it behavior too
i made some fixes for that, please check out newer version
Let animals eat grass. The growth can be used in husbandry, if you use fertile soil it will grow faster and the animals can not go below X fullness. You need to feed them but less. So if you make a nice and full of grass area (something that the animals like) and you dont need to use too much resources for them.
And finally the "Grass (eaten)" will be true!!!
i can made it with separate mod
There's a mod called "Let them graze" though it's specifically for tamed livestock and not wild animals.
Checkout
https://mods.vintagestory.at/ecosystemfauna
Are there any limits to growth? Wouldn't the unrestricted spread lead to, for example, cattails eventually covering every single beach on shores of a lake or somethings like that?
Also would it be possible to preserve flowers in harsh climate in a greenhouse? I read about the land claim protection, but it woud be nice if flowers respected greenhouses for those of us playing without land claims
Every species has built-in spacing minimums.
Reeds can only spread to positions with:
muddygravelorgravelsubstrateThey physically cannot place on sand, soil, or deep water. A typical lake shore has limited gravel cells, which acts as a hard spatial cap.
Stress and seasonal die-off
All aquatic species use the
AquaticWarmseasonal profile. In winter and fall, the activity multiplier drops sharply and seasonal stress kicks in. Plants that ended up in a marginal niche (e.g. a spot where temperature barely fits) will accumulate failed survival checks and die, thinning the population naturally.Greenhouses — already supported!
Good news: greenhouses already work, and they don't require land claims.
A position counts as "greenhouse" when:
When a plant is in a greenhouse, temperature checks are completely bypassed during stress/survival evaluation
Requirements for it to work:
HarshWildPlants: truemust be on (default) — otherwise there's no climate gate to bypass anywayWow okay, this is amazing. Thanks for explaining
Won't your mod cause ground mushrooms to eventually disappear? Currently mushrooms respawn roughly where they spawned initially. What will happen if the area is covered with flowers?
ill check it out
Oh, that's a good point. My upcoming playthrough is going to be entirely dependent on the mushroom code. Maybe this can be avoided by checking first if a block is mycelium-bearing, and not allowing any other plants to grow on those blocks?
Mushrooms are based off of heatmap afaik. They will repsawn, but not always in the same place. I think that making mushroom areas a high stresser for small, non-grass plants should do the trick theoretically.
If a cell is occupied by a non-ecosystem plant - flower, grass, fern, reed, etc. - spreading into it is blocked. A mushroom is not recognized as an IsEcologySpreadParent, meaning the cell containing the mushroom is considered occupied and unusable.
if you weant to add mushrooms let me know about it
The problem isn't with plants growing into mushrooms and deleting them, it's that mushrooms need empty space to regrow, and they can only grow on blocks marked as mycelium. So a plant could spread on to all the blocks where mushrooms can grow, blocking them from regrowing. I suppose the player could manually remove all those plants to keep space open for mushrooms. But blocks where mushrooms can grow are marked in the code as "mycelium" so it might be possible to simply forbid plants spreading to those blocks, or else make those blocks high-stress so plants can't live on them for too long?
Good point, no, micelium didnt block plants, but ill now fix it!
Newer version with that fix.
You are an absolute legend. :D
thanx 😊
This is such an amazing concept! The old Wild Farming mod used entities to create growth and it wound up destroying my server in the past, but it looks like this mod is built to avoid that kind of problem, and you have plenty of config options to slow things down so it doesn't get out of hand. I would love if it would be possible to have animals "eat" some of the growth to push it back like in real life - so if you have plenty of dear, hares, pigs, etc. in your area, they will stop the growth from completely covering the world. But I'm not sure how difficult that would be to implement. Anyway, I will have to test if this mod works okay with the big list of other mods I'm using right now, but if it does, it will definitely be a part of the YouTube series I'm starting soon! Thanks so much for all your work on this so far!
great idea, can be in ecosystem - fauna
About "completely covering the world", its not possible due of stress and death system
Thanks for the quick response! I haven't tested it out yet and was just assuming based on the screenshots that certain plants might overtake large parts of the world, but maybe that's not the case. I will do some testing before I make further suggestions. ^^ I do think it would be very cool if the wildlife could destroy the plants though, keep things in "balance" and also just add to immersion. Maybe breedable animals could even count this as food for the purposes of pregnancy (although currently the pregnancy/generations system also increases tameness, which wouldn't make sense if they're feeding on wild plants, so that might be more complicated to balance).
hmm, noted to ideas
Is there some form of overcrowding mechanic?
I know that in the screenshots you probably skipped few years, but that still feels too... "overcrowded", if thats a good word to use.
Especially lakes/ponds with reeds and flowers. At a certain point some should die if there are too many of them in close proximity (similar to Conway's Game of Life) and/or you simply shouldn't spawn more. Ideally combination of both.
Striking good balance with this will make world look way more alive. Currently your screenshots look like someone took fill tool from any graphics app and just started clicking.
Adding to my idea - If you will be adding this, there are 2 ideas that I would like to propose:
1. That "plant die off if overcrowded" should happen if there are X of the same species or there are Y total plants in close proximity. This way we will avoid checkerboard of few plant species, and flowers will start competing for the space.
2. In "there are too many, so don't spawn more" part, please add few "levels to it" so that we could set, lets say, max 20 flowers in 10 meters radius, max 50 flowers in 30 meters radius. This way not everything will be covered by plants.
all that you listed aready in mod. Neighbours, death, all that in all ecosystem.
Screenshot made with superagressive preset with spawn around player in radius of 192 blocks.
My playtest settings are:
How config would have to be changed to get a sort of combination of fast and sparse? Fast changing so that that I actually see new plants pop up every few days, but the competition is as fierce as in sparse, so that I will never end up with large patches of a single flower?
Actually, could you add preset config files to the description, so we could actually see what differs and use them as a base for our changes?
How do you test the mod in game? I tried skipping months with "/time setmonth jul" and "/time csm 5000" but I hardly see any changes.
As you mentioned, it's based on a cellular automaton cycle, so it requires these cycles to complete, and you can't predict how events will unfold simply by skipping a time or setting a date. Therefore, you need to set more aggressive settings in terms of the number of propagation attempts, the tick budget, the number of columns, disabling seasonal propagation, and increasing the stress calculation time.
About config, here we go
{
"BalancePreset": "custom",
"ReproduceAttemptsPerYear": 120,
"ReproduceChance": 0.6,
"MinFitness": 0.6,
"DefaultSameSpeciesSpacing": 2,
"DefaultOtherSpeciesSpacing": 2,
"DisplacementHoldMargin": 1.1,
"UseCellDisplacement": true,
"MaxReproduceAttemptsPerTick": 128,
"TickBudgetMs": 30
}
Presets:
ReproduceAttemptsPerYearReproduceChanceMinFitnessDefaultSameSpeciesSpacingDefaultOtherSpeciesSpacingRecommended versions say 1.21.0 - 1.22.2 but mod raises Exception in 1.21.6:
26.5.2026 09:00:16 [Error] [ecosystemflora] An exception was thrown when trying to load assembly:
26.5.2026 09:00:16 [Error] [ecosystemflora] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 546
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
My mistake, raised recommended version to 1.22
The most recent patch added pathmaking while walking over grass. Will this be added to the config togglers? I already have natural trails, which has support for terrain slabs, so I'd prefer to keep with that implementation.
It did not make slabs, its kill plants and reduce soil quality. But i will make config option
I did it switchable, so remove in modconfig folder ecosystemflora.json
Hey i have a very large modlist so i dont know helpful this is, but i tested it and your mod makes all mobs even vanilla, jitter in their movement.
They movement patter is normal, but every mob except the player is rubber banding.
Okay, i will check it out
check newer version, it must solve that problem
Yeah you fixed it, thanks :)
Отличная идея! Пара вопросов, если можно:
1) Правильно понимаю, что мод работает только с ванильными кустарниками и цветами? Не распространяет ягоды или цветы отсюда: Material Needs: Flowers - Vintage Story Mod DB и Wildcraft: Fruits and Nuts - Vintage Story Mod DB ?
2) Если не распространяет, можно ли их добавить самому вручную или планируется ли совместимость с каким-то из этих модов?
Да, он работает с доменом game: так что только ванилла. Если нужно изменение поведения то нужно подождать когда мод перейдет на платформу 3.0, есть идея как реализовать сторонние растения.
Если растения находятся в этом домене, то я могу попробовать добавить их поддержку.
Любой мод сможет пометить свои блоки JSON-атрибутами (
"ecologyParticipant": true, "ecologySpecies": "...", "ecologyHabitat": "Terrestrial"и т.д.), и экомод подхватит их без правок кода. Это позволит авторам Material Needs / Wildcraft (или самим игрокам через JSON-патчи) подключить свои растения к экосистеме.То есть получается, что эти моды по идее будут работать отдельно, просто их кастомные кусты и цветы не будут распространяться, а ванильные кусты и цветы (трава) будут их постепенно "окружать", но не заменят, так как эта "клетка" как бы занята?
Можно сделать и так и так, как будет описано в контракте
Awesome idea ! welldone do you have a plan for ecosystem - fauna ?
Nice question, i have some thought about it, but i completely have no image how to make system on fauna, cause of vanilla game bad entities systems.
But i think about it
А как оно с кустами ягод работает? Положительные отрицательные черты наследуются?
Работает он довольно просто и создает новый куст того же типа. Я давно не играл в игру и не знаю ничего о типах черт у кустов ягод, они у них есть?
В 1.22 же кусты переработали так что их нельзя просто сломать и перенести, а надо от них саженцы отрезать. Плюс добавили им разные черты, как например "+15% больше ягод" или там "-15% скорость сбора ягод". А ну и еще теперь у них здоровье есть и высаженные кусты надо изредка удобрять первые пару лет. Вот и интересно как мод с этим всем дружит
если клетка подходит под параметры куста, то он с определенной вероятностью высаживает его. Учитывается сезон, влажность, соседи, освещение и температура.
Понял, спасибо. Получается куст условно клонируется со всеми своими характеристиками. Забавно будет глянуть на поляну через пару лет игры а там куча кустов и все с "+15% к урожаю"
я посмотрел. Я делал под систему 1,21, так что там просто ставится новый блок, но в будущем будет наследование трейтов.
Could you add support for Wildgrass? https://mods.vintagestory.at/wildgrassfork
i can add support for that mod
Please ask author for sourses, but i will make another content mod with wild grass for ecosystem platform (future plans on 3.0)
What a great mod idea😀! Could you add another big feature: vine growth like in the Wild Farming - Revival mod? That is, if you don't cut the entire vine but leave one block, it will grow back again. For me, this is a must-have feature in the game (you'll never collect enough cattails to cover the huge demand for ropes😑...)
i ll try to make it
about cattails, hehe, are you shure about "never collect"?
😳WOW! Although, this corresponds to reality😏.
I can make it, but only as part of a different mod, because it doesn't really fit the concept of this on
What's with the undocumented panning-related files, empty JSONs and directories and invalid JSON patch key/values (2.5.3)? Did you upload the wrong file by mistake?
Just saw the earlier versions with a non-empty enabledPatches.json: you might want to look at how Butchering adds customisable behaviours to existing items and blocks.
thanx for report, will fixed in newer versions
Thank you, i love this idea/Mod
Will this work with Eco Machina or will there be conflicts?
I didn’t know about that mod, lol. From what I can tell, our systems overlap a bit, but mine already has the ecosystem logic implemented. It sounds like Eco Machina is still focusing mainly on visuals and only starting to explore deeper ecosystem behavior, so there may be room to keep it visual-only and avoid conflicts. I haven’t tested the two together yet.
Ok cool thanks for the reply, Seems to be working ok so far with that mod, ill keep a eye out for anything strange
yes it works
Perfect thanks
Звучит оч круто! Правильно понимаю, раз мод безопасно удалять, то и добавлять в уже существующий мир тоже безопасно?
Всё верно. Но на всякий случай проверьте на своей стороне, это же винтажка
I can't wait to see what this does to the barren patch from the lightning strike forest fire!
On an unrelated note, this mod also seems to disable the ability to pick up flowers.
Could we have a config option to control that please :)
hmm, i ll try to make something. My idea was that flowers wouldn't replace tall grass, since grass is used for kindling and hay, and the stupid drop of the whole plant would interfere with the collection of meadow flowers.
I agree dropping the whole flower feels a bit gamey, but at the moment it's what we got for Alchemy.
I'm exited to see this mod solve the exponentially growing flower farms of Wild Farming, which evntually trvialises flower rarity.
I also like the idea that the player may need to travel to valley where some specific flower grows to make their potions,
so I see the point in preventing the player from moving them whereever they please.
Thanks again!
i will make new mod or add mechanics to take flower parts instead WHOLE flower. Or ask alchey modder to make that.
I was thinking the exact same thing, but it's probably easier to just make it impossible to place flowers.
Maybe make it such that player placed flowers don't spread?
Makes sense
Check new version please.
Harvests with hand -> flower
Harvests with knife -> grass
was AI used in the creation of this
all is ai, even words
Are you an AI ?
yes, neural networks caged in brain system for some decades old. Using biological body systems
Finally. Naturally replenishing flowers.
Thank you so much!
Yes, same feelings
This is an awesome idea. Definitely going ot use it.
Glad to hear it
I have my game days 4 times longer then default. Will the config adjust to my longer days or should I make a custom config that is 4 times to compensate for the longer days?
it a time speed or additional hours?
I use command, '/time calendarspeedmul 0.25' to make the days 4 times longer.
You do not need a custom config. All spread and stress timing in the mod uses in-game calendar hours (
Calendar.TotalHours)Thank you for the quick reply.
how much stress/strain would this put on a server? i know the wildcraft mod had/has issues due to sending multiple checks on every block a tick. so the question would be more like how does it check to see interactions?
I made it as productive as possible.
Check table of perfomance in info (press f5)
thanks for the quick answer!
will do!