Mods / Wildcraft: Herbs and Spices
Category:
#Crafting
#Food
#Worldgen
Author: gabb
Side: Both
Created: Feb 6th at 10:15 PM
Last modified: Feb 7th at 3:06 AM
Downloads: 6310
Follow Unfollow 205
Author: gabb
Side: Both
Created: Feb 6th at 10:15 PM
Last modified: Feb 7th at 3:06 AM
Downloads: 6310
Follow Unfollow 205
Latest file for v1.19.3:
wildcraftherb_0.0.0.zip
1-click install
>>REQUIRES HERBARIUM TO WORK<<
Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and crashes.
The old Wildcraft and Wildcraft Trees pages will no longer be updated or maintained, but will stay up for the sake of legacy versions of the game. Using this mod on an old world with Wildcraft or Wildcraft trees is likely to cause issues, but remmapings have been added to help migrate old worlds to the new versions. We appreciate your continued patience in our development process.
This mod is unfinished and is unpolished, unlike the other Wildcraft content modules. We are working on fully polshing and finishign this module, but in the meantime, here is the largely unchanged version for old Wildcraft. There will be updates to this mod in the future.
Contributors:
Spoiler!
- gabb: code and implementations for herbs and poultices
- Ледяная Соня: textures and models for herbs and roots
- CATASTEROID: some additional models for roots
- Dana: help with poultice crafting patches
- poultice system implemented using goxmeors BuffStuff
Content:
Spoiler!
- About 50 new types of herbs, spcies and leafy greens in a varity of climate zones
- Arrowhead (Sagittaria sagittifolia)
- Skunk cabbage (Lysichiton americanus)
- Saffron (Crocus sativus)
- Leek (Allium ampeloprasum)
- Bearleek (Allium ursinum)
- Ginger (Zingiber officinale)
- Soft sedge (Carex media)
- Water chestnut (Eleocharis dulcis)
- Black pepper (Piper nigrum)
- Celandine (Chelidonium majus)
- Liquorice (Glycyrrhiza glabra)
- Burnet (Sanguisorba officinalis)
- Stinging nettle (Urtica dioica)
- St John's wort (Hypericum perforatum)
- Katuk (Sauropus androgynus)
- Wood spurge (Euphorbia amygdaloides)
- Marshmallow (Althaea officinalis)
- Rockrose (Cistus ladanifer)
- Mustard (Sinapis alba)
- Poison oak (Toxicodendron diversilobum)
- Sorrel (Rumex acetosa)
- Rhubarb (Rheum × hybridum)
- Saltwort (Salsola kali)
- Miner's lettuce (Claytonia perfoliata)
- Jewelweed (Impatiens capensis)
- Holly (Ilex aquifolium)
- Burdock (Arctium lappa)
- Yarrow (Achillea millefolium)
- Chamomile (Matricaria chamomilla)
- Tansy (Tanacetum vulgare)
- Marigold (Calendula officinalis)
- Chicory (Cichorium intybus)
- Arnica (Arnica montana)
- Elecampane (Inula helenium)
- Butterbur (Petasites spurius)
- Mugwort (Artemisia absinthium)
- Dill (Anethum graveolens)
- Cilantro (Coriandrum sativum)
- Angelica (Angelica archangelica)
- Celery (Apium graveolens)
- Cowbane (Cicuta virosa)
- Ginseng (Panax ginseng)
- Sage (Salvia officinalis)
- Basil (Ocimum basilicum)
- Marjoram (Origanum majorana)
- Horehound (Marrubium vulgare)
- Mint (Mentha piperita)
- Thyme (Thymus vulgaris)
- Rosemary (Rosmarinus officinalis)
- Lavender (Lavandula angustifolia)
- Plantain (Plantago major)
- Foxglove (Digitalis purpurea)
- You can extract herb seeds with a knife in the crafting grid, for one seed bag you will need two bundles
- Some herbs can be planted in water while others can be grown on farmland as easy-to-maintain crops
- New expanded poultice system:
- Poultices now heal over time
- Now you can add medicinal herbs as secondary ingredients to poultices to increase their efficiency
- Some herbs are poisonous to the touch and will cause itch or rash when stepped on, which is more annoying that dangerous
- Some poultice ingredients, like jewelweed, will cure this effect
Changelog:
Spoiler!
- "Nostalgia" edition: in this initial 0.0.0 release, the textures, models, properties and spawning conditions of all the herbs are taken straight from the old mod and are completely unchanged, yet fully compatible with the modern version of the game and the updated modules
- Added remaps for most blocks and items for people who want to update old worlds
- Herb name changes: cicuta is now cowbane, dock is now sorrel, inula is now elecampane
Plans for the future:
Spoiler!
This release is the unpolished and unfinished version, there will be enhanced visuals, crafting and more plants in the final version.
Other Wildcraft content:
If you have feedback, leave them in the comments. 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* |
---|---|---|---|---|---|---|
v0.0.0 | 6310 | Feb 7th at 3:06 AM | Show | wildcraftherb_0.0.0.zip | Install now |
Is there an ETA on the polished version yet?
Rudwark@ if you put two in a craft grid it makes seeds for replant
Are herb roots not fully implemented? I see them in the handbook for ginger, burdock, etc. but there is no crafting recipe nor any mention of them in any mod documentation old or new anywhere. If craftable, how?
I love this mod, thanks for making it.💚
I only found a visual bug with the second stage of growing stawberries (not the wild or the false verion but the "stawberries" one). it sprouds with 2 square questionmark leaves.
Not working for me for 1.19.3 either. Says it has unresolved mod dependancies. [I do have Herbarium installed]
this mod as well as the other wildcraft mods are not working for 1.19.5, I load the new world up and none of the items for wildcraft don't exist.
gabb
Holly should be poisonous to eat. Currently it isn't. Please fix. Thanks!
having this same issue with ? texture on wood spurge and Arrowheads :(
I'm getting the same Arrowhead issue.. as below
Spices lack preservation. We need a way to dry them, or to put them in the quern for a powdered version. Perhaps some spices work better dried? Or increase the effect of fresh herbs over dried in some cases.
Is there a way to dry herbs and spices so they last longer?
Hello, I noticed that Arrowhead when harvested turns into a bunch of white planes
I have Herbarium installed; and this is the only plant I've gathered so far that does this. The Soft Sedge in the background looks fine when gathered for example
I have a favorite world seed so making a new 1.19 world is no issue for me despite playing quite a few hours in it. Sort of looking forward to seeing what types of ruins I find--if they're the same or different because I tried the seed twice before and still got the same huge cathedral ruin in about the same spot. Interested in a Mycology/Fungi mod as part of the Herbarium family, too. Just like how St. John's Wort has multiple functions, so do many mushrooms like Lion's Mane. I watched a Youtube video about a young man in Arizona, USA, who created a company (the video is also on the company website) called Southwest Mushrooms where he grows mushrooms inside buildings and sells kits to those who want to grow their own. I was surprised because it often reaches into the 120F/50C temps in Arizona. I also used to live close to the Monterey Mushrooms caves in California, USA, so being able to grow mushrooms in a cellar-like build is intriguing! It would be interesting for playthroughs where base locations have scant natural food all year like in deserts or arctic environments. Interesting to know about the name changes for some Herbs and Spices. Hoping to see better (H)andbook information on how to cultivate/propigate all the plants/foods in the Herbarium mods. I can't tell you how frustrating it was on my first go through using the Wildcraft mod and having the plants I wanted disappear on me because they needed shears and there wasn't any info about that.
Maamessu - Thought that may be it. We had done loads of adventuring already, so ended up making a new world :).
RosstheGreat and Xaro
It works in old worlds in newly generated chunks.
Well now that I read that this is not as it is intended to be in the long run. I think ill hold off a bit longer to start 1.19 world. I'm to curious what you have in store for me.
I'm betting it will be worth the wait.
RosstheGreat - In my situation I had to make a new world.
Does this apply changes to already existing worlds, or do I need to generate new ones? Also if it does apply changes to already existing worlds do the changes only apply in newly generated chunks?
Hydromancerx That's a really good idea! I'd love to see a Mycology mod to go along with the rest of these... more uses for that cellar!
Garbaggio do you have Herbarium installed as well?
for some reason this one ( Wildcraft: Herbs and Spices) will not work for me. I have tried with mods and without mods, still get the Unable to Resolve Some Mod Dependencies. Check Log Files.
Any thoughts to help a noob like me?
FYI, this mod will work in 1.18 as well if you just change the Herbarium requirement in the mod.json to 0.3!!
Odinstalowałem Wildcraft Trees i zainstalowałem Wildcraft: Herbs and Spices, Wildcraft: Fruits and Nuts oraz Herbarium. Trzy zamiast jednego i gra zaczęła działać płynnie. It's just a pity that I shouldn't make this change in an already started world. Hard to start again. It was worth it.
YAYYYY, I was waiting for this mod lol
Nice. Hopefully the handbook (CTRL + H) integration becomes a bit better this time around.
Finally!
I love these flora mods! Please make "Wildcraft: Fungi" in the future!
If not, can it be made compatible for 1.18.15??
Will this work in 1.18.15?? It is labeled as 1.19.3.