Mods / Wildcraft: Fruits and Nuts
Authors: gabb, LedyanayaSonya
Side: Both
Created: Oct 9th 2023 at 6:33 AM
Last modified: Oct 27th at 12:35 PM
Downloads: 116576
Follow Unfollow 1666
Recommended download (for Vintage Story 1.21.2 - 1.21.5):
wildcraftfruit_1.4.3.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.
WARNING: adding this mod to pre-existing worlds is not recommended! This will render all the berry bushes in old chunks broken due to their block entity no longer functioning.
You will be unable to harvest or prune old bushes. Travel to newly generated chunks to bring clippings from there, or just replace all the broken bushes in creative mode.
Contributors:
- gabb: Code and original implementations of various berry plants.
- Ледяная Соня: Author of this new content module. She's done all the textures, and has done the heavy lifting for this new content module.
- pizza2004: Code for the fruiting vines and melon crops, as well as general bugfixes and help.
- CATASTEROID: Author of the initial fruit tree implementation and some original assets, contributed some fruit ideas. (his Ko-fi and his Patreon)
- L33tmaan: Meal fixes and consulting.
Content:
-
About 150 new types of fruit, berry and nut plants spread between all ingame climates
- Stone pine (Pinus pinea)
- Dwarf pine (Pinus pumila)
- Juniper (Juniperus communis)
- Yew (Taxus baccata)
- Bunya pine (Araucaria bidwillii)
- Illawarra plum (Podocarpus elatus)
- Creeping pine (Microcachrys tetragona)
- Hala (Pandanus tectorius)
- Marita (Pandanus conoideus)
- Crow's eye (Paris quadrifolia)
- Kakaha (Astelia nervosa)
- Flax lily (Dianella caerulea)
- Black avocado (Persea americana var. hass)
- Smoothskin avocado (Persea americana var. fuerte)*
- Engkala (Litsea garciae)
- Kawakawa (Piper excelsum)
- Baneberry (Actaea spicata)
- Macadamia (Macadamia integrifolia)
- Gooseberry (Ribes uva-crispa)
- Jostaberry (Ribes × nidigrolaria)*
- Black grape (Vitis vinifera sativa convar. pontica)
- Red grape (Vitis vinifera sativa convar. occidentalis)
- Green grape (Vitis vinifera sativa convar. orientalis)
- Fox grape (Vitis labrusca)
- Virgin grape (Parthenocissus quinquefolia)
- Wild strawberry (Fragaria vesca)
- Green strawberry (Fragaria viridis)*
- Strawberry (Fragaria × ananassa)
- False strawberry (Potentilla indica)
- Raspberry (Rubus idaeus)
- Loganberry (Rubus × loganobaccus)*
- Blackberry (Rubus fruticosus)
- Boysenberry (Rubus ursinus x idaeus)*
- Dewberry (Rubus caesius)
- Cloudberry (Rubus chamaemorus)
- Knyazberry (Rubus arcticus)
- Bush lawyer (Rubus schmidelioides)
- Dogrose (Rosa canina)
- Beach rose (Rosa rugosa)*
- Hawthorn (Crataegus laevigata)
- Rowan (Sorbus aucuparia)
- Sorb tree (Sorbus domestica)
- Chokeberry (Aronia melanocarpa)
- Wild apple (Malus sylvestris)*
- Crabapple (Malus domestica x baccata)
- Burgundy apple (Malus domestica)*
- Sand pear (Pyrus pyrifolia)
- Quince (Cydonia oblonga)
- Loquat (Eriobotrya japonica)
- Mazzard (Prunus avium)*
- Almond (Prunus dulcis)
- Apricot (Prunus armeniaca)
- Sloe (Prunus spinosa)
- Purple plum (Prunus domestica domestica)
- Damson plum (Prunus domestica insititia)*
- Red plum (Prunus salicina)*
- Greengage (Prunus domestica italica)
- Cherryplum (Prunus cerasifera)
- Purple-leaf cherryplum (Prunus cerasifera var. pissardii)*
- Nectarine (Prunus persica var. nucipersica)*
- Seaberry (Hippophae rhamnoides)
- Jujube (Ziziphus jujuba)
- Ber (Ziziphus mauritiana)*
- Fig (Ficus carica)
- False orange (Maclura pomifera)
- Marang (Artocarpus odoratissimus)*
- Jackfruit (Artocarpus heterophyllus)
- Cempedak (Artocarpus integer)*
- Silver nettle (Pipturus argenteus)
- Common hackberry (Celtis australis)
- Sugar hackberry (Celtis laevigata)
- Desert hackberry (Celtis pallida)
- White oak (Quercus alba)
- Chestnut (Castanea sativa)
- Walnut (Juglans regia)
- Hazelnut (Corylus avellana)
- Bearnut (Corylus colurna)
- Cucumber (Cucumis sativus)
- Musk melon (Cucumis melo var. reticulatus)
- Honeydew melon (Cucumis melo var. inodorus)
- Mirza melon (Cucumis melo var. mirza)
- Watermelon (Citrullus lanatus)
- Bryony (Bryonia dioica)
- Blue quandong (Elaeocarpus angustifolius)
- Passionfruit (Passiflora edulus)
- Granadilla (Passiflora ligularis)
- Achacha (Garcinia humilis)
- Spindle (Euonymus europaeus)
- Ugni myrtle (Ugni molinae)
- Midyim berry (Austromyrtus dulcis)
- Munthari (Kunzea pomifera)
- Guajava (Psidium guajava)
- Feijoa (Acca sellowiana)
- Wax jambu (Syzygium samarangense)
- Great jambu (Syzygium malaccense)*
- Water jambu (Syzygium aqueum)*
- Pink lilly pilly (Syzygium luehmannii)
- White lilly pilly (Syzygium smithii)*
- Blue lilly pilly (Syzygium oleosum)*
- Beach almond (Terminalia catappa)
- Blue tongue (Melastoma affine)
- Turk's cap (Malvaviscus arboreus)
- Cocoa (Theobroma cacao)
- Mezereon (Daphne mezereum)
- Caper bush (Capparis spinosa)
- Rambutan (Nephelium lappaceum)
- Pulasan (Nephelium mutabile)*
- Citron (Citrus medica)*
- Lemon (Citrus limon)
- Bitter orange (Citrus aurantium)*
- Pomelo (Citrus maxima)
- Grapefruit (Citrus paradisi)
- Lime (Citrus aurantiifolia)
- Makrut (Citrus hystrix)*
- Finger lime (Citrus australasica)
- Kumquat (Fortunella margarita)
- Lemon aspen (Acronychia acidula)
- Sumac (Rhus integrifolia)
- Cashew (Anacardium occidentale)
- Kasturi (Mangifera casturi)*
- Wani (Mangifera caesia)
- Pistachio (Pistacia vera)
- Chinaberry (Melia azedarach)
- Red quandong (Santalum acuminatum)
- Oldman saltbush (Atriplex nummularia)
- Ruby saltbush (Enchylaena tomentosa)
- Pokeberry (Phytolacca americana)
- Bunchberry (Cornus suecica)
- Bearberry (Arctostaphylos uva-ursi)
- Cheeseberry (Cyathodes petiolaris)
- Pine heath (Stenanthera pinifolia)
- Prickly heath (Gaultheria mucronata)
- Honey-pots (Acrotriche serrulata)
- Crowberry (Empetrum nigrum)
- Lingonberry (Vaccinium vitis-idaea)
- Bilberry (Vaccinium myrtillus)*
- Mountain huckleberry (Vaccinium membranaceum)
- Swamp huckleberry (Vaccinium corymbosum)*
- Kiwi (Actinidia delicosa)
- Kolomikta (Actinidia kolomikta)
- Woodbine (Lonicera caprifolium)
- Blue honeysuckle (Lonicera edulis)
- Snowberry (Symphoricarpos albus)
- Black elderberry (Sambucus nigra)
- Dwarf elderberry (Sambucus ebulus)
- Ivy (Hedera helix)
- Hairy appleberry (Billardiera scandens)
- Purple appleberry (Billardiera longiflora)
- Black nightshade (Solanum nigrum)
- Bitter nightshade (Solanum dulcamara)
- Tomato (Solanum lycopersicum var. lycopersicum)
- Oxheart tomato (Solanum lycopersicum var. esculentum)*
- Roma tomato (Solanum lycopersicum var. pruniforme)*
- Wild tomato (Solanum pimpinellifolium)*
- False tomato (Solanum pseudocapsicum)
- Naranjilla (Solanum quitoense)
- Terung asam (Solanum ferox)*
- Aubergine (Solanum melongena)
- Belladonna (Atropa belladonna)
- Paper lantern plant (Alkekengi officinarum)*
- Husk cherry (Physalis peruviana)
- Tomatillo (Physalis philadelphica)
- Jalapeno pepper (Capsicum annuum var. annuum)*
- Cayenne pepper (Capsicum annuum var. longum)
- Habanero pepper (Capsicum chinense)*
- Tabasco pepper (Capsicum frutescens)*
- Red bell pepper (Capsicum annuum var. grossum)*
- Orange bell pepper (Capsicum annuum var. grossum)
- Yellow bell pepper (Capsicum annuum var. grossum)*
- Green bell pepper (Capsicum annuum var. grossum)*
- Beautyberry (Callicarpa dichotoma)
- Num-num (Carissa macrocarpa)
- Sea mango (Cerbera manghas)
- Coral bead plant (Nertera granadensis)
- Pilo (Coprosma montana)
- Mingimingi (Coprosma propinqua)
- Fruits marked with * count as additional variants and don't have unique in-meal textures and juices
- Some of the new bushes have thorns and will slow down and damage walking mobs and players; use shift to walk through them without getting pricked
- Certain new fruits are poisonous and require preparation before they can be safely eaten or used medicinally; a few berries are especially deadly - be careful with them!
- Now you can harvest flowers from certain berry bushes - to eat them for little nutrition if you are starving, or to make fancy jams and wine out of them
- A few berries and flowers can be used to craft new low- and mid-tier poultices
- Spindle berries turn into persistent red dye which can be applied without mordant
- New propagation system:
- Breaking berry bushes now gives you only some sticks or dry grass
- Instead you should use a knife or shears to clip a branch, bring it to your garden and plant it there - overtime it will grow into a new berry bush
- The smallest of berry plants cannot be clipped: instead you can extract seeds from their berries with a knife and plant them in the ground, no farmland needed
- Green clippings will wither in about a day, so carry them to a new place quickly, or put them in buckets of water
- Planted clippings and seedlings are sensitive to cold and will die if the temperature drops too low; cold-climate plants can survive even around 0° C, while tropicals are much more tender
- New size variants, growth and grafting mechanic:
- Berry bushes now come in ten size and shape variants, from ones that look more like small trees to tiny grounded herbs barely visible in the grass
- Trunks and thick branches of the tallest bushes have collision and can be used to create wolf-proof and hyena-proof green hedges
- Some berry bushes can sprout new growth from their tops, which will eventually mature into new "segments", making the plants one and a half, two or three blocks tall
- Some other bushes, such as raspberry, will produce root suckers and spread to adjacent blocks, so overtime patches of them will turn into productive, but hard to traverse thickets
- You can graft clippings onto other berry bushes to create hybrids for efficient, compact gardening; any bush that is at least one full block in size can serve as scion (for example, snowberry), while any bush that has a potential to sprout growth and become taller than one block can serve as a stock (for example, dogrose)
- Grafting can also be used to create two blocks tall versions of bushes that are naturally one and a half or three blocks tall
- Growth, root suckers and scions are sensitive to cold the same way clippings are
- New fruiting plant type - vines:
- Plants of his type resemble vertical slabs and need a solid block side to cling to and grow up to two, three or even four blocks tall
- Vine clippings which matured without proper support become sprawled on the ground and will be unable to grow any taller
- All vines support grafting, but they cannot be grafted onto non-vine bushes, and vice versa
- You can craft highly decorative wooden trellis for your vines which come in ten styles and all wood types; five different parts combine together and allow to create purely vertical or arched structures, "rotate" trellis blocks through the crafting grid to get the parts you need, similar to basegame rammed earth variants
- New food type - nuts:
- Nuts are dry, long-lasting and rather nutritious seeds of certain plants which belong to grain, vegetable or protein food categories depending on their composition
- Most nuts can be put into meat stews, vegetable stews, porridge and jams, as well as pies
- You can feed most nut types to chickens, and pigs will happily eat acorns or raw chestnuts
- They also can be mixed with any grain, honey and salt to make nut bars - compact and nutritious travel food
- More unique nut-based sweets you can create are halva from sunflower seeds, marzipan from almonds and pacoca from peanuts
- Acorns require more extensive preparation, but can be turned into porridge on their own, as well as when mixed with glutinous flour to bake acorn bread
- Certain fruits can be pitted with a knife to extract their seeds which can be eaten separately, or to get rid of poisonous seeds
- Soybean improvements:
- Soybeans now can be eaten raw if you are starving, but they provide very little nutrition this way; you can also bake them over a firepit
- Soaking soybeans in water before adding them to meals, such as stew, soup, porridge or scrambled eggs, improves their nutritional value
- Soaked soybeans can be pressed to make soy "milk", which counts as mock dairy
- Cook soy milk in a pot with some souring agent, such as fruit juice or vinegar, to prepare tofu - mock cheese that can be roasted, added to pies and most meals
- Simple chocolate-making:
- Cocoa beans can be fermented and pressed into oil, while resulting mash is ground into powder; wait till the oil hardens in your bucket and pour it out to get solid cocoa butter
- These ingredients are useful on their own: cocoa butter can be added to meat stews and porridge, while cocoa powder, when mixed with milk, creates chocolate milk
- Cooking cocoa butter and powder with honey, milk or nuts produces four different types of chocolate bars
- Various juice and alcohol changes and improvements:
- Soak citrus fruits in sweetened water to make lemonade - less expensive and less nutritious juice alternative
- Poisonous berries now press into appropriately poisonous juices, fermenting them into wine and distilling into brandy gradually reduces potency of the toxin
- Producing wine or cider now requires putting part of pressed mash back to the juice to provide natural yeast for fermentation
- Makling mead now requires diluting honey with water and adding whole honeycombs; ale recipes are now less expensive as well
- Flower wines can be created by fermenting flowers in sweetened water
- Wines, ciders and ales can now be added to meat stews
- You can also seal them in barrels for a long time for aging - aged wine doesn't spoil, is stronger and provides a little bit of healing
- Certain types of brandy can be aged as well to create fancy spirits like cognac and calvados
- Wines and ciders now spoil into several types of vinegar; all of them can be added to meat and vegetable stews, and some are used for pickling vegetables or making tofu
- Infusing aqua-vitae with certain fresh fruits and berries now produces tinctures which heal efficiently when ingested, but also make you very drunk...
- This mod also adds a new gardening trader who sells clippings and seeds, but currently doesn't spawn naturally and can only be summoned in creative
Changelog:
1.4.3, the LECHO update:
- Restored mod's functionality on 1.21
- New basegame version parity updates: fruit mash now can be put into small troughs, poultices now heal over time, chocolate and tofu recipes don't leave residue on cooking pots, updated nectarine model
- Added four varieties of tomato, false tomato, two species of physalis, aubergine, terung asam, four varieties of chili pepper, four colour morphs of bell pepper and their associated products
- Added chili pepper tincture and honey-pepper poultices
- Added hackberry and blue quandong-based drinks, prepared the same way as with juniper and sumac
- Removed balsamic vinegar - sorry for that, but it will make a comeback in the Sauces addon!
- Renamed husk cherry into paper lantern plant to avoid confusion with other physalis species
- Moved cucumbers and marita to the vegetable json file to fix missing in-meal shapes (remaps included)
- Jams now accept one portion of nuts or seeds
- Troughs won't accept poisonous mash anymore, to avoid possible confusion; certain mash that is poisonous to mammals can still be put into small troughs for chickens
- Some smaller and drier fruits, like beautyberry and dogrose hips, now produce twice less juice when pressed
- Thorny berry bushes now take twice as long to harvest
- Breadfruit seeds and chestnuts now can be added to soups
- Snowberries, pokeberries, raw rowan and juniper berries are now less toxic, belladonna, on the other hand, is more toxic
- Strawberry and melon seeds sold by agriculture traders are now more affordable
- Hard nuts can now be cracked with a wooden club
- Extended the list of nuts that can be put into small troughs
- Acorn bread is slightly nerfed
- Nut sweets and chocolate are now considered topping in meals
- Flax seeds are now slightly less useless, you can sprinkle them on your stews and even make flax seed bars
- Fixed broken leaflets on cloudberry mush texture (again)
- Fixed certain nuts/seeds being invisible in meals
- Fixed texture fights on vegetable stew with nuts or capers
- Fixed the inability to put midyim berry mash into troughs
- Fixed missing basegame recipe for curdled milk using pickled olives
- Fixed missing unripe black nightshade wine recipe
1.4.2:
- Added belladonna, baneberry, bearberry and their associated products
- Added bearberry tincture, bearberry and baneberry poultices
- Fixed missing honeydew melon cider recipe
- Fixed vinegar picking recipe handbook crash and ratios being terribly off
- Raccoons now carry edible berries away in their mouths and leave poisonous ones on the ground
- Cocoa butter now doesn't belong to any food category
- Quandongs now also leave pits as they decay (totally forgot about them)
- Added all the missing entries to polish lang file
1.4.1:
- BASEGAME VINEGAR IS BACK because turns out disabling it caused lots of incompatibilities... It is rebranded as distilled "cleaning vinegar" and can be used to soak residue off pots
- Yet another Expanded foods wine/vinegar compatibility fix - the game no longer crashes, but don't expect much from it...
- Pickled cucumbers, capers and caperberries now can be stored in crocks (unfortunately they have no labels)
- Fruits that can be pitted for edible seeds now leave said seeds behind when they rot away
- Olives and pineapple got slight visual updates
- Fixed one of the ivy-vinegar poultice recipes still using basegame vinegar
- Fixed ales having fruit nutrition in stews instead of grain
1.4.0, the VARIETY SHOW update:
- Added burgundy and wild apples, crabapple, sand pear, mazzard, sloe, damson and red plums, greengage, purple-leaf cherryplum, nectarine, jackfruit, cempedak, marang, rambutan, pulasan, smoothskin avocado, great and water jambu, bitter orange, grapefruit, lime, makrut, kasturi, wani, ber, bilberry, swamp huckleberry (which often gets confused with eurasian blueberry), walnut, bearnut, stone pine, yew, dewberry, loganberry, boysenberry, jostaberry, honeydew melon, sorb, chokeberry, kolomikta, granadilla, woodbine and beach rose, and their associated products; a lot of them count as variants of already existing fruits and don't have unique in-meal textures and juice types
- Split wild strawberry into wild and green variants
- Changed hazelnut into a branchy bush; old hazel trees became bearnuts (no remaps required!)
- Renamed avocado into black avocado to accommodate the presence of smoothskin variant
- Renamed cherryplum into yellow cherryplum to accommodate the presence of red cherryplums
- Renamed pine nuts into stone pine nuts to accommodate the presence of other pine nut variants
- Soybean expansion: models, textures and transforms updated, now soya can be fed to chickens, put into soup, eaten raw (but for only a fraction of its nutritional value) or cooked in a firepit; soak soybeans before eating or adding to meals to make them more filling, or press "milk" and prepare tofu out of them
- Added 15 types of vinegar, only some of which are suitable for pickling, while most can be added to stews; poisonous wine now turns into equally poisonous vinegar
- Some bigger fruits, like breadfruit and pomelo, now produce twice more juice when pressed
- Added nocino, a fancy spirit made with walnuts
- Added rosehip, chokeberry, passionflower, orange, citron, lime and grapefruit peel tinctures
- Adjusted the amount of fruits necessary for tincture preparation
- Added harvestable, edible and fermentable passionflowers
- Flowers now stack up to 128 for more optimized flower wine production
- Rewritten the entire cooking patch to make it more compact and efficient, there should be less meal-related weirdness now
- Nuts are now visually represented in vegetable stews
- Basegame peanuts and olives are now also visible in meals
- Virgin grapes are now harmless in meals (as oxalates are mostly destroyed by cooking)
- Passionfruits, passionflowers, makrut and cocoa now provide slight healing effect when in meals
- Poisonous and healing wines now retain their properties when put into stews
- Nuts now can't be mixed into mock "mixed meat" pie
- Finally adressed the issue of the "mixed grain pie", now it has proper name and texture, sunflower seeds are now also pie-able
- Macadamia and cashew nuts are now in grain food category, as they don't really contain much protein
- Rebalanced cold-hardiness of many fruit trees
- Adjusted grafted tree cutting survival chances to correspond basegame changes
- Changed chinaberry into a warm-climate deciduous tree
- Whole melons now can be put into foraging baskets
- Cherries, huckleberries, lychees, cloudberries and a few other fruits got new models, mostly done to represent fruits' size more accurately
- Fixed "silvery lines" visual errors on many fruit and nut items
- Changed rowan tree foliage texture and quince flower texture
- Adjusted a lot of flowering and ripe bush textures to avoid overly saturated colours and too big or too small flower/berry size
- All fruits and nuts are now handbook-grouped so they don't clog the knife and hammer handbook pages with crafts
- Flower wines are also handbook-grouped
- Added missing orange lemonade recipe
- Added missing alternative curdled milk recipe
- Added missing aged ales
- Added missing in-container textures for fruits, nuts and flowers
- Fixed the inability to pick flowers off bottom parts of black elderberry bushes
- Fixed wrong windows-style trellis recipe
- Fixed the absence of chocolate milk in Wildcraft creative tab
1.3.2:
- Expanded foods compatibility hotfix
- Renamed certain barrel recipes to hopefully resolve related incompatibilities
- Nerfed honeycomb to sweetened water ratio
- Adjusted black nightshade texture to make ripe and unripe berries even more visually different
1.3.1:
- Added appleberries and their associated products
- Added cocoa butter, cocoa powder, four types of chocolate and chocolate milk, improved and expanded the process of chocolate-making
- Added lemonade, a less expensive and less nutritious citrus juice alternative
- Added ivy-vinegar, elderflower-pine resin, snowberry and bryony poultices
- Added raspberry, cloudberry, elderberry, ivy, hawthorn and juniper tinctures
- Raspberries and hawthorn now provide slight healing effect when in meals
- Reduced and reworked vanilla berry spawns: currants now mostly grow in sparse forests, while cranberries and blueberries are both found in cool climate wetlands
- Reduced overall berry bush spawns
- Rebalanced some fruit nutrition stats, including vanilla cherries and lychees
- Changed wine/cider recipe: now it requires putting part of the mash into barrels with juice to provide natural yeast
- Changed mead recipe to be more realistic and less expensive: now you need to dilute your honey with water; also fixed the notorious inconsistency between honeycomb and liquid honey satiety
- Changed ale recipe to be less expensive as well
- Wines, ciders and ales now can be added to meat stews
- Fixed flower petal wine recipes having comically small output
- Fixed wrong spoilage timers for several fruits and liquids
- Fixed black grapes being invisible in meals
- Fixed rye alcohol textures being green because of modded gooseberry texture overwriting vanilla one
- Fixed and improved many vanilla alcohol names
- Removed half-bush blocks from world generation to fix weird stacking issues
- Hawthorn trees are now less overwhelmingly abundant (hopefully)
- Nerfed brandy nutrition to correspond basegame change
- Adjusted dye recipes to correspond basegame change, added and removed a few recipes
- Adjusted cashew nuts item shape
- Resolved Expanded foods fine/aged wine compatibility issue
- Cocoa mash is now inedible for animals (as cocoa is poisonous to most animals irl)
- Cranberry and blueberry clippings now have correct tints
- Added german translation (thanks to Jascha)
- Updated french translation
1.3.0, the VINES AND WINES update:
- Restored mod's functionality on 1.20
- New basegame version parity updates: fruits, berries, vegetables, nuts and bread are now storable on the ground, wine/cider is less nutritious but lasts longer
- Certain berry bushes now have longer or shorter empty, flowering and ripe phases, which are now adjustable per bush type
- Clippings, growth and scions now have varying growth times and their cold-hardiness approximately matches mature bushes of their type
- Small berry plant seedlings now can die if the weather is too cold
- Added new tooltips for berry bushes to make managing them easier: they show when it's too cold or hot to fruit, when pruned branches will regrow, when new growth will appear (if the bush is capable of growing taller) and for how long the berries will stay on the bush
- Added new tooltip to clippings and seedlings telling when it's too cold to grow
- Added a new type of fruit plants, fruiting vines: they behave similarly to berry bushes, but need a vertical support block to grow and come in three size variants
- Added five types of grapes, bryony, ivy, kiwi, passionfruit, cucumber, and their associated products
- Added three new pumpkin-type crops that bear fruit: watermelon, musk melon and mirza melon, and their associated products
- Added capers and their associated products
- Added ground apricot pits as slightly inferiour alternative to almonds for making marzipan
- Added flower harvesting for certain plants
- Added flower petal, carrot, pumpkin, avocado and cucumber jams
- Added root suckers for certain berry bushes like raspberries and blackberries to allow them to spread horizontally
- Added wooden trellis for vines, in assorted styles
- Added flower wine
- Added avocado juice and alcohol
- Added aging for wines and ciders; keeping them sealed in oak barrels for a long time will improve their quality and prevent spoilage altogether; this DOES NOT colflict with or overwrite Expanded foods' fine wines
- Added fancy aged spirits: armagnac, cognac, calvados, cointreau, guignolet and amaretto, as well as pomace wine and grappa, alcohol made of winery waste
- Wine and cider now spoil into vinegar, which can be used to pickle vegetables
- Nerfed juniper: juicing removed in favour of "lemonade" recipe that requires more berries per litre
- Similar changes made to sumac
- Added melon and strawberry seeds to the seed cracked vessels' loot
- Changed mingimingi to be mid-tall bush, "full-sized" variant is possible to grow via grafting
- Updated fractureberry visuals and uses; berries now rust, thus they are no longer an everlasting food source
- Updated fig tree foliage textures
- Updated textures and models of guajava, grapes, mezereon, crow's eye, seaberry, bunchberry, gooseberry, spindle and dogrose hip items
- Updated pokeberry pie/juice texture to better represent real life counterpart
- Improved a few fruit item transforms, including vanilla ones
- Improved selection box sizes for berry bushes
- Improved clipping item models for more thin-branched bushes
- Improved naming for certain jams, including pineapple jam
- Removed softened marita flesh due to redundancy, as now you can juice marita pieces directly
- Virgin grape is now slightly more dangerous
- Renamed honeysuckle into blue honeysuckle and huckleberry into mountain huckleberry in anticipation of new variants
- Fixed frozen clipping/growth/scions dying only when the world is reloaded
- Fixed modded vegetable stews being liquid/having completely flat models
- Fixed several types of brandy looking faint to the point of being invisible
- Fixed half-bushes having bugged out wind swaying
- Fixed cloudberry mush and quandong necklace texture bugs
1.2.2:
- Previously established treelike bushes are now split into hedge-forming ones with partially foliated, fruiting bottom blocks and actually treelike ones with thicker, bare, non-fruiting trunks
- Added marita and its associated products, hopefully all the indonesian and papuan VS players will appreciate, if there are any
- Renamed pandan into hala to avoid confusion, since hala and marita can both be called "pandans"
- Split elderberries into black and dwarf varieties; original plant renamed into dwarf elderberry
- Changed pistachio and sea mango bushes to have bare trunks (warning: harvest them before activating remaps)
- Changed desert hackberry into a tall bush and lilly pillies into hedge bushes (shouldn't cause any problems)
- Fruiting bushes now have varying productivity/berry yield per bush, similar to fruit trees, though the difference is less drastic
- Reworked kakaha plant model
- Fixed large patches of mingimingi bushes not spawning and sending warnings to logs
- Fixed saltbush porridge being invisible in pots/bowls
- Fixed dead flax lily clippings being... pretty green for something withered
- Fixed lack of dye recipe for the unripe black nightshade variant
- Fixed incompatibility with any mods that add new chicken feed
- Fixed wrong amount of dwarf pine cones dropped when a bush is broken
1.2.1:
- Added pilo, mingimingi, kakaha, and their associated products
- Hackberries are now fruit food category; added hackberry nutlets and hackberry nutlet bar
- Hackberries, pistachio berries and blue quandongs now can be made into jams
- Acorns and raw chestnuts now can be put in large troughs
- Most nuts and seeds now can be put in small troughs
- Bottom bush blocks are now handbook-grouped
- Fixed short berry bush seeds and sprouts having wrong drops
- Fixed crash related to liquids in creative menu
- Fixed mistakes in topberrybush and bottomberrybush files which were resulting in harvested block weirdness
- Fixed garden strawberry seedling being textureless
- Fixed a typo in hazelnut branch lang entries
1.2.0, the BUSH TUCKER update:
- Added illawarra plum, bunya pine, chinaberry, achacha, beach almond, red quandong, lemon aspen, sea mango, finger lime, three vaiants of lilly pilly, midyim berry, munthari, blue tongue, oldman saltbush, cheeseberry, ruby saltbush, creeping pine, pine heath, honey-pots, and their associated products
- Added oldman saltbush, beach almond and bunya nut bars
- Added unripe, poisonous variant of black nightshade that you will sometimes get when gathering these berries
- Polished clipping mechanic: bushes now have working tooltip, clipping produces sound, uses tool durability and takes about a second of time to complete, similar to harvesting
- Added two new size variants of berry bushes, medium-tall and treelike: the former will naturally grow to one and a half blocks tall, while the latter will grow to three full blocks in height and develop thick leafless branches at the bottom, which have collision and can be used to make passable but not climbable green hedges; the creation of two full blocks tall plants that are normally medium-tall, fully foliated bushes that are normally treelike and treelike bushes that are only two blocks tall is possible via grafting
- Changed sumac, kumquat, blackberry (for the second time, yes, please don't kill us for that), dogrose, desert hackberry and gooseberry into medium-tall bushes
- Changed juniper and pistachio into treelike bushes
- Changed ugni myrtle into a short bush
- Renamed rose apple into wax jambu to avoid confusion with related species and with pink apples
- Renamed sallowthorn into seaberry to avoid confusion with... one plant we are going to add in the future X)
- Updated naranjilla fruit model to better represent its size
- Miscellaneous cloudberry tweaks
- Citron now has a slightly less cold-hardy variant, lemon
- Some fruit trees are now more cold-hardy, notably hazelnut, cocoa, pomelo and guajava
- Pomelos ceased to shamelessly dominate the subtropical/tropical fruit tree spawns
- Lemon/citron brandy is now called limoncello
- Vanilla cranberry and blueberry bushes now use their respective climate tints; seaberry, feijoa and pistachio tints also were improved
- Tall herbaceous berry plants and some grounded berry bushes now have fuller, bushier models
- Blossom textures of some fruit trees are now more contrast, and certain trees with decorative flowers will now stay in blossom for longer
- Figs and wax jambu fruits now appear smaller when on trees
- New chestnut foliage texture
- Improved visuals of clipping items, now they mostly match the foliage colour of the bushes they come from
- Fixed fruit mash texture in troughs being not typed (this took way more effort than it was worth...)
- Poisonous berry mash is now unsuitable fodder, juniper mash as well, because of excess amount of essential oils in it, just compost these
- Reduced spawn rates of most berry bushes
- Nut candy and nut bars now can be put on shelves and into display cases
- Clippings in buckets are now handbook-grouped
- Fixed a silly typo in the flax lily bush shape file
- Added some missing lang file entries
- Temporarily removed fruit tree cuttings from gardening traders' selling list to resolve handbook pages being clogged by repeating "Gardening trader" entry
- Added polish translation (thanks to Veir)
1.1.1:
- 1.19 consisitency: added rustling sound to berry bushes and fruit tree foliage, adjusted some in-hand transforms, updated models for clippings in buckets, acorn flour and berry seeds now have 3D models
- Added rose apple and its associated products
- Added pitting for breadfruits, apricots and cherries, their extracted pits can be eaten as nuts
- Added edible pumpkin seeds you get after slicing a pumpkin, these can be eaten or converted into plantable seeds
- Added apricot, cherry, pumpkin and sunflower seed bars
- The nut nerf: lowered or removed in-meal nutrition boost for most nuts, balanced out nut bar and candy nutrition and recipes
- Cashew nut extraction now doesn't waste cashew apples, the recipe gives off both nuts and apples instead
- Strawberries are now split into wild strawberry that generates naturally and garden strawberry that can only be bought from traders
- Changed transitional property of cloudberries from spoilage to curing to avoid rotten/moldy look when turning into mush
- Juice and wine made from poisonous berries is now poisonous as well
- Small herbaceous berry plants now yield less berries per bush on average
- Renamed husk tomato into husk cherry to avoid confusion with south american species
- Updated the buying list of gardening traders in preparation for their eventual proper implementation
- Adjusted the random offset value of short berry bushes to correspond vanilla analogues
- Adjusted the random offset value of clippings, seedlings and both types of herbaceous berry plants to be less chaotic as well
- Fixed fruit mash being inedible for animals in troughs
- Fixed herbaceous berry bush, clipping, seedling, growth and scion blocks transforms
- Fixed handbook crash caused by an error in fermented cocoa beans recipe
- Fixed a couple fruit tree-associated bugs
- Improved french translation (thanks to Laerinok) and added spanish translation (thanks to XurxoMF)
1.1.0, the PACIFIC ISLANDS update:
- Added engkala, coral bead plant, silver nettle, blue quandong, flax lily, kawakawa, bush lawyer, pandan, and their associated products
- Added spindle red dye that can be used without mordant
- Added grafting for berry bushes: now you can graft medium or tall bush clippings onto tall bush stock of the same or different species
- Added compatibility with foraging basket from the Trees module: fruits, nuts, seeds and clippings can go into it
- Added remaps for all berry bushes from the original Wildcraft
- Added quandong stones, necklace and bracelet: several traders now buy quandong stones and jewelry made of them
- Berry bushes now actually drop sticks when broken (or dry grass if the plant doesn't have any woody parts)
- Dried clippings can now be converted into sticks or dry grass
- Clippings in buckets are now storable on the ground
- All bush types are now handbook-grouped for convenience
- Lowered the amount of berry bushes generating per patch to deal with their excessive abundance
- Rebalanced spawning conditions of certain tropical berry bushes so they should not generate in temperate areas now
- Rebalanced fruit tree temperature preferences again: now none of them should have too narrow survival-vernalization range
- Changed jujube, false orange and sugar hackberry to be decidous trees; sugar hackberry has a very high dormancy entering and vernalization temperatures that should allow it to bear fruit in places where no true winters occur
- Changed blackberry, red and white currants from tall berry bushes to medium ones to better represent real life counterparts and to make room for other tall bush species (they still can naturally generate as two blocks tall and can be stacked in creative)
- Fixed broken attributes for vanilla berry bushes, including them not being stackable, reinforceable, etc.
- Fixed the issue of breaking one berry bush growth block causing all adjacent growth blocks to break as well
1.0.1:
- Fixed inverted healing stats for reed and linen false orange poultices
- Chestnuts are now in vegetable food category
- Acorns are now in grain food category
- Fig trees are now more cold-resistant
- Renamed wolfberry into mezereon to avoid confusion among english speakers
- Minor model and texture improvements for some fruits
- Prickly heath and num-num clippings now have correct names and tints
1.0.0:
- The grand split of Wildcraft into several modules has finally occured!
- Added avocado, pokeweed, prickly heath, lingonberry, beautyberry, black and bitter nightshades, naranjilla, num-num, rowanberry, cherryplum, knyazberry, loquat, sallowthorn, jujube, false orange, desert hackberry, chestnut, white oak, spindle, ugni berry, feijoa, guajava, turk's cap, kumquat, sumac, pistachio, cashew, macadamia, crow's eye, juniper, dwarf pine, and their associated products
- Added edible pine nuts you can get out of pine, dark pine, cedar pine (from the Trees module) and dwarf pine cones
- Added acorn bread
- Added nut bars as nutritious travel snacks
- Added primitive chocolate paste, marzipan, halva and pacoca that can be used everywhere fruits can except jams
- Added false orange poultices
- Added dye recipes for some of new and old berries
- Fixed the absence of cocoa juice and alcohol
- Polished visuals for berry bushes and fruit trees, mostly texture replacements and fixes
- Added unique tints for several plants
- Fixed wind swaying for short herbaceous berry plants
- Polished visuals for clipping items and young berry bushes
- Polished visuals for fruits, berries and nuts in inventory, in players' hands and on the ground
- Updated berry bush and fruit tree spawning conditions, so now they grow in their respective climates, as well as rebalanced their rarity
- Updated and rebalanced berry bush and fruit tree temperature tolerance
- Changed sugar hackberries into tropical plants, though they are still relatively cold-resistant
- Updated and rebalanced fruiting and ripe phases length for most fruit trees and the amount of fruit harvested
- Updated and rebalanced nutritional properties and shelf life span of most fruits and berries
- Nuts are now separated from all other fruits into their own food type, and they rightfully belong to porridge, vegetable and meat stews
- Cloudberries now disintegrate into less useful, but still edible mush instead of instantly rotting
- Fixed most missing meal textures
- Wine/cider now spoils, as it should
- Fancier names for some alcohol types
- Added gardening trader (currently creative only)
- General updates and fixes of english, russian and french language file
Known issues:
- Ceritain translation lines are missing, wil try to add those in the future
Plans for the future:
- More region-themed updates to better represent floras of the world
- Drying berries to preserve them without using honey
- Using poisonous berries to poison meat for wolf traps
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 Sonya on the Official Vintage Story Discord @sonyatheformerwindkeeper (aka LedyanayaSonya).
P.S.: Don't disturb Gabb please! Disturb me instead!
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.4.3 | 7401 | Oct 27th at 12:35 PM | wildcraftfruit_1.4.3.zip | 1-click install | ||
|
- Restored mod's functionality on 1.21 | ||||||
| 1.4.2 | 14864 | Jul 30th at 12:05 PM | wildcraftfruit_1.4.2.zip | 1-click install | ||
|
- Added belladonna, baneberry, bearberry and their associated products | ||||||
| 1.4.1 | 9725 | Jun 17th at 2:38 PM | wildcraftfruit_1.4.1.zip | 1-click install | ||
|
- BASEGAME VINEGAR IS BACK because turns out disabling it caused lots of incompatibilities... It is rebranded as distilled "cleaning vinegar" and can be used to soak residue off pots | ||||||
| 1.4.0 | 1513 | Jun 10th at 1:20 PM | wildcraftfruit_1.4.0.zip | 1-click install | ||
|
- Added burgundy and wild apples, crabapple, sand pear, mazzard, sloe, damson and red plums, greengage, purple-leaf cherryplum, nectarine, jackfruit, cempedak, marang, rambutan, pulasan, smoothskin avocado, great and water jambu, bitter orange, grapefruit, lime, makrut, kasturi, wani, ber, bilberry, swamp huckleberry (which often gets confused with eurasian blueberry), walnut, bearnut, stone pine, yew, dewberry, loganberry, boysenberry, jostaberry, honeydew melon, sorb, chokeberry, kolomikta, granadilla, woodbine and beach rose, and their associated products; a lot of them count as variants of already existing fruits and don't have unique in-meal textures and juice types | ||||||
| 1.3.2 | 20645 | Mar 15th at 2:54 AM | wildcraftfruit_1.3.2.zip | 1-click install | ||
|
Expanded foods compatibility hotfix | ||||||
| 1.3.1 | 1162 | Mar 12th at 11:21 PM | wildcraftfruit_1.3.1.zip | 1-click install | ||
|
Added appleberries and their associated products | ||||||
| 1.3.0 | 18823 | Jan 14th at 9:49 PM | wildcraftfruit_1.3.0.zip | 1-click install | ||
| ||||||
| 1.2.2 | 13043 | Aug 28th 2024 at 7:50 PM | wildcraftfruit_1.2.2.zip | 1-click install | ||
| ||||||
| 1.2.1 | 9003 | Jun 3rd 2024 at 6:18 AM | wildcraftfruit_1.2.1.zip | 1-click install | ||
| ||||||
| 1.2.0 | 2979 | May 13th 2024 at 10:36 PM | wildcraftfruit_1.2.0.zip | 1-click install | ||
| ||||||
| 1.1.1 | 7478 | Mar 2nd 2024 at 5:23 AM | wildcraftfruit_1.1.1.zip | 1-click install | ||
| ||||||
| 1.1.0 | 4619 | Jan 17th 2024 at 5:28 AM | wildcraftfruit_1.1.0.zip | 1-click install | ||
| ||||||
| 1.0.1 | 2965 | Nov 28th 2023 at 8:53 AM | wildcraftfruit_1.0.1.zip | 1-click install | ||
| ||||||
| 1.0.0 | 2356 | Oct 9th 2023 at 6:46 AM | wildcraftfruit_1.0.0.zip | 1-click install | ||
>>REQUIRES HERBARIUM TO WORK<<Not reccommened for play with the old versions of Wildcraft or Wildcraft Trees. It is reccommened you wait to upgrade old worlds until all content modules are updated and released, or make a new world, and just play with newly released and updated content modules.Changelog:
| ||||||
Would you consider adding a single set of iron trellis?
reminder, it is useless to post bugs here, best to @sonyatheformerwindkeeper on the Vintage discord and send it his way
hey, love the mod, however there is a huge issue that crashed the game outright, when i look for dwarf pine nuts on survival handbook
zakhad yes I am using Biomes rechungused. Now that you mention it I didn't have that issue the day before I added that. I forgot to come back and say that it took longer to happen, I pregenned a radius of 500 (ik I'm insane but I couldn't play anyway so I was just testing if rechungused loaded chunks faster) played for about 10-20min, but it happened again. I just haven't had time to play the last few days so haven't had time to test and see what was the cause.
first of all, i love all of this. the clippings are a great alternative to digging up every berry bush you come across, edible tree seeds add a new layer of management to things, and i love that there's more poison things you have to pay attention to as is true of actual foraging
secondly, could anyone direct me to where in the files the keybinds live? it looks like the 'action' key is bound directly to the crouch keybind, but i have the action and sprint/crouch keys seperated and would like my action button to plant clippings
Also running into crashing when trying to open the Handbook item for Dwarf Pine Nuts
ausdog are you by chance running https://news.kalataka.ru/show/mod/35666 (Biomes rechungused)? i Tried reverting to the orginal biomesmod as i was looking for keywords in crashing i,e greengage which is referenced in there as a built in patch and i'm not sure if the recent performance friendly conversion plays nice with these patches. As I am able to generate a world with Wildcraft fruit and nuts when using the orginal biomes mod, i didn't notice this problem a few days ago because i hotswapped between mods as that was considered okay it was the same mod with some slight alterations to generation. But the problem was i never tried to load new chunks so i never noticed it was a problem until i did a few days later which led me down a merry chase and a half.
I'm also getting the same type of crash with my existing world and with new worlds, i've been told it might be to do with Expanded food or ACulinaryArtillery's recent updates, so i'm going through the process of rolling back.
Got this a few minutes ago:
Very well could be caused by another mod conflicting (I can paste the crash report w/ all the mods if you'd like) but removing this mod fixed the issue it seems.
Edit: I forgot to add, that happened when I started /wgen pregen. I uninstalled and manually reinstalled, instead of using 1-click, both Wildcraft mods and Herbarium and started pregen again and it seems to be working fine now.
Things that have crashed my game:
-Trying to harvest Hazel Nuts or Tomatoes
-Trying to open Pressing H on Pine Nuts
Edit to add -Trying to harvest Tomatillos or Yellow Bell Peppers or Orange Bell Peppers
Glad to see im not the only one with the pine nuts lols
I haven't had a problem with pine nuts personally, but I've noticed looking at tomatillos and similar plants seems to crash my game*
Edit: I should say, the FIRST time I looked it crashed my game. I can't interact with them without crashing the game though.
bell peppers shows as a black square
I have an issue with some nuts and stuff when i press H on them to see what i craft with it, the game crashes. can you please look into that, since i dont know what i craft with these things since i keep crashing before i am able to check the recipe :(
why is it called a pickled cucumber and not just a pickle :(
the tenth million comment coming to say pine nuts crash the game, much love to the mod series though
For those having issues, Expanded foods and this mod is having a conflict. it causes Nuts to crash your game and various crafting recipies to not work. both parties have been notified.
There's some kind of conflict. I used to make wine by adding two liters of pulp to ten liters of juice. Now it doesn't work at all, and I can't close the barrel. What's more, regular juice doesn't close the barrel either. I have expaded foods, but I doubt that's it. Basically, the pulp-adding mechanism is broken.
Pine Nut and Hazenut seem to cause CTD's might be all "nut" type items. so i would advice anyone who is using this mod to avoid nuts. I repeate No Nut November is in effect.
Crash seems to be caused by selecting Hazenut or Pine Nut in the handbook which leads to CTD.
here is my output crash log.
Same issue as Shane, Stone Pine Nuts crash the game.
I've reported this to the Expanded Foods mod too, but figured I should post it here too. Whenever I view the handbook page for any of the nuts added by this mod, with the Expanded Foods mod also installed, it crashes the game instantly. I believe it's something to do with the textures shown in the ingredients part that it plays through, though I'm not certain, I only think this because sometimes the game doesn't crash and instead it plays through some of the textures, other times the game just immediately crashes without even opening the handbook. I have a crash report, so I'll add it here as a spoiler.
.
Clicking on Dwarf pine nuts in the handbook crashes the game\
Simori Ravenduh I had a problem with the game crashing when I picked the new peppers as well. Got rid of "From Golden Combs" and can confirm that fixed the problem entirely.
How make red and white currant two blocks high? Black currant grows a sesond block.
There's a recipe conflict with soaked soybeans while using Expanded Foods, cause bith Wildcraft and EF use water + soybean to create soaked soybeans. The EF recipe takes priority, making Tofu uncraftable
I can confirm that there is some sort of compatibility issue between the nuts in this mod and Expanded Food/Culinary Arsenal that causes the game to crash when looking at the nuts (i.e. pistachios). Disabling those mods allows me to look at pistachio nuts in the helpbook. Recommended for others that may be experiencing issues with nuts.
Ravenduh
Your culprit is most likely the "From Golden Combs" mod.
Probably due to it not being up to date with the compatibility with the wildcraft fruits and nuts mod.
You can either disable that mod, or use it and avoid all the plants giving a crash.
trying to harvest aubergines, oxheart tomatoes, tomatillos,jalapenos, habenaro peppers , ceyanne pepperswith an empty hand crashes the game T-T
Clicking on Bearnuts in the handbook also crashes the game.
Clicking on Dwarf pine nuts in the handbook crashes the game\
Yes, I tested both modes together and everything works.gredrick have you golden comb in your mods ?
I also had the problem with the hazelnuts causing the game to crash. It's probably a compatibility issue with the Expanded Food mod. I managed to fix it by testing each mod individually.
i think theres a weird bug in compatibility with this mod and the farm crops mod i think the game is having a problem with the bell peppers and what they grow on. All other duplicate veggies I'm seeing are growing fine
This was the last mod I was waiting for my next save, thanks for updating!
Thank you for the update! 🧡
Does this mean that <https://news.kalataka.ru/show/mod/29077> is no longer needed for Wildcraft: Fruits and Nuts? Or do we still need it when we have Wildcraft: Tree & Shrubs?
Hooray! Thank you so much for your hard work updating this mod. I absolutely love it, and I'm so glad it's back. :)
Is there a possibility to have an option of decreasing spawn rates of trees and bushes? I find it to easy to find food with default spawn rates. I also would love to be able to exclude some of plants from spawning at all. I dont need so many varieties
Help pls
Game Version: v1.21.5 (Stable)
24.10.2025 11:05:42: Critical error occurred
Loaded Mods: overhaullib@1.12.10, primitivesurvival@3.9.9, prospecttogether@2.1.1, game@1.21.5, aculinaryartillery@2.0.0-dev.1, alchemy@1.7.19, betterruins@0.5.0, bullseyecontinued@3.4.5, butchering@1.10.8, combatoverhaul@0.10.9, commonlib@2.8.0, foodshelves@2.3.2, herbarium@1.4.0, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, realsmoke@1.1.9, sprinklersmod@0.9.4, th3dungeon@0.4.4, creative@1.21.5, survival@1.21.5, armory@1.4.1, expandedfoods@2.0.0-dev.2, playercorpse@1.12.0, tpnet@1.14.4, wildcraftfruit@1.4.2, wildcraftherb@0.0.1, wildcrafttree@1.3.2
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
at Vintagestory.GameContent.CookingRecipe.GenerateRandomMeal(ICoreAPI api, Dictionary`2& cachedValidStacksByIngredient, ItemStack[] allstacks, Int32 slots, ItemStack ingredientStack) in VSSurvivalMod\Systems\Cooking\CookingRecipe.cs:line 922
at Vintagestory.API.Client.MealstackTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VSSurvivalMod\Systems\Handbook\Gui\MealstackTextComponent.cs:line 130
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 483
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 559
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1017
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Im not sure if this is just Wildcraft Fruits and Nuts/Herbanium having an conniption with 1.21.5 or if its because of another mod I use, but when I start up a game world I get the following on the server log:
18.10.2025 10:52:15 [Error] Patch 146 (target: game:recipes/cooking/scrambledeggs.json) in wildcraftfruit:patches/berries_in_meals.json failed because supplied path /ingredients/3/validStacks/12 is invalid: The json path /ingredients/3/validStacks/12 was not found. Could traverse until /ingredients/3/validStacks, but then '12' does not exist. Full json at this path: [
{
"type": "item",
"code": "cheese-cheddar-1slice",
"shapeElement": "bowl/cheese2/*"
},
{
"type": "item",
"code": "cheese-blue-1slice",
"shapeElement": "bowl/cheese2/*"
}
]
I have not yet attempted to MAKE the kind of recipe outlined in this error handler because it does not cause my game to crash or fail to load the save just for catching it, however I figured this should be brought to the developer's attention in case this is related to the mod being outdated.
crash from the mod HERBARIUM and WILDCRAFT: TREES/FRUITS, explanation in spoiler:
I'm on the latest version 1.21.4, with HERBARIUM v1.4.0, WILDCRAFT: TREES v1.3.2, WILDCRAFT: FRUITS v1.4.2.
I've had some bug or something that was causing the game to enter an infinite loop and seemingly crash - from talking in the Discord channel, people told me it can't be traced, even with the log file.
What would happen is that I would do some repetitive task in the game (mining, harvesting crops, cutting cattails, etc...) the game would freeze (but the music would keep playing) for what would seem like indefenatly, eventually by clicking a few times on the game a windows pop-up comes out that the game stopped responding, and then i would force close the game, and enter again and it would have saved a few minutes before it so i would have lost a couple of minutes of progress.
in discord we managed to suspect that the mods HERBARIUM and WILDCRAFT: TREES/FRUITS are probably the culprit, so i backed up my world and then disabled those mods and now it seems like the issue is fixed, (can't tell for sure, but i managed to mine for a while without it crashing so it's promising) but i want to have the WILDCRAFT mods on, since they already generated many of the world, is there some workaround?
I've also reproduced this bug with either one of these mods active, so it's either some piece of code that's the same for both or the HERBARIUM mod itself causing the problem.
has the memory leak bin fixed yet?
i here this has bin lagging alot for some people
Any known incompatibilities with the big food mods? Can't seem to make Tofu
Currently in 1.21.1 the mod seems to cause me to be wholly unable to pick up any items. It is my fault for not checking if it was updated, however I am curious as to how it could even cause such an issue...
Pls where the heck is the config file for this, i cannot for the Love of God find it.
Unless its only Herbarium Config?
Also is there an Option to disable Clipping Fruits?
And adjusting their Spawnrate?
Could there not be a trellis "overlay" that could be placed onto blocks to make them climbable for vines?
The mod is still being worked on, the dev talks about the progress/issues on the official Vintage Story Discord server.
Jilliene No
Alatyr Were you ever able to find a solution to this problem? I'm having this issue and can't find a fix anywhere.
Hi! I'm super excited for the 1.21 update, I've really been enjoying the wildcraft mods! I was wondering if there is a way to harvest seeds from the fruit/grapes, etc (maybe through compatability with wild farming revival?) Just wondering if this is in the plan or if this is possible to do currently and I might just be missing a key step? thanks so much!
Greg85 well it was updated for 1.20.12 pretty recently, so i'd assume that the modder is active either way
herbs and spices is a different story tho, altough it worked if an additional mod in 1.20, haven't checked in 1.21 yet tho
Will_Treaty011 I hope so! im attempting to make updated versions of abandoned mods but if the trees and shrubs was updated it looks like the modder is still active
Greg85 wildcraft: trees and shrubs was updated recently so i'd expect that this one should be update soon too
any planned update?
Thanks for all the hard work you moders put into making great mods.
I'm pretty sure that the hazelnut crashes happen due to conflicts with From Golden Combs, and installing the newest version of both should fix them
I am rather confused by the hazelnut crashes... Which Wildcraft: Fruits and Nuts version are you guys running on? I have WFN 1.4.2 on VS 1.20.12 and have both collected and harvested several hazelnut bushes with no issue.
Do you have any other mods running? I have plenty of mods in addition, which I would have figured would negatively affect my experience rather than stabilize it, but WFN seems to be working okay with them (I get a few error reports on the loading page but it generally works well despite them).
Hello
Will this be updated to 1.21 ?
Game Crashes alway when I try to harvest Hazelnuts...
1.20.12
I updated from 1.3.2 to the latest version and I'm still getting the crash with the vinegar recipe in the handbook. It also looks like it has overwritten Expanded Foods' vinegar? I had three barrels of berries sealed for making vinegar, and post-update the barrels had re-opened and the berries were just sitting there. I'm going to revert back to 1.3.2 for now.
Running on 64 bit Windows 10.0.19045.0 with 32711 MB RAM
Game Version: v1.20.12 (Stable)
8/23/2025 2:08:17 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, agiclasses-v0-9@0.9.8, chiseltools@1.14.21, hangingoillamps@1.0.3, justthepepper@1.3.1, meadsmust@1.0.0, overhaullib@0.2.18, prettyLittleThings@2.4.2, primitivesurvival@3.8.0, prospecttogether@2.0.7, silentarmors@1.0.0, soapandlye@1.2.4, game@1.20.12, alchemy@1.6.56, animalcages@3.2.2, egocaribautomapmarkers@4.0.2, betterfirepit@1.1.0, betterruins@0.4.15, blocksoverlay@4.4.1, carryon@1.9.9, commonlib@2.6.1, expandedfoods@1.7.4, fromgoldencombs@1.8.13, herbarium@1.4.0, maltiezfirearms@0.14.2, rivers@4.6.0, rustboundmagic@2.5.7, substrate@1.1.2, swordz@1.1.12, th3dungeon@0.4.3, creative@1.20.12, vsquest@2.0.0, survival@1.20.12, vsvillage@2.0.0, xlib@0.8.16, playercorpse@1.11.1, simplevillages@1.0.1, stonequarry@3.4.3, wildcraftfruit@1.4.2, wildcrafttree@1.3.1, xskills@0.8.19, rustboundmagicxskills@0.2.1
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.GuiHandbookItemStackPage.PageCodeForStack_Patch1(ItemStack stack)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass22_0.<BuildBarrelRecipesText>b__0(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1432
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 233
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 559
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1978
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Running on 64 bit Windows 10.0.26100.0 with 32418 MB RAMGame Version: v1.20.12 (Stable)
8/19/2025 6:04:33 PM: Critical error occurred in the following mod: herbarium@1.4.0
Loaded Mods: aculinaryartillery@1.2.5, americanfrontiersman@1.8.3, betterandimprovedweather@0.1.2, bushmeatrecipe@1.0.4, buzzwords@1.8.0, buzzybees@1.1.4, cavesymphony@1.1.3, cellardoor@1.4.0, chalkpigments@1.0.4, chargedjump@1.0.4, chiseltools@1.14.21, clickuptorches@1.1.1, combinethefat@1.0.0, crockenheimer@2.1.3, dodgemaster@1.2.2, dressedtokill@1.7.0, driedpeat@1.1.0, firestarters@1.4.4, flickeringlights@0.1.1, footsteps@1.0.0, forestsymphony@1.0.4, freelook@1.0.1, fseasonedfirewood@1.2.5, immersivemining@0.2.8, immersiveorecrush@2.2.2, manualquenching@1.0.7, manualscraping@1.2.3, millwright@1.2.7, moretreesmoreseeds@1.0.0, nomonsters@1.0.3, nudemod@1.0.5, overhaullib@0.2.17, particlesplus@2.3.0, plainsandvalleys@1.0.11, playermodellib@0.0.34, plumpkins@1.0.9, primitivesurvival@3.8.0, prospecttogether@2.0.7, rtrullywoods@0.1.24, shelfobsessed@1.5.0, soapandlye@1.2.4, somedisassemblyrequired@1.7.7, sortablestorage@2.3.1, sprintmomentum@0.1.2, sticksfromfirewoodmallow@1.0.0, temporalsymphony@2.1.1, game@1.20.12, vsimgui@1.1.8, alchemy@1.6.55, beastsofmen@0.0.2, betterfirepit@1.1.6, betterpoultice2@1.0.10, betterruins@0.4.15, brickedbloomery@1.0.2, bullseyecontinued@3.0.0, butchering@1.9.2, carryon@1.9.9, combatoverhaul@0.3.10, configlib@1.5.3, coreofarts@1.0.0, egocaribautomapmarkers@4.0.2, expandedfoods@1.7.4, extendedcreation@1.1.5, extrainfo@1.9.10, farseer@1.3.1, foodshelves@2.2.1, fromgoldencombs@1.8.13, fseraph@0.3.0, herbarium@1.4.0, hudclockpatch@1.0.7, hydrateordiedrate@2.1.2, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, maketea@0.3.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, metalpots@1.5.4, mobsradar@2.1.8, moreanimals@1.4.2, morepiles@2.1.12, naturescall@1.2.1, panandprospect@1.0.0, pelaguswinds@1.2.0, reedbuff@1.1.0, scaffolding@1.0.1, slowtox@3.0.0, smithingplus@1.6.5, statushudcont@3.2.7, stepupcontinued@0.0.1, tasshroombodyfat@0.0.9, terraprety@7.0.5, toolsmith@1.2.5, vigor@0.4.2, vintagesymphony@1.0.2, creative@1.20.12, survival@1.20.12, wildfarmingrevival@1.3.8, woodenshuttersandmore@1.2.3, xlib@0.8.16, zinkmodautoclay@1.0.2, artofcooking@1.0.0, artofgrowing@1.1.2, bomarmory@0.0.1, em@3.2.3, femnude@1.0.0, obsidiancraft@1.4.3, shearlib@1.1.2, vintagesymphonyassets@1.1.0, wildcraftfruit@1.4.2, xskillgilded@1.1.0, xskills@0.8.19, aogbreedingaddon@1.1.0, artsxskills@1.1.0, tailorsdelight@1.9.8, wool@1.6.4, dressmakers@1.6.0, plumpkinsartofgrowingaddon@1.0.2, cottailoryoverhaulpatch@1.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.StackCubeParticles.GetRgbaColor(ICoreClientAPI capi) in VintagestoryApi\Common\Particle\BlockVoxelParticles.cs:line 163
at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 147
at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 91
at Vintagestory.Client.NoObf.ClientMain.SpawnCubeParticles(Vec3d pos, ItemStack itemstack, Single radius, Int32 quantity, Single scale, IPlayer dualCallByPlayer, Vec3f velocity) in VintagestoryLib\Client\ClientMain.cs:line 3351
at Vintagestory.GameContent.BlockBehaviorHarvestable.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHarvestable.cs:line 99
at Vintagestory.API.Common.Block.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1466
at herbarium.HerbariumBerryBush.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 155
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 266
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I am also Crashing when Harvesting Hazel Bush
Trying to harvest a Hazel bush (not fruit tree) crashes the game.
1.20.12 and 1.4.2
Game Crashes alway when I try to harvest Hazelnuts...
1.20.12
1.4.2
Running on 64 bit Windows 10.0.22631.0 with 65304 MB RAM
Game Version: v1.20.12 (Stable)
Montag, 18.08.2025 21:41:37: Critical error occurred in the following mod: herbarium@1.4.0
Loaded Mods: aculinaryartillery@1.2.5, ancientarmory@1.0.6, axleinblocks@1.21.0, betteranthracite@1.0.1, betterloot@1.1.4, bettersticks@1.2.0, bettertraders@0.0.10, blackguardadditions@1.1.7, bulkmolds@1.0.7, bushmeatrecipe@1.0.4, cellardoor@1.4.0, chiseltools@1.14.20, clayworks@0.4.8, crockmod@1.0.0, cutthefat@1.0.1, decor@1.3.0, domesticanimaltrader@1.1.0, hqzlights@1.1.1, driedpeat@1.1.0, dryablegroundstorage@1.0.1, emptyrifts@1.0.0, vichnybackpack@2.2.90, extrachests@1.9.0, geoaddons@1.4.1, gildedsteel@1.1.2, hangingoillamps@1.0.3, harptechfix@1.2.5, horsetailtea@1.1.0, JacksFirewood@1.1.0, jonasboat@1.0.1, jonasworkshop@1.1.1, justthepepper@1.3.1, long-term_food@0.2.1, manualdough@1.1.3, manualquenching@1.0.7, millwright@1.2.0, molds@0.1.7, morecalcinedflint@1.0.0, moremeadoptions@1.1.2, moremolds@1.4.25, morenails@1.2.0, MoreTorchHolders@1.0.0, overhaullib@0.2.9, pigfeed@1.0.8, pipeleaf@1.10.0, plumpkins@1.0.6, primitivesurvival@3.7.8, prospecttogether@2.0.3, quicklimepk@1.1.0, RelightTorches@1.0.0, rlmoonsun@0.1.3, ruststones@1.2.0, scraps@1.1.1, shelfobsessed@1.4.0, SmokingChimneys@1.3.0, somedisassemblyrequired@1.5.5, sortablestorage@2.3.1, spyglass@0.5.2, stepfixelk@0.0.1, swordz@1.1.9, tankardsandgoblets@1.1.2, terraprety@6.0.2, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.8, usefulshears@1.0.0, viescraftmachines@2.4.0, visibleore@1.0.1, game@1.20.12, vsimgui@1.1.8, wlts@1.0.1, alchemycompat@1.0.0, alchemy@1.6.50, altmapiconrenderercontinued@1.4.0, ancienttools@1.6.1-pre.3, animalcages@3.2.2, apegrapes@1.2.6, apelanterns@1.1.2, augplantlib@0.0.4, awearablelight@1.1.31, bedspawnv2@1.4.0, betterfirepit@1.1.6, BetterProspecting@1.7.0, betterruins@0.4.15, blacksmithenhancements@1.1.4, butchering@1.9.2, carryon@1.9.8, cartwrightscaravan@1.5.0, combatoverhaul@0.3.9, commonlib@2.6.1, configlib@1.5.3, danatweaks@3.4.1, expandedfoods@1.7.4, extrainfo@1.9.10, farmlanddropssoil@1.4.0, farseer@1.3.1, fendragonbcs@0.1.7, firewoodfromsticks@0.6.9, foodshelves@2.0.2, fromgoldencombs@1.8.12, grassiergrass@1.0.0, hardcorewater@1.3.5, herbarium@1.4.0, hudclockpatch@1.0.7, hydrateordiedrate@2.1.6, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, interestingoregen@1.2.0, joyofsailing@1.4.0, knapster@2.14.4, liquidcontainers@1.3.1, makesalt@1.1.0, maketea@0.3.1, mannequinstand@1.0.5, metalpots@1.5.4, metaltongs@1.2.3, meteoricexpansion-reborn@1.3.0, morefluxes@0.3.1, moreanimals@1.4.2, moreantlermounts@1.0.1, morepiles@2.1.9, multitools@1.1.0, ndlexpandedgrowth@2.4.6, nemi@1.1.0, spearexpantion@0.3.3, pelaguswinds@1.0.0, petai@3.4.3, playerlist@2.1.5, claywheel@1.1.2, rackableplates@1.0.0, recyclingtools@1.4.3, rivers@4.1.0, rockstratavariety@0.0.1, rustboundmagic@2.5.4, scarecrow@1.6.5, simplefootstepsredux@1.0.2, slowtox@2.3.0, smithingplus@1.6.5, solidirondoor@1.0.1, spawnersapi@1.1.3, stablesurface@0.0.2, statushudcont@3.2.6, stepupadvanced@1.0.5, stillnecessaries@1.2.2, stonebakeoven@1.1.6, stonerailings@1.3.0, storageoptions@1.0.4, tentbag@2.2.0, th3dungeon@0.4.2, thecritterpack@1.0.9, tieredsuperiority@1.1.3, variantmeals@1.3.0, Verticality@0.3.1, vmetp@1.1.1, creative@1.20.12, survival@1.20.12, vsvillage@2.0.0, warpnetwork@1.0.0, wildfarmingrevival@1.3.8, woodenfortifications@2.0.5, zerotweaks@0.0.5, aminerscraft@1.0.1, armory@0.2.4, autoconfiglib@2.0.6, bloodisegg@1.1.0, cats@3.2.0, tradercamps@1.1.5, cookingtweaks@1.2.1, drkslights@3.0.2, epxandedbloodbread@1.0.5, em@3.2.2, extraoverlays@1.5.0, helvehammerext@1.7.0, newworldcrops@0.0.14, playercorpse@1.11.1, shearlib@1.1.2, snowshoes@1.0.2, stonequarry@3.4.3, tpnetpatched@1.14.8, vsvillageaged@0.0.5, vsvillageindustrial@0.0.5, vsvillagetowers@0.0.5, wildcraftfruit@1.4.2, wildcrafttree@1.3.1, wolftaming@3.0.8, tailorsdelight@1.9.7, wool@1.6.3, dressmakers@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.StackCubeParticles.GetRgbaColor(ICoreClientAPI capi) in VintagestoryApi\Common\Particle\BlockVoxelParticles.cs:line 163
at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 147
at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 91
at Vintagestory.Client.NoObf.ClientMain.SpawnCubeParticles(Vec3d pos, ItemStack itemstack, Single radius, Int32 quantity, Single scale, IPlayer dualCallByPlayer, Vec3f velocity) in VintagestoryLib\Client\ClientMain.cs:line 3351
at Vintagestory.GameContent.BlockBehaviorHarvestable.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHarvestable.cs:line 99
at Vintagestory.API.Common.Block.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1466
at herbarium.HerbariumBerryBush.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 155
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 266
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Solaire55 how?
for those that are getting stutters when you have this mod installed alongside extended foods make sure you have more than 16 GB of RAM allocated to the game
Yeah, this mod is FPS heavy as well as not compatible with Foods Expanded (showing up some scrumble eggs error)
gabb LedyanayaSonya Is there any option to select the language of the mod? In the past, I think on an older version of the mod, some items had the Polish language, which is what I'm playing on, but that disappeared later.
gabb
LedyanayaSonya
Game Version: 1.20.12
Mod Version: 1.4.0
Cleat cash and Mod config
When we try pickup some berries-game catch crash
at Vintagestory.API.Common.StackCubeParticles.GetRgbaColor(ICoreClientAPI capi) in VintagestoryApi\Common\Particle\BlockVoxelParticles.cs:line 163
at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 147
at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 91
at Vintagestory.GameContent.BlockBehaviorHarvestable.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHarvestable.cs:line 86
at herbarium.HerbariumBerryBush.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 155
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 303
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
gabb LedyanayaSonya
When touch ripe Hazel bush game crashes.
Sometimes issing some textures - leaves juniper-ripe, dwarfpine-flowering, boysenberry-empty etc
Running on 64 bit Windows 10.0.22631.0 with 81842 MB RAM
Game Version: v1.20.12 (Stable)
13.08.2025 7:13:17: Critical error occurred in the following mod: herbarium@1.4.0
Loaded Mods: aged@1.1.3, alchemytrader@1.0.1, allclasses@1.3.5, bartender@1.1.2, bettercrates@1.8.0, bigboards@1.0.2, booktrader@1.0.3, chiseltools@1.14.21, chocolate@1.0.4, diamondtools@3.0.3, domesticanimaltrader@1.1.0, extrachests@1.9.0, fancyskyfix@1.1.6, jewelrysilver@1.0.5, lumberjackone@1.0.2, millwright@1.2.7, mushroomtrader@1.0.5, natsachievements@1.2.0, primitivesurvival@3.8.0, toolsextended@1.1.0, game@1.20.12, wildanimalstrader@1.0.8, alchemy@1.6.51, animalcages@3.2.2, flags@1.1.9, bedspawnv2@1.4.0, betterfirepit@1.1.6, canmarket@0.4.20, carryon@1.9.8, commonlib@2.6.1, composter@1.2.1, extrainfo@1.9.9, fromgoldencombs@1.8.13, herbarium@1.4.0, itemframe@1.0.0, livemap@0.0.12-SNAPSHOT, medievalexpansionpatch@1.2.2, neverwinter@1.6.4, petai@3.4.3, playerlist@2.1.5, rifteye@0.4.3, sleepvote@1.0.9, spawnersapi@1.1.3, stonebakeoven@1.1.6, vanvar@6.0.14, creative@1.20.12, vsserverpanel@0.1.5, survival@1.20.12, wildfarmingrevival@1.3.8, woodstain@1.3.1, workbenchexpansionpatch@1.0.0, xlib@0.8.16, xmastimecont@0.3.0, advancedchests@0.2.4, cats@3.2.0, czechpatch@1.3.5, em@3.2.3, playercorpse@1.11.1, skyone@1.2.3, temporaltechnology@1.1.5, wildcraftfruit@1.4.2, wolftaming@3.0.8, xskills@0.8.19, bricklayers@3.0.3, moreroads@1.5.8, ashes@1.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.StackCubeParticles.GetRgbaColor(ICoreClientAPI capi) in VintagestoryApi\Common\Particle\BlockVoxelParticles.cs:line 163
at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 210
at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 107
at Vintagestory.Client.NoObf.ClientMain.SpawnCubeParticles(Vec3d pos, ItemStack itemstack, Single radius, Int32 quantity, Single scale, IPlayer dualCallByPlayer, Vec3f velocity) in VintagestoryLib\Client\ClientMain.cs:line 3351
at Vintagestory.GameContent.BlockBehaviorHarvestable.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHarvestable.cs:line 99
at Vintagestory.API.Common.Block.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1466
at herbarium.HerbariumBerryBush.OnBlockInteractStep(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 155
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 266
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Leaving this on the 3 wildcraft mod pages:
There seems to be some kind of memory usage problem with these mods. Either a leak or just ridiculous raw usage. With the 3 wildcraft mods on, my game was using a whopping 42 gigabytes of RAM. Without them, I'm down to 13-15.
If you're getting large freeze-ups, or high memory usage, try disabling the Wildcraft mods.
Hello
I just noticed a crash with pickledeggchicken recipe in handbook, when you have this mods with expended food. The vinagar icon dont show, and if you try to click on it, it crash the game.
Is it me or the mod was supposed to be compatible ?
( i posted the same message in expanded food post, i dont know who is the responsable )
So I bought fruittree-cutting-unknown from the Gardening Trader and they do not seem to be growing up at all. I thought they might be a surprise and when planted they would generate a random tree but they actually just turn invisible and rename to just "fruittree-cutting-" and never grow up into a fruit tree. (I tested by speeding up time by a bunch)
They also don't sell any cuttings besides the unknown ones.
Wilihey
No problem :D It was pain in my bum (literally) too. Glad that I was able to help.
Fearadach thank you so much for your reply, i didnt know modconfig was so easily accessible nor that wildcraft had such a thing :)
the feature to disable thorn bush damage was there all along
Stygian_Ikazuchi
Interesting. It works fine on my end (client side).
I'll paste the full contents of the config file below, maybe that'll help.
Additionally, you could try changing the first two lines to:
"plantsCanPoison": false,
…but as you can see, I haven't tested that myself.
Fearadach that doesn't seem to be working for me.
Icewalker76 are you using the From Golden Combs mod? if yes, then this is causing the issue, i have the same problem
Wilihey
If you want to remove damage, you can. In the Hebrarium config (c:\Users\[name]\AppData\Roaming\VintagestoryData\ModConfig\herbariumconfig.json) file you have this parts:
And
You should have a line game:player or something similar. Remove that line and leave the rest. Don't remove anything else, watch out for commas and other characters. Save the file and start the game.
The second I try to harvest from a Hazelnut bush I crash, I can get clippings from them and replant the clippings but can't harvest from the bushes.
Hey, i would want to report an issue about the fruits n nuts part, just like JabZ i have the same issue, just hovering over the nonexistant item under the 1008(?) timer for curing avocado cider/brandy inside the survival handbook crashes the game, just wanted to let you know that this is still an active issue as it seems like it's not pointing to any item specifically gabb
How do you feed the mash to chickens?
It would be great if we could somehow disable the feature of some berry bushes doing damage, with some mods like overhaul lib or damage overhaul (forgot which) theres no damage cooldown, so you can get hit on every tick, which causes you to insta die when you walk into one of those berry bushes
idk if its doable to disable this manually i'm not a modder but if theres a way and you could explain i'd be grateful
coopyey Are you using the berry mash in the recipe? From the changelog for version 1.3.1 of the mod: "Changed wine/cider recipe: now it requires putting part of the mash into barrels with juice to provide natural yeast"
Hi there -- I've run into the issue with my server where after updating to the latest version (1.4.1), we are unable to make wine from juice. We tested this by creating a private world and turning off all mods except for Herbarium and Wildcraft: Fruit. When Wildcraft is off then I can turn 50ml juice into wine, but once I turn it back on the ability to turn juice into wine goes away and I can't seal my barrels.
We're drowning in berries and they keep rotting, please save our farm 😭(Fr thank you guys for all the work you do - these mods have so greatly enriched my friends and my experience with this game!)
Not sure if this is known or not, but Combat Overhaul removes invulnerability frames. This makes bushes with thorns turn into seraph blenders.
ok so it dose seem there is a conflict with Toolsmith i think. as i have tryed useing both shears and knifes but i have not been able to get it to give me a clipping.
Diavlo I am having the same issue, please let me know if you find a solution and I will likewise let you know if I find one myself. Thanks.
edit: I think I have found my issue. If you try and obtain a branch from a bush that was placed or generated in a world before the Wildcraft: Fruits and Nuts was installed it will not work. You can obtain branches from new bushes even with tools affected by Toolsmith.
@Chaonic i have the same problem and when you click on the cleaing vingar barrel recipe i get a crash.
normal vingar is absent too and the other dont have a path shown, how you make it.
maybe its exanded matters
LedyanayaSonya -- strawberry, false strawberry, and wild strawberry plants seem to consistently produce only 1 fruit no matter when I pick them. I'm guessing this is not intentional?
Thanks for keeping the mod series going!
How do you get normal vinegar?
I've been letting all kinds of fruit juices rot, but all I ever get is cleaning vinegar, and I require it for some recipes. :(
I may be the only one that noticed this, but you can't plant any seeds while using CAN crops since it changes the game farmland for it's own farmland. Can you fix it?
Hello, wanted to mention as a heads up that clicking the pomace wine receipe in the handbook triggered a crash on a server I'm on.
There is no explanation on how to make vinegar in the handbook
Are Cloudberries supposed to spoil almost immediately when dried? this seems like an outlier as all other berries have a significant amount of time before they start to spoil. even husk cherry is better than this and that also heals.
metasynthie did you manage to fix this error? Could you share a solution please, if you did?
LedyanayaSonya ... I'm feeling stupid... XD I will try, thank you for the information! :)
Missing textures for the new fruits with expanded foods. Specifically for dry, dehydrated, and candied variants. Still edible though! Love the mod.
1.4.1 Triggers windows Defender as a trojan
Bhruican vinegar is the result of wines/ciders SPOILING. Make your wine spoil and you will get vinegar instead of usual rot.
Hi, me again. :D
The problem with oil and the vinegar errors is solved, sadly I'm still not able to produce the new types of vinegar (except balsamic vinegar). The handbook does not show any way to produce vinegar. Is there a chance to solve this?
Love that this mod gets alot of love but I would really like to see the Herbs and spices mod updated!
Yep, I was wrong about the fix -- it's got to be done completely differently if Expanded Foods is installed, or turned off. I had better stop making suggestions and let LedyanayaSonya handle it as the expert.
metasynthie same result, but now it's complaining about '-' instead of '12'
SuperTeeJ and Alatyr I think I may have found the problem, although I haven't had time to test yet. You could try this and see if the error goes away:
UPDATE: nope, do not do this
i hope they legit add grapes to the game. we already got the tree vines so just put fruit on them and let us grow them on trellises or some type of arch structure thingy. also seriously how can we make booze but not have grapes?
Alatyr I'm also getting that error. If you figure out a fix for it please let me know. I know some other people have fixed those patches by editing the files but I'm not very good at all that lol.
[Error] Patch 146 (target: game:recipes/cooking/scrambledeggs.json) in wildcraftfruit:patches/berries_in_meals.json failed because supplied path /ingredients/3/validStacks/12 is invalid: The json path /ingredients/3/validStacks/12 was not found. Could traverse until /ingredients/3/validStacks, but then '12' does not exist. Full json at this path: [
{
"type": "item",
"code": "milkportion"
},
{
"type": "item",
"code": "expandedfoods:pasteurizedmilkportion"
},
{
"type": "item",
"code": "expandedfoods:soymilk-edible"
}
]
I must say that for this mod you need the Herbarium mod - Plant library, you didn't add a description to this mod, this mod has version 1.20.12 and Herbarium has 1.20.1 So you should first update the Main Herbarium mod, will it work? I don't know, I'll test it right away, best regards.
Hi there!
I have the same issue as was mentioned before but on 1.20.12 "Berry bushes on VS 1.20.6 are no longer pruneable. We have a slew of mods installed but this feature vanished when we installed Wildcraft Fruits and the ability to prune them came back when we removed it."
Can this problem be solved?😟
P.S. I have found the reason😁 The reason is I`ve added the MOD after my world creation, so I could not be able to trim all berrie bushes in my chunk. But when I checked other chunks all bushes can be trimed and you can get seedlings🤗
Reporting errors similiar to Bhruican with vinegar as well as recipe overlap/duplicate items between WC Fruit and Expanded Foods for soaked soybeans and soymilk. Log provided here and here, split so as not to cause issue with pastebin limits.
Issues narrowed down to only four active mods - ACA 1.2.5, Expanded Foods 1.7.4, Herbarium 1.4.0, and Wildcraft Fruit 1.4.0. Feel free to ping me if you need more information and I'll do my best to provide it.
Hi! Since the last update (1.4.0) there seems to be a problrm with vinegar. In the helping book I can't find a recipe to produce the different kinds of vinegar. I also have installed Expanded Foods, maybe there is a problem in combination with both mods? My game crashes, when I try to open some recipes in the guide book.
While I'm already here: Thank for the mod! It makes the game for me so much better! :)
Edit: There also seems a problem with producing oil. There also seem to miss some recipes.
so um.. how do u make the trellis in survival mode? the hand book jst says its obtained by breakin trellis... XD
Hello there im having a issue where the berries dont want to turn into wine, syrup, or vinager tried cranberrys and blue rasberrys and nothing is that with this mod or should i be shouting for help over in the cooking mods
Hey, I'm not sure on which side is the issue, but it seems that clipping doesnt work anymore with Toolsmith, Herbarium and Fruits & Nuts. I think its for some reason additional stats of knife and snippets somehow stops bushes from being snipped. Thats the only mods i've recently changed and now i cannot snip bushes anymore. Is it possible?
How can I revert the wine change? I really hate it
Are the fancier trellises craftable? I can't seem to find a recipe for any of them other than the crude ones
Would be nice if a tool could be added that either in game or outside of game would go through and replace all the old bushes with the new bushes. Playing on a massive server and having a wilderness full of broken bushes that can't be clipped is rough for players.
@Asmodeusnim Yeah, same here unfortunately tho add nightshade onto that list for my world
I've been testing this and a few other mods (Wildcraft: Trees & Shrubs, Herbarium, Wild Farming Revival, Expanded Foods) for a 1.20.10 server and I've found a specific list of Wildcraft Fruits & Nuts that are missing textures under the wildcandiedfruit and wilddryfruit type blocks: marita bits, black grape, cucumber, musk melon, mirza melon, watermelon, bryony, passionfruit, caper berry, kiwi, black elder, ivy, hairy apply berry, and purple apple berry are the ones affected. Bread textures are also missing in the Expanded Foods fruit bread/muffins with texture issues ranging from just the bread bits not showing up to the whole texture (bread & fruit) being the ? texture for a variety of Wildcraft Fruits & Nuts fruits.
All of items from this mod are now ? blocks, or missing textures is anyone else having this issue?
Idk if its just me or not but alot of the food Cooked is missing Textures and is just a Box for me
I just remade my server fresh start a few days ago and aren't having any issues. I DID have issues with the trees update a while back with a major update making many of the small trees a ? Block
So it's possible for anyone having issues to utilize /wgen regen (radius) but be careful! This will erase your buildings and changes to the terrain as well. There may be a command which avoids this but I don't know it
Big fan of all the additions but while I like the trellis it's a bit of a pain to put up and makes for an odd looking gap if you're putting them back to back.
Is there any way to enable chiseling or allow a chiseled block without a solid side to count as support?
In multiplayer of the latest version, all the berries and produce are coming up as black squares when harvested, and can't be eaten or otherwise used. Does the mod just need a patch or is this some incompatibility that I'm unaware of?
Hi, I absoluetly love this mod in the way how many fruits it adds into the game. And it always draws me to collect every fruit tree or berries as much as possible. I was thinking about an idea to add even more fruits that would be unique, rare to find however they might be very satisfying to own them.
Here's a list of suggested fruits/berries that are very underrated (except the melons and pumpkins) to consider adding into mod:
Rare tropical fruit/berries:
Etrog, Dragon Fruit, Breadfruit, Rollinia, Camachile, Langsat, Mangosteen, Elephant Apple, Bilimbi, Targola, Rambutan, Durian, Physalis, Soursop, Chikoo, Ackee, Salak, Kaffir Lime, Acerola, Ber, Longan, Ugli, Atemoya, Lucuma, Chempedak, Kiwano, Sapodilla, Cupuacu, Chiku, Tomatillo.
Rare non-tropical fruit/berries:
Boysenberry, Kiwiberry, Jostaberry, Goumi, Paw Paw, Moon Drop Grapes, Almond, Walnut, Ground Cherry, Pineberry, Grumichama, Bilberry, Bearberry, Medlar, Nectarine, Chokeberry, Wolfberry, Haskaps, Nanking cherry, Sand cherry, Saskatoon berry, Thimbleberry, Serviceberry, Polarberry, Haskapberry, Heartnut, Butternut, Hardy Kiwi, Muscadine,
Autumn Olive, Kousa Dogwood, Wolf River Apple.
New Types of Melons/Pumpkins:
Cantaloupe Melon, Galia Melon, Honeydew Melon, Winter Melon, Snap Melon, Casaba Melon, Crenshaw Melon, Gac Melon, Horned Melon, Bailan Melon, Charentais Melon, Hami Melon, Sprite Melon, Tsamna Melon, Jap Pumpkin, Carnival Pumpkin, Butternut Pumpkin, Orange Hubbard Pumpkin, Lumina Pumpkin, Prizewinner Pumpkin, Atlantic Giant Pumpkin.
Sorry for this long list. XD It is just a suggestion, however it would be amazing if you'd add them to the game! And again, thank you for this mod so much.
Nattryon I was also confused, but I finally found it: acorns are the fruit of the "White oak" tree. If you search for it in the handbook, then you will find the "White oak tree cutting" and there it's stated, that you're able to harvest them.
Hiya. Love the mod. Have noted that version 1.3.1 and up causes grapes from Real Grapes to not spawn in the wild. Works fine with 1.3.0.
Is there a database or specific file I can look in to find where each berry bush spawns? I've checked the blocktypes berrybush.json file but that isn't all that helpful.
I just watched two adult bighorn sheep getting killed due walking into a cluster of three raspberry bushes.
This must not be. Come on, yes berry bushes do have spikes but no matter how you roll in 'em, they will not actually harm seriously.
Bug detected with juicing blackberries: the recipe labeler incorrectly believes i need dry blackberry mash to produce blackberry juice, but placing blackberries in the press gives only wet mash.
Are acorns currently not in the mod? I couldn't find any recipe or source for them.
Does anyone know how to make cocoa butter? The handbook has no recipe for it, and I can't figure it out
All of a sudden I am not able to make wine in barrels. I have a several barrels with 50 liters full. One has cranberry juice, one has rosehipps puree, one has seaberry puree, and one has 30 liters of blackberry juice but I cannot seal them to make the wine. They just sit open and eventually the jucie does turn into wine but I have to wait longer. What could be the issue?
Admiral_Hoshi you plant the wild strawberrys like tree saplings on normal dirt/grass.
So I have some wild strawberry seeds from this mod, and I am unable to plant them on farmland. Am I missing something or is something borked?
As an update, hopping in a teleporter an generating a new area had the plants allow me to take cuttings, so it appears it was a problem with the map generated in an earlier 1.2.X verison in mod version 1.3.0.
If there is a command to regenerate world blocks as they are, it would probalby fix the issue for me and some other folks.
Berry bushes on VS 1.20.6 are no longer pruneable. We have a slew of mods installed but this feature vanished when we installed Wildcraft Fruits and the ability to prune them came back when we removed it.
Hi, is there adefinitive list of how and when bushes grow to 2-high? I always set up my gardens so I get a winecrop every fruiting season, but with one-high bushes, it completely throws off my garden design. Do the currant bushes still grow to two high?
Having the same issue as AdamDirtyApe. Can't clip any bushes at any stage of growth, with knives or shears. Our server uses ExpandedFoods, Herbarium, and CulinaryArtillery.
Huge bummer, because I was excited to see a cutting propogation mechanic! I hope we can either revert to vanilla bush moving or get a fix for this at some point.
Clipping berry bushes to propagate them has not worked in a world created with mod version 1.3.0, and still not working as of 1.3.2.
Not sure at this point if a problem with herbarium, this mod or a mod interaction, cannot do the vanilla trimming of bushes either as it uses shears as well.
Could anybody else please confirm if clipping bushes currently works for them so I can try to rule out mod interactions?
If it is working for others, is there some sort of trick to this besides just walk up to bush and clip it?
Character just holds tools over the bush but nothing happens, regardless of the growth state of the bush.
Turning off clipping recipes in herbarium coinfig to just use knife or hands did not work.
Given the repeated nature of this problem in the comments, would it be possible to add a config option to just change the berry bush propagation mechanic back to how it works in vanilla?
Having some strange issues trying to test out tree cutting/grafting. Some trees are just growing vertical branches and not connecting properly. Might be due to messing with time to speed it up? If it is thats on me, just wanted to point it out if it is an issue!

Is there a command to instantly grow trees or spawn them in in their full form? Or to turn off the cuttings chance for death?
Having an issue on my server where no bushes or anything from this load in and they're all white blocks with question marks and file names. Also this is WITH herbarium installed.
Hey, something funky is happening when I load up a world... something involving "groundberry_plant". I'll try and figure out what's causing it, but it honestly could be anything...
Turk's cap plants seem to yield hibiscus petals instead of turk's cap apples. I don't know if this is intended.
Getting this error:
16.3.2025 19:04:42 [Error] Patch 0 (target: wildcraftfruit:blocktypes/plant/berry/groundberryplant.json) in flora:patches/block-item/Wildcraftfruit-groundberryplant.json failed because supplied path /behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg is invalid: The json path /behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg was not found. Could traverse until /behaviorsByType/*-ripe, but then '1' does not exist. Full json at this path: [
{
"name": "Harvestable",
"properties": {
"harvestTime": 0.6,
"harvestedStack": {
"type": "item",
"code": "wildcraftfruit:fruit-{type}",
"quantity": {
"avg": 3.4
}
},
"harvestedBlockCode": "wildcraftfruit:groundberryplant-{type}-empty",
"exchangeBlock": true
}
}
]
16.3.2025 19:04:45 [Error] Patch 0 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 1 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 2 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 3 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 4 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 5 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 6 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 7 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 8 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 9 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 10 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 11 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 12 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 13 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 14 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 15 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 16 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 17 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 18 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 19 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 20 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 21 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 22 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 23 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 24 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 25 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 26 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 27 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 28 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 29 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 30 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 31 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 32 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 33 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 34 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
}
}
16.3.2025 19:04:45 [Error] Patch 35 (target: game:entities/humanoid/trader-furniture.json) in wildcrafttree:patches/survival-entities-humanoid-trader-agriculture-selling.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
I get this in the latest rc 3 versio
n
Any chance we get a warning of wich berries are poisonous when eaten raw? Like, dangerous when uncook on the tooltip or on the handbook?
Got this error in the server-main.log & load screen when entering my current world. I can't really tell if that's by another mod trying some compatibility stuff or related to the still outdated trees & shrubs, but it seems to reference wildcraft fruits / berries.
[Error] Patch 0 (target: wildcraftfruit:blocktypes/plant/berry/groundberryplant.json) in flora:patches/block-item/Wildcraftfruit-groundberryplant.json failed because supplied path /behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg is invalid: The json path /behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg was not found. Could traverse until /behaviorsByType/*-ripe, but then '1' does not exist. Full json at this path: [
{
"name": "Harvestable",
"properties": {
"harvestTime": 0.6,
"harvestedStack": {
"type": "item",
"code": "wildcraftfruit:fruit-{type}",
"quantity": {
"avg": 3.4
}
},
"harvestedBlockCode": "wildcraftfruit:groundberryplant-{type}-empty",
"exchangeBlock": true
}
}
]
I am having the same problem reported by Filvandrel in their comment - same crash log, as well. Can confirm it's a problem with the barrel recipe.
"Wines, ciders and ales now can be added to meat stews"
based
Latest version crashes the game when clicking on mead recipe in the handbook. Crash log says that there's a simmilar barrel recipe with different item count which is not supported.
Game Version: v1.20.4 (Stable)
13.03.2025 09:57:57: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.4, americanfrontiersman@1.5.0, backpackpackStandardcontinuedSturdy@1.1.1, brickmold@1.2.0, candlestory@0.0.5, chiseltools@1.14.12, claycasting@1.2.2, combatoverhaul@0.1.30, craftablecompanion@1.2.1, elkcrocks@1.0.1, cutthefat@1.0.1, edeninstinct@1.0.0, expandedmolds@1.1.2, forestsymphony@1.0.2, hangingoillamps@1.0.3, icensaltchest@0.0.2, icyexc@1.0.0, immersiveorecrush@2.2.0, jonasboat@1.0.0, linearpower@0.3.1, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, meltingpp@1.0.4, millwright@1.1.8, unochre@1.3.0, pieontheshelf@1.0.0, pipeleaf@1.10.0, primitivesurvival@3.7.6, qptech@1.15.3, quickwaypoint@0.0.2, she1fish@1.2.1, ot_SticksFromFirewood@1.1.0, superfuelresumed@2.1.4, tprunes@1.1.1, terraprety@6.0.1, unofficialancienttools@1.5.21, viesblocks@2.5.1, viescraftmachines@2.4.0, game@1.20.4, vsimgui@1.1.7, AbsoluteProspecting@1.500.02, alchemy@1.6.48, animalcages@3.1.0, apeflowerpots@1.2.3, apelanterns@1.1.1, armory@0.1.7, awearablelight@1.1.31, betterfirepit@1.1.5, betterjonasdevicesfixed@2.0.2, branchcutter@1.0.1, butchering@1.8.1, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.5.1, coreofarts@0.2.3, electricity@0.0.11, expandedfoods@1.7.4, foodshelves@1.5.3, fromgoldencombs@1.8.11, herbarium@1.4.0, hudclockpatch@1.0.0, JustTrapdoors@1.0.2, lavoisier@1.3.1, liquidcontainers@1.3.1, maketea@0.3.1, maltiezcrossbows@0.6.4, maltiezfirearms@0.10.8, morepiles@2.1.2, oneroof@1.8.0, petai@3.1.1, pewter@1.1.2, claywheel@1.1.2, recipeselector@1.0.1, slapalabelonit@1.0.0, slidingdoor@1.0.0, stillnecessariesgrindstone@0.0.1, stonebakeoven@1.1.5, stonerailings@1.3.0, tarmod@1.0.5, creative@1.20.4, survival@1.20.4, wildfarmingrevival@1.3.6, xlib@0.8.13, alchemistry@1.0.2, artofcooking@0.2.4, betterbamboo@1.0.2, cats@3.1.1, electricityaddon@0.0.19, exoskeletons@0.2.2, em@3.1.0, morecandles@1.2.2, sandwich@1.2.6, shearlib@1.1.2, stonequarry@3.4.3, wildcraftfruit@1.3.1, wolftaming@3.0.5, xskills@0.8.14, artsxskills@1.0.0, bricklayers@3.0.0-pre.3, wool@1.6.0
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul, maketea, com.qptech
System.Exception: Barrel recipe with same name but different ingredient count! Sorry, this is not supported right now. Please make sure you choose different barrel recipe names if you have different ingredient counts.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.BuildBarrelRecipesText(ICoreClientAPI capi, ItemStack stack, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1406
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1292
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 447
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 591
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 415
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1935
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 395
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1965
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 357
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 914
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The creator is active in discord. Annastasija
How do I make Wine? I put the juice in the barrel but nothing happens.
Today, I couldn't stand the red error in the background, and tried to solve the problem for a while.
Will be "From Golden Combs"
The file "Wildcraftfruit-groundberryplant.jso "in this path under the module "FromGoldenCombs-1.20-v1.8.11-rc.7.zip\assets\flora\patches\block-item\" open, change "/1/properties/" to "/0/properties/"
WildWitchyNanna
Having the same issue as Code, but we have the following mods installed;
So I am not sure if any of them are causing a texture glitch.
I am having issues with fruit bread textures of expanded foods made with wildcraft fruits and or nuts. Either the grain texture of the bread goes invisible leaving only the fruit or the whole loaf goes white when mixing with nuts. Anyone know a fix?
Currently, all textures for Wildcraft seem to be black voids. Not sure what's causing it.
There seems to be a problem with this mod.
[ERROR] Patch 0 (target:wildcraftfruit:blocktypes/plant/groundberry.json) in
flora:patches/block-item/Wildcraftfruit-groundberryplant.json failed because supplied path /behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg is invalid: The json path
/behaviorsByType/*-ripe/1/properties/harvestedStack/quantity/avg was not found. Could traverse until /behaviorsByType/*-ripe, but then "1" does not exist. Full json at this path: [{"name":"Harvestable","properties":{"harvestTime":0.6,"harvestedStack":{"type":"item","code":"wildcraftfruit:fruit-{type},"quantity":{"avg":3.4}},"harvestedBlockCode":"wildcraftfruit:groundberryplant-{type}-empty","exchangeBlock":true}}]
I have typed this out exactly as it appeared on my loading screen, I'm not familiar with json files but it was complaining that this was an Error
I put this up as an issue and was told it was a MOD issue, so here it is, I hope you can fix it, in the mod.
Kind regards
Nanna
Extreme issues about bushes like Dogrose, specifically all types of bushes that deal damage to the player. There is no delay between damage instances, and thus is entirely reliant on tickrate. With a moderate PC, you will LITERALLY INSTANTLY DIE if you brush up against any bush that deals damage. This is a lesson on the importance of playtesting.
Example: I literally just slightly touched a dogrose bush that was next to a trader, and instantly died. Because I died to the bush, my corpse was inside the bush. Since the bush was in a trader area, I couldn't get my items back. Congrats! This mod stole my items!
When I try to clip a bush it doesn't give the bush, only sticks.
@Lighthawke that is correct. You can't have the trellis be flush against the wall. But you can also just plant the vine on the wall and it will work as a trellis
I am having an issue where it will not let me clip bushes of any kind atleast, I have clipping turned on with herbarium though. THis is on a deidcated server btw.
SuperTeeJ But you can't place it against a wall and put the vine in front of that, right? I ask because I tried that and was confused why the trellis always places so it's closest to you. In other words, if you have a wall and a trellis, the vine should go between the wall and the trellis? (Does that even make sense)
I'd like to see a lightweight version with the propagation system applied to just vanilla bushes along with the growing up but also sideways. + HONKCLUWNE's suggestion of them having a chance to die like fruit trees.
Trellis is kinda easy. Just place it down. Once you get a vine plant like the grape vines or kiwi's for example you just plant the shrub in the full ground block next to the trellis. The trellis will be on the edge of the adjacent block and when you place the cutting you will see the new plant will be on the edge closest to the trellis. Do take note the are usually 5 varients of the trellis - bottom, middle, top, corners and the horizontal trellis. Self explanatory. Put the bottom at the bottom and then add the middle. Add either the top or corner. Some corner varients will allow you to plant the cuttings on top of the corner and other varients will only allow you to plant the cutting on the horizontal varient. If you have planted the cutting properly you should see a countdown for when the vine should extend upwards. Patience is key when using the trellis blocks
Can we get instructions on how to properly use the trellis :o
@wary_asparagus AH that makes sense, didnt realize these were super heavy. Guess that does explain the freezing when im walking around, since i guess its it loading in all of the new assets and checking for them regularly? i do have a decent rig tho, 32 gb ram, 3070ti and an i711700k, but ig since these are just THAT heavy thats prob whats causing it to perform badly? i did switch from wildcraft to wild farming and it did improve tenfold, barely any stuttering so far, seems like just the amount of wildcraft items seems to be causing it ?
update it appears that preloaded berry bushes cant be clipped but new ones can
Clippings does not work on a server is there a way to disable said feature
wary_asparagus
Doesn't help that the game does not unload mods when you close a world. So when you load it again, or another world, it eats up more and more ram with each loading process. So you kinda have to restart the game every time you go back to the main menu. I already eat up ~15GB ram with just one world loaded. If I go back and load it again, the game is over 20GB. Easy way to fill up even just 32GB of ram and crash the game or other applications.
craftykhandee
The "Herbs and Spices" and "Trees and Shrubs" mods are a part of the "new content modules". The warning isn't meant for those two. The three mods are supposed to work together (in conjunction with Herbarium) as the new modular Wildcraft experience. They are supposed to work, but the other two mods in this series have not been updated to 1.20, which will inevitably cause issues.
Kassian0x0
You have a perfect storm of memory leaking mods. The list you just posted has some of the most memory hungry, laggy, stuttery mods on the entire website. The Wildcraft mods, Expanded Foods, and Culinary Artillery together take a good computer to run well, even before adding other mods and game settings into the mix. As for everyone else having lag and stuttering issues, that's just the unfortunate nature of modding this game. For whatever reason, the game really, really hates having a bunch more unique modded items. So a mod like this that adds hundreds of new textures and models is going to tank your performance. Something about each asset being saved in the runtime memory. Multiply that by the amount of mods that have an insane amount of unique assets (culinary artillery, expanded foods, Primitive Survival, etc) and you get a recipe for maxed out memory, and stutters.
kassian0X0
The warning in the description says this:
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.
So try uninstalling the trees and shrubs and see if that works.
This was an issue in 1.19 already but a lot of the fruit bushes don't seem to give the correct handbook entry when you shift+H them within the world. They show you the page of the actual bush but not the fruit it gives, which means you have to harvest it first before you can identify them.
Kassian0X0
Im pretty sure wildcraft trees and shrubs isnt patched to 1.20 yet if thats what you are using
The errors mention Wildcrafttree and also only mention non fruit trees such as cedar etc unless I didnt see them.Maybe give it a try without Wildcraft trees n shrubs mod?
Im not a modder so Im probably wrong
Hello, wondering if anyone else is stumbling upon this or any suggestions.
I have this mod installed with expanded foods and a few other food mods.
I was looking forward to aging some wine thanks to culinary artiliry, but after adding this mod, it seems to have over written wine requiring using barrels to age further instead of curing in bottles.
+1 on the stuttering and lagging. Installed this on a new save and every minute or so the game starts to freeze up badly for a few seconds.
Looked thru the server logs and here is the server-main incase it can help drive.google.com/file/d/1FJfbiThSluX1gCunLqXcobq0nHIKvEQz/view?usp=drive_link
Edit: Did a separate save aswell with just
And it is still stuttering and freezing very badly
Sorry for the wall of text lol just figured it might help to show any steps ive done to check XD
Causes massive stutters and lags with the Expanded Foods mod
Hey! Just wanted to let you know the texture for dried bryony berries seems to be broken! Other dried berries from this mod seem fine, but this is one I've come across.
Edit: Trying to add said berries with no texture to a barrel for yeast starter also makes my game crash! Just a heads up.
Does this mod affect cattail generation?
gabb
3.2.2025 21:55:57 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code wildcraftfruit:pressedmash-kolkhoznitsa in troughcontentconfig
Not quite sure what this means but it's showing up in my debug logs whenever my new game attempts fail.
Suggestion: put a "Byproduct of slicing pumpkin" into seed description.
Also "Slice pumpkin with knife, to retrieve seeds and slices" into pumpkin description.
It is very unobvious behavior now. Especially if you have only one pumpkin.
DudeBroManGuy when you slice a pumpkin it gives the seeds as well. recipes just only show the first output.
I'm getting white question marks on all wild fruits. Wild dry, wild candied etc.
Any idea how to fix? Potential Mod Conflict? I do have wildcraft fruit, wild farming revival, and Expanded foods.
1.20.3
How are you supposed to get pumpkin seeds? This mod replaces the vanilla recipe and in the handbook there is no recipe listed for the Wildcraft version of the pumpkin seeds item. The handbook says that to craft the vanilla pumpkin seeds item you put the Wildcraft pumpkin seeds item in the crafting square, but with no way to get the Wildcraft pumpkin seeds item this mod breaks the ability to farm pumpkins.
I feel like clipping propagation is a bit overpowered. You can get a lot of them very quickly with very little investment and quickly amass massive fields of berry bushes with no need for nutrient management. I feel like having clippings having a chance to die after being planted similar to fruit trees might be a decent balance change, if only as an optional feature. As someone does a fair bit of IRL gardening it's pretty realistic that you'll get propagations that just don't take.
One thing you can try if you are having problems with cipping bushes would be to go to the VintagestoryData folder and remove/delete the Cache folder. After you delete the folder, launch the game and try again. I have had issues where a previous version would also be unpacked in the cache folder that would cause odd behavior issues (not just with wildcraft but also things like XSkills and other mods as well). Clearing this so it has to create a fresh cache for all the mods can help clear up a lot of odd behaviors.
If you can do this in SP but not on your server, do the above for the server's VintagestoryData folder instead of the client.
extra info is also causing crashes can post logs if needed, just figured I say something here if someone else was struggling with conflics.
MimiKitty Noted and true, I disabled Expanded Foods and it no longer crashes, disregard my comment
Foxtrot88
Novonia
this happens if you use expanded foods in 1.20 since that mod isn't updated yet
Trying to read ANY, and I mean ANY item on the encyclopedia, crashes the game.
Pressing H for info crashes my game
It is weird as hell, but i have no problems in SP session, while still cant clip bushes on server. Identical (1:1) mod set.
I have just tested it out myself and it works fine for me. Are you on version 1.3.0 of Fruit and Nuts and version 1.4.0 of Herbarium? Is you game version 1.20.0 stable? What other mods are you using?
Jozhin_z_bazhin
I have same problem with bush clipping as Aricus have. There is tooltip about using knife and rmb, but no clipping occured. No animation/sound played.
The Trellis block is for growing grape vines on.
Pampmy
I may be a moron, But how does one plant Melons?
also does the Trellis block do anything?
I'm not getting the crash others are, but I can't clip the bushes. I have tried with different knives, different shears. It just doesn't do anything. I'm assuming I just hold the knife or shears and hold the right mouse button like cutting cattails. But it doesn't do anything. No errors either .
To echo the sentiment here, I'm also getting crashes when trying to check crafting recipes. I know it looks like Wild Farming Revival is the cause, but the crash only happens when this mod (or this and Herbarium) are on. Maybe compatibility issue? Also saw a lot of missing textures for the berries in the handbook. Here's the log:
1/15/2025 8:55:30 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, backpackpackpluscontinued@1.0.0, bettercrates@1.8.0-rc.4, betterloot@1.1.0, scrapblocks@1.1.0, bettertraders@0.0.9, chiseltools@1.14.9, combatoverhaul@0.0.139, elkcrocks@1.0.1, darcesdrifters@1.0.0, dfsa@0.1.1, dfsaa@0.1.1, dfs@0.2.0, dfsf@0.1.1, easyelk@1.0.0, fantasycreatures@0.7.1, femininity@0.1.3, fotofobdrifters@1.0.0, caninae@1.0.23, capreolinae@1.2.0, casuariidae@1.0.15, dinornithidae@1.0.7, felinae@0.2.2, machairodontinae@1.0.16, manidae@1.0.8, pantherinae@1.1.16, rhinocerotidae@1.0.10, sirenia@1.0.11, spheniscidae@1.0.3, grasstoropes@1.1.2, millwright@1.1.8, moreundergarments@0.0.1, nailsmold@1.0.2, particlesplus@1.1.1, primitivesurvival@3.7.5, rustandrot@1.0.6, terraprety@6.0.1, game@1.20.0-rc.9, vsimgui@1.1.7, alchemy@1.6.41, metalrecoveryrevived@0.1.20, armory@0.0.46, betterruins@0.4.5, bloodystory@0.0.12, butchering@1.7.8, canjewelry@0.4.8, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.3, danatweaks@3.3.9, emotemenupatched@1.0.6, expandedfoods@1.7.2, fromgoldencombs@1.8.1, herbarium@1.4.0, maltiezcrossbows@0.5.18, maltiezfirearms@0.10.1, oneroof@1.6.0, petai@3.0.0, simplefootstepsredux@1.0.1, smithingplus@1.1.8, somethinginthewater@1.2.5, stablesurface@0.0.2, statushudcont@3.2.1, stepupadvanced@1.0.3, th3dungeon@0.3.1, Verticality@0.0.5, creative@1.20.0-rc.9, survival@1.20.0-rc.9, wildfarmingrevival@1.3.4, autoconfiglib@2.0.1, cats@3.0.0, detailedanimals@0.3.8, exoskeletons@0.0.6, em@3.0.0-pre.5, sausages@0.0.4, shearlib@1.1.0-pre.1, stonequarry@3.4.2, wildcraftfruit@1.3.0, wolftaming@3.0.0, xinvtweaks@1.6.8, tailorsdelight@1.8.0-pre.6, wool@1.5.0-pre.3, dressmakers@1.5.0-pre.2
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1292
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 588
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1950
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
when im trying to check crafting recepture game crashes
JabZ I can concure that the newest version of the mod causes the game to crash while opening any kind of recipe in the handbook while having Expanded Foods. But then again, it hasn't been updated for 1.20 yet; which I didn't even know I had it installed on 1.20. Anyway, removing it causes the crash to go away.
There is a conflict with expanded foods, the dried avocado recipe is throwing an exception.
Clicking on the avocado in the handbook causes a crash
@Silverfang Yeah I'm also having problems regarding clippings. Don't know if it's a conflict with another mod of a version indifference though. I'll provide a modlist if it helps.
Hope everyone involved is doing well!
!Update!: I also tried to run the mod by itself (with herbarium), and even then I can't get clippings.
We need a way to get acorns in this modification! =)
upd: It turns out that acorns are extracted from White oak (Quercus alba), which behaves like a "Fruit tree"
I also am trying to get how to get those acorns to shell and grind to make acorn bread. I thought oak seeds would do the work but there is no recipe to get acorns.
Is there other ways to get Acorns in game?
Is there any known conflict that would prevent obtaining clippings from berry bushes?
Is there a way to keep the vanilla behavior for breaking and propagation of bushes?
This mod appears to be breaking now when used alongside Expanded Foods + Culinary Artillery, I think? I'm not sure. Each time I open up the creative menu with wildcraft, the game immediately crashes.
gabb
Hey o/ recipe for
Husk Cherry + Water (in the barrel) -> orange dye
Dwarf elderberry + water (in the barrel) -> black dye
not working :(
DejFidOFF Well, to that poor little plant, stone is the fertile ground. ;2) I also found other "stone-like" surfaces that work as well. You should experiment and see what results you get. :2)
DanekJovax
Yea it works, thank you. But it says "need fertile ground" :D
DejFidOFF Have you planted them on stone? That's what works for me.
gabb
Hello o/ Fractureberry still not working - Can´t plant.
Will yoou repair that?
DanekJovax It's in the 1.1.1 patch notes:
Added edible pumpkin seeds you get after slicing a pumpkin, these can be eaten or converted into plantable seeds
I came looking myself recently because I just skimmed and had forgotten, lol
Pumpkins seem to no longer offer a seed pouch using the vanilla method of crafting a pumpkin in the grid, but there also appears no documentation as to how to get any seeds any other way. There is an item "Pumpkin seeds" listed in the handbook, but there's nothing listed as to how to get them, nor any documentation in the handbook mentioning how to obtain them.
Please advise on how seeds are obtained. Thanks in advance! :2)
Not sure if it's tied to this mod but i am unable to harvest the pineapple in the latest version.
I tried it with a knife but nothing happened and when i break the plant, nothing drops.
I do have all the Wildcraft and Herbarium installed.
Please please please make this mod compatible with Expanded Foods / Culinary Artillery, being able to add these into Pies, Fruit bread etc would make this so much more helpful <3
Are there any plans on making this mod compatible with floral zones by tentharchitect? Specifically the bush mechanics.
I was wondering, is it a known issue that oven dried berries (I think the ones I tried were from wildcraft) in pies don't seem to have a corresponding texture?
Tressym
cool just need tu ask every player on my server if they harvested this so I can shutdown the server to just update mod. Well done
DejFidOFF
The Changelog for 1.2.2 does warn against this:
gabb
After update from 1.2.1 to 1.2.2
Here's some suggestions for other edible fruit trees:
Pawpaw (Asimina triloba)
Cornel (Cornus mas)
Medlar (Mespilus germanica)
Black Mulberry (morus nigra)
White Mulberry (morus alba)
Serviceberry (Torminalis glaberrima)
Silverberry (Elaeagnus angustifolia)
Any plans on making this compatibile with Expanded Foods via its alcohol changes? For stuff like wine-making?
Same here, the mod was causing fatal errors with fruit on the base game. Please fix!
i have the same problem as Joboyeleven. All fruit trees became invisible and if i destroy the invisible blocks or search in creative (just pressing flora tag is enough) game instantly crashes.
While this mod was enabled, it caused fruit trees,including vanilla fruit trees, to become invisible, and if I searched for them in a menu it would crash my game.
Not sure exactly what was happening but I'll see if it's fixed next update.
Note: it was just trees as far as I'm aware, I removed it when I realized it was this mod.
Is it compatible with Food Expand? I'd love to see these fruits made into fruit bread and gelatin
Hello gabb !
Great work ! I love it !
But i've some strange thing in log, idk.
I can give the log file, its too much for pastebin...
Voici a quart of file.
Thank u for content ! Have a good day ❤️
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-grown-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-grown-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed1-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed1-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed2-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed2-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed3-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed3-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed4-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed4-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed5-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed5-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed6-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed6-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-jacaranda in Block wildcrafttree:leaves-placed7-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-jacaranda in Block wildcrafttree:leaves-placed7-jacaranda
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-grown-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-grown-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed1-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed1-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed2-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed2-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed3-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed3-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed4-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed4-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed5-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed5-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed6-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed6-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-empresstree in Block wildcrafttree:leaves-placed7-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-empresstree in Block wildcrafttree:leaves-placed7-empresstree
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-spruce-ud in Block wildcrafttree:log-resin-spruce-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-spruce-ud in Block wildcrafttree:log-resinharvested-spruce-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-cedar-ud in Block wildcrafttree:log-resin-cedar-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-cedar-ud in Block wildcrafttree:log-resinharvested-cedar-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-douglasfir-ud in Block wildcrafttree:log-resin-douglasfir-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-douglasfir-ud in Block wildcrafttree:log-resinharvested-douglasfir-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-dalbergia-ud in Block wildcrafttree:log-resin-dalbergia-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-dalbergia-ud in Block wildcrafttree:log-resinharvested-dalbergia-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-tuja-ud in Block wildcrafttree:log-resin-tuja-ud
2.7.2024 17:26:58 [Warning] Failed resolving a blocks block drop or smeltedstack with code widcrafttree:log-placed-tuja-ud in Block wildcrafttree:log-resinharvested-tuja-ud
gabb
Please change your destructive replace patches, in particular in `\wildcraftfruit\patches\nuts-in-trough.json`, to use the AddMerge operation instead.
The replace operation creates mod conflicts, such as with ChickenFeed. I think it is also responsible for the incompatibility with the egg shells as chicken feed from expanded food.
How do you plant the fractureberry clippings?
My currant bushes just won't grow a second layer, even after almost two years... I'm in a warmer climate, but berries are growing except during the hottest 2-3 months, so that shouldn't be an issue I think?
Using the 1.2.1 release in 1.19.8 for some reason causes crashes both for me (running Fedora 39) and a friend of mine (not sure which OS, I believe also a Linux distro) when we search for "chest" in the handbook, presumably related to the chestnut tree. Here's the log: https://pastebin.com/raw/R52P6urN
Rolling back to 1.2.0 (still using gamever 1.19.8), the issue is gone, so it appears to be some sort of regression in 1.2.1.
You have the greatest looking mods! I look foreward to fruiting vines. I decorate and terraform more than eat, so visuals are my forte'. I wonder if you will also consider adding--in the future--flowering vines, colored vines, and climbing vines to decorate trees, houses, and walls, and climbing rosebushes. I would create this myself, but coding is not in my DNA. I mean SUCK is an understatement.
If you need a purpose other than decoration, In Real Life, rose hips are a vital source of Vitamin C in non-tropical regions. Ivys can be toxic, or poisonous when concentrated, and some decorative vines and flowers can be toxic or healing. Who says practical can't be pretty? Oh, and drying fruit and vegetables keeps them good for over a year. The best way is baking on a LOW (150-200 F) heat. It takes about as long as jerky to make, but they keep as long as jerky. Hope you have massive success.
I think this may be posted But I am also experiencing a missing texture bug, Attached image below shows it. Strawberry seeds (sprouting) is missing a texture.
https://ibb.co/mc1s3xy
I have this mod, herbium, and wild farming revival and i cannot plant any seeds from this mod. i tried it with just itself and it's dependency and it still will not plant.
Updated to 1.19.8 gane server, WC:F&N 1.20, as well as Herbarium 1.20 to an existing server map
Console spammed with this message and all berry bushes shown as broken with "?"
I erased the cache and restarted the server but the problem persists
Reverted to 1.1.1 of WC:F&N and the problem resolved.
Not sure what's going on but can't upgrade this mod to 1.2.0 without that issue.
Loving this mod, but I cant seem to put fruit mashes from fruit trees like plum and apricot (havnt tested it with others) into a large trough. Not sure if that's intended or not.
Is it possible to trim berry bushes with this mod? It seems to overwrite the prompt
yyeah...
ext_, we found the problem and that will be fixed in the next release.
[Warning] Unable to resolve harvested block code 'wildcraftfruit:toppricklybush-kumquat-empty' for block wildcraftfruit:topberrybush-kumquat-ripe. Will ignore.[Warning] Unable to resolve harvested block code 'wildcraftfruit:toppricklybush-sumac-empty' for block wildcraftfruit:topberrybush-sumac-ripe. Will ignore.
No, I don't have any other mods for fruits besides Wildcraft.
Looks like cooking cloudberries into a meal doesn't prevent them from mushifying, or maybe something else is up. Seeing `wildcraftfruit:recipeingredient-item-berrymush-insturmentalcase` in my meals on a shelf after some time.
Originally posted this in Wildcraft: Herbs and Spices, but it belongs here.
Getting the following error (https://pastebin.com/M685SQJG) for seed 1391579343 (at spawn) when I enable Color Accurate World Map: True in world settings. If I have this setting disabled or this mod disabled I do not run into this issue.
I did try with only the wildcraft mods enabled, but one of my other mods makes that seed spawn in the redwood forest. I would try this with just the wildcraft mods to confirm if it was just this mod but unsure how to locate a redwood biome quickly via commands if that is even possible. I am howver fairly sure its this mod as I don't think my other mods add any fruit trees.
Dry fruit mash from this mod seems to be labeled as unsuitable fodder for the pigs? Is this a bug or is some fruits not ediable for the pigs?
hello i wanted to ask, what is the deal with grape? is it not fully implemented as of yet? i cannot find seeds for it
sofiaggo
Try Configure Everything. You could set many things in the config file. But not sure it will work for modded plants.
is there a way to change thw dry speed of the clippings in the configs
Running into an issue when trying to extract false strawberry mash from the fruitpress and its crashing anyone who tries to remove it, either via right clicking or full on creaking the fruit press to obtain it. Causing anyone to crash
Loving your mods! Hope this specific info helps:
Similar to other users, I cliped mature, flowering, and green black currant bushes (some were two tall) and then I went back and accidentally used a pair of tin bronze shears on a top green clipped black currant bush and my game totally crashed to desktop. It does seem like there is some bug associated with the clipping of berry bushes when you try to do it a second time. They're vanilla bushes so I don't think it's related to the bush. When I logged back in, the currant bushes that had had berries no longer had berries and instead of flat squares like what usually happens after clipping, the formerly mature and green black currant bushes were "fluffy" again, but the flowering black currant bush was still "flat sided" like what usually happens after a bush is clipped.
The mod is awesome! Thank you very much for your work.
Though i have a bug:
If you clip mature berries and than harvest it, it becomes unclipped again and you can clip second branch from the same berry bush.
A Knife works on a dwarf pine to get a clipping w/ no crashes
the mod crashes the game when using shears on the dwarf pine to get clippings.
i noticed an issue where u can't bake some nuts like pistachio in a stone oven by the stone oven mod
it says the oven is full
Line 15 of wildcraftfruit_1.1.0/assets/wildcraftfruit/shapes/block/plant/berrybush/flaxlilybush2.json is throwing a texture error in game because the slash at the end is wrong. \f is showing up as a form feed and spaces out the error log. "flowerberrysmalltop": "wildcraftfruit:block/plant/berrybush/small/leaves\flaxlilytop",
I have trouble with this mod on 1.19.4 and 1.19.3 version, it causes game crash when typed H on keyboard, and sometimes B triggers it as well. Please consider fixing this!
crash report:
Running on 64 bit Windows 10.0.19045.0 with 16238 MB RAM
Game Version: v1.19.3 (Stable)
2024/3/7 20:21:48: Critical error occurred
Loaded Mods: caninae@1.0.10, machairodontinae@1.0.2, pantherinae@1.1.1, game@1.19.3, herbarium@1.1.0, kemono@0.0.17, creative@1.19.3, survival@1.19.3, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.1.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.GameContent.DynFoliageProperties.GetOrLoadTexture(ICoreClientAPI capi, String key) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 40
at Vintagestory.GameContent.BlockEntityFruitTreePart.get_Item(String textureCode) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 109
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 306
at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 229
at Vintagestory.GameContent.BlockEntityFruitTreeBranch.updateProperties() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 224
at Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 379
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 415
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I've been meaning to ask the same thing as Jalex. I really miss making honeysuckle and raspberry gelatin muffins like in the original Wildcraft!
Thank you for the mod by the way, can't play without it! :)
Are you planning on making the berries/nuts work in the same way as regular ones for Expanded Foods?
I'd really love to make some Sallowthorn syrup or Strawberry Compoté :)
Since the latest update of your mod i am constantly getting
[Server Error] At position 57748, 169, 62130 for block bigberrybush-redcurrant-flowering a BETallBerryBush threw an error when ticked:
3.3.2024 10:47:00 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.Create(String domainAndPath, String defaultDomain) in VintagestoryApi\Common\Assets\AssetLocation.cs:line 197
at herbarium.BETallBerryBush.DoGrow() in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BETallBerryBush.cs:line 227
at herbarium.BETallBerryBush.CheckGrow(Single dt) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BETallBerryBush.cs:line 86
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
using herbarium 1.1.0
Would you ever consider adding a Tea plant?
Could you add a config option to let us reduce the general spawning of edible plants & fruits? As it is now, it's too easy to survive, since these are everywhere. Something like "uncommonBerrybushes" true/false. It's easy to implement, i did something similar with the TraderCamps mod.
I've grabbed clippings from bushes that have spawned in the forest around my base, but through two seasons they've stayed 'will flower in 8 days, weather permitting' without budging. Is it possible berry bushes spawn in areas where they won't grow currently, or is this a bug?
Currently experiencing this with Huckleberry, Blackberry and Raspberry. I spawned in a 'warm' part of the globe. I'm on the latest stable version (1.19.3).
Will new species of trees appear in the not yet researched territories of the world that I have created before the modification loading?
It's possible that using a knife to get clippings is disabled in the config. Have you tried using shears instead? Supramp
Can you only get clippingd from ripe bushes. I have tried blueberry and cranberry (empty). tried sneak right click with crude flint knife, and tin bronze knife. nothing seems to work, thats why i was wondering if the bush had to be ripe?
How in the heck do i get acorns? all i get is oak seeds when i chop down oak
O thank you so much for this gabb I've been waiting for this to be ready.
Any plans to add Passion fruit? I mean, it's good af and the flowers are very unique
When trying to plant smaller bushes like strawberries and kynazberries from seeds extracted with a knife, they will never grow. They just become a placed item that doesn't say how long they'll take to mature.
Mendall
There is now a version out for the herbs: https://news.kalataka.ru/wildcraftherb
Are the herbs, ground cover plants, and water plants from the old wildcraft. 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.
We are getting some regular fruit tree related crashes on our 1.19.3 server. Not sure if it has to do with this mod, maybe have a look at Issue #3531 · anegostudios/VintageStory-Issues (github.com)
gabb
Does this mod and Wildcraft Trees work on 1.19.3?
Cygnusia
"after rereading the new berry system, the bushes breaking into sticks is working as it's supposed to. However, I can't seem to get the clippings to work at all. ....I'm using a flint knife to do this... am I missing something here?"
I was having the same problem with bushes. I haven't tested all berries, but clipping seems to be working with most vanilla and Wildcraft bushes now. Using sneak + right-click with flint knife is getting clippings.
I'm unable to get clippings from the smaller bushes like strawberries and kynazberries though.
gabb
Hello,
I've sent the fr.json to The crowdin's Vintage Story Mods translation page. I also added some missing strings and made some minor corrections. I fixed the syntax errors that made the file invalid. It is now detected by the game.
wildcraftfruit-gabb (code).json
gabb, after rereading the new berry system, the bushes breaking into sticks is working as it's supposed to. However, I can't seem to get the clippings to work at all. I removed all mods except for Herbarium, F&N, and T&S. and cleaned out the mod cache. I've tried different combinations of left/right clicking with both shift, control, and both together. It either breaks the bush completely or just sticks the knife out. I'm using a flint knife to do this... am I missing something here?
On a different note, the test world I was running (which will probably be a future home, due to this awesome, huge, above-ground cave) I found fractureberry plants just... hangin' out. On the water, in the air, whereever they felt like, I guess. :) Pics, of course, or it didn't happen.
Cygnusia, i can't reproduce those bugs on 1.19.1 using the latest versions of Herbarium, Fruits & Nuts and Trees & Shrubs, so it's probably a compatability issue between whatever mods you're using.
Currently playing on 1.19.1. Right now, Fruit bearing bushes seem to be in stasis. None show tooltips, and after harvesting fruit, no longer seem to move to next stage, no matter how long one waits. Bushes can also no longer be clipped with a knife, or pulled up to transplant in a different location. They drop sticks only, instead of a clipping or plantable bush. I'm using the most current version of Herbarium, Fruits & Nuts, Trees & Shrubs, along with History of Existence and Natural Patches (I don't know if they will affect these mods, but putting it out there, just in case...) I have checked this in both an established world and newly generated world.
The fr.json is invalid. There are some comas missing. fr text is not displayed.
Aren't dwarf pines way too strong? I planted a bunch of them (around 80-100), waited for them to ripe and now I have a free 84.000 protein sat that will rot in 5+ years every time they are ready.
I think they should be nerfed quite a bit.
1.19 compatible?
Playing 1.18 with latest version of this mod.
Sqeeee, I have built a split lever shrubbery worthy of the Knights that say Ni!
Also a bug? I can dry currents, bluberries and cranberries by squishing in the press, putting in crafting grid and then drying in my backpacke. None of the berries from this mod can be dried in this way.
edit: Furtherr playing has the currents, blueberries and cranberries flowering and fruiting in the middle of winter. The Dwarf Pine are also flowering and fruiting or at least some are.
hi Gabb, the Field of Gold mod have a problem with Fruits and Nuts with compability?
@Mohandar - Dude, what is that world seed you're playing on in that screenie? Can I get that per chance? :D
The texture issue is probably a texture atlas problem; there's a mod for 1.18.x to make it MUCH larger to handle more mods
Mohandar
thank you all for the bug reports, i'll be looking at them over the next week. i don't think it was clear before but using this mod and herbarium with Wildcraft and Wildcraft Trees is very likely to cause issues. i've updated to mod description to reflect that. i'll also be doing some investigating work to make sure i can mitigate crashes and lag, so be on the lookout for a Herbarium update. we hope to update the tree module within the next few weeks. thank you all for being patient with us.
gabb

Uhm...
just to let you know that with Geology Additions-v1.2.0 and animalcages_v2.2.0 both installed in Vintage Story 1.18.15 stable there is some problem with textures
animalcages_v2.2.0 may be the main culprit tho.
It's not just husk tomatoes, it's num-num or naranjilla, too (forget which clippings I planted first).
13.11.2023 21:55:44 [Fatal] System.ArgumentNullException: BEClipping newBushBlock is Null. Exiting. (Parameter 'newBushBlock')
at herbarium.BEClipping.DoGrow(String state) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEClipping.cs:line 107
at herbarium.BEClipping.CheckGrow(Single dt) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEClipping.cs:line 97
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
I think the Husktomato clippings I planted bugged out hard. The Server is basically unplayable because of permanent lag.
My server log is filled with this repeatedly:
27.10.2023 21:07:18 [Fatal] System.ArgumentNullException: BEClipping newBushBlock is Null. Exiting. (Parameter 'newBushBlock')
at herbarium.BEClipping.DoGrow(String state) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEClipping.cs:line 107
at herbarium.BEClipping.CheckGrow(Single dt) in D:\VSMods\Herbarium\Herbarium\src\BlockEntity\BEClipping.cs:line 97
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
The only other berries I planted from clippings are Blackberries. (EDIT: I think I also replanted some Spindle a while ago but I don't think that this was the berry causing the issue)
Also, I am sorry to even ask this but is this the right location to post bugs or should I post these reports somewhere else?
The dependency mod for this, herbarium, crashes you whenever you interact with berry bushes, raspberry and blackberry in particular.
When will the other modules be released....especially the herb one?
Wolfberry is a horrible translation from Russian, because Wolfberry in English means Goji berries, where as the Russian name is for Mezereon or February daphne. Goji berries are edible, but mezereon is not edible. This confusion can be detrimental to player experience and knowledge.
EDIT: Crow's Eye could be named Raven's Eye to lessen the confusion with Crowberry as well.
RobertS42
Rubus arcticus is known as "Княженика" aka "Knyazhenika" in Russian, which is most likely where the Knyazberry name came from. I don't see a reason to change it.
I can't find any proper mention on the internet where Rubus arcticus is called Knyazberry. The most common name seems to be Arctic Raspberry or Arctic Bramble.
Other English names include: Arctic Blackberry, Northern Blackberry, and Nagoonberry
So I suggest you change the name to an actual English name of the plant.
(IMO Arctic Raspberry or Arctic Bramble would work best)
I think that Physalis ixocarpa should probably be treated as a vegetable?
The orange sweet ones are Physalis peruviana.
I bow my head, as I have been knowledged! https://en.wikipedia.org/wiki/Cranberry Touche, RobertS42 Touche indeed! :-)
Problem with that link is that highbush cranberries aren't actually cranberries, and are very bitter and mildly toxic. Viburnum isn't even that closely related to true cranberries, which are of the genus Vaccinium and are closer to kiwis than the highbush cranberry. NukoSan
https://www.gardeningknowhow.com/ornamental/shrubs/viburnum/highbush-cranberry-plants.htm cranberry grows (depending of type) up to 4m... blueberry aye - agree with RobertS42
Just a suggestion: Make the blueberry and cranberry bushes into those small low growing bushes, it makes more sense.
Is this compatible with In Dappled Groves?
Wonderful mod, thank you! Though I am puzzled by one bit...
How do you "extract" the seeds from small berry bushes like lingonberry? Is there a certain station I need to use?
HOO BOI
Bug Report for 1.0.0
- all berry bushes drop the whole bush when harvested (example: black currant bushes)
- expected behavior: the bush drops as a clipping, or only sticks
- wildcraft berries (Ex: lingonberries, bitter nightshade, prickly heath bush) drop the plant/bush when flowering or empty, but drop only berries when broken while full of berries (with hand, knife, or shears)
- expected behavior: dropping the bush block and the berries like vanilla bushes.
- note: vanilla bushes drop the bush when broken in any state.
Oh, god. When are the other modules coming? I'm not updating Expanded Foods until all the plants from Wildcraft + Wildcraft Trees have been recreated.
Would it be possible to make some of the larger berry bushes grow to be two tall in this version? I know you're able to find at least all the currant bushes, raspberry bushes and blackberry bushes as two bushes one atop another in the wild, so it would be cool to be able to have the clippings maybe grow to be that tall after some time. Or maybe there's another way to achieve it?
The hype is real
Got it, got it. Thank you!
I mean any current versions of Wildcraft or Wildcraft Trees, as they share content with the fruit module. Both Wildcraft and Wildcraft Trees will have 'new' names when they are updated and ready for full use again. I'll try to make it more clear
Sorry if I'm stupid, but by old versions of Wildcraft and Wildcraft Trees, do you mean pre 1.6.6 versions of Wildcraft and pre 1.2.4 versions of Wildcraft Trees? Or are those two versions still not going to work with this?