Mods / NDL Expanded Growth (LEGACY)

Tags: #Crafting #QoL #Tweak #Utility #Worldgen
Author: NateDoesLife
Side: Both
Created: Feb 8th at 12:16 AM
Last modified: Oct 10th at 11:46 PM
Downloads: 7140
Follow Unfollow 201

Latest release (for Vintage Story 1.21.4, potentially outdated):
ndlexpandedgrowth_3.5.4.zip  1-click install


THIS MOD HAS BEEN SPLIT INTO SEPERATE MODULES INSTEAD OF ONE COMPLETE MOD. THIS VERSION WILL NO LONGER BE DEVELOPED/SUPPORTED AND YOU SHOULD USE THE MODULES INSTEAD.
HERE IS A LIST OF ALL THE MODULES SPLIT FROM THIS MOD!

Flower Growth Module NDL ExpandedGrowth (Flower Growth Module) - Vintage Story Mod DB

Grass Growth Module

NDL ExpandedGrowth (Grass Growth Module) - Vintage Story Mod DB
Berry Growth Module NDL ExpandedGrowth (Berry Growth Module) - Vintage Story Mod DB
Tree Growth Module NDL ExpandedGrowth (Tree Growth Module) - Vintage Story Mod DB
Coral Growth Module NDL ExpandedGrowth (Coral Growth Module - Vintage Story Mod DB
Mushroom Growth Module NDL ExpandedGrowth (Mushroom Growth Module) - Vintage Story Mod DB



About Mod:

This mod aims to add various growth methods to the game that arn't there.

Features (Each one can be turned on/off in the configuration file):
- Grass Seeds
     - Grow grass in zones/climates that don't normally allow grass growth (deserts, rocky/gravel, etc)
     - Also will grow tall grass if used on grass covered blocks

- Tree Growth Serum
     - Allows the growth of large varient trees (the kind that generate on worldgen but not when you try to grow with a sapling

- Berry Farming
     - Allows the harvesting/growth of berry seeds from berry bushes

- Flower Propagation
     - Allows you to grow/farm flowers

- Coral Growth
     - Creates a growth method for coral chunks to allow for better crafting of Coral Cobblestone without destroying all your reefs

 

How To Guides (Also in the handbook in game, just search NDL or NDL-ExpandedGrowth!:

Grass Growth Method

Adds:
     - Grass Seeds

To Use:
     - Dirt to Grass
          - Craft your grass seeds, 3 seeds and 2 bonemeal in a plus pattern (view in handbook)
               - right click on a "dirt/soil" block and it will convert a 5x5 area of dirt (any fertility) into its grassy varient

     - Tall Grass
          - Craft Grass Seeds (see above or handbook)
               - right click on GRASSY soil and tall grass will populate randomly in a 5x5 area on grassy soil blocks

Tree Growth Method

Adds:
     - Burlap Sacks
          - Burlap fibers
          - Burlap Bundle


To Use
     - Craft a Burlap Sack (see handbook for recipe)
     - Place your burlap sack on the ground
          - Fill the Burlap Sack with the following in order
               - Soil (any fertility)
               - Compost
               - Bonemeal
               - Sapling of your choice
          - Now wait 15 days and your tree will grow in that location

General Information:
     - Sacked Saplings will grow under any temperature
     - If you break a Sacked Sapling you will get your sapling and FILLED burlap sack back but have to restart the growth timer when you replace
     - You can break a Burlap Sack at any stage and get that Staged Sack in your inventory, you do not have to refill them
     - Acceptable varients
          - Oak (1x1 and 2x2 varients)
          - Maple
          - Walnut
          - Kapok (2x2)
          - Purple Heart
          - Ebony.

Berry Farming Method
Adds:
     - Berry Seeds

To Use: 
     - Start by gathering berry seeds
          - as you harvest berry bushes for their berries around the world, you have a 10% chance to recieve seeds from that bush
          - once you have the seeds you just need to plant them (a berry sapling will appear) on any soil block and wait 5 ingame days (even if chunks arn't loaded it will still count)
.
Flower Propegation Method

Adds:
     - Propagation Hives

To Use:
     - To start you will need the following
          - Propagation Hive (Empty) (see recipe in handbook)
          - Populated Skep
          - Flower you want to grow

     - Once you have the above blocks do the following
          - Place down your PROPAGATION HIVE (Empty) first
          - Right click on the Propagation Hive with your Populated skep and it will convert into a Propagation Hive (Filled)
          - Now take your flower and right click on the Propagation Hive (Filled) to select the flower to grow (it will show the name on the GUI), flower will be consumed

     - Once your Filled Prop Hive has been placed and the flower added flowers will start to grow in a 7x7 area centered around the Filled Prop Hive
          - The hive needs to be surrounded by some type of SOIL block for flowers to grow
          - The Flowers will generate on the same level as the hive and one block below (so you can put it on a post or base of some sort)
          - Flowers will not grow ABOVE the Filled Prop Hive
          - If you break the Filled Prop Hive you will only get an EMPTY Prop Hive
          - The Prop Hive has a 25% chance every ingame hour to spawn a flower in the area, this will count even if you are away (chunks unloaded) so you can come back to plenty of flowers!

Coral Growth Method

Adds:
     - Coral Growth
     - Coral Grown
     - Coral Harvestable

To Use:
     - Start by breaking "Coral Reef" blocks
          - These will drop you 3 "Chunks of Coral" of the given color

     - Craft a "Coral Growth"
          - Takes 3 "Chunks of Coral" and a knife to craft (see handbook recipe)
               - All 3 "Chunks of Coral" must be the same color

     - Place the "Coral Growth" down
          - It must have a SOURCE WATER block ABOVE it and ON it to actually stay
               - Note - Water flowing above to on top of it DOES NOT count, both layers must be a SOURCE WATER to count.
          - After 5 in game days (regardles of being loaded or not) the Coral Growth will change into Coral Grown
          - After another 5 days in game the Coral Grown will change into a Coral Harvestable


     - Harvest the Coral Harvestable (with a knife)
          - This will supply you with 3 chunks of coral of that color
               - Your Coral Harvestable will downgrade to a Coral Grown and you will have to wait another 5 days to get another Harvestable Coral
               - If you break the Harvestable Coral it will drop a Coral Growth to replant and 3 chunks of coral
                    - the downside to this is that you now will have to wait 10 days for the coral to grow fully back instead of 5.....so harvest unless you are looking to move your coral farm!
          - Store the chunks of coral or make another coral growth and grow your farm!!!

This method is soley to supply a sustainable way to create Coral Cobblestone, I didnt want to have to completely destory reef systems in order to get a lot of this block, and I thought coral was cool to grow/farm!!!

 

Configuration Information

Grass Growth Method
     - This only turns off the USE of the seeds
     - You can still craft them but they do nothing

Tree Growth Method
     - This turns off the crafting of the tree serum
     - You can still craft the Growth Serum in a barrel along with the empty growth serum flask but you cannot fill the flask up for use

Berry Growth Method
     - This turns off the seed drops
     - No seeds, no growing berries....

Flower Growth Method
     - This turns off the placing of populated skeps into an empty propagation hive
     - Prevents the creation of Filled Propagation hives which stops the growth of flowers

Coral Growth Method
     - This turns off the placing of Coral Growths
     - If you cant place they cant grow....

 

Planned Workings:
     - Mushroom growing
     - Large Pine Trees
     - Better Maple Trees

 

Feedback/Suggestions/Support:
I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below.

    - You can also join my personal discord channel via - https://discord.gg/6qQZYPU
    - Please use the channel #ndl-expanded growth for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)

Compatibilities
Floral Zones (Flowers and Ferns only for Flower Propagation)
     - Cape Region
     - Caribbean
     - Central Australia
     - Cosmopolitan
     - East Asiatic
     - Mediterranean
     - Neozeylandic


Special Thanks:
SpearAndFang
- Helped get the replacement function working for the grass growth method and helped streamline the code
- Helped get the schematic placement function working for the tree growth serum
- Random help with stuff I get stuck on
Ollum
- Provided data for floral zones flower/fern propagation compatibility (as of 10/8/2025)


Other Mods By Author:

NDL Villagers  NDL WoodenTorchHolders NDL ChiselPicks

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
3.5.4 569 Oct 10th at 11:46 PM ndlexpandedgrowth_3.5.4.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed Vanilla flowers and ferns not working with propagation hives

3.5.3 110 Oct 9th at 2:44 AM ndlexpandedgrowth_3.5.3.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Added a chunk loaded check to ensure that when the giant trees grow they fully grow and don't get cut off at the chunk borders
     - Hopefully this will resolve the issue of growing and part of the tree is cut off.
     - This was hard to test so if you get any crashes/errors obviously shoot them my way!

3.5.2 84 Oct 8th at 4:07 AM ndlexpandedgrowth_3.5.2.zip 1-click install

New Features:
- None

 

Updates:
- Added Floral Zone Compatibility (Data as of 10/8/2025) with Flower Propagation (Flowers/Ferns Only)
     - Cape Region
     - Carribean
     - Central Australia
     - Cosmopolitan
     - East Asiatic
     - Mediterranean
     - Neozeylandic

 

Bug Fixes:
- None


Notes:
- Floral Zone Compatiblity is based on data provided from Ollum
     - This will not be a maintained compatiblity, if Floral zones updates/adds flowers or ferns past 10/8/2025 then I will need to be provided the data, I will not search for it myself. 

3.5.1
1.21.2 - 1.21.4
420 Sep 26th at 9:37 PM ndlexpandedgrowth_3.5.1.zip 1-click install

New Features:
- None

 

Updates:
- Added information to GUI to indicate what sapling is inside the sapling filled burlap sacks when placed
- Addded back the ability to disable the Tree Growth Method in the config
    - This only disables placing the dirt (starting the process) into the burlap sacks, you will still be able to craft burlap sacks, just not fill them 

 

Bug Fixes:
- More logger notification fixes
- More errors regarding drops in log files


Notes:
- Mushroom growth method is still in the works, sorry its taking so long

3.5.0 109 Sep 25th at 9:46 PM ndlexpandedgrowth_3.5.0.zip 1-click install

New Features:
- Reworked Tree Growth Method
     - Removed the serums Method
          - Anything related to the tree growth serum has been removed from the mod
          - Replaced with Burlap Bulb Method
               - Read updated "How To" Guide on mod home page or in game handbook (search "trees")

 

Updates:
- Added Large Larch Trees
     - 3 Variants
- Cleaned up logging information
     - Adjusted to be more clear which logs/errors/notifications are from this mod
- Added various block descriptions to the GUI for better in-game explanations of features

 

Bug Fixes:
- Sacked Trees now take the full 15 days to grow instead of 5
- Grown Coral now properly drops Coral Growth instead of Grown Coral
- Prop Hive Filled now properly drops an Empty Prop Hive when broken


Notes:
- Mushroom growth method is still in the works, sorry its taking so long
- The config option to turn off the tree growth method currently does not work
     - I did not have time to adjust it to the new updated method, I will do that later

3.4.1 278 Sep 15th at 10:38 PM ndlexpandedgrowth_3.4.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed interaction between serum and vanilla crimson maple seed
     - sound now convert to a serumed tree sapling and grow the large variant


Notes:
- Mushroom growth method is still in the works, sorry its taking so long

3.4.0 112 Sep 14th at 6:22 PM ndlexpandedgrowth_3.4.0.zip 1-click install

New Features:
- Configuration file to turn off specific growth methods (all are enabled by default, view configuration information to view how/what each disables)
     - Tree Growth method
     - Berry Bush Growth Method
     - Grass Growth Method
     - Flower Growth Method
     - Coral Growth Method

 

Updates:
- None

 

Bug Fixes:
- Fixed serum Crimson Maple sapling GUI name
     - now shows Crimson Maple (Serumed) 


Notes:
- Did config due to multiple requests to have either seperate mods or the ability to turn parts of the mod off
     - Mushroom growth method is still in the works, sorry its taking so long

3.3.0 123 Sep 13th at 7:42 PM ndlexpandedgrowth_3.3.0.zip 1-click install

New Features:
- Added large King Crimson Maple trees to the mod

 

Updates:
- Added the super large kapok 2x2 varient
     - They have a chance of growing from the kapok serum sapling with the other kapok variants
     - Thanks to Zincathion for pointing them out to me!

 

Bug Fixes:
- None


Notes:
- For future work I am going to be adjusting maple trees to use a custom growth variant, the large vanilla ones are not up to par with what I want for this mod, should be in the next update
- Also planning on adding a larger pine variant as well!

3.2.2 366 Sep 2nd at 10:54 PM ndlexpandedgrowth_3.2.2.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed issue with entire knife being consumed when crafting coral growth!


Notes:
- This will probably be the last update until I add the mushroom growth method to the mod (outside of any 1.21 release that I need to fix stuff)
     - I have a big update coming to NDL-Villagers mod that I am going to be focusing on next!

3.2.1 132 Sep 1st at 11:19 PM ndlexpandedgrowth_3.2.1.zip 1-click install

New Features:
- None

 

Updates:
- Reworked Filled Prop Hive particles
     - Now resemble/mimic the bee particles that vanilla hives and skeps have!!! 

 

Bug Fixes:
- None


Notes:
- This will probably be the last update until I add the mushroom growth method to the mod (outside of any 1.21 release that I need to fix stuff)
     - I have a big update coming to NDL-Villagers mod that I am going to be focusing on next!

3.2.0 133 Aug 30th at 7:39 PM ndlexpandedgrowth_3.2.0.zip 1-click install

New Features:
- Added handbook guides for all methods added
     - Just search NDL or NDL-ExpandedGrowth to view

 

Updates:
- Prop hive empty will now face you when placed
     - prop hive filled will follow the same orientation as the empty prop hive
- Added yellow particles to the Fill Prop Hive
     - They are pretty basic and I don't know that I will keep them - TBD/WIP

 

Bug Fixes:
- Fixed Prop Hive empty not accepting skeps anymore to convert to Filled Prop Hive
     - Not sure how no one report this lol


Notes:
EXISTING PROP HIVES WILL BE LOST!!!!!!! YOU WILL NEED TO RECREATE/SPAWN IN/WHATEVER NEW PROP HIVES!
     - I AM SORRY THERE WAS NO AVOIDING THIS UPDATE, I TRIED

3.1.0 94 Aug 30th at 1:17 AM ndlexpandedgrowth_3.1.0.zip 1-click install

New Features:
- Coral Growth Method Added
     - View "How To" guide on mod homepage for information on how to do this

 

Updates:
- None

 

Bug Fixes:
- None


Notes:
- I am aiming for my next update to add in guides into the handbook on how to do some of the more complex methods.
- Still working on how I want to do mushroom growth, its been a tough decision for how to make in semi indepth without making it too complicated and also with whats possible in game. Soonish though!

3.0.0 217 Aug 26th at 3:57 PM ndlexpandedgrowth_3.0.0.zip 1-click install

New Features:
- 1.21 Support

Updates:
- Added Papyrus Skep to Prop Hive receipe

Bug Fixes:
- None

2.4.6
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
884 Aug 3rd at 8:12 PM ndlexpandedgrowth_2.4.6.zip 1-click install

New Features:

- None
 

Updates:

- Adjusted flower growth rate to 10% every hour down from 25% (was spawning too many flowers I felt)
     - will adjust in the future as I see how this works

 

Bug Fixes:

- Finally tracked down and fixed the ghost flowers

2.4.5
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
293 Jul 20th at 5:11 AM ndlexpandedgrowth_2.4.5.zip 1-click install

New Features:

- None
 

Updates:

- None

 

Bug Fixes:

- Fixed console spam with debug message
     - Thanks GlooMeGlo for pointing this out

2.4.4
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
257 Jul 12th at 1:33 AM ndlexpandedgrowth_2.4.4.zip 1-click install

New Features:

- None
 

Updates:

- None

 

Bug Fixes:

- Fixed crash on placing propagation hive on soil blocks
     - Thanks SolusBellator for reporting

2.4.3
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
36 Jul 11th at 11:14 PM ndlexpandedgrowth_2.4.3.zip 1-click install

New Features:

- None
 

Updates:

- None

 

Bug Fixes:

- Propagation Hive Filled not generating flowers on the proper level
     - Thanks @Parenn for pointing this out
- Flowers generated from Propagation hive not dropping drops when broken
     - Thanks @Parenn for pointing this out
- Propagation Hive Filled not being solid

2.4.2
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
300 Jul 10th at 2:19 AM ndlexpandedgrowth_2.4.2.zip 1-click install

New Features:

- None
 

Updates:

- None

 

Bug Fixes:

- Fixed grass seeds not being consumed upon growing tall grass
     - Thanks @Doden for reporting

2.4.1 246 Jun 24th at 10:29 PM ndlexpandedgrowth_2.4.1.zip 1-click install

New Features:
- Flower propegation has FINALLY been added
     - See how to guide on mod homepage for information on how to do this!

Updates:
- None

Bug Fixes:
- Fixed issue of Prop Hive unloaded mechanic working from when world was started
     - now only detects from when hive last loaded properly

2.4.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
41 Jun 24th at 9:31 PM ndlexpandedgrowth_2.4.0.zip 1-click install

New Features:
- Flower propegation has FINALLY been added
     - See how to guide on mod homepage for information on how to do this!

Updates:
- None

Bug Fixes:
- None

2.3.3 139 Jun 13th at 10:59 PM ndlexpandedgrowth_2.3.3.zip 1-click install

New Features:
- None

Updates:
- None

Bug Fixes:
- Crash when using grass seeds on nothing (air)

Side Notes:
- None

2.3.2 35 Jun 13th at 9:08 PM ndlexpandedgrowth_2.3.2.zip 1-click install

New Features:
- None

Updates:
- Overhauled the working of Grass Seeds
     - Now operate in a 5x5x5 area instead of 3x3x1
     - If you right click again on grassy soil it will grow tall grass (short/medium/tall) in a 5x5x5 area randomly
          - random spaces and some spaces might not grow any in the 5x5 area
- Adjusted grass seeds recipe to require less bonemeal
     - instead of 6 bonemeal its now only 2
     - same amount of seeds

Bug Fixes:
- Grass seeds now change ANY fertility type of soil in the 5x5x5 area instead of just the type you clicked

Side Notes:
- Flower propegation will be coming in the next update. I have a plan for how I want it to work now I just have to create it haha. Maybe this weekend or next.

2.3.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
1134 Apr 1st at 1:27 PM ndlexpandedgrowth_2.3.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Berry Bush Saplings should now properly drop their seeds on break
- Serumed Tree Saplings should now properly drop their unserumed sapling equivilent on break
- Serumed Purpleheart Sapling now shows the proper name

2.3.0
1.20.1 - 1.20.3 1.20.5 - 1.20.7
132 Mar 29th at 5:31 PM ndlexpandedgrowth_2.3.0.zip 1-click install

New Features:
- None

 

Updates:
- Changed how the "Tree Growth Method" works
     - you now right click on a sapling with the Tree Serum Flask and it will convert the sapling to a Serumed Sapling
     - after 15 days your sapling will now grow into a large tree varient
          - no longer instant growth
          - should count down even if the sapling is in an unloaded chunk now
- Cleaned up Tree Growth Code

 

Bug Fixes:
- Berry Bush Saplings should now properly drop their seeds

2.2.0
1.20.5 - 1.20.7
94 Mar 29th at 5:20 AM ndlexpandedgrowth_2.2.0.zip 1-click install

New Features:
- Berry Farming Method (see main page for details)
     - Added the ability to get berry/currant seeds and grow more berry bushes

 

Updates:
- Updated core structure of mod
- Several class file adjustments for efficiency

 

Bug Fixes:
- None

2.1.3 283 Feb 14th at 2:56 AM ndlexpandedgrowth_2.1.3.zip 1-click install

New Features:
- None


Updates:
- Adjusted see recipe to provide 5 grass seeds instead of 3
     - given the area they populate for the cost in bonemeal it needed an bump!


Bug Fixes:
- None

2.0.3 136 Feb 12th at 2:14 PM ndlexpandedgrowth_2.0.3.zip 1-click install

New Features:
- None


Updates:
- None


Bug Fixes:
- Fixed some oak tree interactions not giving back an empty tree serum flask

2.0.2 77 Feb 12th at 3:45 AM ndlexpandedgrowth_2.0.2.zip 1-click install

New Features:
- None


Updates:
- None


Bug Fixes:
- Fixed a bad interaction between the barrel and the tree serum flask

2.0.1 72 Feb 11th at 10:47 PM ndlexpandedgrowth_2.0.1.zip 1-click install

New Features:
- None


Updates:
- adjusted barrel recipe for bone extract and tree growth serum to 12hrs
     - was originally supposed to be 12hrs but set to 2hrs for testing and forgot to adjust back!


Bug Fixes:
- Fixed grass seed recipe not showing all grain options

2.0.0 71 Feb 11th at 7:28 PM ndlexpandedgrowth_2.0.0.zip 1-click install

New Features:
- Added Tree Growth Serum Method
     - see main page for details


Updates:
- None


Bug Fixes:
- Fixed grass seed recipe not showing all grain options

1.0.0 151 Feb 8th at 12:17 AM ndlexpandedgrowth_1.0.0.zip 1-click install

New Features:
- 1.0.0 release


Updates:
- None


Bug Fixes:
- None


90 Comments (oldest first | newest first)

💬 NateDoesLife , Oct 22nd at 8:23 AM

goonalgaib This was fixed in a later version, make sure you are running the LATEST version of the mod.

💬 goonalgaib, Oct 22nd at 7:19 AM

Yeah I second what Mendo said, flower propagation doesn't seem to work at all.

💬 Ansixilus, Oct 13th at 10:44 PM

I really do appreciate this mod and what you're doing with it, and also your great work on Villagers (Your latest patch addressed a problem I'd been thinking about asking about, actually!).

But, I wonder if you'd be interested in pursuing any functionality for propagating vines? The only other mod I've seen touch on it is Wild Farming Revival, but it's disabled and unsupported there (read: nigh unusably buggy) so I don't hold any hope of that being updated any time soon. Of the mods I've seen, yours is the best candidate for growing an uncraftable vanilla, so I figured it'd be my best bet.

Unless of course I've missed something and there is something like that in your mod or elsewhwere, which I admit is all too likely.

An unrelated second request, would you be interested in pursuing anything about a way to apply overlays, like the various moss layers that can spawn on trees and stone? That one seems way more farfetched, but I thought it couldn't hurt to ask.

💬 Mendo, Oct 11th at 5:23 PM (modified Oct 12th at 5:49 PM)

NateDoesLife No worries, thanks for the quick fix!

Unfortunately, it looks like I might have run into another issue.  I'm now able to insert flowers, but after several in-game days, nothing has grown around the hive at all.  Filled Prop Hive, 7x7 space around it is Grassy Medium Fert soil.   

💬 NateDoesLife , Oct 11th at 2:22 PM (modified Oct 11th at 2:22 PM)

Sameal

I have a few concept ideas, I just have to explore how to go about them and pick one to do. I've been a bit distracted lately cleaning up this mods backend code and then also working on my villagers mod so it keeps getting pushed off. My goal is the end of october to have a base level method going for the mod.

💬 Sameal, Oct 11th at 8:10 AM

NateDoesLife love the mod, how close are you to figuring out mushroom growing?

💬 NateDoesLife , Oct 10th at 10:43 PM (modified Oct 10th at 11:47 PM)

Mendo Yeah its a new bug introduced in the latest version. I am working on fixing it now and should be updating shortly.

I apologized it was an oversight on the last release.

EDIT: This is fixed now in latest version 3.5.4

💬 Mendo, Oct 10th at 10:02 PM

Running into a similar issue to what MedaevalJames has:
I can place the empty Prop Hive and fill it with a skep, and in my case it shows as being filled, but I'm not able to right click on it with any flower to place it inside.  It shows no flower inside, and tells me that the flower "cannot be placed here, must be on fertile soil".  So I checked the ground around and under the hive and there was some Forest Floor.  I replaced all the Forest Floor with Medium fert soil and replaced the block the hive is sitting on with medium fert soil as well, but I still can't place any flower inside.  While I have a few mods that make use of flowers, like Alchemy, so far as I can tell these are all vanilla flowers (catmint, golden poppy, a few lupines, etc).

💬 TheGothicCat, Oct 9th at 2:58 AM

@EthelVril you want the mod called Better Grass. Better Grass mod changes the grassy texture to go all the way down the sides of the block.

💬 NateDoesLife , Oct 1st at 3:52 PM

EthelVril No, they use vanilla blocks so if the vanilla block does not cover the side I can't do it. That would need to be a vanilla change

💬 EthelVril, Oct 1st at 11:38 AM

Is it possible to make it so grass covers all sides except bottom of a block?

💬 NateDoesLife , Sep 28th at 4:03 AM

MediaevalJames Also glad its working now, more then likely it was just some crazy RNG if I had to venture a guess but a whole day in-game is pretty wild but is not impossible lol.

I will have the GUI name stuff fixed in next update as well, already fixed in the code, just doing some other stuff as well.

💬 MediaevalJames, Sep 28th at 3:53 AM (modified Sep 28th at 4:00 AM)

Yep, made sure to include hovering over the items in the images names are "flower-horsetail-free" and "flower-heather-free". However it actually, finally produced ONE horsetail after about (ingame) 24 hours. I honestly wonder if I'm one of those statistical anomolies that just keeps rolling the 75% chance to not produce a flower. Wonder why it wasn't working before either but I did disable maketea just in case (wasn't using it anyways), I appreciate you taking a look though, maybe there's just something causing it to take longer than normal.

💬 NateDoesLife , Sep 28th at 3:28 AM (modified Sep 28th at 3:33 AM)

MediaevalJames

Yeah just to let you know my mod will not work at all with any modded flowers at the moment, so if the horsetail you are using is not vanilla horsetail then it wont work.

I went through the make tea mod and didn't see any new items/flowers but its possible that the one class file does some sort of adjustment to the flowers in the game. Maybe try a creative world with and without that mod and see if that fixes it?

edit: Out of curiousity, does the prop hive filled show the name of the flower inside the prop hive or does it not show that?

💬 MediaevalJames, Sep 28th at 3:01 AM (modified Sep 28th at 3:30 AM)

Giving it another try on my end with it being on the ground instead of on a fencepost. I did have Medium Fertility Soil surrounding it and some grass cleared out beforehand, this time I've cleared out all the grass within a 7 block radius and it's still on med fert. I'm thinking it must be a mod conflict at this point, maybe Make Tea is doing it... gonna start disabling mods one by one till something or nothing happens.
I've got no clue how to upload images to here so here's some imgur links:

 

https://imgur.com/a/uXFG1Eu

💬 NateDoesLife , Sep 27th at 10:54 PM (modified Sep 27th at 11:04 PM)

MediaevalJames Odd, gonna check this out now and see whats going on. I will respond/update this comment when I have an update for you.


EDIT/UPDATE:
Ok, so some testing on my end produced the following results
- Yes the GUI name is bugged (Been working to figure out why this is a bug for a few things) and did not change but the block itself DOES update to a filled hive (you can see when it updates to add the "Flower type:" and "Place Flower Inside!" texts in the box
- I tested first out with catmint flower and flowers did grow, same with horsetail
     - One thing to check is make sure the dirt you have one the ground around it is Soil (high, med, low fertility) and not any other type of dirt (even forestfloor) as those don't work, only fertility soil work. I will update the handbook to make this clearer in the next update.

If you are still having trouble I would need a picture of your prop hive setup but it sounds like it should be fine. Im guessing its the soil around it that is giving you an issue.

💬 MediaevalJames, Sep 27th at 10:31 PM

Having an issue with the propagation hive where upon right clicking on it with a populated skep, it still says Prop Hive (Empty) despite having the model change to a full one with bees coming and going. It has not produced a single flower in over 3 ingame days either. Not sure if I have a mod conflict but I don't have any other mods that affect beehives or flowers installed. They are one block up on a post with some extra blocks placed at the same height in case that's the issue, and I have a single normal hive next to them in case they need to be populated that way as well. Flowers I'm using are horsetail.

💬 CaptainJake, Sep 19th at 8:59 AM

Using this with alchemy mod, so please add config for flower respawn rate as I would like it to be a lot slower for balance on my server. 

💬 animatiV, Sep 15th at 12:56 PM

Okay, it's still something, though having the option to completely disable the mod's mechanics would be a better solution.

Some mods may conflict with crafting or duplicate it.

💬 NateDoesLife , Sep 15th at 12:34 AM (modified Sep 15th at 12:34 AM)

animatiV
Yeah thats actually just how its setup currently. Disabling crafts involves (from my research) redoing a lot of how the recipes are loaded by the mod and would of taken me probably until next weekend or the following to figureout/deploy. I will eventually work on setting up the configs to block the recipes completely BUT this was a quick/simple "bandaid" solution for the time being. I should of mentioned that when I messaged you, I apologize for that.

Check out the Configuration Information drop down on the mod page above to view specifically which each disables. 

💬 animatiV, Sep 14th at 8:58 PM

NateDoesLife There's a problem. The config is probably broken. I've disabled grass growth, but I can still create grass seeds. I've disabled flower growth, but I can still create hives.

ExpandedGrowthConfig.json

{

"EnableBerryBushGrowth": false,

"EnableFlowerGrowth": false,

"EnableGrassGrowth": false,

"EnableTreeGrowth": true,

"EnableCoralGrowth": true

}

💬 NateDoesLife , Sep 14th at 6:29 PM

animatiV

Yeah typically once the information kinda clicks (I had to learn how to make and setup a config) I am usually pretty quick on implementing. Thankfully configs are pretty easy/straightfoward to make.

And again, no problem! Glad you enjoy the mod!

💬 animatiV, Sep 14th at 6:26 PM

NateDoesLife

Wow! That was a lightning-fast response :D Thanks again! This is a great mod.

💬 NateDoesLife , Sep 14th at 6:22 PM

animatiV

Literally just finished testing on my end and uploaded as you commented! Enjoy!

💬 animatiV, Sep 14th at 6:20 PM

NateDoesLife

No problem, take your time :) You can do it whenever you have some free time. Thank you :)

💬 NateDoesLife , Sep 14th at 5:50 PM

animatiV

Give me like a solid hour or two (maybe a bit more depending on possible plans intruppting my dev time but I am working on a config to disabled/enable each feature in the mod.

💬 NateDoesLife , Sep 14th at 4:50 PM

animatiV

Possible yes, am I going to do that....probably not as its just more mods I have to maintain then.

I do have on my list of things to do - to make a config that allows you to turn off/on select features of the mod, I want to get mushroom growing going first so it might be a little bit as I have that and and another semi big update coming to my Villagers mod soon.

Sorry if it causes some issues with using the mod but I can say the rest of the mod is pretty self using (you have to choose to use the features), the only part that is not is the berry bush seeds that you get which you can just throw on the ground if they are really that annoying. 

💬 animatiV, Sep 14th at 11:04 AM (modified Sep 14th at 11:04 AM)

Is it possible to create a mod with only Tree Growth Serum function?

💬 adres4t, Sep 14th at 8:35 AM

Hmm, that's odd. I am using Florasphere and EG and only when I add FGC the bushes textures are gone. I see what I can do to separate the issue. 

World was created in 1.21.0 and mods added gradually. Florasphere does not have any patches for small berry bush in the files.

I see what other mods can relate to this.

Thanks for your commitment.

💬 NateDoesLife , Sep 12th at 3:51 AM

adres4t

I do not think there is any compatiblity issues between our two mods (NDL-ExpandedGrowth/From Golden Combs), I have been using both mods for months now and have never had an issue with berry gathering or berry bush textures not appearing properly or being missing. Also (for me personaly) my expandedgrowth mod does nothing to effect textures for berry bushes at all.

Speaking with Vinter_Nacht as well as spending the better part of the past hour testing various things, I have been UNABLE to replicate ANY of the issues you have reported (only getting 1 berry from harvest or missing textures). You are also the only one reporting such issues with this and given that I imagine its something specific to your mod setup or world instead of our two mods.

I would ask how you are testing these issues that are occuring as well to say its between our two mods?
- Have you loaded a FRESH world with JUST our two mods and been able to replicate it?
- Is this an old pre-1.21 world you are using (this could easily explain the texture issue)
- Are you using ANY other mod that touches berry bushes in ANY way?


Edit to add: YOUR ISSUES ARE WITH FLORASPHERE

If you go read the comments EVERY one of the issues you mentioned is an issue with that mod

💬 Vinter_Nacht, Sep 12th at 2:50 AM

How do you do that? Just patch the drops?

💬 NateDoesLife , Sep 11th at 9:55 PM

adres4t I dont even know what I would look at as my mod doesnt touch berry bushes other then giving them a chance to provide you a seed. Nothing else is there that touches them and it works fine when I test the mod on my end. More then likely its an issues directly with from golden combs and his bee bonus that his hives give.

💬 adres4t, Sep 11th at 7:27 PM

Hey, remember me reporting a bug involving berry bushes? It is actually a conflict with From Golden Combs not Florasphere. Vinter_Nacht said he looks into it but if you have time maybe have a look into it as well?

Cheers!

💬 Zincathion, Sep 9th at 7:52 PM

I'm glad I could help, and  thank you for taking the time to look into it. I look forward to being able to grow them! 

💬 NateDoesLife , Sep 9th at 7:45 PM

Zincathion That command should be fine, I will check it out and look to get them added this weekend. Thank you for pointing this out to me though!

💬 Zincathion, Sep 9th at 7:29 PM

NateDoesLife I am not using any mods that directly affect tree growth. I am using several mods, including Terra Prety, so perhaps that's made them more common. I've only ever found three, so they're quite rare. I am positive they're a vanilla tree, as on a completely vanilla world you can spawn them in with the command /wgen tree oldkapok 1. As soon as I find one on a vanilla world, I'll send you the seed. 

💬 NateDoesLife , Sep 9th at 6:38 PM

Zincathion Oh wow, I have never seen a kapok tree that large, any way you could send me the world seed/information so I can go check it out and get it into the mod?

- Also just to make sure, you don't happen to have ANY mods that adjust tree growth outside of mine right? Like that is for sure a vanilla kapok tree?

💬 Zincathion, Sep 9th at 6:08 PM

NateDoesLife Yeah, there are two different ones. The large 2x2, and another 2x2 that is about twice the height and has a massive top. The ones on the right are the large 2x2, the one on the left is a the one I'm refering too. 

 

💬 NateDoesLife , Sep 9th at 4:02 AM

Zincathion I wont lie I thought the 2x2 Kapok tree was the "supermassive" one, is there two different types of 2x2 kapok trees?

I searched around for awhile to make sure I got the largest ones I could find and only saw one iteration of the 2x2 Kapok trees, nothing that I would say was "supermassive" compared to the others but I guess if its rare enough I might not of seen it I guess? I also looked through the files for tree growth and didnt see a varient like that for the Kapok tree. For example the english oak has the 2x2 which is called the old english oak.

From what I found the standard Kapok tree was a 1x1 tree, while the one I ultilize for this mod is specifically the 2x2 tree. 

💬 Zincathion, Sep 9th at 3:54 AM

Does the tree serum allow you to only grow the large 2x2 kapok, or does it also allow the super massive 2x2 kapok as well?

💬 adres4t, Sep 3rd at 12:32 AM

NateDoesLife no worries, no apologies necessary, your question was on point. Cheers!

💬 NateDoesLife , Sep 2nd at 4:01 PM

adres4t - Glad you were able to sus out the mod that was causing the issues! Apologies if my question came off a bit blunt, I was more so trying to get information on what was specificially happening so I could sus out if it was even possible to be my mod! I could of asked better =p

Karnoss - I will add it to my thoughts list for a way to farm but no promises on it getting into the mod currently.

💬 adres4t, Sep 2nd at 6:38 AM (modified Sep 2nd at 6:46 AM)

NateDoesLife If you put it like that then yes, it might be a bug. Not beeing sure it is connected to your mod I thought I ask first and maybe someone out there had similar issue. Long story short, cranberry and blueberry give 1 fruit each, rarely 2. I have other mods so it is not obvious which one is causing that (I had to remove FromGoldenCombs because it changed bushes into white cubes for this example). I will be back after testing it out.

 

Confirming it's a problem with Florasphere, when used together causes that bug.

 

💬 Karnoss, Sep 1st at 11:34 PM

hi! i wonder if it's possible add a way to grow reed plants?
it feel weird to not have a way to grow tule, cattails and papyrus and just moving the root right and left.

💬 NateDoesLife , Sep 1st at 4:31 PM

adres4t could you elaborate on this a bit more? Are you reporting a bug or something not working properly?

💬 adres4t, Sep 1st at 3:54 PM

Is it just me getting 1 or 2 cranberry and blueberry out of a bush? 

💬 NateDoesLife , Aug 26th at 9:06 PM

animatiV

- Currently not yet, Possibly in the future. I can say that the flower propegation method will only work if you make the prop hives to make them work however

💬 animatiV, Aug 26th at 7:25 PM

Is there a way to disable Flower Propagation and Berry Farming? I use Wild Farming for this and it can cause issues. I also don't want to have many similar mechanics in the game.

💬 NateDoesLife , Aug 26th at 5:28 PM

Dagurmawth Could you explain further, I just tested this out last night and recipes showed up just fine for me.

To add I just loaded up a world and all the recipes worked fine as well.

Seeing as you are commonly seeing this across multiple mods right now....are you sure its not a mod you have conflicting with every other mod?

💬 Dagurmawth, Aug 26th at 4:57 PM

Nothing has recipies in this mod for 1.21, this is something I'm commonly seeing in lots of mods right now.  You might want to take a closer look at the update.

💬 Parenn, Jul 12th at 12:58 AM

NateDoesLife Thanks so much! Love your mods.

💬 NateDoesLife , Jul 11th at 11:15 PM

Parenn

Yeah, so its all fixed now in 2.4.3. Turns out it was a weird syncing issue with the server/client end of the game.
I did some solid testing and it seems to be all resolved now for the ghost flowers

Same with the height issue, you can place the propagation hive on the ground now if you like =p

💬 Parenn, Jul 11th at 10:57 PM

I just restarted and the dropping problem is gone - so I don't know what was going on there.

Edited: I think it's a problem with flowers that spawn when the chunk is unloaded, I got some that were fine then when I came back I had bad ones again.

💬 NateDoesLife , Jul 11th at 9:39 PM

Parenn 
Interesting, I will take a look at the height limitations of the propegation skeps as they should work even if the skeps are on the ground.....

I will see if I can replicate the harvesting aspect, although not really sure what that would be as my mod just places the flower there. Give me a bit to do some testing and I will see whats up!

💬 Parenn, Jul 11th at 8:49 PM

I have noticed another strange thing - literally every second flower that was spawned by a skep that I harvest doesn't drop a plant - it just disappears.

 

Flowers I have transplanted and naturally spawning flowers drop as normal.

💬 Parenn, Jul 11th at 8:22 PM

I have woad, heather and horsetail.

 

My setup is different - the skeps are on the ground, rather than a block above.

 

EDIT: That was it! I made new ones a block higher and they're working.

💬 NateDoesLife , Jul 11th at 3:02 PM

Hmmm, What flower do you happen to have set in there?

Also do you have a setup similar to the picture in the sample pictures or slightly different?

Parenn

💬 Parenn, Jul 11th at 12:14 PM

In the latest version (2.4.2) on 1.20.12 propegation skeps don't seem to work. I have three, about 10 blocks apart from each other, and each says they are filled and have a flower set, yet after 48 in-game hours no new flowers have grown.

💬 Hewholurks, Jul 10th at 10:39 PM

NateDoesLife 

Take your time, after all you are doing this as a kindness to everyone who plays this game. The way of producing flowers is great and so is the way to make the big boy trees. Being able to make grass in an area of your chosing and the ability to more realistically grow and spread berries is great. I currently use Wild Farming Revival but that is because the server we are on has Expanded foods and seaweed doesn't grow naturally so it is a finite resource. Which makes the whole sushi bar idea of a player on the server kinda impossible after awhile. 

 

So thank you for at least considering on how to add in seaweed farming and mushroom farming. 

💬 NateDoesLife , Jul 10th at 1:40 PM

Hewholurks

I will add it to the list and see if I can come up with possible implementation for it.

It will get pushed behind the mushrooms though so might be a hot minute before I get to seaweed unless I feel the implementation is simple enough to just knock out =p

💬 Hewholurks, Jul 10th at 4:08 AM

Any possible way to add seaweed to this as well? Since seaweed farming is a thing and it makes the whole sushi thing so much mopre viable with Expanded foods.

💬 NateDoesLife , Jul 9th at 10:11 PM

Doden

Hmmm could you send me a screenshot of what you are talking about with the tree. Technically the 2x2 trees won't override anything they will just grow the tree in air blocks, although they should replace the tall grass (if this is what you are referring to) if there is any. So if you have full blocks blocking a location they will not remove them and destroy buildings and what not.

If you are referring to the tall grass (not grass blocks) no need for a screenshot I will test and take a look.

As for the grass seeds, is this when you are using them on the dirt or when you trying to grow tall grass? Again I will test this out shortly here and see if I notice what is happening but a bit more detail will help!

Thanks in advance!

Edit: Tested the grass seeds and see what you mean, I will fix that tonight towards midnight eastern. Should be an easy fix for that.


Edit2: Ok so the grass seeds are fixed in the latest version, they should now consume whenever you use them to grow tall grass
The tree issue is a bit of a systemic issue that I don't know if I will be able to resolve...sadly. Its kinda how the schematics I use work. To explain....those trees cover an area on spawn of like 15x15x25-19x19x25. So what I do is I have it place the schematic at the location of the serumed sapling and if there is any other block in that massive area it will ignore them and only place blocks (from the tree log/leaves) that are already not occupied (air blocks). So.....even if I told it to ignore the grass you would end up with a 15x15 area without grass.......

I will see if I can come up with a solution but It might just be a limitation on the system. 

💬 Doden, Jul 9th at 9:10 PM

The large tree variants that are 2x2 fail to overwrite and replace any grass that is next to the main trunk, leaving an unsightly 4 block trunk that tapers down to possibly just a single block.

The grass seeds do not get consumed upon use.

 

Great mod, love it. Just those two bugs I've noticed.

💬 NateDoesLife , Jun 23rd at 8:42 PM

Very nice, I will add this to my list of mushroom ideas. I haven't decided on how I want to do it yet but its on the list for after I get flower propegation going (hopefully within the next few weeks here).

Thank you for the information!

Silverfang

💬 Silverfang, Jun 22nd at 10:54 PM

    I like the idea of putting mushrooms in a container of water to make spoor culture, then putting that on a log/tree for tree growing types or on soil for ground types. Some people have good luck doing that with morels in the wild. They don't work well in a domestic setup. Some mushrooms have preferences. like specific types of log to grow on for shitake, and neighboring trees for morrels and Matsutake, or in grassy areas for field mushrooms, or in shade/under trees for puffballs. Growing in culture bags can be more complicated but more productive or faster. Perhaps wild ones could regrow but only make 1 or 2 mushrooms(plants) grow per culture, but the bags use 1 culture to make 3-5 mushrooms with only 2 or 3 regrowths then the bag turns to rot or something.

Sorry for the ramble, I got excited.

💬 NateDoesLife , May 24th at 3:04 AM

NastyFlytrap Limitations on my coding knowledge at the time of writing those, that and I would have to harmony patch into the vanilla game what those do, would be much more time consuming to set all of that up instead of how I have it now.

Maybe in the future I will/can change it but then I am kinda at the mercy if anything changes in the vanilla game around those objects as well.

💬 NastyFlytrap, May 23rd at 11:29 PM

Why not use a jug or a watering can for the tree serum? Instead of your own container?

💬 NateDoesLife , Apr 21st at 8:53 PM

Not currently, I can add it to my todo list to setup a config for each feature of the mod to turn on/off, though but it prob will be a bit until I get to that.

Xaviancat

💬 Xaviancat, Apr 21st at 8:27 PM

I have been fiending for grass seeds for the longest time! But, is there any option of just getting the grass seeds? I have other farming mods that do similar things to tree growing and berry farming, but none have grass seeds.

 

💬 Perturbae, Apr 6th at 12:03 PM

NateDoesLife Awesome if it does, no problem if it doesn't. The powers to grow some of the most awesome trees is amazing already, I'm loving the mod!

💬 NateDoesLife , Apr 5th at 5:20 PM

I can add it to my "may consider" list but cant gurantee it will make it in.

Im trying to keep it as just growing options that arn't in the game by default so that kinda is towing the line on it a bit. But like I say, maybe.

Perturbee

💬 Perturbae, Apr 5th at 6:31 AM

Mushyroom The Substrate mod does a good job of that for now.

NateDoesLife Do you have any plans to make a serum that grows wild crops to the max before harvesting I often leave some there that aren't fully grown, and I don't think I have seen some grow, a serum would/could "complete" them after some time.

💬 NateDoesLife , Mar 30th at 7:24 PM

I haven't fully dived into the planning aspect of the mushroom farming/growing yet (flower propegation is next on my list).

I've play around with ideas of having to specifically grow them in a celler, maybe a way to get spores that you place in a celler that grows into a full mushroom or something.
I don't want to make it too complicated as then people won't use it anyway, Want something that makes sense but is also something you can do in a simple method.

Mushyroom

💬 Mushyroom, Mar 30th at 6:40 PM

For the Mushroom growing will that include processes such as spore printing or live culture? 

💬 NateDoesLife , Mar 6th at 7:24 PM

Thank you glad you like it and its working.

I do have some plans on expanding stuff in the mod and will add these to my "think it over list" currently. I ideally didn't want to change to much of the growing mechanics in the game and my original goal was to just have the serum convert the tree to a "big tree" but still follow the growth timer but that was WAAY to much work compared to my current solution.

Let me think it over a bit, I have a new update coming in a few days with some adjustments to the grass seeds and then I will see what I want to do. More then likely yes though but via a seperate serum/recipe for creation!

Yamina

💬 Yamina, Mar 6th at 6:35 PM

hello! great mod and all works!
i wanted to ask if it will be possible to make more serums, for growing normal tree in an instant, and for growing fruit trees?

💬 NateDoesLife , Feb 19th at 2:11 PM

Is the larrch barrel from another mod? As far as I am aware there is only one barrel type in the game unless they added them in 1.20 and I missed it?

If there larch barrel is from another mod then that would more then likely be the case. I had to do some weird work around to get the barrel to work properly and been meaning to go back and clean up that section of code. 

PerpetualGamer

💬 PerpetualGamer, Feb 19th at 6:58 AM

I can't seem to fill my flask with the tree growth serum. It's got 50 liters, but shift rightclicking doesn't do anyting.

Edit: on a hunch I tried making a normal barrel (was using a larch barrel) and it worked there.

💬 NateDoesLife , Feb 14th at 1:06 PM

It could work, would be a bit of work as the saplings I don't believe have an indicator of their growth cycle, so you'd run into a problem if someone adjusts the growth time of saplings (like myself). Then your also loading/unloading a file constantly because if you plant saplings at different times (for example a few saplings every day in game at random hours) then you need a check going almost every minute which could end up causing lag but there could be ways around that.

I will look into testing this out though and see how feasible it is but a lot comes down to if there is a way to tell how long a sapling is in its growth process or if there is possibly an event that is triggered on tree growth. Both of which I didn't see in the games system code when I was looking around. Its promising though just a matter of how effective it can be done.

Junrall

💬 Junrall, Feb 14th at 5:58 AM

NateDoesLife

What if you saved the location of the planted sapling when it was planted. Then you can periodicaly check those locations for a sapling. If the sapling is at or near it's growth time, then run a random chance to apply your "Serum" code on the sapling.

Pffft, listen to me sounding like I "think" I know what I'm talking about... NOT! haha

💬 NateDoesLife , Feb 14th at 5:09 AM

Given what I have looked at with the system for tree generation, I'd say no.....maybe there is a way I can look into but the tree generator is a private method/class which means I can't call it and would have to write my own generator for trees altogether and find a way to trigger that on sapling growth event (if there even is one).

Its possible there is a way and I am open to hearing if someone knows something about the tree gen system I missed/didn't see but it would be a lot of work on my end to write a custom generator opposed to doing it as I did here.

What you want IS something i've wanted in the game though, I love the large tree varients a TON which is why I ended up making this mod. Hopefully one day but I imagine my conclusion is what most people have run into when attempting such.

Junrall

💬 Junrall, Feb 14th at 4:09 AM

Is it possible to add in a random chance to allow saplings to growe into a larger varient on their own? Maybe make that a config option for those who prefer to stick with manual method and another option to adjust the chance of growing into a larger varient.

 

Thanks!

💬 Junrall, Feb 12th at 1:47 AM

Asil

As a little boy, I had the honor of playing amongst the Redwoods and yes, one of thos trees had a single lane road tunneled through it! Poor tree... but as a little fellow, it was the neatest thing!

💬 NateDoesLife , Feb 9th at 8:14 PM

This serum (as of right now) will only work to grow the ungrowable big trees in the game.

So the 2x2 oak, the 2x2 kapok, the large oak, walnut, maple, purple heart trees.

In the future I might be able to add more custom growth trees like what you would like BUT it would take a lot of time to configure and setup.

Asil

💬 Asil, Feb 9th at 6:51 PM

Hey, guys! Put this serum on redwood trees and make epic redwoods that paths and roads are tunneled through, and can make actual TREE houses. Photographs of trees already destroyed are astounding!

💬 Ioo, Feb 9th at 7:53 AM

Does this work with Purpleheart Saplings too?

💬 NateDoesLife , Feb 8th at 8:17 PM

Glad you like it, I have not tested the tall grass growing as well but technically yes it should (unless there is a climate limitation I do not know of). If you happen to notice/find out PLEASE let me know and I will do you a favor and add a method that gives the ability to grow tall grass on use to the grass seeds!

I have already started investigating how to do the world gen trees and believe it can be done pretty easily. Hoping to start working on the Tree Growth Serum this week.

Mendall

💬 Mendall, Feb 8th at 5:15 PM

This is a great mod idea. I made a chiselable grass block back in the day, partly because I wanted to chisel grass, but also because I wanted to make an oasis in the desert and grass would not grow there. So by making blocks that looked like grass but were not, I could do it. But it still wasn't a good fit because tall grass would not grow on them. I'm assuming your dirt will grow tall grass as well. And I hope you crack the problem of growing the world gen trees. I have never been willing to cut down any of them even though they would give all the wood anyone would ever need, because you can't replant to get one like it.

💬 NateDoesLife , Feb 8th at 2:39 AM

Kinda, more like those oaks you see that are "massive" and cannot be generated by sapling. There are an assortment of those trees in the game that generate on world spawn but you cannot grow them via sapling only world gen. My goal is to make it so that the serum will produce the sapling into those trees.

Cuddly_Khan

💬 Cuddly_Khan, Feb 8th at 2:31 AM

So by "cool super trees" do you mean the ones that are 2x2? Or just the normal width but bigger?

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