Mods / Wildcraft v1.2.3! (New Plants, new poultices and better poison mechanics!)

Category: #Cosmetics #Crafting #Food #Tweak #Worldgen
Author: gabb
Side: Both
Created: Mar 16th 2021 at 12:20 AM
Last modified: Apr 6th at 7:23 AM
Downloads: 11218
Follow Unfollow 84

This is Wildcraft, it adds over 40 new plants, changes some existing plant mechanics in the game, and adds new poultices and new poultice mechanics.

FEATURE LIST:

Spoiler!

New mechanic for ALL berry bushes: Clipping!

  • When you break a berry bush, you will no longer get the berry bush block back.
  • When a berry bush is flowering, you  can clip the branch to obtain a 'clipping'
  • You can plant a clipping on any ground, and after a week or 2, it will grow into a normal berry bush.
  • Clipping items only stack to 4, and will dry out after about a day, at which point, they cannot be planted anymore.

 

New Poultice Mechanics: (Utilizing BuffStuff by Goxmeor)

  • NOTE: All Poultices now heal over time, instead of instantly!
  • All Poultices need a primary ingredient* (think horsetail or honey-sulfur)
  • Poultices can optionally have a secondary ingredient** for more health
  • The amount that the 'secondary' ingredient will boost the poultice's health, depends on the 'primary' ingredient (so, for example, Thyme might heal more when paired with Horsetail than it does when paired with St John's Wort)
  • Poultice recipes are in the handbook for specifics

*Poultice Primary Ingredients: [St John's Wort, Horsetail, Honey/Sulfur, Poison Oak, Inula and Celandine]

**Poultice Secondary Ingredients: [Holly, Marigold, Yarrow, Sage, Lavender, Thyme and Marshmallow]

New Berry Bushes: [Brambleberry, Raspberry and Dogrose are all very prickly, be careful around them!]

  • Huckleberries
  • Snowberries
  • Elderberry
  • Brambleberry
  • Gooseberry
  • Dogrose
  • Honeysuckle
  • Raspberries

New Ground Berry Plants: [To grow these, take two of the fruit and place it in the crafting grid with a knife to get seeds. Then, you can place those on the ground to grow.]

  • Cloudberry
  • Strawberry

New 'Herbs': [To grow these, take 2 of the herb and place it in the crafting grid with a knife to get seeds] [Some of these also have roots, which can be used as secondary ingredients in meals. Herbs themselves can also be used as secondary ingredients in meals]

  • Miners Lettuce
  • Stinging Nettle (Careful! this will poison you on contact. Luckily, any poultices made with poison oak will cure the annoying itch)
  • Basil,
  • Bearleek,
  • Black Pepper
  • Celery
  • Chamomile
  • Cilantro
  • Dill
  • Dock
  • Lavender
  • Marjoram
  • Marshmallow
  • Mint
  • Mustard
  • Rosemary
  • Saffron
  • Sage
  • Sedge (can be used to craft hand baskets and stationary baskets, like cattails)
  • St John's Wort
  • Thyme
  • Mugwort
  • Burdock
  • Poison oak (Careful! This will poison you on contact! Luckily, any poultice using yarrow as a secondary ingredient will cure the annoying  rash)
  • Holly
  • Chicory
  • Marigold
  • Inula
  • Celandine
  • Leek
  • Broadleaf plantain
  • Saltwort
  • Yarrow
  • Liquorice

 New Water Plants: [To grow these, take 2 of the herb and place it in the crafting grid with a knife to get seeds]

  • Water chestnut
  •  

Credit to @Ледяная Соня on discord for the awesome new textures! (as well as various other things with the mod)

Thanks to Catasteroid for the updated fruit and root models!

 

CHANGELOG:

Spoiler!

 

Wildcraft v1.2.3!:

  • fixed clipping textures

Wildcraft v1.2.2!:

  • updated Russian translation thanks to KelenEysi!
  • Awesome new fruit and root models thanks to Catasteroid!
  • reworked some json files to be better thanks to Craluminum!
  • updated prickly berry bushes, now some creatures will be hurt by berry bushes. (if you don't like this, in the berrybush.json file there is an attribute called immuneCreatures, which you can add more creatures to if you want to. I want to find out a better system but that's what I got so far).
  • Poultices now hopefully compatabile with Pet AI pets, Thanks to Gerste for fixing that.
  • Maybe fixed other small things

Wildcraft v1.2.1!:

  • brambleberry bush now 'stackable'
  • only the player can be harmed by berry bushes/herbs
  • added check to see if entity is null in prickly berry bushes and plants (to hopefully prevent crashes)
  • pressed mash and raw juice now perishable
  • toned down plant world gen chance a little bit

Wildcraft v1.2.0!:

  • added new plants: poison oak, holly, chicory, marigold, inula, celandine, leek, broadleaf plantain, saltwort, yarrow, liquorice, water chestnut
  • Inula, celandine and poison oak can be used as primary ingredients in poultices
  • holly, marigold, yarrow and sage can be used as secondary ingredients in poultices
  • poultices now heal over time, (thanks to BuffStuff by Goxmeor)
  • poultices now have secondary textures
  • fixed primary poultice textures being wrong
  • stinging nettle and poison oak will now poison you (deal small amounts of damage over time), thanks to BuffStuff by Goxmeor
  • any poison oak poultice will cure stinging nettle poison, and any poultice with yarrow on it will cure poison oak poison.
  • chicory, liquorice and water chestnut all have roots
  • added unique root item models
  • water chestnut is wildcrafts first water plant (functions similarly to Cooper's Reed). You can find it in tropical regions of the world, on land or in 1-block deep water
  • added an item model for clippings
  • updated some berry item models
  • added missing barrel recipe for turning fruit juice into wine
  • updated russian translation (thanks to likip!)
  • Switched the Herb BlockEntity back to Transient, but only for harvested variants (more in-line with vanilla plants)

Past Changelogs:

 

Spoiler!

Wildcraft v1.1.0!:

  • 1.16 compatability is here! (might be a couple bugs still around, but shouldn't be anything game breaking)
  • Wildcraft berries can be used to make  fruit juice and alcohol.
  • 22 new herbs are here! (trying to take over the herbs from Wild Farming, but we also added a few new ones :)
  • Herbs can be used in vegetable stew, soup, meaty stew, and scrambled eggs and secondary ingredients.
  • Herbs cannot currently be grown, but that will change in the future.
  • Like always, please let me know if you find issues, or if you have feedback :)

v1.1.1:

  • Added herb seeds! (place 2 of any one herb type in the crfting grid, with a knife to get seeds)
  • Added root vegetables for bearleek, burdock, and marshmallow (burdock and marshmallow model/textures are 'temporary')
  • (root vegetables can be used as secondary ingredients in Meat stew, vegtable stew, and soup)

v1.1.2:

  • herb seeds now work in survival mode ()

v1.1.3:

  • Sedge can now be used to craft hand baskets and stationary basket, like cattails. (Carry Capacity is supported!)
  • New Poultices! (vanilla are unchanged)
    • St John's Wort, Horsetail an Honey/Sulfur are now the 'primary' ingredients to poultices
    • Lavender, Thyme and Marshmallow can be added to poultices as 'secondary' ingredients for more health.
    • The amount that the 'secondary' ingredient will boost the poultice's health, depends on the 'primary' ingredient (so, for example, Thyme might heal more when paired with Horsetail than it does when paired with St John's Wort)
    • (Poultice recipes are in the handbook)
  • Fixed Wind wave for all plants
  • Model update for Lavender, to be more like Lavender
  • Added French translation
  • Tweaked world gen for all herbs, and some berry bushes (to be more realisic, hopefully). Notably, Sedge now spawns in greater quantites.

v1.1.4:

  • berry bushes and nettle now sting more often
  • fixed burdock leaf texture issue
  • updated lavender model, again.
  • updated French translation
  • tweaked worldgen for all berries (particularly any prickly berry bush)

v1.1.5:

  • sedge no longer prickly
  • tweaked world gen
  • added remaps for game:herbs to wildcraft:herbs
  • Herbs BlockEntity changed from Transient to BlockEntityHerb to hopefully fix error spam on some occcasions.
  • fruit is now pressable in fruit press
  • added plain st johns wort poultices

NOTE:

If you have feedback, please leave them in the comments, bug reports can go on the issue tracker

 

Version For Game version Downloads Release date Changelog Download
v1.2.3 1739 Apr 6th at 7:23 AM Show wildcraft-v1.2.3.zip
v1.2.2 173 Apr 5th at 8:55 PM Show wildcraft-v1.2.2.zip
v1.2.1 1842 Mar 7th at 5:01 AM Show wildcraft-v1.2.1.zip
v1.2.0 490 Mar 1st at 4:34 AM Show wildcraft-v1.2.0.zip
v1.1.5 838 Feb 18th at 3:06 AM Show wildcraft-v1.1.5.zip
v1.1.4 1120 Jan 23rd at 11:57 PM Show wildcraft-v1.1.4.zip
v1.1.3 371 Jan 22nd at 6:21 AM Show wildcraft-v1.1.3.zip
v1.1.2 520 Jan 17th at 4:06 AM Show wildcraft-v1.1.2.zip
v1.1.1 116 Jan 16th at 10:35 PM Show wildcraft-v1.1.1.zip
v1.1.0 209 Jan 15th at 8:22 PM Show wildcraft-v1.1.0.zip
v1.0.3 803 Oct 16th 2021 at 8:45 PM Show wildcraft-v1.0.3.zip
v1.0.2 233 Oct 11th 2021 at 9:43 PM Show wildcraft-v1.0.2.zip
v1.0.1 606 Aug 25th 2021 at 5:13 AM Show wildcraft_v1.0.1.zip
v1.0.0 163 Aug 25th 2021 at 12:01 AM Show wildcraft_v1.0.0.zip

98 Comments (oldest first | newest first)

BlueFuryDragon, May 3rd at 11:02 AM

How do you obtain the clipping on the berry bushes? I've tried the sheera and the knife but nothing is working, it just breaks to nothing. I'm on 1.16.4.

gabb, May 2nd at 11:01 PM

I haven't added any compatibility for molded creatures for the berry bushes and poisonous plants, but I certainly will the next update (atleast for some popular animal mods). Also other modders could patch their animals into the 'immuneCreatures' attribute list in the berry bush and plant JSON files, which wouldn't be that hard to do. But for now I'll add the compatibility myself

BlueFuryDragon, May 1st at 9:34 PM

Yeah, I to got blind sided by a cow that thought I was the cause of there damage from poison oak. I also think that the damage from poison oak is way to high.

ThePionier, Apr 30th at 11:06 AM

How about if you could deactivate the damage via config, but that you remain slowed down and you make painful noises when you walk through, as do the animals. Just no more physical damage?

Ryker, Apr 30th at 4:59 AM

I also have to say that those bushes are killing too much wildlife in general, the constant random corpses piling up around the prickly berry bushes is just absurd at times. So if the animal AI can't be set to avoid the bushes, then the bushes need to be set to injure Seraphs only to avoid this.

 

Also, the poison oak and stinging nettle plants cause the wildlife to aggro onto the player, is there a way to prevent this?

BlueFuryDragon, Apr 27th at 7:25 AM

I think the amount of damage the prickly berry bushes do is to high. I also have the creatures mod and those bushes murder squirrels, crows, kittens and phesants and any other small animal unfortunate enough to encounter them.

gabb, Apr 26th at 5:42 AM

taaffeite, I will fix mash in the next update hopefully!

and thank you, yEEtcow

yEEtcow, Apr 24th at 5:07 AM

Im literally your biggest fan

l33tmaan, Apr 23rd at 12:07 AM

Technically, yes, it is a mix of Expanded Foods and Wildcraft. :) Syrup's just all on the EF side of things.

taaffeite, Apr 22nd at 11:09 PM

Oh yes, I was just letting gabb know about the mashes! :D Good to know where the syrups are coming from though, I wasn't quite sure which mod was doing it or if it was a mix or something l33tmaan

l33tmaan, Apr 22nd at 2:58 PM

Heh, the syrups are Expanded Foods. The berries and mash are Wildcraft.

taaffeite, Apr 22nd at 6:38 AM

Just a heads up, I don't know if you implemented syrups for all your fruits in your mod (I'm assuming gooseberries and snowberries and the like are from Wildcraft?), but I seem to be unable to cook them! All pressed fruit mashes also are completely unable to go into large troughs.

gabb, Apr 21st at 6:11 PM

Both of those things seem like oversights to me, whoops. There's quite a few nutritional values that are placeholders, including most herbs. Next update I'll try and fix those things :) l33tmaan

l33tmaan, Apr 21st at 4:16 PM

This will probably just result in more work for me, but would you be opposed to having different nutrition values for your berry wine/brandy? Maybe I could add different spoil timers? It feels a little weird that the berries have such variety but all the juices are the same... even if that's basically how vanilla does it. Snowberry juice doesn't even hurt you! :D

l33tmaan, Apr 16th at 4:53 PM

I've noticed none of the fruits have textures in the barrel. Well, they DO try and use the fruit's texture, but it looks... weird. The herbs also look weird, but less so. I recommend either making barrel-compatible textures or using a blank texture so they appear empty.

gabb, Apr 11th at 9:49 PM

Voicebox, I'll either fix it in the next version, or have a config file to enable/disable the healing overtime. Sorry that it's been such as issue on servers.

Theisgood, thqnks for pointing those out, I have them on my list to fix.

Cendar, Thank you, will be included in next release :)

Voicebox, Apr 10th at 1:05 PM

is it possible to change the pultice healing over time? on servers it causes massive hitching and makes it impossible to move around when the healing is ticked. makes it very hard to fight drifters and wolves.

Theisgood, Apr 10th at 3:36 AM

Some errors from client-main

 

pastebin.com/8AQ7A7vN

Cendar, Apr 10th at 1:05 AM

Hi!

I updated my french translation for Wildcraft 1.2.3 !

Here is the link to the fr.json file:
mega.nz/file/t1ZExS5Z#7oLAmHs6FvKT2O-72Mtlz29edJ0GOwGxc6B2OO-tx8Y

gabb, Apr 6th at 7:25 AM

Radostin,  should be fixed in 1.2.3

Radostin, Apr 6th at 2:27 AM

cranberry seedling looks unusual

Lisabet, Apr 3rd at 12:44 AM

pabadger I don't understand how you're cutting bushes with the knife; if you're using hold right click as if harvesting berries it should harvest the cutting; otherwise nothing at all should happen to the bush.  Only left clicking breaks a bush (or ofc breaking the block under it)

gabb, Apr 1st at 11:46 PM

pabadger, That's  a weird bug, try uninstalling/reinstalling Vintage Story, if that doesn't work, post your issue on the issue tracker and I'll try to figure out a more in-depth fix.

Nashty, I'll look into it, and see if it's not too hard.

KelenEysi, Awesome, thank you, included in the next release.

Schmarotzer, I'd need to see more logs to really know what's going on, if you want to open an issue on the issue tracker, I can try to figure it out.

pabadger, Mar 22nd at 3:33 PM

Okay, it's either bugged or one of my other mods is causing a bad interaction. I'll mess around in creative mode and try to figure out which one.

Edit: I think it's bugged for me. I turned off all of my mods except wildcraft and tested cutting flowering bushes in my creative world with survival mode on. I cut more than a dozen flowering bushes with no drops. I'm using the most recent version of game and mod. Anybody else having trouble?

Lisabet, Mar 22nd at 1:12 PM

use a knife on a flowering bush as if you were harvesting berries (hold right click)

pabadger, Mar 22nd at 4:28 AM

I'm having the devil's own time trying to figure out how to "clip" a berry bush. Not sure if it's a mod interaction problem or a bug or I'm missing something obvious, but I've used bare hands, knives, and shears on pretty much every stage of bush without anything dropping, including on the small pieces that grow on the outside of them. How is it supposed to work?

Nashty, Mar 18th at 2:43 PM

Any chance you can look into compatability with Campaign Cartographer and Auto Map Markers?

I am asking Apache and egocarib about it also.

KelenEysi, Mar 13th at 8:27 PM

Update ru translation for 1.2.1 :) ru.json

upd. Great mod! :)

Schmarotzer, Mar 13th at 3:04 PM

gabb Can you help me with this trouble? When I run next to some unknown blocks, I get kicked off the server and I can't leave that place

l33tmaan, Mar 13th at 6:05 AM

Glad to hear it! No rush!

gabb, Mar 12th at 8:28 PM

l33tmaan, Not self-ish at all, there used to be a reason I didn't have a wolrdproperties for fruit, but now there really isn't. The Wildcraft codebase in general could use some cleanup and simplifying, so I'll work on that for the next update (which might not be for a little while)

l33tmaan, Mar 12th at 5:20 PM

This might be a selfish request, but could you add a worldproperties file like the one under worldproperties/block/fruit.json? I believe if other mods refer to a wildfruit.json or something, it requires less work when you add new fruit types. I guess you could do the same for veggies if you really wanted, too - but I don't see a vanilla file for veggies.

gabb, Mar 9th at 3:54 AM

Pamela, Next version will have a configurable list of which animals can/can't be damaged

Amigurumi, I noticed that as well unfortunatley :( I will be looking into it though, it's a really annoying bug that I want to get fixed ASAP

Amigurumi, Mar 9th at 1:53 AM

We've been noticing that the heal over time on the poultices is making players kind of rubberband / jitter while healing. This stops as soon as the effect is done. Any idea what's causing it?

Pamela, Mar 9th at 12:10 AM

Please either put the danger from berry bushes/herbs back onto everyone or make it configurable.  It was a GREAT way to trap animals, and protection from drifters!!

Ryker, Mar 8th at 7:14 PM

Thank you for fixing that, my world balance and all the new wildlife are now saved!

gabb, Mar 6th at 8:00 PM

Ryker, Yes, actually that's supposed to happen already, must be broken, I'll fix that for the next release.

Theisgood, Good idea, seems like an oversight from me, next update will have many herbs suitable for bees/butterflies. Glad you're liking the mod :)

l33tmaan BuffStuff by goxmeor! Super easy to use (feel free to message on discord if you got questions)

 

l33tmaan, Mar 6th at 8:45 AM

Poultices heal over time?! Teach me your ways!

Theisgood, Mar 5th at 10:22 PM

Hey just coming by to say I love the mod. I have an idea/suggestion for Basil, Dill and many of the herbs. I actually grow lots of different kinds of these herbs one of my favourites is lime basil :).

All that aside these herbs when they go to flower provide bees with tons of pollen so they would be good for flowers for bee farms.

Also a fun fact is if you have lots of basil plants around bees in real life their honey will end up having a bit of a basil flavour. People actually use it for flavoured honeys based on what plant the bees have near their hive.

These are all just suggestions. 

Regardless I love the additions of all the herbs etc :).

Ryker, Mar 5th at 5:56 AM

Would it be possible to make animals be immune to Raspberry bushes and any similar kinds of bushes? The amount of dead wildlife and free meat stacking up near them has been getting rather absurd, since the animal's AI has no way of going around or avoiding them, so they end up mass-suiciding on these types of bushes a lot.

gabb, Mar 3rd at 3:55 AM

TristamIzumi, Whoops, that'll be fixed in the next release

TristamIzumi, Mar 3rd at 1:15 AM

Thanks for fielding my suggestion!

I think I see another thing you may need to add. I've noticed that the pressed raspberry mash that I've put in my rot chest doesn't seem to have a shelf life. The base game pressed blueberry mash that I also put in the chest has already turned to rot, so you may need to make your mash perishable as well. And double checking, I'm not seeing a perishible timer on the raspberry juice I made either.

gabb, Mar 1st at 10:16 PM

YourCreator, thanks for bringing this up. For next update I'll explore ways to optimize this mod better

YourCreator, Mar 1st at 9:13 AM

Very haevy mod for low clients. Average ram with these mod above 6g

gabb, Mar 1st at 4:44 AM

TristamIzumi, good idea, I'll add that to the to-do list, and the wine making should be fixed in 1.2.0

TristamIzumi, Feb 28th at 1:08 AM

Would it be possible to make the herbs and sedge harvestable with a scythe?

Also, in VS 1.16.4 using Wildcraft 1.1.5, I can make raspberry juice, but I don't seem to be able to seal the barrel to make raspberry wine. I've tried with exactly 10L in a barrel and it doesn't show as a valid recipe.

gabb, Feb 25th at 1:43 AM

Hexalan, Awesome, thanks for the info. I did some testing and wasn't able to replicate it, but I made some changes anyways that should hopefully fix it. Will be included with the next release.

Hexalan, Feb 24th at 6:16 PM

@gabb, below is the mod list, it's VS 1.16.3 running on a Linux server (Ubuntu 18.04) in AWS.  I've been trying to do mod isolation and reproduce the issue but haven't had much time or luck doing so.  Also wondering if this happens as a plant ages because I don't remember seeing as many white blocks as I do now.  That just may be that I wasn't looking for them though.  Let me know if you need anything else, I'd be happy to help anyway that I can.

AdvancedSmithing1.1.0.zip
animalcages_v2.0.6.zip
ArmorRepair_v1.0.2.zip
Auto Map Markers_v2.3.0.zip
Automap_V0.1.8_RC.0.zip
BackpackPackStandard_v1.0.3.zip
BetterCrates_v1.4.1.zip
bricklayers-0.8.2.zip
Bullseye 2.2.4.zip
CarryCapacity-VS1.16.0-v0.6.4.zip
ExtraChests_v1.5.2.zip
ExtraOverlays_v1.16.0-pre.8_v1.1.0.zip
FarmlandDropsSoil-VS1.15-v1.4.0.zip
FixHandbookClutter-v1.0.2.zip
FromGoldenCombs_1.16.0-v1.3.6-rc.4.zip
hudclock-2.7.0.zip
medievalexpansion-3.7.1.zip
Midnight TextureNS1.1.0.zip
MoreResin_1.1.zip
necessaries_v1.16.0-1.1.1.zip
PrimitiveSurvival2.8.0.zip
ProspectorInfo-3.1.2.zip
qptech1.7.3.zip
ResinRenaissance1.0.1-Fixed.zip
spyglass_v0.4.4.zip
survivalcats_v1.16.0-1.2.2-rc.2.zip
Th3Essentials_1.1.5.zip
ViesBlocks-VS1.16.3-v2.0.2.zip
ViesCraftMachines-VS1.16.3-v1.6.0.zip
VSHUD.dll
wildcraft-v1.1.5.zip
wildfarming_v1.2.6.zip
workbench-expansion-1.4.1.zip
xrowboat_0.0.3.zip
zeekea_v1.16.0-1.6.0.zip

gabb, Feb 23rd at 9:37 PM

Hexalan, Thanks for bringing this to my attention, hopefully I can get this fixed in the next release. Any more info you can tell me about this problem? What other mods are you using?

Hexalan, Feb 22nd at 4:02 AM

There appear to be issues with missing blocks in 1.1.5.  I'm finding clusters of unknown blocks in the world which look like plant spawns that have unmapped blockids.  Checking the block ids around the missing ones point to various wildcraft plant objects.  When a new chunk loads with one of these block clusters I get the errors below in the server log.  This is a new/fresh server and world, started over the weekend with a small collection of mods.

22.2.2022 03:32:10 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at wildcraft.BlockEntityHerb.DoGrow () [0x00042] in <80fdb93bf7fe4e61859a37c528c0e75a>:0
at wildcraft.BlockEntityHerb.CheckGrow (System.Single dt) [0x0032f] in <80fdb93bf7fe4e61859a37c528c0e75a>:0
at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <a788246c091c4a1ebf6fd6e77b1d2124>:0
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <a788246c091c4a1ebf6fd6e77b1d2124>:0
at Vintagestory.Server.ServerMain.Process () [0x0020d] in <a788246c091c4a1ebf6fd6e77b1d2124>:0
22.2.2022 03:32:10 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at wildcraft.BlockEntityHerb.DoGrow () [0x00042] in <80fdb93bf7fe4e61859a37c528c0e75a>:0
at wildcraft.BlockEntityHerb.CheckGrow (System.Single dt) [0x0032f] in <80fdb93bf7fe4e61859a37c528c0e75a>:0
at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <a788246c091c4a1ebf6fd6e77b1d2124>:0
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <a788246c091c4a1ebf6fd6e77b1d2124>:0
at Vintagestory.Server.ServerMain.Process () [0x0020d] in <a788246c091c4a1ebf6fd6e77b1d2124>:0

Blocks in world with no IDs

Ryker, Feb 18th at 7:31 PM

The Sedge has been nerfed to no longer horribly slaughter my world's wildlife, thank you! \o/

PeterSanderson, Feb 18th at 4:57 PM

"What do you think about a difficulty component added to Limit food Gathering and Growing. Overall the survival seems way too easy. Food should be difficult to find and difficult to grow until mid game.

-Maybe we need a global food-plant spawn slider.

-Maybe we need an energy bar that limits effort exerted per day.

-Maybe find treasure maps that lead to areas where certain plants can only be found.

-Going to post this in Wildfarming also."


If you haven't seen it yet, check out the Fields of Gold mod by Vinter Nacht https://mods.vintagestory.at/show/mod/1429

It hasn't yet been updated to 1.16 but it aims to achieve that goal. However, on a server some friends and I are playing on, we attempted to implement it and you would have to reduce animal spawns alongside any change.

All of your suggestions are good ones. I would add those comments to the Vintage Story #suggestions on the main Discord as well. Sounds like it would be a big modding project

1618, Feb 10th at 8:34 PM

What do you think about a difficulty component added to Limit food Gathering and Growing. Overall the survival seems way too easy. Food should be difficult to find and difficult to grow until mid game.

-Maybe we need a global food-plant spawn slider.

-Maybe we need an energy bar that limits effort exerted per day.

-Maybe find treasure maps that lead to areas where certain plants can only be found.

-Going to post this in Wildfarming also.

gabb, Feb 8th at 9:04 PM

Olo, It shouldn't be, I seem to be able to make poultices just fine.

Olo, Feb 3rd at 3:56 PM

I'm definitely not able to make poultices with any of the herbs, nor add secondary ingredients.  Is it temporarily broken?

gabb, Feb 1st at 4:41 AM

Lisabet, No, I added it in, and it worked fine in an earlier version. I tested it and it seems to be broken, for some reason. Hopefully that, and a bunch of other issues will be fixed in the next release.

Lisabet, Jan 30th at 10:03 PM

Also, I don't know if I'm doing something wrong or if a mod is conflicting, but I can't seem to make juice from the berries in this mod? Or maybe you haven't added the ability? lol

Lisabet, Jan 30th at 9:54 PM

Pamela yes they can be eaten 'as is'  with 100 veggie nutrition and can be used in stews but cannot be the primary veggie for a stew, you'd still need a vanilla veggie if you're making veggie stew. To harvest the root, hit the plant again with the knife after you've harvested the herb. This also means that they're a finite resource because you'd need 2 herbs to make a seed and you're destroying the plant to get the roots so keep that in mind.

gabb, Jan 30th at 7:27 PM

Lisabet, hmm, that's very weird. I'll look into it, thanks for letting me know.

WanderSoul64, I don't plan on adding anything else from Wild Farming, sorry. (seems jakecool is working on a mushroom fix in wildd farming, though.)

Lisabet, Jan 28th at 1:50 PM

I'm not even sure if I'm right, but I'm almost positive that I keep hearing the sedge stationary basket open/close minutes after I've accessed them and am no longer standing near them.  I don't even know how you would check if it's happening; the sound isn't the full 'volume' as when you're actively accessing them, it's a bit lower than that, but I think for some reason it has an 'echo' of sorts of the sound files a few minutes after you close them.  For now I've picked them up and tossed them into another container so that it doesn't drive me slowly insane :P 

WanderSoul64, Jan 26th at 6:34 PM

This mod is an amazing upgrade from WildFarming! my only issue is that the vanilal mushrooms are corrupted and i cant make more like in wildfarming by using the barrel with rot. Could you please add that feature by the next update you make?

Pamela, Jan 24th at 3:19 AM

"Bearleek, burdock and marshmallow have root vegtables".  Does this mean they are edible "as is" and/or can be used in stews, etc.?

gabb, Jan 24th at 12:01 AM

Cendar, updated, thank you. if you have discord, you can message me there @gabb for further translation stuff. If you're on the vintage story discord, I'm also there.

JarielEledan, Glad you're enjoying the mod. Right now, I don't have any plans to take over that side of Wild Farming.

JarielEledan, Jan 23rd at 11:21 AM

Heyo! First things first: Amazing mod! ♥ We're adoring the different herbs
Just one thing: is there a plan to add seed production for vanilla herbs and shrooms as well? (since Wild Farming hasn't updated in a bit :o)


Again, thanks a lot for your hard work ♥

PS: Edit has been made to delete a non-correct report about the functionality with alchemy, I do apologize.

Cendar, Jan 22nd at 4:57 PM

Awesome! Thank you for adding it! I made a new version for 1.1.3. I translated the new poultices and the baskets.

Here is the link.

Wildcraft 1.1.3 - fr.json

gabb, Jan 22nd at 4:20 AM

That's awesome, it'll be included in the next release :)

Cendar, Jan 19th at 4:52 AM

Hi! I made a french translation for your mod, feel free to add it if you want. 😊

fr.json - Wildcraft 1.1.2

bluelightning32, Jan 17th at 1:53 AM

That fixed it. Thanks!

gabb, Jan 16th at 11:53 PM

Ok, the problem must be that I'm keep old version of Plants Expansion on the release page. Since those have a higher version nuumber, they get prioritized by the auto downloader. I'll remove them from the Releases page, and hopefully that will fix it

edit: bluelightning32 hopefully should be fixed now.

1618, I might take over for that mod at somepoint (unless someone else does it first), but for the foreseeable future, I won't be adding too many new plants.

bluelightning32, Jan 16th at 11:40 PM

The mod auto download isn't working. When I connect with my client, it says it needs wildcraft, but then it actually downloads an old version of plantexpansion:


15:39:10 [Client Notification] Send request: mod/wildcraft
Downloading plantexpansion-v1.1.1.zip...

[kyle-minecraft@localhost ~]$ ls ~/.config/VintagestoryData/ModsByServer/delightful-sasami.ddnsfree.com/
alchemy1.5.5.zip AncientTools_V1.3.2.zip plantexpansion-v1.1.1.zip

1618, Jan 16th at 8:12 PM

Love the new Herbs.

Would you please incorporate this great but abandoned Hemp mod?

https://mods.vintagestory.at/show/mod/297

Lisabet, Jan 16th at 12:16 AM

is the parent plant left behind tho to regrow? if you can't intentionally grow the herbs, destroying the plant to get them would cause the supply to vanish fairly quickly

with wild farming, you hold right click like harvesting bushes, and a small sprout is left behind to regrow

edit ok, I see you said similar to coopers reeds; that'll work til there are seeds :)

gabb, Jan 15th at 11:56 PM

Lisabet you harvest them with a knife, not right-click. I'll update the mod description to document this better.

WickedSchnitzel, Sorry, i don't know why that would be happening, but I'll look into it.

Lisabet, Jan 15th at 11:43 PM

are the herbs harvestable like they were in wild farming? i.e. right click like harvesting a bush

since they currently cannot be grown, do they regrow like berries on bushes is my main question :)

WickedSchnitzel, Jan 15th at 11:00 PM

Wildcraft does not auto-download for me. It says sucessfully downloaded, but it won't install. Anyone else? gabb

gabb, Jan 15th at 8:29 PM

WickedSchnitzel, bluelightning32, Should be fixed in the latest release

WickedSchnitzel, Jan 10th at 9:35 PM

System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.Equals(ItemStack thisStack, ItemStack otherStack, String[] ignoreAttributeSubTrees)
at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
at Vintagestory.GameContent.EntityTrader.RefreshBuyingSellingInventory(Single refreshChance)
at Vintagestory.GameContent.EntityTrader.OnGameTick(Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt)
at Vintagestory.Server.ServerMain.Process()

1.16

bluelightning32, Jan 10th at 3:20 AM
DrOldman, Dec 4th 2021 at 3:50 PM

[Warning] Texture asset 'wildcraft:textures/items/herbs/stingingnettle.png' not found (defined in Item wildcraft:herbs-stingingnettle).

gabb, Nov 9th 2021 at 7:13 PM

Omni, if it's the issue where they can't be used in meat stew or whatever (because I forgot you could add them to that), then that will be fixed in the next update :)

Omni, Nov 8th 2021 at 8:10 AM

It appears Wildcraft berries cannot be used in meals the same as vanilla berries can.

gabb, Oct 13th 2021 at 6:58 PM

PeterSanderson Oh dang that's not good, next update will fix that. hopefully will have that update out later today.

PeterSanderson, Oct 13th 2021 at 5:01 PM

Strawberries seem to now be broken

You can pick fruit and eat it. You cannot craft seeds in the crafting window. Existing seeds in chests are now white squares labelled "wildcraft-item-clipping-strawberry-green"  that can be put in inventory but not planted

gabb, Oct 12th 2021 at 3:40 AM

Travisplo 1.15.6 is just the only version I tested it in, but I see no reason why it wouldn't work in earlier (or later) versions of  1.15.  So it should work just fine for 1.15.5

Travisplo, Oct 12th 2021 at 2:28 AM

Any idea if 1.0.2 will work in v1.15.5? I rather like my old world, and don't want to move forwards until it's "completed", but it's also modded pretty heavily.

gabb, Oct 12th 2021 at 12:25 AM

Sorry for getting back to everyone so late

DancingHoskuld, I have a fix for that issue in the works, but I couldn't fit it in this update, as it's a apart of a larger change I'm doing to berry bushes/plants

l33tmaan, you can go ahead and add compatability if want now, since I've finally made my berries actually work in the vanilla meals. Let me know if I can help at all.

Lexingtondavid, currently snowberries only use is pain :) (and I get to laugh when people eat them for the first time :P) but I do have future plans for them, so don't worry.

Theisgood, yes I would consider it, but I won't guarantee when that'll happen.

Theisgood, Sep 2nd 2021 at 1:36 AM

Great mod would you ever consider having a config for disabling certain items etc? :)

I can't wait till l33tmaan adds integration with your mod.

Lexingtondavid, Aug 30th 2021 at 4:22 AM

Do snowberries have any particular use? They're certainly too dangerous to eat on their own and I can't seem to find very much with the in game guide. I've mostly been using them to make compost.

l33tmaan, Aug 28th 2021 at 3:09 PM

Hey gabb, should I get to work on integrating this with Expanded Foods, or should I hold off?

DancingHoskuld, Aug 27th 2021 at 11:58 PM

If you can't get the berry bush, how to you stack them two high? In particular Black and Red currents.

gabb, Jun 19th 2021 at 4:58 PM

@eisenwulf

ah it was updated on the Files changlelog, but not the Description. fixed that, but it won't be staying for long

Eisenwulf, Jun 19th 2021 at 3:54 PM

Changelog for v1.1.3?

Craluminum, Apr 13th 2021 at 2:51 PM

Are there dewberries and gooseberries?

Theisgood, Mar 25th 2021 at 3:13 AM

Hopefully in the future they have glass forming and we can make juggs of juice,wine etc!. I love your mod by the way. The blue raspberries made me smile. Keep up the great work I am excited to see what you add next to the mod. :)

gabb, Mar 24th 2021 at 3:00 AM

@nschoppa

Ah, it seems you're right! That will be fixed in the next release.

Glad you're enjoying the mod! :)

nschoppa, Mar 24th 2021 at 12:47 AM

Enjoying the mod so far! Miner's lettuce is a nice touch -- a decent vegetable source early game.

One thing you might want to consider though: mobs don't seem to recognize the danger of Raspberries. I'm living off the corpses I find around a large berry bush clump.

Thanks again for the mod!

gabb, Mar 17th 2021 at 6:45 AM

Huckleberry bread would be awesome to see :)

l33tmaan, Mar 16th 2021 at 2:50 PM

New berries means new berry bread...

delete edit