Mods / Ecosystem - Flora

Tags:
Flora
Author:
YourCreator
Side:
Both
Created:
May 25th at 6:13 AM
Last modified:
2 hours ago
Downloads:
9354
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
ecosystemflora-4.11.15.zip  1-click install

Your world comes alive

Ecosystem - Flora is a plant simulation based on vanilla blocks*.

Seasons, niches, competition, survival, extinction.

Ваш мир оживает

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
Multithreaded - spread scoring runs on background workers; block placement stays on the main thread. Configure worker count and tick budgets via U / Performance
Многопоточность - спекулятивные расчёты в дополнительных потоках с безопасным применением результатов в основном потоке.
Known Compatibility: Ecomachina, Trails, Wildgrass, Terrain Slabs, Herbarium, Wildcraft Trees, Floral Zones 
Известная совместимость: Ecomachina, Trails, Wildgrass, Terrain Slabs, Herbarium, Wildcraft Trees, Floral Zones  
What spreads
Flowers  Tree species Alberry bushes Ferns Aquatics Vines Mushrooms
  • All flowers: chamomile, cornflowers, poppies, catnip, heather and others from supported modifications
  • Grass now has growth stages
  • Ferns occupy their niche according to the species - undergrowth or open spaces, depending on the light and moisture
  • 10 wild berry bushes - blueberry, cranberry, strawberry...
  • A huge number of third-party mods are supported (Wildgrass, Biodiversity, Floral Zones), but keep in mind that some mods provide their own solutions for spreading plants
  • Trees are gradually taking over the area. Calendar aging, gradual death, stumps and fallen logs;
  • Reeds and rushes fill the niche of the shore and shallow waters
  • Water lilies gradually spread across the water surface
  • The mycelium tries to occupy its niche or dies out.
  • Lianas spread across surfaces, covering trees and buildings.
Что распространяется
Цветы  Деревья  Ягодных кусты  Папоротники Водные растения Лианы Грибы
  • Все цветы ромашки, васильки, маки, котовник, вереск и другие из поддерживаемых модификаций 
  • Трава теперь имеет стадии роста
  • Папоротники занимают свою нишу согласно виду - подлесок или открытые простраснства, завися от освещения и влаги
  • Ягодные кусты конкурируют с окружением и образуют густые заросли
  • Поддерживается огромное количество сторонних модов (Wildgrass, Biodiversity, Floral Zones), но учтите что некоторые моды предоставляют свои решения для распространения растений
  • Деревья постепенно захватывают территорию. Календарное старение, поэтапное отмирание, пни и поваленные бревна;
  • Тростники и камыш заполняют нишу берега и мелководья
  • Кувшинки постепенно распространяются по водной поверхности
  • Мицелий старается занять свою нишу или вымирает
  • Лианы распространяются по поверхностям, покрывая деревья и постройки.
Wild tree lifecycle
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
Seasonal tree crown -  autumn leaf fall and spring budding of deciduous trees on existing trees.
Жизненный цикл диких деревьев
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
Сезонная крона деревьев - осеннее опадание листьев и весенние почки у лиственных на существующих деревьях.
Berry bushes natural spread
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
Естественное распространение ягодных кустов
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

Not just spreading — competing

Plants don't blindly fill every empty cell. They compete:

  • Stronger species displace weaker ones
  • Wrong niche → stress and death
  • Forest flowers & ferns need a tree host
  • Colonizers grab ground first; perennials replace them over time
Seasons matter

Each species follows a 12-month curve:

  • Spring — meadows bloom; colonizers rush cleared ground
  • Summer — steady peak for most species
  • Fall — annuals die off; perennials slow
  • Winter — dormancy; hardy perennials survive
Не просто распространение — конкуренция

Растения не просто слепо заполняют каждую пустую клетку. Они конкурируют:

  • Более сильные виды вытесняют слабых
  • Неподходящая ниша приводит к гибели
  • Лесным цветам и папоротникам нужно дерево-хозяин (симбиотическая связь)
  • Растения-колонизаторы захватывают землю первыми; со временем их заменяют многолетники
Сезоны имеют значение

Каждый вид следует 12-месячному циклу:

  • Весна — луга цветут; колонизаторы занимают очищенную землю
  • Лето — стабильный пик для большинства видов
  • Осень — однолетники отмирают; многолетники замедляются
  • Зима — период покоя; выносливые многолетники выживают
Paths form where you walk

Trample nearby plants over time — soil degrades, a natural path appears. Leave the area alone and the ecosystem reclaims it.  

Там, где вы ходите, появляются тропы

Со временем растения вытаптываются — почва деградирует, появляется естественная тропа. Оставьте место в покое, и экосистема восстановит его.

Add yours presets

Place new config presets at ModConfig/ecosystemflora.presets/

Добавьте свои пресеты

Поместите новые пресеты конфигурации в ModConfig/ecosystemflora.presets

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. 

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. 

Respects your builds: spread, displacement, and stress death are blocked inside land claims. Farmland can be colonized on unclaimed land (fallow restoration).
Уважает ваши постройки: распространение, вытеснение и гибель от стресса заблокированы внутри приватов (land claims). Грядки могут быть колонизированы на незаприваченной земле (восстановление пашни). 
Greenhouse support — fully enclosed glass roof protects from temperature stress (no land claim required). Grow tropical flowers in cold biomes.
Поддержка теплиц — полностью закрытая стеклянная крыша защищает от температурного стресса (приват не требуется). Выращивайте тропические цветы в холодных биомах.
 
Soil succession (optional)

UseSoilSuccession on (default): meadows enrich soil over time. Heather & western gorse slightly dry poor soils. Off: UseSoilSuccession: false. SoilSuccessionSkipWhenBuiltAbove - Terrain Slabs friendly.

Сукцессия почвы (опционально)

UseSoilSuccession вкл (по умолчанию): луга со временем обогащают почву. Вереск и западный утесник немного иссушают бедные почвы. Выкл: UseSoilSuccession: false. SoilSuccessionSkipWhenBuiltAbove - флаг для совместимости с Terrain Slabs.

Easy to tune

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.

Легко настроить

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. 

 
Тест производительности и первая настройка для каждого мира в отдельности /ecosetup. Легко настраивайте мод, синхронизируйте или перезагружайте прямо в игре.
Links & Documentation
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
Ссылки и документация
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

 

FAQ

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



Linked mods:
Falling trees: good and aesthetic
Eco machina: visuals
Durability system: tree cannot destroy whole axe due of blocks count, please Tyron, wtf?
Pyrogenesis continued: optimised fire

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
4.11.15 ecosystemflora
1.22.0 - 1.22.3
31 2 hours ago ecosystemflora-4.11.15.zip 1-click install

New startup wizard

  • perfomance benchmark on startup
  • advanced perfomance settings
  • new command /ecosetup 
  • individual settings for every world that you have
4.10.30 ecosystemflora
1.22.0 - 1.22.3
281 1 day ago ecosystemflora-4.10.30.zip 1-click install

huge perfomance upgrade

 

 

Please remove %appdata%\vintagestorydata\ModConfig\ecosystemflora.json to update new register defaults.
4.10.8 ecosystemflora
1.22.0 - 1.22.3
114 1 day ago ecosystemflora-4.10.8.zip 1-click install

Fixes

  • redwood inspect lower part (differ lower block than upper)
  • trees silhouette more natural
  • inscreased redwood max age
4.10.4 ecosystemflora
1.22.0 - 1.22.3
106 2 days ago ecosystemflora-4.10.4.zip 1-click install

fix floating vines

4.10.3 ecosystemflora
1.22.0 - 1.22.3
264 3 days ago ecosystemflora-4.10.3.zip 1-click install

fixes and  

  • perfomance issue fix
  • cumulative plant stress for annuals and perrenials
4.9.12 ecosystemflora
1.22.0 - 1.22.3
45 4 days ago ecosystemflora-4.9.12.zip 1-click install

Multiple fixes noticed on timelapse long play

  • Sparse canopy
  • Disappeared canopy on summer
  • Waves of stripped canopy
  • Tree spacing
  • Juvenile half textures
  • Fixes for trail queues
  • Fair promotion queue
4.9.5 ecosystemflora
1.22.0 - 1.22.3
178 5 days ago ecosystemflora-4.9.5.zip 1-click install

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
1.22.0 - 1.22.3
245 Jul 12th at 5:48 PM ecosystemflora-4.8.15.zip 1-click install

Minor features and fixes

  • Timelapse preset. Careful - may cause stuttering
  • More efficient robin round spread
  • Delay on first spread
  • Wild vines: prune on upper block
  • handbook preset description
4.8.1 ecosystemflora
1.22.0 - 1.22.3
54 Jul 12th at 1:17 PM ecosystemflora-4.8.1.zip 1-click install
  • Fix fern registration and raise default registration throughput. Now default is more higher and multiplies to workers count
  • Register fernphase blocks and normal-variant vanilla paths, harden the pending queue and inspect bootstrap, and align built-in config defaults with the fast registration profile.
  • Clear description of different queues on inspect menu
Please remove %appdata%\vintagestorydata\ModConfig\ecosystemflora.json to update new register defaults.
4.7.2 ecosystemflora
1.22.0 - 1.22.3
302 Jul 10th at 8:13 AM ecosystemflora-4.7.2.zip 1-click install

Fix: MyceliumHarmonyPatch sometimes does not appends

4.7.1 ecosystemflora
1.22.0 - 1.22.3
222 Jul 9th at 5:18 PM ecosystemflora-4.7.1.zip 1-click install

Minor patches and Harmony patch for mushrooms behaviour, the game engine was not replacing grass on mushroom spawn

4.7.0 ecosystemflora
1.22.0 - 1.22.3
33 Jul 9th at 2:55 PM ecosystemflora-4.7.0.zip 1-click install

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
1.22.0 - 1.22.3
49 Jul 9th at 11:33 AM ecosystemflora-4.6.7.zip 1-click install

Fix snow cover sync and tallgrass dieback back-compat (game engine instead of mod logic)

4.6.3 ecosystemflora
1.22.0 - 1.22.3
179 Jul 8th at 7:19 AM ecosystemflora-4.6.3.zip 1-click install

prevent fix for grass textures

4.6.2 ecosystemflora
1.22.0 - 1.22.3
284 Jul 6th at 7:08 PM ecosystemflora-4.6.2.zip 1-click install
Ecosystem participants domains support:

ecosystemflora + wildcraftfruit + herbarium 
ecosystemflora + wildgrass

Special for you: https://mods.vintagestory.at/ecosystemfloracompat
4.5.52 ecosystemflora
1.22.0 - 1.22.3
109 Jul 6th at 10:24 AM ecosystemflora-4.5.52.zip 1-click install

Fixes

  • Limit plant snow sync to ecology blocks and require sky exposure.
  • Scale ecology trees spread and maturation delays by calendar speed multiplier.
4.5.48 ecosystemflora
1.22.0 - 1.22.3
263 Jul 4th at 4:49 AM ecosystemflora-4.5.48.zip 1-click install
  • Water buttercup fix (mat spread, trap protection, ecology.csv balance);
  • Trunk protection from meadow spread;
  • Disabling snowy plant variants underwater;
  • Phase block assets, tests, generators.

 

Please remove %appdata%\vintagestorydata\ModConfig\ecosystemflora\species to update new spread rules.
4.5.44 ecosystemflora
1.22.0 - 1.22.3
322 Jul 1st at 6:18 AM ecosystemflora-4.5.44.zip 1-click install

Fixes for leaf fall.
Autumn fallen sticks now correctly drops under canopy

4.5.43 ecosystemflora
1.22.0 - 1.22.3
12 Jul 1st at 5:59 AM ecosystemflora-4.5.43.zip 1-click install

brownsedge bud issue fix

misc fixes (another seasonal missing textures,  spawn particles)

4.5.40 ecosystemflora
1.22.0 - 1.22.3
30 Jul 1st at 4:18 AM ecosystemflora-4.5.40.zip 1-click install

Assets fixes

  • half of seasonal flowers textures fixes
  • free versions textures fixes
4.5.38 ecosystemflora
1.22.0 - 1.22.3
181 Jun 30th at 7:44 AM ecosystemflora-4.5.38.zip 1-click install

more seasonal assets fixes 

4.5.35 ecosystemflora
1.22.0 - 1.22.3
28 Jun 30th at 6:05 AM ecosystemflora-4.5.35.zip 1-click install
  • Suppress canopy budding near fire and prune orphan foliage after wildfires.
  • More fixes for seasonal phases
  • You may notice more variables to configuration CanopyOrphanPrune, CanopyBurnGuard
4.5.22 ecosystemflora
1.22.0 - 1.22.3
61 Jun 30th at 12:45 AM ecosystemflora-4.5.22.zip 1-click install

Tree spread guard

  • Meadows no longer replace tree bases: log-grown trees, saplings, and fruit trunks are protected.
  • Synchronous spread checks the cell before SetBlock; the column cache is reset when the player plants.
  • Seasonal snow & fern saves

 

Winter snow on phase/juvenile blocks (-free ↔ -snow).

  • Brownsedge seasonality via sedgephase-*.
  • Fixed fern phases in old saves (legacy codes without -free).

 

 

Please remove %appdata%\vintagestorydata\ModConfig\ecosystemflora\species to update new spread rules.
4.5.20 ecosystemflora
1.22.0 - 1.22.3
122 Jun 29th at 2:14 PM ecosystemflora-4.5.20.zip 1-click install
  • trees spreading fixes - too much penalty, wrong soil check
  • snow accumulating under plants
  • trees spreading now without saplings - only with grow mechanics. Trees begin to reproduce according to their age for reproduction.

 

4.5.12 ecosystemflora
1.22.0 - 1.22.3
85 Jun 29th at 4:36 AM ecosystemflora-4.5.12.zip 1-click install
  • Vines spread fixes (common multiplier variable enabled), they now correctly spreading over walls.
  • Trees log trunks replaced with spreading plants fixes
  • Seasonal and juvenile plants now drops theirs vanilla versions on harvest
  • Seasonal textures for Ghost Plant
  • Scythe working for Brown Sedge
4.5.4 ecosystemflora
1.22.0 - 1.22.3
164 Jun 28th at 3:23 PM ecosystemflora-4.5.4.zip 1-click install

Harden species CSV tables with parity tests, reload command (/ecospeciesreload), and full config reference 

4.5.3 ecosystemflora
1.22.0 - 1.22.3
23 Jun 28th at 2:53 PM ecosystemflora-4.5.3.zip 1-click install
  • MatEdgeSpread scratch BlockPos
  • berry topology cache O(n) -> O(1)
  • wildgrass patches errors now not shown on launch without wildgrass mod
4.5.2 ecosystemflora
1.22.0 - 1.22.3
55 Jun 28th at 11:31 AM ecosystemflora-4.5.2.zip 1-click install

Fixes for crash - missing species due table mapping 

fixed missing resources on ferns

4.5.1 ecosystemflora
1.22.0 - 1.22.3
83 Jun 28th at 4:53 AM ecosystemflora-4.5.1.zip 1-click install

Fix brownsedge knife crash and harvested root break visuals - assets patches

4.5.0 ecosystemflora
1.22.0 - 1.22.3
35 Jun 28th at 3:46 AM ecosystemflora-4.5.0.zip 1-click install

Species CSV tables tuning Update!

  • Runtime species balance from ecology.csv + season.csv (65 contract species); C# tables are export-only.
  • Server auto-creates ModConfig/ecosystemflora/species/ with editable CSVs; missing species rows appended on mod update. Partial overrides support provided - just restart world to reload.
  • Legacy flat ecosystemflora.species*.csv files migrate into the species folder.
  • Inspect (I) and handbook show merged registry values.
  • Global spread knob: SpeciesSpreadRateScale (~⅓ default; presets set lush/sparse scales).

 

Additional fixes:

  • All juvenile now drops grass on scythe - assets patches
  • brown sedges spreading correctly - assets patches
4.4.1 ecosystemflora
1.22.0 - 1.22.3
239 Jun 27th at 12:49 PM ecosystemflora-4.4.1.zip 1-click install

Fix for rare cases  - tallgrass dieback seasonal broken texture fix

4.4.0 ecosystemflora
1.22.0 - 1.22.3
59 Jun 27th at 9:51 AM ecosystemflora-4.4.0.zip 1-click install

Fixing visuals

  • redtop grass map colors
  • sedge spread fixes, added juveniles
  • misc refactoring
4.3.5 ecosystemflora
1.22.0 - 1.22.3
48 Jun 27th at 5:50 AM ecosystemflora-4.3.5.zip 1-click install

more seasonal fixes and tests

4.3.4 ecosystemflora
1.22.0 - 1.22.3
87 Jun 26th at 9:37 PM ecosystemflora-4.3.4.zip 1-click install
  • seasonal assets fixes
4.3.0 ecosystemflora
1.22.0 - 1.22.3
110 Jun 26th at 6:30 AM ecosystemflora-4.3.0.zip 1-click install

Berry update!

  • Model wild berry spread as species-specific colonies with mat edge, seed jumps, and tuned niches
  • fern / tallgrass phenology 
  • berry spread maturation
  • stump decay
  • preset vanilla-minimal, JSON presets, default ApplyCrossHabitatSpacing
  • mycelium notify-only
  • config presets at ModConfig/ecosystemflora.presets/. Just put json into and select at ingame menu (U)
4.1.4 ecosystemflora
1.22.0 - 1.22.3
52 Jun 26th at 3:21 AM ecosystemflora-4.1.4.zip 1-click install
  • fixed issues with spreading too fast grass 
  • misc inner fixes
4.1.0 ecosystemflora
1.22.0 - 1.22.3
23 Jun 26th at 1:28 AM ecosystemflora-4.1.0.zip 1-click install

Fern spread update!

  • juvenile spread for all types of ferns
  • separate niches 
  • and fix for catmint
4.0.2 ecosystemflora
1.22.0 - 1.22.3
192 Jun 24th at 8:45 PM ecosystemflora-4.0.2.zip 1-click install

Redtop grass seasonal issue fix 

4.0.1 ecosystemflora
1.22.0 - 1.22.3
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.

  • Vegetative
  • Dormant
  • Dieback
  • Bloom 

 

Careful: this adds new blocks for seasonal flowers. If you want to load a world without them, please set the field EnableFlowerPhenology: false before loading the world.
 
Same to juvenile flowers - EnableFlowerSpreadMaturation: false
3.9.23 ecosystemflora
1.22.0 - 1.22.3
54 Jun 24th at 1:20 AM ecosystemflora-3.9.23.zip 1-click install
  • juvenile catmint texture fix
  • spread aquatic fixes
3.9.22 ecosystemflora
1.22.0 - 1.22.3
212 Jun 23rd at 12:08 AM ecosystemflora-3.9.22.zip 1-click install

Inpsect juvenile plants fixes 

3.9.20 ecosystemflora
1.22.0 - 1.22.3
32 Jun 22nd at 11:08 PM ecosystemflora-3.9.20.zip 1-click install
  • redtopgrass juvenile
  • split cooldown spread and maturation 
  • GrowthHoursMultiplier on coodown post spread
  • Timeout maturation
  • inspect (i) new fields  -  next attempt spread, pause after spread
  • fallback on juvenile  block
  • Ghost pipes juvenile fix
3.9.19 ecosystemflora
1.22.0 - 1.22.3
29 Jun 22nd at 10:43 PM ecosystemflora-3.9.19.zip 1-click install

fixed meadow spread logic gap (juvenile, timeout spread)

3.9.18 ecosystemflora
1.22.0 - 1.22.3
174 Jun 22nd at 12:28 AM ecosystemflora-3.9.18.zip 1-click install

some fixes for grass grow stages 

3.9.16 ecosystemflora
1.22.0 - 1.22.3
220 Jun 21st at 3:48 AM ecosystemflora-3.9.16.zip 1-click install
  • Fix aggressive leaf regrowth after player break
  • Branchy-first seasonal canopy with crown bias
3.9.14 ecosystemflora
1.22.0 - 1.22.3
38 Jun 21st at 1:51 AM ecosystemflora-3.9.14.zip 1-click install

Multi-core perfomance Update & Meadow Fixes

  • Faster spread and scan on multi-core PCs — meadow flowers, reeds, lilies, and water crowfoot can score spread on background workers (EnableBackgroundSpreadSolveon by default). Block placement stays on the main thread.
  • Smoother spread scheduling — per-chunk due queues and chunk-based event wake reduce lag in large loaded areas.
  • Catmint fix — spreads in open meadows again; no longer turns ground into forest floor under the plant.
  • Tallgrass maturation — spread offspring start very short; parents spread only after half their local target height, then grow to full height.
  • Optional debug — EnableReproduceTickProfiling logs spread/worker stats when tuning.
3.9.9 ecosystemflora
1.22.0 - 1.22.3
71 Jun 20th at 11:24 PM ecosystemflora-3.9.9.zip 1-click install

Just some fixes

  • lang fixes and readablity
  • config ui string separation and pagination
3.9.8 ecosystemflora
1.22.0 - 1.22.3
30 Jun 20th at 11:02 PM ecosystemflora-3.9.8.zip 1-click install
  • RegisterCollectibleBehaviorClass("ecosystemHandbook", …) — dedicated server fix crash
  • Missing langstrings
3.9.7 ecosystemflora
1.22.0 - 1.22.3
27 Jun 20th at 10:31 PM ecosystemflora-3.9.7.zip 1-click install

Now flowers and grass have stages of grown to spread more naturally! 

New fields to config

  • GrowthHoursMultiplier
  • MaxPendingFlowerMaturationChecksPerTick
  • EventWakeRetryHours
  • EnableFlowerSpreadMaturation

 

 

Careful: this adds new blocks for juvenile flowers. If you want to load a world without them, please set the field EnableFlowerSpreadMaturation: false before loading the world.
3.9.5 ecosystemflora
1.22.0 - 1.22.3
41 Jun 20th at 9:06 PM ecosystemflora-3.9.5.zip 1-click install
Configuration native UI — hotkey U

Say NO to manual file editing

  • Edit configuration just in game
  • Sync edited file
  • Totally described configuration fields
  • Presets
3.9.4 ecosystemflora
1.22.0 - 1.22.3
111 Jun 20th at 4:47 PM ecosystemflora-3.9.4.zip 1-click install

Wildgrass integration fixes

  • Handbook JSON patchesaddmerge on /behaviors (and behaviorsByType for tallgrass) instead of /behaviors/-; fixes errors on blocktypes without a root behaviors array.

  • Vanilla asset paths — reeds → reedpapyrus.json; water crowfoot → aquatic/watercrowfoot.json; berries/saplings → fruitingbush.json / plaintreesapling.json.

  • Server-side patching"side": "server" on blocktype/item patches (no client “file not found” spam).

  • Wildgrass handbook — same addmerge fix; dependsOn for wildgrass / wildgrasscontinued.

 

PLEASE CHECK BURST SCAN CONFIG. REMOVE CONFIG FILE OR SET 16 IF YOU NOTICED LAGS

3.9.3 ecosystemflora
1.22.0 - 1.22.3
226 Jun 19th at 11:17 PM ecosystemflora-3.9.3.zip 1-click install
  • Preview support of wildgrass fork
  • may show some patch errors, dont mind it
3.9.2 ecosystemflora
1.22.0 - 1.22.3
148 Jun 19th at 9:29 AM ecosystemflora-3.9.2.zip 1-click install
  • minor forgotten fixes
  • removed pdb
3.9.1 ecosystemflora
1.22.0 - 1.22.3
71 Jun 19th at 2:32 AM ecosystemflora-3.9.1.zip 1-click install

Slightly inscreased flower spread to grass

3.9.0 ecosystemflora
1.22.0 - 1.22.3
154 Jun 18th at 2:59 AM ecosystemflora-3.9.0.zip 1-click install
  • spread perf
  • stick no longer in air after leaf fall
3.8.1 ecosystemflora
1.22.0 - 1.22.3
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
1.22.0 - 1.22.3
198 Jun 16th at 9:51 PM ecosystemflora-3.8.0.zip 1-click install
  • Red top grass — meadow colonizer, competes with tallgrass
  • Brown sedge, croton, rafflesias, cacti, frosted tallgrass — full ecology profiles
  • Turf colonizers without a bonus on empty cells — take over existing grass
  • Chunk-fair spread + event wake (break/place/displacement)
  • Two-phase placement, column cache, monthly wake for seasonal species
  • Quick registration near the player (priority + burst)
  • Empty-first spread; displacement if there are no empty cells; occupancy hint
  • Huge perfomance optimizations
3.7.0 ecosystemflora
1.22.0 - 1.22.3
92 Jun 16th at 3:27 PM ecosystemflora-3.7.0.zip 1-click install
  • Tree fern — vanilla ferntree-normal columns join the ecosystem: yearly aging, spread of young columns, phased senescence (~80 y). Counts as a tree host for symbiotic ferns. Toggle: EnableFerntreeEcology.
  • Canopy — autumn partially strips branchy crown leaves; loose sticks may fall to the ground. In spring, older wild trees bud more branchy foliage from calendar age at the trunk base.
  • Wild vines — wildvine tips grow downward and spread onto nearby vertical faces (trunks, walls). Toggle: EnableWildVineEcology.
  • Press I on ferntrees and trunk logs. 
3.6.0 ecosystemflora
1.22.0 - 1.22.3
111 Jun 15th at 11:58 PM ecosystemflora-3.6.0.zip 1-click install

Tree canopy update!

  • Seasonal phenology
  • Wild tree aging — registered trunks count calendar years, grow slowly, and die of old age (whole tree removed). Age persists in saves. Inspect (I) on trunk logs.
  • Perfomance improvements 
3.1.12 ecosystemflora
1.22.0 - 1.22.3
230 Jun 13th at 7:44 PM ecosystemflora-3.1.12.zip 1-click install

Mushroom update!

  • Mycelium ecology: soft niche around vanilla mushroom anchors;
  • meadow mushrooms coexist with flowers/grass;
  • anchor stress/death in wrong habitat;
  • slow network spread from mat edge;
  • tree-cut cascade.
  • Inspect (I) on mushroom caps and soil blocks.
  • Toggle: EnableMyceliumNicheEnableMyceliumEcologyEnableMyceliumNetworkSpread
3.1.11 ecosystemflora
1.22.0 - 1.22.3
572 Jun 1st at 10:47 AM ecosystemflora-3.1.11.zip 1-click install

- removed trees sprouting on winter ice 

3.1.10 ecosystemflora
1.22.0 - 1.22.2
250 May 30th at 7:05 AM ecosystemflora-3.1.10.zip 1-click install
  • Other mods can register plants via JSON (ecologyParticipant). Optional berry trait mutation on spread.
  • Legacy saves: old EcoSystemLife / EcosystemPlant block entities are stripped when chunks load (mod can be removed after a save).
  • Inspect (I) dialog no longer crashes. Handbook tree page: fixed {{wood}} placeholder.
  • Wild spread no longer overwrites torches, loose stones, and similar replaceable debris (spread targets air only).

  • Terrain Slabs: soil succession no longer turns smoothed slab ground into full blocks when fertility drops to barren.

  • Meadow harvest: flowers broken without knife/scythe drop as blocks in the world (not into inventory); tallgrass breaks with no drop (use knife/scythe for drygrass).

  • MeadowHarvestRegistry + ecologyMeadowHarvest for herbalism mods.

  • Press I on any wild plant to debug spread timing, stress, and mat status. Enable VerboseLogging + ReproduceDebug in config for server log detail.

3.1.7 ecosystemflora
1.22.0 - 1.22.2
227 May 28th at 3:34 PM ecosystemflora-3.1.7.zip 1-click install
  • rhizome and seed/fragment spread for reeds cattail, papirus
  • Water lily: surface mat

  • lookup < i > spread mode, mat edge yes/no, seed % per attempt
  • meadow harvesting upgrade - empty slot -> grass or flower. Knife, scythes - dry grass drop (like tall grass). New config field `EnableFlowerDrygrass` - true by default
3.1.2 ecosystemflora
1.22.0 - 1.22.2
56 May 28th at 1:28 PM ecosystemflora-3.1.2.zip 1-click install
  • meadow grasses no longer degrade the soil during succession (dffer from soil SoilDepleter role: heatherwesterngorse)
  • Terrain slabs no longer participate in soil succession and do not change to blocks, spoiling the appearance of the landscape
  • toned aquatic seasonal spread 
  • Fix: third-party ecologyMatureBlock by default  = the block itself
3.1.0 ecosystemflora
1.22.0 - 1.22.2
123 May 27th at 6:25 PM ecosystemflora-3.1.0.zip 1-click install
  • Berrybushes now support parents traits after spread
  • New share platform. You can add any yours plants as additional mod! See link https://github.com/dann1kid/ecologysample-mynewplant
2.11.4 ecosystemflora
1.22.0 - 1.22.2
74 May 27th at 12:59 PM ecosystemflora-2.11.4.zip 1-click install
  • Spread fixes (registry,  mushroom host block behaviour)
  • now you can analyse plant data (press `i`)
2.10.0 ecosystemflora
1.22.0 - 1.22.2
178 May 26th at 7:15 PM ecosystemflora-2.10.0.zip 1-click install

wild plants can raise nutrients (green manure) on farm lands. 

2.9.0 ecosystemflora
1.22.0 - 1.22.2
92 May 26th at 11:16 AM ecosystemflora-2.9.0.zip 1-click install
  • Handbook updated
  • Tule was not in ecosystem. Now returned to calculations
  • Micelium didnt block plants spreading. Fixed
2.8.0 ecosystemflora
1.22.0 - 1.22.2
61 May 26th at 7:43 AM ecosystemflora-2.8.0.zip 1-click install

Optimisation: tick budget separated for different types of loads (scan, stress, spread)

Minimum version raised to 1.22

2.7.0 ecosystemflora
1.22.0 - 1.22.2
50 May 26th at 5:13 AM ecosystemflora-2.7.0.zip 1-click install

More optimisations (less scan data).

Default disabled: pathtrails - dead soil and plants.

Please delete old config file if you didnt change it. Otherwise delete,  load any world then exit and edit.

2.6.0 ecosystemflora
1.22.0 - 1.22.2
105 May 25th at 6:41 PM ecosystemflora-2.6.0.zip 1-click install

Paths can now be formed by player footsteps.

2.5.4 ecosystemflora
1.22.0 - 1.22.2
95 May 25th at 4:15 PM ecosystemflora-2.5.4.zip 1-click install

cleanup

2.5.3 ecosystemflora
1.22.0 - 1.22.2
103 May 25th at 11:52 AM ecosystemflora-2.5.3.zip 1-click install

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
1.22.0 - 1.22.2
33 May 25th at 11:25 AM ecosystemflora-2.5.2.zip 1-click install

Now flowers drops flowers too

2.5.1 ecosystemflora
1.22.0 - 1.22.2
40 May 25th at 10:07 AM ecosystemflora-2.5.1.zip 1-click install

Fix cache invalidating for simbiotic systems

2.5.0 ecosystemflora
1.22.0 - 1.22.2
77 May 25th at 6:14 AM ecosystemflora-2.5.0.zip 1-click install

Init


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

Ego_Sum, 5 hours ago

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.

YourCreator , 5 hours ago (modified 5 hours ago)
@Ego_Sum: 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 

mercurae3, 20 hours ago

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.

Ava_Qutrit, 1 day ago (modified 1 day ago)

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.

YourCreator , 2 hours ago (modified 1 hour ago)
@Ava_Qutrit: 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 t

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

heedless, 2 days ago

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.

Phosfas, 2 days ago

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?

YourCreator , 2 days ago (modified 2 days ago)
@Phosfas: 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 so

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?

Phosfas, 2 days ago
@YourCreator: 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

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.

Phosfas, 2 days ago
@YourCreator: i cant pick up - what you mean? isnt dropping flowers or what?

Yeah the flowers themselves will not drop.

YourCreator , 2 days ago
@Phosfas: Yeah the flowers themselves will not drop.

thats not a ESF problem. Please list your modlist

Phosfas, 2 days ago
@YourCreator: 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

MayaPapaya, 1 day ago (modified 1 day ago)
@YourCreator: 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. 

Phosfas, 1 day ago (modified 1 day ago)
@MayaPapaya: 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 pla

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.

MayaPapaya, 1 day ago
@Phosfas: 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.

MayaPapaya, 1 day ago
@YourCreator: 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. 

Phosfas, 1 day ago (modified 1 day ago)
@MayaPapaya: 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 bes

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

Phosfas, 1 day ago
@MayaPapaya: 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.

Phosfas, 2 days ago
@Phosfas: Yeah the flowers themselves will not drop.

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..
imageimage

Phosfas, 1 day ago
@YourCreator: 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
imageimageimage

YourCreator , 1 day ago (modified 1 day ago)
@Phosfas: 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..

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

Phosfas, 1 day ago
@YourCreator: 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 y

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.image

YourCreator , 1 day ago (modified 1 day ago)
@Phosfas: 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

Phosfas, 1 day ago (modified 1 day ago)
@YourCreator: 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..

YourCreator , 1 day ago (modified 1 day ago)
@Phosfas: 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 rep

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

Phosfas, 1 day ago
@YourCreator: 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 spreadi

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-

World Settings

{
  "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
}

Phosfas, 1 day ago (modified 1 day ago)
@YourCreator: 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...

YourCreator , 1 day ago (modified 1 day ago)
@Phosfas: Can you tell me how to get to game loaded core?im not familier with what that that is...

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

YourCreator , 2 hours ago (modified 2 hours ago)
@Phosfas: Can you tell me how to get to game loaded core?im not familier with what that that is...

Added startup wizard for every world. 

ciseru, 2 days ago (modified 2 days ago)

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.

YourCreator , 3 days ago (modified 3 days ago)

I can made new companion mod with wildfarming features but without controversial decisions, if anybody want it

heedless, 2 days ago (modified 2 days ago)
@YourCreator: 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.

YourCreator , 2 days ago
@heedless: 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 opera

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

Ava_Qutrit, 3 days ago

Thank you for your continued work on this mod!

Bobthefarmer1, 4 days ago

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.

HaidaLoo, 1 day ago
@YourCreator: made a fix

Hi! After intalling versions after 4.9.* my sp-server get constantly overloaded (As well as my cpu). 

Here what logs say
4573,72ms,  call : all
  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. 

Liliet, 4 days ago (modified 4 days ago)

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?)

YourCreator , 4 days ago (modified 4 days ago)
@Liliet: 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 biiii

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

Exmortis, 4 days ago

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.

Ava_Qutrit, 6 days ago

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?

Ava_Qutrit, 5 days ago
@YourCreator: "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.

YourCreator , 5 days ago
@Ava_Qutrit: 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

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.

Blacwulf, 5 days ago (modified 5 days ago)
@YourCreator: 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 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

Retsof, Jul 11th at 4:05 PM

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?

Bobthefarmer1, Jul 11th at 12:58 PM

Does this mod work with wildfarming forks tree growth system?

YourCreator , Jul 11th at 6:05 PM (modified Jul 11th at 6:17 PM)
@Bobthefarmer1: 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. 

heedless, Jul 11th at 4:47 AM

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?

YourCreator , Jul 11th at 9:04 AM (modified Jul 11th at 12:15 PM)
@heedless: 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

Retsof, Jul 11th at 4:03 PM
@YourCreator: 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?

YourCreator , Jul 11th at 6:24 PM
@Retsof: 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 tr

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

heedless, Jul 11th at 4:54 PM
@YourCreator: 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

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

heedless, Jul 11th at 5:04 PM (modified Jul 11th at 5:06 PM)
@heedless: 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/VJMh

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".

MayaPapaya, Jul 10th at 4:03 AM

Which tree species can spread? Is it just "building" trees like oak, birch, etc. or can fruit trees spread as well?

YourCreator , Jul 10th at 7:23 AM (modified Jul 10th at 8:56 AM)
@MayaPapaya: 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

Kaisei, Jul 9th at 7:45 AM

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?

Kaisei, Jul 9th at 3:38 PM (modified Jul 9th at 3:39 PM)
@YourCreator: 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.

YourCreator , Jul 9th at 3:54 PM
@Kaisei: It does? because I used a knife and the mushrooms weren't there when I rechecked them a year later. Odd.

Please check is there  micelium block (just point on all around blocks with < i >). Micelium can die due surroundings (less or more meadow). 

metasynthie, Jul 9th at 9:06 PM
@YourCreator: 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

Kaisei, Jul 11th at 2:51 AM
@YourCreator: Please check is there micelium block (just point on all around blocks with < i >). Micelium can die due surroundings (less or more meadow).

How to check this again? with < i > really? I didn't know there's a micelium block.

YourCreator , Jul 11th at 9:05 AM (modified Jul 11th at 9:08 AM)
@Kaisei: 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

Wizardteeth, Jul 8th at 10:01 PM

After the last update, I seem to be having weird textures for tall grass dieback? 

YourCreator , Jul 9th at 8:00 AM (modified Jul 9th at 9:00 AM)
@Wizardteeth: 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

YourCreator , Jul 9th at 3:07 PM
@Wizardteeth: After the last update, I seem to be having weird textures for tall grass dieback?

switched to vanilla engine textures draw, please report on any issue

Wizardteeth, Jul 10th at 3:49 AM (modified Jul 10th at 3:50 AM)
@YourCreator: switched to vanilla engine textures draw, please report on any issue

Sorry for the late response- that seems to have fixed it! Many thanks

Blacwulf, Jul 8th at 5:50 PM (modified Jul 8th at 5:51 PM)

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. 

Blacwulf, Jul 8th at 6:42 PM
@YourCreator: Will investigate that

Upon more investigation, it seems its just a simple rendering issue. Leaving the chunk and returning it fixes it immediately.

YourCreator , Jul 8th at 6:45 PM
@Blacwulf: 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

PeridotClod, Jul 8th at 8:46 AM

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.

YourCreator , Jul 10th at 10:09 AM
@PeridotClod: 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 a

Thanks. Meadow harvest is one toggle today: EnableFlowerDrygrass in ModConfig/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.

HerbDashwell, Jul 8th at 5:19 AM

Knowing that this mod adds blocks, is there a way to safely remove it from an existing world?

YourCreator , Jul 8th at 6:52 AM (modified Jul 8th at 7:37 AM)
@HerbDashwell: 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

VaporFerret, Jul 7th at 9:48 PM

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.image

Ganlhi, Jul 6th at 6:31 PM

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. 

YourCreator , Jul 6th at 6:37 PM (modified Jul 6th at 7:11 PM)
@Ganlhi: 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. 

Ganlhi, Jul 7th at 5:21 AM
@YourCreator: 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...

Ganlhi, Jul 8th at 3:43 AM
@AzuliBluespots: 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 ><

 

Spoiler
"accessibilitytweaks",
"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",
RpCharly, Jul 6th at 7:18 AM (modified Jul 6th at 7:28 AM)

hey can you make compatibility for and your flowers as the bees cant see them example is imageimage

From Golden Combs

YourCreator , Jul 6th at 10:11 AM (modified Jul 6th at 2:43 PM)
@RpCharly: 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?

YourCreator , Jul 6th at 4:46 PM (modified Jul 6th at 4:47 PM)
@RpCharly: 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

YourCreator , Jul 6th at 10:28 AM (modified Jul 6th at 10:29 AM)
@RpCharly: hey can you make compatibility for and your flowers as the bees cant see them example is From Golden Combs

I will do not break the mod simulation, so you can change some settings to make that work:

 

no phases:

EnableFlowerPhenology: false

lower field:

FlowerBloomEnergyThreshold (less - more bloom time)

Blacwulf, Jul 6th at 4:39 AM

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

YourCreator , Jul 6th at 10:30 AM (modified Jul 6th at 10:31 AM)
@Blacwulf: 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 tr

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

Blacwulf, Jul 6th at 3:38 PM
@YourCreator: 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

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 

Blacwulf, Jul 6th at 3:58 PM (modified Jul 6th at 3:59 PM)
@YourCreator: 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.

Wadan, Jul 6th at 3:40 AM

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.

JoshTherapey, Jul 4th at 5:22 AM

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

YourCreator , Jul 4th at 5:30 AM (modified Jul 4th at 7:52 AM)
@JoshTherapey: 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

YourCreator , Jul 4th at 6:30 AM
@JoshTherapey: 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

YourCreator , Jul 4th at 9:26 AM (modified Jul 4th at 9:26 AM)
@JoshTherapey: Also a big fan of the floral regions mod, ads a lot of biodiversity

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

Nakir, Jul 3rd at 3:32 PM

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.

Nakir, Jul 3rd at 3:28 PM

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.

YourCreator , Jul 4th at 5:07 AM (modified Jul 4th at 5:08 AM)
@Nakir: 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 e

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

FarmerBrown, Jul 1st at 10:39 PM

I wonder if Animals will effect the spread of these things?

YourCreator , Jul 2nd at 9:48 AM (modified Jul 2nd at 9:49 AM)
@FarmerBrown: I wonder if Animals will effect the spread of these things?

im making another mod for animals, please standby

PeanutShades, Jul 1st at 9:22 AM

Hows this mod behave when claims are off but reinforcement system enabled?

YourCreator , Jul 1st at 11:41 AM (modified Jul 1st at 11:41 AM)
@PeanutShades: 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

Danny2703, Jul 1st at 6:03 AM

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.

Danny2703, Jul 1st at 5:14 AM (modified Jul 1st at 5:16 AM)

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).

Danny2703, Jun 30th at 8:22 PM (modified Jun 30th at 8:27 PM)

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

YourCreator , Jul 1st at 4:19 AM
@Danny2703: 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

Danny2703, Jun 30th at 7:59 AM

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

Danny2703, Jun 30th at 2:23 AM

Is the spreading rate of Catmint messed up? It is summer currently and it seems to be spreading alittle fast.

Danny2703, Jun 30th at 2:26 AM (modified Jun 30th at 2:31 AM)
@YourCreator: 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.

YourCreator , Jun 30th at 6:11 AM (modified Jun 30th at 6:11 AM)
@Danny2703: I did not.

please remove then report if problem not solved

Danny2703, Jun 30th at 6:18 AM
@YourCreator: please remove then report if problem not solved

Alrighty. Will report tommorow since hopped off for the night.

RpCharly, Jun 29th at 9:17 PM (modified Jun 29th at 9:20 PM)

having a small issue where grass is taking over the base of trees just a fyi. trees i planted. 

RpCharly, Jun 30th at 12:08 AM (modified Jun 30th at 12:17 AM)
@YourCreator: What a grass, please names

i have no other mods that spread plant life like i said it only happend to trees i planted, image   i just updated to current right now

Blacwulf, Jun 29th at 6:48 PM

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? 

sawushka, Jun 29th at 3:57 PM

 

After the last update Im seeing lots of missing textures for Eagle Fern (dieback) again 

YourCreator , Jun 29th at 2:14 PM

sawushka, Jun 29th at 11:22 AM

wondering if snow can hide seedling and other flowers? 

sawushka, Jun 29th at 2:58 PM
@YourCreator: now it can

thank you 

YourCreator , Jun 29th at 3:03 PM
@sawushka: thank you

✌😉

Katzvielle, Jun 29th at 8:43 AM

Would you be willing to make this compatible with Biodiversity mods?

loving how this mod looks by the way. keep up that awesome work 😊

Katzvielle, Jun 29th at 10:35 PM
@YourCreator: 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 ☺️

Katzvielle, Jun 30th at 8:09 AM
@YourCreator: 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?

YourCreator , Jun 30th at 8:17 AM
@Katzvielle: 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

Danny2703, Jun 29th at 6:06 AM

Also just would like to say. Your response time is INSANE.

YourCreator , Jun 29th at 6:05 AM (modified Jun 29th at 6:09 AM)

Danny2703, Jun 29th at 3:30 AM

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.

Scrivener, Jun 28th at 8:36 PM

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.

vvbudh, Jun 28th at 1:27 PM

Still looks too unstable..Will be eager to see this when it's reached a stable milestone! 😄

YourCreator , Jun 28th at 11:34 AM

I think it be last huge feature for that mod. only stability patches i will release. Please report on any issue

zakhad, Jun 28th at 11:32 AM

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

Crash Report
28.6.2026 12:25:33 [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.<OnDidPlaceBlock>b__0(Single _)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 160
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 882
sawushka, Jun 28th at 11:10 AM

new version crashes the server after a few minutes 

YourCreator , Jun 28th at 11:32 AM
@sawushka: new version crashes the server after a few minutes

Please check update. Playtest seems to be ok. Please report if not

ButahBabter, Jun 28th at 7:17 AM (modified Jun 28th at 7:22 AM)

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

ButahBabter, Jun 28th at 7:25 AM (modified Jun 28th at 7:26 AM)
@YourCreator: 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

YourCreator , Jun 28th at 7:54 AM (modified Jun 28th at 7:55 AM)
@ButahBabter: 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 rhizo

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

ButahBabter, Jun 28th at 7:55 AM (modified Jun 28th at 7:56 AM)
@YourCreator: 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

YourCreator , Jun 28th at 8:28 AM (modified Jun 28th at 8:29 AM)
@ButahBabter: 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

YourCreator , Jun 28th at 11:00 AM (modified Jun 28th at 11:00 AM)
@ButahBabter: Ah i see, thats unfortunate then, i hope it doesnt cause you much headache

did you have wildgrass?

ButahBabter, Jun 28th at 11:09 AM (modified Jun 28th at 11:09 AM)
@YourCreator: 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

ButahBabter, Jun 28th at 2:45 PM (modified Jun 28th at 2:45 PM)
@YourCreator: 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

YourCreator , Jun 28th at 2:50 PM (modified Jun 28th at 3:00 PM)
@ButahBabter: 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

ChimMAG, Jun 28th at 7:16 AM

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"?

Crash Report
[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.<OnDidPlaceBlock>b__0(Single _)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 160
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 882
fellmesser, Jun 28th at 12:59 AM

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?

fellmesser, Jun 29th at 1:41 AM
@YourCreator: 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.

TheKrama, Jun 27th at 1:15 PM

Что насчёт совместимостей? Будет ли работать с https://mods.vintagestory.at/wildcraftfruit ? или со временем ванильные растения просто "выдавят" растения из модов?

YourCreator , Jun 27th at 1:21 PM
@TheKrama: 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

ChimMAG, Jun 27th at 12:06 PM

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.

YourCreator , Jun 27th at 12:13 PM (modified Jun 27th at 12:15 PM)
@ChimMAG: 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

Danny2703, Jun 27th at 9:28 AM

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?

YourCreator , Jun 27th at 9:38 AM
@Danny2703: 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.

Danny2703, Jun 27th at 8:32 AM

Brown sedge is spreading INSANELY fast. It was spawning like 10 new plants a minute. 

Danny2703, Jun 27th at 6:44 AM (modified Jun 27th at 6:54 AM)

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.

YourCreator , Jun 27th at 6:58 AM (modified Jun 27th at 7:41 AM)
@Danny2703: 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

Danny2703, Jun 27th at 8:31 AM
@YourCreator: 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.

Morcalvin, Jun 27th at 5:17 AM

I'm getting grass with no models or texture? How can I fix this? https://imgur.com/a/sNZkiUc

YourCreator , Jun 27th at 5:30 AM (modified Jun 27th at 5:32 AM)
@Morcalvin: 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

ProfugoBarbatus, Jun 27th at 1:28 AM (modified Jun 27th at 1:28 AM)

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.

Lovelytraits, Jun 26th at 11:23 PM

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.

Danny2703, Jun 26th at 7:50 PM

The flower seedlings do not break correctly. They sound like stone and knives do not break them faster.

sawushka, Jun 26th at 5:33 PM

having the same issue as missing texture for  "ecosystemflora:block-fernphase-eaglefern-dieback"

YourCreator , Jun 26th at 9:40 PM
@SnakeMittens: I'm getting this for cinnamonferns too.

sawushka

SnakeMittens

check out, please report if you have any issues

SnakeMittens, Jun 26th at 11:20 PM
@YourCreator: sawushka SnakeMittens check out, please report if you have any issues

Seems to have fixed it! Thanks for the quick updates.

Seagullible, Jun 26th at 3:01 PM

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?

blockingF5, Jun 26th at 12:11 PM

Objects without textures are appearing in the world, and here is what is written: "ecosystemflora:block-fernphase-eaglefern-dieback"

Epic_Guy33, Jun 25th at 5:30 PM

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.

image

image

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.👍

YourCreator , Jun 25th at 11:17 PM (modified Jun 25th at 11:22 PM)
@Epic_Guy33: 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

as temporal solution you can use some settings 

UseSoilSuccession: false

EnableEventDrivenSpread: false

EventWakeRetryHours: 24 or more

EnableSymbiosis: false

YourCreator , Jun 26th at 1:33 AM (modified Jun 26th at 3:36 AM)
@Epic_Guy33: 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

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

vvbudh, Jun 25th at 5:18 PM

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.

YourCreator , Jun 25th at 10:39 PM (modified Jun 26th at 4:17 AM)
@vvbudh: 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 gre

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. 

Retsof, Jun 25th at 1:25 AM

Here's a weird bug for you.  I can't craft hay bales or terrain slabs.

YourCreator , Jun 25th at 10:09 AM (modified Jun 25th at 12:26 PM)
@Retsof: Here's a weird bug for you. I can't craft hay bales or terrain slabs.

image

not sure it that mod

Pontes, Jun 24th at 7:38 PM

Does this work with ecomachina?

Ophelia_Sakura, Jun 24th at 6:41 PM

I have a bug where all red top grass becomes a missing resource if it changes state to dieback or dormant

MaskedRabbit, Jun 24th at 3:52 AM

Updates every hour, on the hour i swear lol

YourCreator , Jun 24th at 3:55 AM (modified Jun 24th at 3:56 AM)
@MaskedRabbit: 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

FelixXiaoLong, Jun 23rd at 10:26 PM

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.

RpCharly, Jun 23rd at 6:46 AM

🧡 this mod

YourCreator , Jun 24th at 1:20 AM
@RpCharly: 🧡 this mod

😇

Stonare, Jun 23rd at 4:17 AM

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

YourCreator , Jun 23rd at 5:42 AM
@Stonare: 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 greenhous

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.

Stonare, Jun 23rd at 12:28 PM
@YourCreator: 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 dependenc

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.

pngwn, Jun 22nd at 8:21 PM (modified Jun 22nd at 8:24 PM)

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:

pngwn, Jun 23rd at 10:36 AM (modified Jun 23rd at 10:36 AM)
@YourCreator: fixed. Please report on issues

Uh oh, now I get a missing-texture-flower:

YourCreator , Jun 24th at 1:28 AM
@pngwn: Uh oh, now I get a missing-texture-flower:

fixed, please report if not

pngwn, Jun 24th at 12:15 PM
@YourCreator: fixed, please report if not

Looks good now, thanks!

Eliam, Jun 22nd at 5:42 PM

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.

YourCreator , Jun 22nd at 5:57 PM (modified Jun 22nd at 6:01 PM)
@Eliam: 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

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

Eliam, Jun 22nd at 6:43 PM (modified Jun 22nd at 6:48 PM)
@YourCreator: 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

image

YourCreator , Jun 22nd at 6:47 PM
@Eliam: 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

YourCreator , Jun 22nd at 10:28 PM (modified Jun 22nd at 10:31 PM)
@Eliam: 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

Eliam, Jun 23rd at 7:07 PM (modified Jun 23rd at 7:18 PM)
@YourCreator: 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)

GOODYOB, Jun 22nd at 4:27 PM (modified Jun 22nd at 4:30 PM)

Is it normal that flowers and grass regrow aggressively after being removed until all of them are removed?

YourCreator , Jun 22nd at 5:57 PM (modified Jun 22nd at 5:58 PM)
@GOODYOB: 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)

GOODYOB, Jun 27th at 8:50 AM
@YourCreator: 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!

Loosebearings, Jun 22nd at 4:13 PM

Is this safe to add to an existing world?

YourCreator , Jun 22nd at 5:59 PM
@Loosebearings: Is this safe to add to an existing world?

yes, its working with existing blocks

ItzZackyBoi, Jun 22nd at 5:14 AM

That's alot of berries

YourCreator , Jun 22nd at 5:31 AM
@ItzZackyBoi: That's alot of berries

What you mean?

VaporFerret, Jun 21st at 11:42 PM

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.

YourCreator , Jun 22nd at 12:18 AM (modified Jun 22nd at 12:33 AM)
@VaporFerret: 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 t

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. 

ChimMAG, Jun 21st at 10:27 PM

При загрузке игры выскакивают следующие ошибки.

Spoiler
[Error] Patch 0 in ecosystemflora:patches/wildgrass-ecology.json: File wildgrass:blocktypes/plant/bluegrass.json not found
[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.

Contagano, Jun 21st at 4:38 PM

I love this mod. It really makes the flora feel alive and not like they are just decorations

Katzvielle, Jun 21st at 3:50 AM

i like the new pictures. ☺️

duien, Jun 21st at 3:05 AM (modified Jun 21st at 3:07 AM)

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.

YourCreator , Jun 21st at 2:25 AM

If you want an language support just tell me

Buraak, Jun 20th at 10:38 PM

cooking with updates. keep it up man. love the mod.

SnakeMittens, Jun 20th at 8:38 PM

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.

Targoth, Jun 20th at 5:18 PM

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. 

Leavraell, Jun 20th at 10:25 PM
@YourCreator: 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. 

Targoth, Jun 20th at 10:49 PM (modified Jun 20th at 10:52 PM)
@YourCreator: All troubles with grass solved in 3.9.7Leavraell 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.

Crash Report
System.Exception: Don't know how to instantiate collectible behavior of class 'ecosystemHandbook' did you forget to register a mapping?
HaidaLoo, Jun 20th at 11:36 AM

Привет! После последнего обновления столкнулся с провисанием сервер-сайда, по логам вычленил, что ecosystem вызывает задержки в пару секунд:

Spoiler!

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

Chubz, Jun 19th at 8:22 PM

Wildgrass support? 👉👈

YourCreator , Jun 19th at 9:32 PM
@Chubz: Wildgrass support? 👉👈

i can, but im already made contract system...

Chubz, Jun 19th at 9:57 PM
@YourCreator: 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?

Chubz, Jun 19th at 10:48 PM
@YourCreator: https://mods.vintagestory.at/wildgrass#tab-filesесть еще такой

так это не форк, ориг

YourCreator , Jun 19th at 10:52 PM
@Chubz: так это не форк, ориг

так мне поддержку орига или форка?

Chubz, Jun 19th at 11:03 PM
@YourCreator: так мне поддержку орига или форка?

у них id один должен быть, ориг не обновлен, так что форк конечно. спасибо

Chubz, Jun 20th at 9:47 AM
@YourCreator: Окей, попробуй, но я не тестил глубоко

вроде работает. куча ошибок при входе в мир, но это вроде ожидаемо?

Chubz, Jun 20th at 4:22 PM
@YourCreator: с вилдграссом ошибки?
Spoiler
20.6.2026 20:20:05 [Error] Patch 1 (target: game:blocktypes/plant/tallgrass.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 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
Chubz, Jun 20th at 5:10 PM
@YourCreator: Проверяй

вроде все норм, если что увижу отпишусь. спасибо!

Morcalvin, Jun 19th at 12:56 PM

Is this compatible with eco machina  and deciduous trees?

YourCreator , Jun 19th at 4:48 PM (modified Jun 19th at 9:40 PM)
@Morcalvin: 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

ChimMAG, Jun 19th at 7:14 AM

Как я понимаю, могу писать без переводчика. 😀

Мод очень крутой!!! Прям вау. Но есть два вопроса:

  1. На скриншотах очень много полей с монорастениями. Это очень не комильфо: всё-таки естественные поля - это всегда разнотравье, хотя могут и встречаться отдельные участки-проплешины, заселённые чем-то конкретным одним (в реальности всё равно не одним, ну да ладно). Особенно поле, заросшее полностью хвощём и озеро и рогозом. По последнему, наверное, по мере удаления от берега должен медленно нарастать какой-то стресс, чтобы не занимал полностью озёра?
  2. Что с производительностью? Как сильно мод влияет на это? Просто есть ноутбук, где это может быть критично.
  3. Хотел спросить про совместимость с модом Trail Mod Updated на динамические тропинки, но тот мод до версии 1.22.0 ещё не обновился, а этого под версию 1.21 не было, так что и нет проблемы. 😀
YourCreator , Jun 19th at 7:46 AM (modified Jun 19th at 9:56 AM)
@ChimMAG: Как я понимаю, могу писать без переводчика. 😀 Мод очень крутой!!! Прям вау. Но есть два вопроса: На скриншотах очень много полей с монорастениями. Это очень не комильфо: всё-таки естественные поля - это всегда разнотравье, хотя могут и встречаться отдельн

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.  

Spoiler!

EnableTrampling

false

Plants near player paths accumulate stress and die

TramplingSoilDegradation

false

Trampled paths lose soil fertility

ChimMAG, Jun 19th at 2:06 PM
@YourCreator: 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

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.

Darkpaapi, Jun 19th at 6:07 AM (modified Jun 19th at 6:10 AM)

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?

YourCreator , Jun 19th at 7:48 AM (modified Jun 19th at 7:57 AM)
@Darkpaapi: 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 incre

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:

  • sapling spread from mature trunks
  • optional yearly growth (EnableTreeAging)
  • senescence at ~140 in-game years (longest of the set)
  • seasonal canopy (deciduous rules don’t apply to redwood — it’s conifer-like, so no autumn leaf drop from that system)

Important for treehouses: the mod only treats log-grown blocks as wild ecology trees. Player-built structures from log-placed / debarkedlog are 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:

Spoiler
Goal Config
No growth and no senescence
"EnableTreeAging": false (what you did)
Growth OK, no natural death
"EnableTreeAging": true"EnableTreeSenescence": false
No stump/logs on death
"EnableTreeSenescenceRemains": false

With 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:

"BalancePreset": "sparse"

That lowers global spread vs default natural:

  • ReproduceAttemptsPerYear: 36 (vs 72)
  • ReproduceChance: 0.3 (vs 0.5)
  • MinFitness: 0.6 (vs 0.45)
  • spacing: 2 blocks (vs 1)

 

 

For manual tuning, use:

"BalancePreset": "custom"

Then adjust (these affect all species, scaled by each species’ SpreadRate):

  • ReproduceAttemptsPerYear — attempts per in-game year
  • ReproduceChance — success gate per attempt
  • MinFitness — higher = harder to spread
  • DefaultSameSpeciesSpacing / DefaultOtherSpeciesSpacing
  • MaxSpreadAttemptsPerChunkPerTick / MaxSpreadChunksVisitedPerTick — server throughput cap

Note: if BalancePreset is naturallush, or sparse, those spread fields are re-applied on every server start. For custom values that stick, set "BalancePreset": "custom".

There’s no single SpreadSpeedMultiplier for everything; sparse or custom + lower ReproduceAttemptsPerYear / ReproduceChance is the intended approach.

 

Short server-admin recipe for “treehouse-friendly + slower meadow”:

"BalancePreset": "sparse",
"EnableTreeAging": false,
"EnableTreeSenescence": false

(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.

Darkpaapi, Jun 19th at 7:52 PM
@YourCreator: 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 tr

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.

uneivi, Jun 17th at 8:32 PM

The OnlyActivateNearPlayers means, 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?

Bhruican, Jun 17th at 6:12 PM

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 EnableCanopyFallenSticks to 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).

YourCreator , Jun 17th at 10:55 PM (modified Jun 17th at 11:25 PM)
@Bhruican: 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, the

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.

Bhruican, Jun 18th at 3:40 AM
@YourCreator: 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.

jack66, Jun 17th at 8:06 AM

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 

Dedalous, Jun 16th at 10:53 PM

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

YourCreator , Jun 17th at 1:28 AM (modified Jun 17th at 1:32 AM)
@Dedalous: 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

i have tested - its just one click bug installer. Download as usual zip and paste it into %appdata%\vintagestorydata\mods\

So its fully compatible 😁!

Dedalous, Jun 17th at 8:59 PM
@YourCreator: 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...

YourCreator , Jun 29th at 2:44 AM
@Scrivener: 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\

Cork, Jun 16th at 7:26 PM (modified Jun 16th at 7:31 PM)

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.

YourCreator , Jun 16th at 8:02 PM (modified Jun 16th at 8:04 PM)
@Cork: 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 nothin

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 

image

BobEdJones, Jun 16th at 7:08 PM

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.

Petrosine, Jun 16th at 4:31 PM

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 ?

Petrosine, Jun 16th at 4:40 PM
@YourCreator: 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 

YourCreator , Jun 16th at 4:44 PM (modified Jun 16th at 4:49 PM)
@Petrosine: 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 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.

SmeeSlug, Jun 16th at 2:01 PM

Are fern trees included? That would be cool, they just turn into firewood when they are cut and are gone forever, I think.

Pineas, Jun 16th at 1:33 AM

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?

Pineas, Jun 16th at 2:47 AM (modified Jun 16th at 2:48 AM)
@YourCreator: No, vines not grow, but ill try to add grow it

Okay, thank you!

YourCreator , Jun 16th at 3:28 PM
@Pineas: Okay, thank you!

Making growing. Please report if not, i have not time for playtests

SnakeMittens, Jun 16th at 1:05 AM (modified Jun 16th at 1:06 AM)

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

YourCreator , Jun 16th at 2:46 AM
@SnakeMittens: 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)

Lemonshark3, Jun 16th at 12:15 AM

thank you for making this, very cool

Leavraell, Jun 7th at 9:17 PM

My world with this mod seems to be taken over by grass. I haven't found almost any ground mushrooms.

YourCreator , Jun 8th at 11:03 AM
@Leavraell: 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).

YourCreator , Jun 13th at 8:09 PM
@Leavraell: My world with this mod seems to be taken over by grass. I haven't found almost any ground mushrooms.

In new mod version added mushrooms competition and spread. Check it out.

Whiles34, Jun 4th at 1:18 PM

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?

YourCreator , Jun 5th at 10:08 AM
@Whiles34: 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

Seralth, Jun 3rd at 6:08 PM

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.

YourCreator , Jun 3rd at 7:24 PM (modified Jun 4th at 7:58 AM)
@Seralth: 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

  "EnableTrampling": true,
kr4fted, Jun 3rd at 2:48 PM

Love your mod and your effort as a dev! could you integrate the Wildgrass mod by crupette (currently forked as wildgrass continued by Lumvik)?

YourCreator , Jun 3rd at 7:27 PM (modified Jun 3rd at 8:00 PM)
@kr4fted: 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!

Eleonora1966, May 30th at 3:58 PM

for some reason trees love sprouting during the winter on lake ice
might be something to look into

MayaPapaya, May 30th at 6:33 AM

Has anyone had the issue where horsetail drops dry grass when harvested?

YourCreator , May 30th at 6:45 AM
@MayaPapaya: 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. 

MayaPapaya, May 31st at 6:00 PM
@YourCreator: 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.

YourCreator , May 30th at 7:05 AM
@MayaPapaya: Has anyone had the issue where horsetail drops dry grass when harvested?

Please checkout newer version for fixes

Permarin1, May 30th at 8:52 PM
@YourCreator: 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

  • Fixed: Horsetail incorrectly described as a flower

 

so its possible it wasnt any thing you did, but that game did.

SnakeMittens, Jun 10th at 3:57 AM
@YourCreator: Please checkout newer version for fixes

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.

Sinemu, May 30th at 5:59 AM

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.

Spoiler!
{
"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!

YourCreator , May 30th at 6:01 AM (modified May 30th at 6:32 AM)
@Sinemu: 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. Spoiler! {"BalancePreset": "custom","Rep

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.

YourCreator , May 30th at 7:23 AM
@Sinemu: 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. Spoiler! {"BalancePreset": "custom","Rep

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!

Asil, May 30th at 1:01 AM

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.

ArsenikMilk, May 30th at 12:54 AM

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.

YourCreator , May 30th at 5:56 AM
@ArsenikMilk: 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

Chilib01, May 30th at 12:08 AM

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. ^_^'

Siegfried_North, May 29th at 8:58 PM

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. 

Galoogie, May 29th at 9:05 AM

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?

Hewholurks, May 29th at 12:51 AM (modified May 29th at 2:40 AM)

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.

YourCreator , May 29th at 5:13 AM (modified May 29th at 8:03 AM)
@Hewholurks: 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

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.

BugleMama64, May 28th at 10:54 PM

just saw your update logs! you are awesome!! <3

Siegfried_North, May 28th at 7:45 PM

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... 

Kew, May 28th at 2:38 PM

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!

BugleMama64, May 28th at 7:44 AM

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

YourCreator , May 28th at 7:59 AM (modified May 28th at 9:24 AM)
@BugleMama64: 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

BugleMama64, May 28th at 8:24 AM
@YourCreator: 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 solu

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?

YourCreator , May 28th at 9:27 AM
@BugleMama64: 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?

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.

Polluxo, May 28th at 5:31 AM

I think this is overtuned even on the lowest setting. After one day the lake was FILLED with cattails. It's too much.

YourCreator , May 28th at 6:27 AM (modified May 28th at 6:30 AM)
@Polluxo: 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.

YourCreator , May 27th at 7:21 PM (modified May 27th at 7:41 PM)

I started working on Ecosystem - Fauna. You can share ideas here!

joneill132, May 27th at 4:08 PM

is this compatible with terrain slabs?

BugleMama64, May 28th at 7:47 AM
@YourCreator: 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

YourCreator , May 28th at 1:29 PM
@joneill132: is this compatible with terrain slabs?

Fixed in newer version

ArsenikMilk, May 30th at 12:02 AM
@YourCreator: 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.

Zippeline, May 26th at 7:59 PM

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!!!

GOODYOB, May 26th at 10:26 AM (modified May 26th at 10:27 AM)

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

YourCreator , May 26th at 10:51 AM
@GOODYOB: 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 greenhou

Every species has built-in spacing minimums.

Reeds can only spread to positions with:

  • muddygravel or gravel substrate
  • Water within 1 block (shallow shore)
  • Temperature 3–23°C for coopersreed

They 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 AquaticWarm seasonal 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:

  • It's inside a fully enclosed room (exits == 0)
  • There's more skylight than non-skylight (glass roof)

When a plant is in a greenhouse, temperature checks are completely bypassed during stress/survival evaluation

 

 

Requirements for it to work:

  1. Fully enclosed room (no gaps, doors count as exits unless sealed)
  2. Glass/clear roof — more skylight blocks than opaque blocks in the ceiling
  3. No land claim needed
  4. HarshWildPlants: true must be on (default) — otherwise there's no climate gate to bypass anyway
Hiran, May 26th at 9:01 AM

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?

SecretFoxfire, May 26th at 9:30 AM
@YourCreator: 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?

Hiran, May 26th at 10:30 AM
@SecretFoxfire: 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.

YourCreator , May 26th at 10:40 AM
@SecretFoxfire: 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?

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

SecretFoxfire, May 26th at 11:04 AM
@YourCreator: 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

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?

SecretFoxfire, May 26th at 8:51 AM

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!

SecretFoxfire, May 26th at 9:32 AM
@YourCreator: 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).

Hiran, May 26th at 8:43 AM (modified May 26th at 8:43 AM)

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.

Hiran, May 26th at 9:01 AM
@Hiran: 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 shoul

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. 

YourCreator , May 26th at 9:06 AM
@Hiran: 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 shoul

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:

Spoiler
{
  "BalancePreset": "custom",
  "TickBudgetMs": 30,
  "EcosystemEnabled": true,
  "HarshWildPlants": true,
  "ApplyWorldgenRainForest": true,
  "ReproduceRadius": 4,
  "ReproduceVerticalSearch": 5,
  "ReproduceChance": 1,
  "MinFitness": 0.1,
  "ReproduceIntervalHours": 0.1,
  "ReproduceAttemptsPerYear": 0,
  "UseCalendarScaledSpread": false,
  "UseSpeciesSpreadRates": true,
  "MinSpeciesReproduceIntervalDays": 0.0,
  "MinSpeciesReproduceIntervalHours": 0.0,
  "MaxFailedSurvivalChecks": 5,
  "GrowthHoursMultiplier": 0.1,
  "ReproduceDebug": true,
  "VerboseLogging": true,
  "MaxReproduceAttemptsPerTick": 512,
  "MaxChunkColumnsScannedPerTick": 3,
  "MaxRegistrationsPerTick": 512,
  "StaggerReproduceAttempts": false,
  "OnlyActivateNearPlayers": true,
  "PlayerActivationRadiusBlocks": 192,
  "PlantSpacingEnabled": true,
  "ApplyCrossHabitatSpacing": false,
  "DefaultSameSpeciesSpacing": 1,
  "DefaultOtherSpeciesSpacing": 1,
  "SpacingVerticalSearch": 2,
  "MaxPendingTreeChecksPerTick": 12,
  "UseFloraContext": true,
  "FloraContextNeighborRadius": 2,
  "FloraContextInteriorThreshold": 4,
  "FloraOpenInteriorPenalty": 0.35,
  "FloraContextCacheHours": 12.0,
  "UseCellDisplacement": true,
  "PreferSpreadToEmptyCells": true,
  "DisplacementHoldMargin": 1.25,
  "EnableStressDeath": true,
  "StressRecheckHours": 6.0,
  "MaxStressChecksPerTick": 64,
  "EnableSymbiosis": true,
  "SymbiosisCascadeRadius": 4,
  "UseNicheContext": true,
  "NicheCacheHours": 12.0,
  "NicheStressThreshold": 0.45,
  "UseSoilSuccession": true,
  "SoilSuccessionStrength": 5.0,
  "UseFarmlandNutrientBridge": true,
  "FarmlandNutrientBridgeStrength": 1.0,
  "RespectLandClaims": true,
  "UseSeasonalEcology": true,
  "SeasonalStressEnabled": true
}
Hiran, May 26th at 10:13 AM (modified May 26th at 10:14 AM)
@YourCreator: 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: Spoiler { "BalancePreset": "custom", "TickBudgetMs": 30,

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.

YourCreator , May 26th at 10:38 AM
@Hiran: 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

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.

YourCreator , May 26th at 10:41 AM (modified May 26th at 10:42 AM)
@Hiran: 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

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:

Spoiler
Parameter Natural Lush Sparse
ReproduceAttemptsPerYear
72
120
36
ReproduceChance
0.5
0.65
0.3
MinFitness
0.45
0.35
0.6
DefaultSameSpeciesSpacing
1
1
2
DefaultOtherSpeciesSpacing
1
1
2
Grym7er, May 26th at 7:03 AM

Recommended versions say 1.21.0 - 1.22.2 but mod raises Exception in 1.21.6:

 

Crash Report

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

ArsenikMilk, May 26th at 12:47 AM

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. 

Zkinny, May 25th at 9:05 PM

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.

Trustmidas, May 25th at 6:13 PM

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?

YourCreator , May 25th at 6:25 PM (modified May 25th at 6:31 PM)
@Trustmidas: 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 St

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.

Trustmidas, May 25th at 6:59 PM
@YourCreator: 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 добав

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?

oneil, May 25th at 5:46 PM

Awesome idea ! welldone  do you have a plan for ecosystem - fauna ? 

YourCreator , May 25th at 6:20 PM
@oneil: 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

DinoYeOldy, May 25th at 3:56 PM

А как оно с кустами ягод работает? Положительные отрицательные черты наследуются?

YourCreator , May 25th at 4:04 PM
@DinoYeOldy: 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? 

DinoYeOldy, May 25th at 4:20 PM
@YourCreator: 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

DinoYeOldy, May 25th at 4:29 PM
@YourCreator: 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"

YourCreator , May 25th at 4:42 PM
@DinoYeOldy: 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.

Lich, May 25th at 3:26 PM

Could you add support for Wildgrass? https://mods.vintagestory.at/wildgrassfork

YourCreator , May 25th at 4:19 PM (modified May 25th at 4:47 PM)
@Lich: Could you add support for Wildgrass? https://mods.vintagestory.at/wildgrassfork

Please ask author for sourses, but i will make another content mod with wild grass for ecosystem platform (future plans on 3.0)

Sinemu, May 25th at 3:26 PM (modified May 25th at 3:32 PM)

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😑...)

BlackCDown, May 25th at 2:10 PM (modified May 25th at 2:17 PM)

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.

Mezzer, May 25th at 1:17 PM

Thank you, i love this idea/Mod

Will this work with Eco Machina or will there be conflicts?

YourCreator , May 25th at 3:41 PM (modified May 25th at 4:02 PM)
@Mezzer: 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.

somehow, May 25th at 12:48 PM

Звучит оч круто! Правильно понимаю, раз мод безопасно удалять, то и добавлять в уже существующий мир тоже безопасно?

YourCreator , May 25th at 12:57 PM
@somehow: 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

Kew, May 25th at 10:31 AM

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 :)

YourCreator , May 25th at 10:38 AM
@Kew: 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.

Kew, May 25th at 11:34 AM
@YourCreator: 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!

IWillSoonReturn, May 25th at 8:02 AM

was AI used in the creation of this

YourCreator , May 25th at 8:23 AM
@IWillSoonReturn: was AI used in the creation of this

all is ai, even words

zulacecek, May 25th at 10:02 AM
@YourCreator: all is ai, even words

Are you an AI ?

YourCreator , May 25th at 10:08 AM
@zulacecek: Are you an AI ?

yes, neural networks caged in brain system for some decades old. Using biological body systems

NeoB, May 25th at 4:05 PM
@zulacecek: Are you an AI ?

Soy mencho wey versión robot - YouTube yes we are

Kainda, May 25th at 7:57 AM

Finally. Naturally replenishing flowers.

Thank you so much!

OfficerHotpants, May 25th at 7:55 AM

This is an awesome idea.  Definitely going ot use it.

DecaByte, May 25th at 7:50 AM

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?

DecaByte, May 25th at 8:28 AM
@YourCreator: it a time speed or additional hours?

I use command, '/time calendarspeedmul 0.25' to make the days 4 times longer.

YourCreator , May 25th at 9:41 AM
@DecaByte: 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)

WACninja, May 25th at 6:17 AM

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?