Mods / Wildcraft v1.6.6
Author: gabb
Side: Both
Created: Mar 16th 2021 at 12:20 AM
Last modified: May 13th 2023 at 4:31 AM
Downloads: 67237
Follow Unfollow 509
Latest file for v1.18.3:
wildcraft-v1.6.6.zip
1-click install
This is the old version of Wildcraft, and is slowly being replaced by Herbarium and our new content modules.
Wildcraft adds 70 new plants, changes some existing plant mechanics in the game, and adds new poultices and new poultice mechanics.
NOTE: This mod is activley under development, and thus some things may change or break between versions. Use with caution.
FEATURE LIST:
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 total health gain from poultices is calculated by adding the "base" material health, and the health values the the primary and secondary agent.
- Poultice recipes and health values are in the handbook for specifics
*Poultice Primary Ingredients: [St John's Wort, Horsetail, Honey/Sulfur, Poison Oak, Inula, Celandine and Jewelweed]
**Poultice Secondary Ingredients: [Holly, Marigold, Yarrow, Sage, Lavender, Thyme and Marshmallow]
New Berry Bushes: [Blackberry, Raspberry and Dogrose are all very prickly, be careful around them!]
- Huckleberries
- Snowberries
- Blackberry
- Gooseberry
- Dogrose
- Honeysuckle
- Raspberries
- Wolfberries
Berry Plants:
- Elderberry
- Husk Tomatoes
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
- Crowberry
- Bunchberry
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][most herbs can now be optionally grown as crops, which have increased yields][Burdock, saltwort, inula, plantain, water chestnut, lavender, rosemary, thyme, holly, poison oak , sage, mugwort and sedge cannot be be grown as crops ]
- Miners Lettuce
- Stinging Nettle (Careful! this will poison you on contact. Luckily, any poultices made with jewelweed will cure the annoying itch)
- Basil,
- Bearleek,
- Black Pepper
- Celery
- Chamomile
- Cilantro
- Dill
- Dock
- Lavender
- Marjoram
- Marshmallow
- Mint
- Mustard
- Rosemary
- Saffron
- Sage
- 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 the rash debuff)
- Holly
- Chicory
- Marigold
- Inula
- Celandine
- Leek
- Broadleaf plantain
- Saltwort
- Yarrow
- Liquorice
- Foxglove
- Rockrose
- Ginger
- Burnet
- Arnica
- Cicuta
- Tansy
- Ginseng
- Katuk
- Jewelweed
- Rhubarb
- Butterbur
- Woodspurge
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
- Skunk Cabbage
- Tule
- Hardsedge
- Softsedge
- Brownsedge
- Arrowhead
- Duckweed
- Bugleweed
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:
Wildcraft 1.6.6:
- Fixed crash related to growing Arnica (and hopefully mitigated similar crashes from happening in the future)
- Added Ukranian translation thanks to OtshelNik
- Added missing nutrition props for ginger
- Updated Japanese translation (thanks to macoto_hino)
- Made herb seeds display their nutrient info (and if they can be planted on farmland or water)
- Fixed when poultice healingOverTime is disabled, the poultice doesn't get consumed
Wildcraft 1.6.5: (This was supposed to be 1.7.0, but I found out about the BETallBerryBushCrash so I wanted to get something out earlier, and with less new stuff):
- Duckweed will now grow seasonally. It will grow when it's warm out, then die when it's cold. Duckweed will not grow or die in tropical areas.
- Attempted fix for crash related to the BETallBerryBush
- Updated Brazilian Portugese translation
- Fixed weird formatting on some sedge textures causing issues on some hardware
- Added "side": "server" to most json patches to cut down on debug spam
Wildcraft 1.6.4!:
- Gave more fitting herb crop properties to most of the herb crops. stingingnettle, celery, ginseng, yarrow, rockrose and ginger use K nutrient now. Black pepper, dill, jewelweed, marjoram, marshmallow and foxglove use P. some other values were adjusted (in the future i'd like to expand upon how crops consume nutrients on farmland)
- Changed some textures around for a few herb-crop growth stages
- Updated Japanese translation
- Fixed hunter backpack handbook entry related crash
- Fixed poultice weirdness
- Fixed burnet, ginseng and ginger not dropping roots in the wild.
- Fixed ginseng and arrowhead roots not being edible
Wildcraft 1.6.3!:
- added Japanese translation thanks to macoto_hino
- Fixed messed up shape/textures for rhubarb and butterbur when grown as a crop
- Fixed ginseng, ginger and burnet did not drop roots when grown as crops
Wildcraft 1.6.2!:
- can now use plant fibers (tule, hardsedge or brownsedge) to make rope, torches and rush mats, beenades, crude shields, hunter backpacks, skeps, and poultices
- Woodspurge and st johns wort are now somewhat poisonous to ingest
- Celandine, inula and tansy are now slightly poisnous to ingest
- Fixed texture issue with sofe sedge as a crop
- Duckweed no longer drops its block when broken
- (sorry for the update spam!)
Wildcraft 1.6.1!:
- Fixed critical error when clicking on certain items in the handbook (related to an unused moss test, now deleted).
- Added lang entry for simple jewelweed poultices that were missing
Wildcraft 1.6.0!:
- Added new herbs: foxglove, angelica, rockrose, horehound, ginger, burnet, arnica, cicuta, tansy, ginseng, katuk, jewelweed, rhubarb and butterbur
- Added new sedge-like plants: Tule, brownsedge, and arrowhead. Softsedge and Hardsedge are also added as replcement for the previous standard sedge.
- Hardsedge, brownsedge and tule can be used to make hand baskets and stationary baskets
- Added duckweed! an aquatic plant that grows ontop of water in swampy areas
- Added european bugleweed, which grows by water in temperate areas
- Added woodspurge as a new ground cover plant in forests
- Added rare, extremely large patch of black berries in wet temperate forests
- added somewhat rare and large patches of black berry to wet temperate forests
- Added rare, large patch of poison oak
- prickly berry bushes will now only damage the player when the player is not sneaking, and is trying to move.
- updated brazlian protugese translation thanks to Yanazake (though this update makes it a little out of date. Sorry!)
- simplified poultice health values. poultices will now give fixed values for the material, primary agent and secondary agent (these are simply added together for the total health gain)
- Added jewelweed poultices. Jewelweed and/or yarrow poultices will cure the rash debuff (no other poultices will)
- fixed blueraspberry casuing crashes (and hopefully mitigated that particular issue for the future)
- probably several other things idk it's been a while
- Probably a lot of bugs in here! let me know when you come across them!
Wildcraft 1.5.1!:
- added bunchberries to cold areas
- added crowberries to cold areas
- added skunk cabbage to temperate wet areas near water
- fixed wolfberries and husk tomatoes clippings throwing crashes
- adjusted ground berry plant selection boxes
Wildcraft 1.5.0!:
- Added wolfberries in cold areas
- Added husk tomatoes in warm areas
- Fixed missing Saltwort plantcode
- made the Poultice heal once every second over 8 seconds (this may or may not help with rubberbanding associated with the heal over time poultice mechanic)
- Fix inconsistent wine/cider lang entries
- Fixed some wrong fruit satiety values
- Changed 'brambleberries' to 'blackberries'
- Herbs can be used in porridge
- Berries can be used in meat stew
- Roots can be used in scrambled eggs
- Roots can be used in pies
- Updated and fixed pie lang entries
- Fixed clipping and growth blocks being able to be broken and obtained in survival
Wildcraft 1.4.4!:
- Added check for when not looking at block and interacting with seeds to (hopefully) prevent crashes.
- Fixed missing Saltwort plantcode
- Added check in BESeedling to hopefully prevent future crashes on null plantcode.
Wildcraft 1.4.3!:
- Fixed some berry and root model transforms
- Fixed Miner's lettuce sprouting leaves textures not working
- Fixed harvested burdock not dropping roots
- Updated liquorice root model
- Fixed stinging nettle not stinging
- Added Portuguese (Brazil) translation (thanks to xCoiotex!)
- Updated Russian translation (thanks to LordOri!)
Wildcraft 1.4.2!:
- Attempted fix for crash caused by BESeedling
- Added basic Wildcraft handbook guide
Wildcraft 1.4.1!:
- Log error of some herb crops not loadings their drops of herbs.
- Fix remaps when updating a world from wildcraft 1.2.3 in 1.16 to Wildcraft 1.4.1 in 1.17 (let me know if there are any other issues with updating old worlds!)
- Fixed elderberry clipping not rendering correctly
- Fixed elderberry bushes not having correct stem texture sometimes
Wildcraft 1.4.0!:
- some herbs can optionally be grown on farmland as crops. Plants grown as crops will have increased yields(Some values are currently placeholder, will be continuously tweaked).
- fixed infite clipping bug. whoops
- fixed seedling textures using wrong overlays
- fixed burdock harvested texture
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
Spoiler!
Wildcarft 1.3.3!:
- added additional null checks to BESeedling, BEClipping and BETallBerryBush to hopefully help with crashes some people are experiencing(I'm however unable to reproduce these crashes so if anyone has more info on these please let me know).
- fixed miner's lettuce windwave
- dry fruitmash can now be used in large troughs
Wildcraft v1.3.2!:
- actually fixed clipping models.
- small visual tweaks to various herbs
- miners lettuce new shape/textures
Wildcraft v1.3.1!:
- Fixed incorrect clipping models
- Fixed clipping mechanic weirdness
Wildcraft v1.3.0!: (As usual, let me know of any bugs/crashed you come across! This only works for 1.17+)
- Added Config file! (if you have ideas for what else I could make configurable, let me know!)
- old clipping mechanic replaced by vanilla pruning mechanic, use a knfie or a pair of shears to get a clipping
- Visual update to clippings, berry bushes, some herbs, and some items.
- seedling state for herbs and ground berry plants
- huge internal rewrite/refactor, hopefully less buggy now.
- probably some other changes
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)
Credits:
gabb (developer/programmer),
Catasteroid (programming and art),
Ледяная Соня (textures and models),
macoto_hino (Japanese translation)
Yanazakex, Coiotex (Portuguese (Brazil) translation)
Cendar (french translation)
OtshelNik (Ukranian translation)
LordOri (Russian translation)
VinterNacht (code support)
l33tmaan (code support)
Compatabilites/Incompatabilities:
Spoiler!
Incompatabile:
VS Conquest Texture Pack
Want more foliage in your world? try Wildcraft trees!
NOTE:
If you have feedback, please leave them in the comments, bug reports can go on the issue tracker. Please try to be detailed with bug reports and crashes. You can also message me on the Official Vintage Story Discord @slightlycolorblind (aka gabb)
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.6.6 | 27059 | May 13th 2023 at 4:31 AM | Show | wildcraft-v1.6.6.zip | Install now | |
v1.6.5 | 2895 | Apr 26th 2023 at 5:23 AM | Show | wildcraft-v1.6.5.zip | Install now | |
v1.6.4 | 1809 | Apr 17th 2023 at 8:35 AM | Show | wildcraft-v1.6.4.zip | Install now | |
v1.6.3 | 603 | Apr 12th 2023 at 8:55 PM | Show | wildcraft-v1.6.3.zip | Install now | |
v1.6.2 | 301 | Apr 11th 2023 at 8:43 PM | Show | wildcraft-v1.6.2.zip | Install now | |
v1.6.1 | 240 | Apr 11th 2023 at 6:13 PM | Show | wildcraft-v1.6.1.zip | Install now | |
v1.6.0 | 311 | Apr 11th 2023 at 4:39 AM | Show | wildcraft-v1.6.0.zip | Install now | |
v1.5.1 | 7699 | Nov 4th 2022 at 5:25 AM | Show | wildcraft-v1.5.1.zip | Install now | |
v1.5.0 | 783 | Oct 29th 2022 at 10:17 PM | Show | wildcraft-v1.5.0.zip | Install now | |
v1.4.4 | 2459 | Sep 24th 2022 at 4:20 AM | Show | wildcraft-v1.4.4.zip | Install now | |
v1.4.3 | 1195 | Sep 16th 2022 at 7:06 AM | Show | wildcraft-v1.4.3.zip | Install now | |
v1.4.2 | 795 | Sep 9th 2022 at 9:16 PM | Show | wildcraft-v1.4.2.zip | Install now | |
v1.4.1 | 574 | Sep 8th 2022 at 6:41 PM | Show | wildcraft-v1.4.1.zip | Install now | |
v1.4.0 | 1069 | Aug 26th 2022 at 3:14 AM | Show | wildcraft-v1.4.0.zip | Install now | |
v1.3.3 | 352 | Aug 23rd 2022 at 6:06 AM | Show | wildcraft-v1.3.3.zip | Install now | |
v1.3.2 | 316 | Aug 22nd 2022 at 7:27 PM | Show | wildcraft-v1.3.2-final.zip | Install now | |
v1.3.1 | 352 | Aug 20th 2022 at 4:26 AM | Show | wildcraft-v1.3.1.zip | Install now | |
v1.3.0 | 315 | Aug 19th 2022 at 7:28 PM | Show | wildcraft-v1.3.0-final.zip | Install now | |
v1.2.3 | 4436 | Apr 6th 2022 at 7:23 AM | Show | wildcraft-v1.2.3.zip | Install now | |
v1.2.2 | 493 | Apr 5th 2022 at 8:55 PM | Show | wildcraft-v1.2.2.zip | Install now | |
v1.2.1 | 2324 | Mar 7th 2022 at 5:01 AM | Show | wildcraft-v1.2.1.zip | Install now | |
v1.2.0 | 816 | Mar 1st 2022 at 4:34 AM | Show | wildcraft-v1.2.0.zip | Install now | |
v1.1.5 | 1156 | Feb 18th 2022 at 3:06 AM | Show | wildcraft-v1.1.5.zip | Install now | |
v1.1.4 | 1425 | Jan 23rd 2022 at 11:57 PM | Show | wildcraft-v1.1.4.zip | Install now | |
v1.1.3 | 668 | Jan 22nd 2022 at 6:21 AM | Show | wildcraft-v1.1.3.zip | Install now | |
v1.1.2 | 811 | Jan 17th 2022 at 4:06 AM | Show | wildcraft-v1.1.2.zip | Install now | |
v1.1.1 | 412 | Jan 16th 2022 at 10:35 PM | Show | wildcraft-v1.1.1.zip | Install now | |
v1.1.0 | 503 | Jan 15th 2022 at 8:22 PM | Show | wildcraft-v1.1.0.zip | Install now | |
v1.0.3 | 1105 | Oct 16th 2021 at 8:45 PM | Show | wildcraft-v1.0.3.zip | Install now | |
v1.0.2 | 544 | Oct 11th 2021 at 9:43 PM | Show | wildcraft-v1.0.2.zip | Install now | |
v1.0.1 | 936 | Aug 25th 2021 at 5:13 AM | Show | wildcraft_v1.0.1.zip | Install now | |
v1.0.0 | 486 | Aug 25th 2021 at 12:01 AM | Show | wildcraft_v1.0.0.zip | Install now |
So I know the mod is out of date, but is anyone else having issues with poultices doing nothing and not being able to farm berries either via vanilla or mod methods. What I mean is that poultices do nothing when we try to use them and with berry bushes I cannot make clippings and breaking and moving a bush stops its production cycle completely. The Only way I can harvest berries is to get them from wild plants. I know it takes time to make the new modules, but damn I wish it was a faster process.
for 1.9.7 does anyone know if this still works?
Are the herbs, ground cover plants, and water plants in this mod Still being switched over to this system, or are they discontinued? Does anyone know? I need to find out, as I'm holding off on starting 1.19 world till I have all the wildcraft content that will be available.
I think that no more update will be made. But new wildcraft modules work fine in 1.19.1
Is a update planned for Wildcraft or are now the modules relevant?
1.19 causing issues with flora positioning/habitat in world gen
Hi, roots edible?
Hornshuckle As explained on the Fruits & Nuts page the original Wildcraft mods are basically discontinued and will be replaced at some point with further Herbarium modules. Sucks for the transition period but I guess at least tule seems to make it into vanilla with 1.19.
To reach the mod folder you can just use the in game mod menu, which has a button to open it.
Hornshuckle I think plants are added via json, underlying code options are added via .dll, you most likely can remove portions of jsons leaving code alone. But it might make this local modification incompatible with multiplayer servers that use this mod while it would retain same name/version. I didn't try such things yet since I am mostly poking 1.19 recently, and most likely gabb will have plenty work to fix this or herbarium based mod to return into order as there are tules and other plants added in vanilla too, with different crafting possibilities.
I have a similar question to Aedis; similar but opposite. Is there a version of wildcraft that has no berries? I'm playing on 1.18.15, I've seen this work on .NET 7 frameworks (tentatively. It may still be incompatible on the .NET7 framework with many mods that would otherwise play nice with it) and I already get great use out of the new Fruits adn Nuts wildcraft. I honestly just want the herbs and plants. (honestly, if I could just figure out how to get into the mod folder and alter it myself[for individual gameplay purposes, of course], I would...)
Hello, any hope for pre-herbarium version of wildcraft (or any that is backward compatible) for 1.19pre10? (as wildcraft-v1.6.6 got broken in pre10, in pre8 it worked just fine)
Why do none of those plants go into the planters? :(
Angelica flowers have no spawn conditions and never spawn in a world with Wildcraft. v1.6.6
Why are there no uses for the roots of new plants? Is it a bug or a "preparation for the future"?
Cloudberries arent rippening, they say fruiting in 4days and never proceed.
Hello, is there a way to re-set poultices back to not healing over time? I get complaints on my server that they keep wasting them because using multiple doesn't stack the benefits.
How would i go about reducing raspberry spawns? They're way too common AND spawn in huge clusters
Husk tomato has no texture when in porridges:
you can't make the rush matting. all it wants to make is seeds. no matter what combination you put the recipe in, all it will make is seeds
Hey! First time playing with this and I love the variet for flora it adds! Looking forward to how it mixes with Alchemy.
I wanted to check here as I think my character got a rash. I'm not entierly sure, my character started seeing small dips to their health and making "hurt" sounds, which I would have normally expected to be thorny bushes. But it kept persisting even as I left the area. This itself isn't a problem, I'll need to find some yara and have poultices handy, but what confused me was after a bit the damage stopped, but what didn't was this constant "shuddering." It was like my character was getting cold, except instead of the "frosting" effects you get at the screen edges there was a dark splattering looking effect that got lighter over time. Eventually (about an hour and a half real time) I just logged off, still shuddering, but no screen effects or health damage. I couldn't find any status effects or text in the character screen indicating if I had a rash or not.
Logging back in my character is totally normal though. Full health, no screen border effect, no shaking. Not sure what to make of it, and can't think of anything else in my mod list that would cause it.
Thanks!
Will the new plants generate in an existing world or would I need to travel to unexplored chunks to find them?
Hi, if you use your mod herbaium and wildcraft: fruits and nuts, too - you get a client crash if you interact with rasberry bushes (ripe) and Blackberry bushes, too.
@Ponchoandlefty, yes
Does this mod still work in version 1.18.15?
I would like to see an option to disable waterplants or change the density of certain plant types. I just feel its over the top. Especially waterplants.
Hey everyone, sorry there hasn't been updates recently. There's been a lot of work behind-the-scenes to start splitting Wildcraft into a few different mods, and to make compatability with other mods better. I've managed to split the code parts into a library for other modders to use called Herbarium. It's still going to take us a while to seperate out, fix, and then polish up each content mods of Wildcraft, so bear with us. That said, since the content modules are taking longer, we've decided to release them one at a time, instead of all at once. So expect to see those start popping upsoon.
I won't reccommend playing with the new content modules on an old world until they are all released and updated. If you're waiting for them all to update and release to enjoy Wildcraft again, there will be 4 (or more) content modules, with the main ones being the fruit, tree, herb and flower modules. The fruit module is the most polished, and will be released in the next day or so. The tree module will update not too long after that. The herb and flowers modules will likely take a bit longer to polish up, and there could be a longer gap between those releasing.
In the meantime, feel free to keeping playing with the old versions of Wildcraft and Wildcraft Trees. If you have specific questions or concerns, feel free to message me on discord @slightlycolorblind (aka gabb), or donate to my patreon! I'll try and keep this page updated with development progress.
When will there be an update to fix the herbs in porridge?? Or is that not happening again??
I am using a translation system. Sorry if there are any weird parts in the language.
I'm really enjoying your mod.😍
People are talking about the "clipping" system in the comments.
I also think there is room for balance improvement in the "clipping" system.
1. Too few stackable numbers
Groundberries inside the same mod can be directly set to seed and can be carried in large numbers without drying out.
Only the berries that require clipping are at a disadvantage, so I would like to at least increase the number of stacks to 8 or 16.
2. There is no solution for a dry system.
For example, if you find a new type of berry 15,000 meters away from your base, you'll have to carry it until it's dry, plant it there, and wait a few days for it to grow before you can clip it again. This is very inconvenient.
(In such a setting, the best way to bring the berries home is to die with the contents of your inventory intact.)
For example, I'd like to see a system where you can craft something like a "moistened clipping berry" by crafting it with a water bucket and flax.
P.S.
I've walked dozens of kilometers, but I just can't find huckleberries or blue raspberries.😱
I wonder if their spawning conditions are special, and if so, I'd like some hints on how to find them.
Oddly, I have come here to second what Issjwerewolf said. From a builders point of view (though my group don't want to be in creative mode), I, and others want to be able to stack our bushes and place them in places that aren't exactly great growing conditions... so the old system of cutting the bush and getting it as a block worked perfectly. The cutting system, even though a cool idea, isn't fitting out current needs. I do love, and think the rest of your mod(s) are great though!
So if there is a way to disable this, I would also love to know how. Cheers! 😊🌱
Is there a way to disable the clipping mechanic with berry bushes? we have a friend who hasn't been very happy about the change to how he can get berry seeds and we weren't sure that anything in the config would clearly do disable the clippings but not completely lock us out from a way to get the seeds and such from the bushes. thanks for any help/direction
would it be possible to use the seeds to feed chickens? so many seeds so little time :-)
After reducing the swamp plant spawns by about 90-99%, i noticed huge improvement to performance. Lots of the choppy frame issues are gone and i have not yet seen any 5s lag spikes as before.
does Hardsedge root have any usage?
love this mod, do you plan on adding compatability with other mods? i keep getting texture problems with plants. Not sure if its this specific mod so :)
@Pamela of course.
Will this work for 1.18.8 (.net 7)??
@AnvilKnight I just died like a minute ago on hardcore survival because of that. I ain't even mad that cracked me up, but still :)
plz tell me why wolfberries aka Goji berries deal damge. i get the elder berries but wolfberries ?
Hi, Love your mod. May I make a suggestion? Since I seem to be the only one that likes a hot climate, (most plant mods are for temprate climates) can you make more plants for the tropical area? especially flowers! Lotus, Orchids, Hibiscus, Plumeria, there are so many. The game has very few for tripical climate.
gabb
Hello. I fixed some typo errors in the fr.json. Here is the new one.
https://pastebin.com/CN6QWm1G
european bugleweed gives nothing when broken with a knife
Is there any way to reduce the amount of swamp plants? Especially the tule? It spawns so much I can't see anything when I'm in the water, and it kinda spoils the lake shore views. I don't want to get rid of it entirely just have it spawn in smaller numbers, like reeds.
Edit: I found a way in the patches file. I reduced the most of the waterplant quantities by about 90% and my world looks very nice now! I really love this mod and the variety of plants it adds. And Wildcraft Trees is a must have on all my playthroughs. Keep up the great work!
Would it be possible if you, or someone, could make a variation, or a configuration option, to just get the additions without the new mechanics?
Like an opt out of the mechanics, since they make it really hard to transport bushes if you're on a really long exploration oddysey.
+
=
It's just a mod variation idea, so ignore this if it's too far fetched or too much work, but how about adding this mod's plants, roots, clippings and seeds as features obtainable through the Agriculture trader and not through new chunk generation?
The agricultural trader could offer the new plant/herb seeds/roots, bushes clippings or just the fruit. This would be perfect for those who are not looking for a world generation overhaul but a plant/bush variation mod.
Decided to give this mod a go since it's compatible with "Fancy Planters", but as soon as i walked around and a loaded new chunks, the game crashed.
Any mod that adds new plants is a mod that i have to try. Hope this mod gets updated soon, because some of the plant models are fantastic~
DancingHoskuld
Did you figure it out? You need to put the mash in the crafting grid to sepparate the squeezed fruit. THEN it dries and can still be used with slighttly less saturation.
Still having texture issues.....see photo in discord (bug reports).
There is no notice about harvesting Miner's Lettus and when you cut it the plant is removed.
Does this mod have dried berries? Because I can't get them to dry. The mash just rots.
I asked a while back in expanded foods about them adding Tea and they said they had it but removed it because Wildcraft planned on doing teas. Is this true? It would make sense seeing as Wildcraft adds in a bunch of herbs.
1.18.4 - 1.18.5
With only this mod and the trees version installed, not even 1min in the world and it broke. Like, i can walk around and stuff, but its like it broke the connection with the server, because if i get out and get back in it works for a minute and breaks again
Pamela, 1.18.4 changed some code with the berry bushes that've probably messed up my code for berry bushes, so I imagine there's some issues. I won't have time to work on getting it fixed for few days unfortunatley.
So, I installed 1.18.4 and had issues with it, so went back to 1.18.3. Now I can't harvest berries.
I eat ginger and make tea with it all the time, but I can say it is pretty annoying that it goes bad, IRL.
Hexedian, Khaligufzel, Arnica crash should be fixed in 1.6.6
Jenpai, I'll talk to CATASTEROID about how exactly they want to integrate Hide and fabric
Burgersim, Yes, some roots are meant to not be eaten. At somepoint I will add handbook hints and more info about what you can/can't do with certain roots and herbs.
Katlamos, this was a change I made, you're not misremembering, but it was partially in anticipation of a new plant growth system that me and CATASTEROID are working on, and partially to consolidtae some of the other new 'ground cover' plants we're working on.
Runehawk, I did some extensive testing with the seasonal stuff and never came across that bug, but I can look into it.
Toudi, I feel there should be almost no reason to farm reeds. In real life, finding plants for weaving or making rope or coordage or whatever isn't all that hard. They're literally everywhere. I'm not a fan of articial scarcity to make the game appear more difficult. That said. JSON is really easy to edit, and all worldgen entries are declared in JSON. If you wanted to, you could change them yourself. If you open up the mod go to Assets > Wildcraft > Patches > Worldgen > and then tule/sedge should be under "waterplants". JSON is meant to be easy to read and edit (but it's also harder for me to make config files for), so I hope this helps.
Can we expect a patch fixing arnicas any time soon? They really break servers when they're growing.
Could you add support for Hides and Fabric? (Cotton, Wool and Jute cloth working with bandages)
Hi, I wanted to ask if it is intentional that certain roots have an expiration but no saturation value?
all seem to have a perish value but no saturtion like other roots (e.g. Tule) and they can't be eaten, it seems.
Another question: Which plants can actually be planted like crops on farmland? So far we have a lot of different seeds, but none of them we could plant on farmland to get the higher yield described in the Handbook Wildfarming Guide.
Is Miner's Lettuce supposed to not grow back after being harvested? It's been a bit since I played, but I thought in earlier versions of the mod it reverted to a growing state like most other plants. I'm not sure if this is an intended change, I am misremembering, or it's a bug.
The sedge that is frequent in water seems to be preventing ice blocks from melting. It's mid-summer and ice has melted from all other waterways except those that freeze around sedge.
would be nice to have a setting to reduce the hardsege/thule generation, I feel there is too big abundance of them, reduces the need to farm reeds
Try adding these two lines in the seedling.json file:
Getting a fatal server error with wildcraft on a server now after running without issue for about a week or more,
reads as follows and spams crashing the server;
[Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.Create(String domainAndPath, String defaultDomain) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Assets\AssetLocation.cs:line 191
at wildcraft.BESeedling.CheckGrow(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 84
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 122
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 769
Would appreciate any help in fixing this, from what I can tell a seedling is trying to grow repeatedly but failing because a reference isn't correct and crashing the server. None of the players have indicated they planted any wildcraft stuff recently so not sure if it's a particular plant.
Edit - I found the suspects, atleast one of the following herbs is bugged: Arnica, Ginseng or Cicuta. I'm leaning towards Arnica.
Created a brand new 1.8.1 MP server map only running Wildcraft, Wildcraft trees, plains and valleys. the following errors showed up in the console on first run
Idk if it is intended but I can still harvest berry bush when I destroy it in a ripe state.
piotrr, thanks fro the bug report, fixed that for the next version.
BulletJustice All herbs can be used in meals as secondary ingredients (if it still works). That said, the documentation on features is severly lacking, so I'm working on some better in-game info and guides for the next version.
SkeletonJester, Probably not a bad idea. I'm looking at some storage options to help with that regard
I'm trying to figure out how to use some of the items from this mod. Rhubarb and soft... uhh.. soft reed things I forget the name, specifically. The only recipe I see using the handbook is how to make seeds with them. How do you prepare/cook them? Can you even cook them? Tried using them for salads, but nothing seems to work.
At a loss, and can't find a wiki either. Thanks in advance for pointing me in a direction.
@gabb I'm going to assume it was a config problem, not a mod conflict.
I may have something else for you though. I had a world started and running, I had already created some poultices and decided to change heal over time to False. It works, poultices now heal instantly BUT they are not consumed when healing.
Minor suggestion - with the number of additional items that can function as reeds, it might be a fair idea to create a recipe that can consolidate the reed items from Wildcraft into a generic reed substitute item. It's quite cluttering to have a handful of reeds, sedge, and tule (I think there's one more?) and not be able to combine them or otherwise stack them somehow.
piotrr, if there ends up being a mod conflict, let me know so I can look into trying to fix it
@Gabb I am currently troubleshooting with zero mods and a standard world with standard game rules, but I noticed I was on 1.64. Testing with 1.65 now.
Solved it. Not sure exactlh how. I was playing the game from a custom data folder, something I started doing during preview. If you do that, your clientsettings.json and serverconfig.json may still contain the old data folders. Not sure what exactly solved it, but I reinstalled to standard folders, edited those two files to include only correct paths, and ...one mod down, 15 to go.
Aedis, Yes, drying herbs is one of the features that's on my to-do list. Expect that in 1.7 or 1.8.
piotrr, I just tested in 1.18.1 with the latest version and plants generated fine. What other mods are you using?
Currently working on relevant russian translation))
AYYYYOOOOOO 😎
I probably need better translation names for soft, brown and hardsedge, specially after I saw that brownsedge isn't brown in-game 🤣
I'm not seeing Wildcraft plants generate in 1.18.1 worlds. I've walked quite far. Is there any known conflict that could cause this?
Is there something like herb drying planned, some of them like Sage, Rosemary, Thyme are quite commonly used in dried form, inedible raw but still usefull for cooking. Perhaps similar mechanism could be added to wildcraft for them extending their shelf life?
Undea, yes. you're supposed to be able to plant on formal soil for all plants. only some herbs can be planted on farmland. expanded foods isn't updated for 1.18 yet, so ther may be some issues, because I haven't had issues trying to grow yarrow in my own saves without expanded foods. thanks for letting me know about the conflict though.
Aedis, alright texture issue should be fixed in 1.6.5
JunidO I might raise the stack limit or make some more convient options in the future.
@gabb, Thank you I am building it from git anyway that is why I did poke a bit (and locally converted files to rgb which fixed background issue)
ok i notice something else,
you cant plant the herb crops on farmland with extended food
By the way i tested with yarrow.(both postes)
hi there,
is it intented that there are two plant modes?
One on farmland an the other with strg on normal soil?
hi absolutly cool mod. - could you increase the stacksice of clippings?
Aedis, There were some issues with how some of the desge textures were saved/formatted casuing the black background. It'll be fixed in the next update.
Jenpai, I'll look into it (proibably something I should've added by now anyways).
Skudster, You should be able to plant stuff on farmland (I've had no issues so far). Should note that not all herbs can be grown on farmland. If it's an issue with all herbs, feel free to let me know more details.
Noticed that both vanilla and modded classes (such as Hunter and Malefactor) that have a bouns to foraging and wild crop rates have no effect on wildcraft plants.
For example a vanilla berry bush will give extra berries to a Hunter class, but a Wildcraft berry bush will always give the same reguardless of class.
Hello
Do hardsedge textures (for harvested and not) are in grayscale as file mode instead of RGB as all other files intentionally? I am asking because they do display with black background unlike others and coversion to rgb (retaining pixel colors) fixes that.
Skudster
You plant them on common soil normally. Unless something updated and you can't plant them on common soil either.
I can't seem to plant herb seeds on farm tiles. I'm either missing something or another mod broke it.
Yanazake, Will be included in the next update.
ALRIGHT, WHERE DID THE EXTRA 600 LINES OF CODE COME FROM??
HERE, FULLY UPDATED PT-BR TRANSLATION!
https://pastebin.com/5PgaPD9u
Okay, the poultice stuff should be fixed as of 1.6.4 adres4t
@gabb no worries, thanks for the feedback
adres4t, Aerin, Yeah, seems there's some problems with the poultice stuff :( I'm looking into it and will try to have a fix out early next week.
adres4t Can confirm, healing doesn't seem to work (at least not with horsetail-on-reed poultices from vanilla). 4 hp over 25 minutes just sounds like the default health regeneration and is way slower than it used to be when playing the mod in 1.17 where it'd heal in about 5-ish seconds or so. Leaving "poultices heal over time" enabled has the behavior you mentioned where you can use poultices but it doesn't seem to do anything, and disabling it means I can't use the poultice at all, it plays the animation but it doesn't take any poultices or heal.
Wildcraft 1.6.3 has broken most bushes in 1.18.rc6, if they're not ripe they don't drop bushes when broken. New bushes like raspberry don't drop at all.
^ Have been informed this is intentional, disregard.
Hi. how to get rid of the heal over time poultice mechanic from your mod entirely, but leaving new poultices? It doesn't work for me and I have no healing.
To be specific: ModConfig option change to 'false' makes poultices - vanilla ones - unusable (nothing happens and item not consumed). Regardless of that option new poultices description doesn't show hp gain, only poultice name, and in the end it's not usable(2 ingredient ones in this case, 3 ingredient not yet tried because of lack of 3rd ing.).
May this be a result of a potential mod conflict? (I'm thinking Healer from xSkills as an example).
Edit: with healing over time true only vanilla ones 'work', I mean it's consumed but healing is really slow, 4hp in ~25minutes real time. Is there an option to change healing time?
Thanks
TwoF, fixed that in 1.6.1, thanks.
Pamela herbs should work in porridge (and they seem to work on my machine)
Aksyl, thanks for the report, that's fixed in 1.6.1
Got a critical error in wildcraft 1.6.0 when clicking on tule bundles in the guide. Updated to rc 5 and got the same issue.
Did you happen to add herbs to porridge?
In the localization files, I did not find jewelweed poultices without additional herbs. Are they in this mod?
Hi there, I'm playing on 1.17.11 and I have a weird issue. It seems Wildcraft is just not loading anything. Wildcfraft Trees for example can be found in the wild, but I can't graft bushes, I cant see the new poultices I can't even find the additional berries in the handbook. I also tried with an older Version (1.17.9) but still it didn't seem like anything was loading. Is this a known issue?
When cooking food with herbs in the form of seasonings and vegetables, the name of the dish in the pan is displayed as "vegetable" - a bunch of words through a dash
@gabb There is a bunch of issues with blue raspberry bushes in latest release.
Most assets missing definitions for various states of growth, or berries attributes.
Missing cutting->bush definition, force server (or client in singleplayer world) to stuck and become inresponsible, with tons of errors flooding console/log, when it's time for sapling to become bush.
There is also missing definition for cubic->branchy bush transition.
And no food values for blue raspberries.
@gabb There is a bunch of issues with blue raspberry bushes in latest release.
Most assets missing definitions for various states of growth, or berries attributes.
Missing cutting->bush definition, force server (or client in singleplayer world) to stuck, with tons of errors flooding console/log, when it's time for sapling to become bush.
There is also missing definition for cubic->branchy bush transition.
And no food values for blue raspberries.
Pamela, I don't think this will work completely with an update for 1.18. But I've been working on an update for 1.18 that'll feature some new plants, as well as some new features and plenty of bug fixes. I hope to release it with the full release of 1.18, but I won't guarantee anything.
Will you be adding herbs to porridge in the new version? And by "full release" do you mean the first STABLE release??
Aedis, not intentional, will be fixed in the next update.
PeterSanderson, Yes, i'll make sure I coordinate more with VinterNacht for compatability between our mods.
HoosierDaddy, It shouldn't have gone away, but if it has I'l look itno the issue.
Pamela, I don't think this will work completely with an update for 1.18. But I've been working on an update for 1.18 that'll feature some new plants, as well as some new features and plenty of bug fixes. I hope to release it with the full release of 1.18, but I won't guarantee anything.
Will this work in 1.18?? If not, when will you update?
Did the ability to plant some herbs on farmland go away? I only just noticed it mentioned a couple days ago, but can't seem to figure out how to do it. I'm getting the seeds just fine. I just can't plant them on tilled soil. I've tried celery, cilantro, celandine, chicory, (I'm seeing a pattern here) and St. John's Wort. Or is planting on regular old soil considered "crop"? If so, I don't THINK I'm seeing an increased yield, pretty much the same onesie-twosie. Of course, maybe I'm just not remembering what the yield was in the wild... ;)
@gabb
Is there any way to include compatibility for the changed growing times from Fields Of Gold? I'm using this on a server and the Wildcraft ground berries (strawberry, crowberry, cloudberry, bunchberry) outproduce every other berry. The bushes are compatible, but the ground berries are ignoring the increased time changes from Fields Of Gold.
Hello,
I have question about sedge/tule tops, former is vegetable and eddible, later is not used for anything as for now and looks almost identical to cattails obtained from reeds. Is this intentional?
Second minor thing, I spotted few pathes to textures in wildcraft containing C:/Users/... in them, they might be slightly not portable to other's computers I did change them locally but maybe those are worth to commit to repo?
best regards
is this 1.17.10 version stable keeps asking me to backup and update but i have latest version?
Same issue with missing textures.
I have the same problem with Spooki
could anyone help...Im trying to mod vintage in single player but all my mods are now broken. im playing with mods that worked together and well together on a server, but now in single player. All of the textures are white missing texture blocks and wildcraft no longer shows up in my handbook. Ive dropped the zips in my mods folder and everything is checked in the mod manager. I have no idea what Im doing wrong...any pointers?
Hi, sorry to bother, I'm having some odd issue with growth times of bush clippings and planted seeds. For whatever reason planted clippings and seeds of the wildcraft plants have growth times ranging from 70 to 140 days, which is mildly baffling. I'm not using fields of gold because I don't hate myself enough, so it shouldn't be that, otherwise I've got no clue what's caused it. Is there a configurable variable for growth times in the mod I could adjust somewhere?
Maamessu, yes, i've been working on it actually. Don't know when exactly it'll be done though.
With Wild Farming proving to have a lot of issues with the later versions of the game, I was wondering if you'd be willing to add base-game flower seeds and growth mechanics to Wildcraft? I know my server is missing flower propagation greatly. XD
Hello there, I updated the pt-br.json translation to be more in-line with the current pt-br translation of the game. About 15 lines updated. It was just a bit confusing why I was seeing old translations popping up, and noticed it's mods touching the subjects.
pastebin.com/N5M0p04B
Hello, I deleted Fields of Gold 'cause f that, I don't have time for that lol. And still there's no clippings from the berry bushes, should I reinstall Wildcraft? l33tmaan
Camila1992
That's Fields of Gold, doing that. Welcome to grind city.
Hey! I noticed some things... The bushes are no longer giving any clippings with a knife and the game crashed when I tried to get a clipping with shears, the only time I got a clipping was with right click with a knife in hands in a bush that had berries with it, if it has flowers, the problems I described happens. Oh, and is there an issue with the yield of the vanilla plants as well as their seed drop? I'm not sure if it's Wildcraft or Fields of Gold, but the seeds aren't dropping from vanilla plants and they're yielding only 1 or 2 crops, even if it's mature.
Is there a way to disable poultices? I hardly ever use them and now they're causing my game to crash when loading a world. From the crash report:
"Don't know how to instantiate an item of class "Wildcraft:Poultice". Did you forget to register a mapping?"
Zeorik, Yes! I have plans for it still
Expanded Foods removed Herbal Teas using your mod's herbs.. .supposedly since you'd be adding them in yourself. Are there any plans in the near future to do this?
Ok I will check and see if I can make the stationary basket, because when I tried in last version I couldn't.
Edit: Ok the baskets are there, I must not have did something right before somehow and thought they just didnt exist 😅, sorry about that.
Rufkut, Yeah if the remaps don't work for this, then there really isn't a way to downgrade worlds that were created with or used wildcraft.
TheNiteFox, I'll look into ABCS compatability, see if it'd be easy to do or not. And unless something is bugged, Sedge should be able to be crafted into a stationary basket?
Ive been playing using this mod for a bit and noticed the Sedge can be crafted into handbaskets. Would it be possible in the future for them to be able to be turned into full baskets as well just like reeds, and to have those baskets be compatible with ABCS?
Just thought I'd ask, I was actually shocked they can be made into handbaskets. Does come in handy though 😄
Oh, how well and beautifully you wrote. Everything is so clear. You are very talented and inventive. We are so good with you. The game is great with your mod. Thank you . Great success to you.
I looked into block remapper but from my understanding it merely remaps unknown blocks when a mod is changed. I'm trying to remove all of the new non vanilla blocks that spawned so I don't have unkown blocks when I disable the mod
znatik, there's a couple things you could do. the problem with the berry bushes and conquest, is that conquest ovverides the vanilla berry bush shapes in a way that likely makes mods that use certain vanilla shapes incompatible with it. but to disable the berry bushes, I think the easiest way would to just remove them from the world gen (making wildcraft truly compatabile with conquest would take more effort). If you open up the mod and go assets > wildcraft > patches > worldgen and then open up the berries.json in whatever plain text editor, and either you can just delete the entries for pricklyberrybush, and berrybush, as those are the only bushes that use vanilla game shapes. You could also just lower the spawn chance of those to 0. you could also delete the berries.json file, but then you'd lose the ground berry plants and the elderberry and husk tomato. hope this helps.
Can I ask one more question. How to disable the berry bushes correctly without damaging the mod. Working with mod config did not work. And I love all these growths so much and I’m not ready to part with them.
Yes, delete them.
Sorry for the question. Is it possible to disable bushes with berries in fashion. Many of them have texture problems.
HorizonAdmin, yup, already fixed for the next release. small oversight on my part in the clipping file.
Had the same issue on my world as Konekobus except with wolfberries
konekobus, whoops, that'll be fixed in the next version, my bad.
Mendall, I won't be making an 'aesthetics only' version of wildcraft, mostly because I would never use it and I don't wanna spend my free-time doing that. However, the source code is open for anyone to modify and redistribute as they wish.
I'm having a problem with the newest version (1.5.0). Basically I took clippings of the husk tomatoes and planted them near my base. They were fine at first but after returning from a few days of exploring, the area near my base is unresponsive (cannot open chests, break grass, run commands, etc.). I'm getting this error over and over again in my server-main log:
31.10.2022 08:31:54 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.Create(String domainAndPath, String defaultDomain) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Assets\AssetLocation.cs:line 191
at wildcraft.BEClipping.DoGrow(String state)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 105
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 121
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 765
I think the error is happening when the husk tomatoes transition from clippings into "bushes."
You can't stomach what? Having to clip bushes instead of picking them up? Using herbs for healing? This doesn't add much in terms of gameplay.
Man I look with longing at all the wonderful plants to fill out my world and decorate with every time I visit the mods page.
but I just cant stomach the game play changes.
sure would like an aesthetics only version of this mod
gabb Just a different recipe for the hunter's backpack and a tannin alternative, as the north lacks reeds and oaks. With just these two changes of mine I would have to rush pottery for any form of stationary storage, then finding seeds for farming would be a job and a half.
Wildcraft brings plenty of needed biodiversity as well as sedge in cool regions, which you can make baskets with.
This mod doesn't really work with Conquest vs edition, some blocks and planst don't show up (they just look like those pink and black textures). And even when I remove Wildcraft the pink and black textures don't go away. Is there anything I can do about it?
@l33tmaan Yeah exapnded foods and Primitive survival, probably cause of my computer, though yesterday while I was playing with expanded foods on, everytime after I closed the hand book my game froze. Which is sad cause I love your mod but my computer doesnt :'c
TheNiteFox
Is the implication here that Expanded Foods is lagging your game? :(
Curious, can I do this without expanded foods installed?
Or is this if Expanded foods is installed?
Edit: I found out this doesn't require EF which is awesome! Thank you so much for adding this in with your mod now my game will lag less :3
LiquidDisease, The first error is harmless (I think) and is caused by not having carry capacity installed (this is something that's on my fix list, but for now, works fine). The second one seems to be compatabiltiy issues with expanded foods.
Rufkut, You can use the block remapper, but there isn't a built in tool in wildcraft to do so (and probably won't be).
_Mason, I'm interested in whatever recipe tweaks you're reffering to, I'm glad you like the mod.
Kara, I can confirm that there is a world gen patch for celandine, and i think i've seen it in my testing before
can anyone confirm, that Celandine actually spawns in the world? our server has been searching like crazy and its the one thing we have never been able to find yet.
Here to say that I really appreciate this mod. With this and the few recipe tweaks I personally made, cool regions are now feature-complete for playability and then some.
Hey there Gabb. Is there any way to remove the blocks your mod added easily when the mod is disabled? I've removed the mod, however, I have hundreds of unrecognized blocks and was hoping that there was an easy way to remove them.
Server 1.17.4
Also
Expanded foods 1.6.1 is installed
I still haven't figured out how to tag people, it's really only noticeable with a poultice on as edrein said
gabb That makes sense. Not sure if it'd help; but maybe you could take a look at Mortal Damage's tick rate? While I felt like the heal over time from that is slow, it certainly doesn't have any rubberbanding issues.
Edrein, Ok so I think the problem is due to the rash debuff being called about every 4 seconds, while the poultice is called every tick (about 4 times a second). So I think changing the poultice buff to heal the player over a slightly longer period of time could help with the rubberbanding. I'll inclue that fix in the next release, and we'll see if it fixes the issue.
gabb Just booted up my game and ran through both to test it for you. Only the initial tick of Poison Oak/Stinging Nettle results in the rubber band movement. After that it's perfectly fine.
It was only consistently noticable when I had the poultrice option turned on.
Edrein gregest, I have an idea for a fix for the rubberbanding effect, and I have q question for both of you: Is the rubber banding present when you get the rash debuff from Poison Oak or Stinging Nettle? If it's only for the poultice, then I think I have a fix.
gregest I get that. I was running both Mortal Damage and Wildcraft, so I thought it was just them both acting funny with each other. Since you aren't running Mortal Damage it definitely means the rubberbanding is caused by Wildcraft alone which is a bummer.
gabb Hope the two of our experiences help.
It does stop the rubberbanding, but I really want to use the heal overtime since I find it more balanced
gregest Interesting. Can you try opening the config file and disabling the Healing Poultice setting? See if that stops you from rubberbanding.
no I don't
gregest Out of curiosity are you running Mortal Damage as well?
Can't tell if it's an issue on my end, but when I use a poultice with heal overtime, my character keeps rubberbanding on singleplayer
How do you get the clippings now with the pruning update? Edit: Nevermind, I'm blind, I didn't notice that pruning gives you a clipping. Sorry. x_x
Neomallee, I think that crash might be related to the tree growth mechanic in the Wild Farming mod, which doesn't seem to work in some 1.17 versions.
This is an amazing mod, I think this is an error I found with the mod. I do have a lot of mods so I'm not sure if its a conflict with some other mod or the mod itself. I hope this helps
26.9.2022 22:38:01 [Notification] Found 74 mods (2 disabled)
26.9.2022 22:38:01 [Notification] Mods, sorted by dependency: acorns, aculinaryartillery, ancienttools, animalcages, attributer, axleinblocks, backpackpackplus, betterbloomeries, betterdrifters, betterruins, cellardoor, Ceramos, chiseltools, cottagewindows, fancydoors, HangingOilLamps, hideandfabric, justmoreruins, knappingmastery, meteoricexpansion, moreclasses, moreclay, moreroads, PartialLandslides, peifme, peiftt, plastervar, primitivesurvival, rope-bridges, rpgitemrarity, simplealchemy, superfuel, survivalcats, locustmod, game, wildcrafttrees, wildcraft, additionalmolds, egocaribautomapmarkers, carrycapacity, dreamcatchers, expandedfoods, fancyplanters, farmlanddropssoil, fixbadrecipes, fixhandbookclutter, fromgoldencombs, hammersringingfall, hudclock, lichen, medievalexpansion, morepiles, pei, playercorpse, prospectorinfo, ruinvariants, slidingdoor, stepup, ssppvv, vanvar, creative, survival, wildfarming, woodbarrels, woodchests, workbenchexpansion, xlib, tradercamps, em, glassmaking, xskills, bricklayers
26.9.2022 22:38:02 [Error] [wildfarming] Exception thrown when attempting to retrieve all types of the assembly wildfarming, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.Assembly.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 428, InnerException: . Will ignore asssembly. Loader exceptions:
26.9.2022 22:38:02 [Error] [wildfarming] System.TypeLoadException: Method 'IsSuitableFor' in type 'WildFarming.BlockEntityRegenSapling' from assembly 'wildfarming, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
26.9.2022 22:38:02 [Error] [wildfarming] System.TypeLoadException: Method 'IsSuitableFor' in type 'WildFarming.BlockEntityTrunk' from assembly 'wildfarming, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
26.9.2022 22:38:02 [Error] [wildfarming] An exception was thrown when trying to load assembly:
System.Exception: C:\Users\ladyo\AppData\Roaming\VintagestoryData\Cache\unpack\wildfarming_v1.3.3.zip_eec5b05765f2\wildfarming.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\C
@gabb
Please add translation)
Vronizos, I'll look into it, are you using any other mods by chance?
i have some error:
[Error] Patch 2 (target: wildcraft:patches/vanilla_berry_patches.json) in wildcraft:patches/plant-berry-changes.json failed because supplied path /6/value is invalid: The json path /6/value was not found. No such element '6' at the root path
please check your github gabb
Pamela, The new config options didn't get added in 1.4.1, but one of these next few updates will add a few more config options
Craluminum
gabb
I found the .json file. Thank you both for the help.
DragonEmperor
You can easily find VintagestoryData folder in two ways:
gabb
I cannot find the VintagestoryData folder or ModConfig. The only thing I can find that is close to those is vanilla_poultice_patch.json in the patches folder, but I do not see a way to change it.
DragonEmperor
fireztonez
In latest versions of Wildcraft there should be a config file for this? It'll be in VintagestoryData folder, inside ModConfig, it'll be called wildcraftconfig.json. Are other people seeing this or is it just me for some reason? To be clear the config file is supposed to be present in anything above 1.3.0, is anyone else seeing the file when they play with the new versions or is it just me?
DragonEmperor As far as I'm aware there have no config for that right now sadly.
Looking at other mods, I saw the mod Rogue House Server Additions said that they apply a patch on Wildcraft to disabled that function, because it was causing lags on his server, but in their latest update the patch is no longer there. It would be really nice to have an option directly on Wildcraft for that feature I agree.
I might try to make a mod to disabled that if I can understand how to change it, but I can't promise anything, I never make a VS mod yet and I need to understand exactly how their code work. Sincerly the poultice patch look really confusing for me right now and nothing seam to specify a heal time or anything.
Hello! I am having trouble finding the config file for disabbling the heal-over-time mechanic. Could someone please point me to the location and name of the file? That would be very appreciated.
gabb awesome to hear! Yep, I'll submit that when I next get a chance
avianlights, that's a bug on my part! It's a side effect from the rewrite I did recently. I'll try to fix that in the next release. (side note, if you don't mind submitting screenshots and other info to the issue tracker that'd be much appreciated).
Huge fan of this mod! I just recently made the shift into 1.17 and have a world that I'm hoping to drag along with me, but I'm having issues with previously loaded/spawned herbs and berry bushes appearing as question mark blocks. Is there something that I'm missing or should be doing that would make it compatible, or something that's just part of changing versions?
I would love to have a version of this mod without the changes to game mechanics. just the added variety of plants to decorate with and beautify the world.
Pamela, I will look into adding that for 1.4.1!
Could you please add a config file for those of us who don't want our clippings to dry out!! I save them up to plant later and later never comes early....LOL!!
PeterSanderson, I didn't encounter that in my intital testing, but I'll look into that and fix it for 1.4, thanks for notifying me.
1.3.3 - infinite berry clippings. I started to trim a clipping of a honeysuckle bush. After 12 cuttings I stopped but I could have filled my pack.
gabb I'll try to recreate the problem but I'd removed the blackcurrant clipping that caused the freeze, so it'll take a bit. It also wasn't really a crash as much as it was a soft-lock; the internal server froze, but the client kept running without any problem, you just couldn't interact with anything.
Atomika, Right, meant to say 1.3.2, whoops. Okay, 1.3.3 has added some additional checks in the code for NullReferenceException's, which may or may not help with the crash you were experiencing. Do let me know if it continues!
gabb 1.3.2-final, world was not made before 1.17.
Atomika, was this on Wildcraft 1.2.3? I might need some more details about your world to troubleshoot better. was this world made before 1.17, or new gneration?
The singleplayer server freezes and the log gets filled with this error:
22.8.2022 23:03:56 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at wildcraft.BEClipping.DoGrow(String state)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 105
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 121
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 761
bluelightning32, thanks for pointing that out, there was a discrepancy between my development enironment and the release build, but I fixed it for 1.3.2, let me know if you come across more problems
In v1.3.1, when I plant a bush clipping, the resulting block is a white question mark.
I'll be dropping update 1.3.1 tonight to fix various issues with clippings. Don't know how that slipped through, whoops.
Ok, Fixed that, I'm hoping for no other major bugs with upgrading stuff to 1.17
Cydeadhunter, That should be fixed in Wildcraft 1.3.0. 1.3.0 changes berry bushes so only specific entities will be harmed. The list of specific entities can be changed in the config file, but entities not on that list won't be harmed.
I love this mod very much but in the little time that ive been playing with it I have come across a notable issue, a cluster of rasberry bushes keeps on killing animals near me, personaly I dont mind the free food but it dosent seem like the sort of feature that was intended. I think it would make sense if animals would ethier avoid plants like this or just not be damaged by them. If you already have done this then I think some compatibility should be added in for other animals mods since all of the corpses that I have found so far have been moded creatures.
This mod is still being worked on! i just haven't had the time/motivation to work on it that I thought I would. But there will be an update for 1.17, I'm aware the current version is broken in 1.17.
Is this mod still being updated? I would love to play it on the more recent version but it crashes the game unfortunately.
Hey, I love this mod! Quick question, how do I figure out what biomes a given plant/herb will spawn in?
Not compatible with 1.17.0-rc.3
> Game Version: v1.17.0-rc.3 (Unstable)
Loaded Mods:
8/6/2022 12:20:30 PM: Critical error occurred
System.MissingMethodException: Method not found: bool Vintagestory.API.Common.BlockDropItemStack.Resolve(Vintagestory.API.Common.IWorldAccessor,string)
at Vintagestory.API.Common.CollectibleObject.OnLoaded (Vintagestory.API.Common.ICoreAPI api) [0x0000b] in <8d34c3c1e9814e2b942bcaa09b83d5f1>:0
at Vintagestory.API.Common.Block.OnLoaded (Vintagestory.API.Common.ICoreAPI api) [0x00071] in <8d34c3c1e9814e2b942bcaa09b83d5f1>:0
at Vintagestory.GameContent.BlockPlant.OnLoaded (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <358282a0957e4d8da6458ba61bb4bf73>:0
at wildcraft.BerryBush.OnLoaded (Vintagestory.API.Common.ICoreAPI api) [0x00000] in <da47d221680c45dc83b890ce5e9877d8>:0
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative (Vintagestory.API.Common.ICoreAPI api) [0x00007] in <8d34c3c1e9814e2b942bcaa09b83d5f1>:0
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady () [0x0001b] in <0462b74ed3f94a21822b00850560ef2e>:0
at Vintagestory.Server.ServerMain.EnterRunPhase (Vintagestory.API.Server.EnumServerRunPhase runPhase) [0x000ad] in <0462b74ed3f94a21822b00850560ef2e>:0
at Vintagestory.Server.ServerMain.Launch () [0x001e0] in <0462b74ed3f94a21822b00850560ef2e>:0
at Vintagestory.Server.ServerProgram.Main2 () [0x000e5] in <4d00461b4e214728afb94ab8cb6372d9>:0
at Vintagestory.ClientNative.CrashReporter.Start (System.Threading.ThreadStart start) [0x00007] in <0462b74ed3f94a21822b00850560ef2e>:0
The spawn rate for herbs is super high, it's honestly at the point that I don't really have to do any real farming - especially with miner's lettuce. I just gather a ton of herbs, and craft seeds, and end up with this HUGE field of herbs rather quickly.
The damage from poison oak and nettles seems unreasonably high. They're plants that give very unpleasant rashes, but in this implementation they instead are plants (moreso nettle, but poison oak to an extent too) that you die from touching 3 or 4 times. IMO they should do a total of 1 damage throughout the poison effect at most, or maybe have a config to set the damage.
Hey everyone, I've beenworking a very big new update. It will include a full rerite basically to finally include a config file. New mechanics wills be introduced, and and many things will be refactored/changed. new plants will also be added. Stay tuned, I've been a bit busy IRL, so developement has been a little slow, but I don't want this update to keep dragging along, so hopefully I have something out soon.
A config file to tweak things would be nice, e.g. the amount of time poultices need to heal or to disable health regen and use the vanilla behaviour. And a config option to disable players taking damage from poisonous plants. such a config should really be a standard if you include such features. Not everybody wants them. gabb
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.
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
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.
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?
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?
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.
taaffeite, I will fix mash in the next update hopefully!
and thank you, yEEtcow
Im literally your biggest fan
Technically, yes, it is a mix of Expanded Foods and Wildcraft. :) Syrup's just all on the EF side of things.
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
Heh, the syrups are Expanded Foods. The berries and mash are Wildcraft.
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.
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
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
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.
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 :)
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.
Some errors from client-main
pastebin.com/8AQ7A7vN
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
Radostin, should be fixed in 1.2.3
cranberry seedling looks unusual
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)
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.
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?
use a knife on a flowering bush as if you were harvesting berries (hold right click)
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?
Any chance you can look into compatability with Campaign Cartographer and Auto Map Markers?
I am asking Apache and egocarib about it also.
Update ru translation for 1.2.1 :) ru.json
upd. Great mod! :)
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
Glad to hear it! No rush!
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)
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.
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
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?
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!!
Thank you for fixing that, my world balance and all the new wildlife are now saved!
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)
Poultices heal over time?! Teach me your ways!
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 :).
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.
TristamIzumi, Whoops, that'll be fixed in the next release
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.
YourCreator, thanks for bringing this up. For next update I'll explore ways to optimize this mod better
Very haevy mod for low clients. Average ram with these mod above 6g
TristamIzumi, good idea, I'll add that to the to-do list, and the wine making should be fixed in 1.2.0
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.
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.
@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
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?
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
The Sedge has been nerfed to no longer horribly slaughter my world's wildlife, thank you! \o/
"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
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.
Olo, It shouldn't be, I seem to be able to make poultices just fine.
I'm definitely not able to make poultices with any of the herbs, nor add secondary ingredients. Is it temporarily broken?
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.
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
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.
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.)
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
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?
"Bearleek, burdock and marshmallow have root vegtables". Does this mean they are edible "as is" and/or can be used in stews, etc.?
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.
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.
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
That's awesome, it'll be included in the next release :)
Hi! I made a french translation for your mod, feel free to add it if you want. 😊
fr.json - Wildcraft 1.1.2
That fixed it. Thanks!
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.
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
Love the new Herbs.
Would you please incorporate this great but abandoned Hemp mod?
https://mods.vintagestory.at/show/mod/297
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 :)
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.
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 :)
Wildcraft does not auto-download for me. It says sucessfully downloaded, but it won't install. Anyone else? gabb
WickedSchnitzel, bluelightning32, Should be fixed in the latest release
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
Not compatible with 1.16: https://github.com/slightlycolorblind/Wildcraft/issues/1
[Warning] Texture asset 'wildcraft:textures/items/herbs/stingingnettle.png' not found (defined in Item wildcraft:herbs-stingingnettle).
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 :)
It appears Wildcraft berries cannot be used in meals the same as vanilla berries can.
PeterSanderson Oh dang that's not good, next update will fix that. hopefully will have that update out later today.
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
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
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.
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.
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.
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.
Hey gabb, should I get to work on integrating this with Expanded Foods, or should I hold off?
If you can't get the berry bush, how to you stack them two high? In particular Black and Red currents.
@eisenwulf
ah it was updated on the Files changlelog, but not the Description. fixed that, but it won't be staying for long
Changelog for v1.1.3?
Are there dewberries and gooseberries?
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. :)
@nschoppa
Ah, it seems you're right! That will be fixed in the next release.
Glad you're enjoying the mod! :)
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!
Huckleberry bread would be awesome to see :)
New berries means new berry bread...