I have no idea how or why but for some odd reason whenever I activate this mod Marcy Long bugs out and you can't give her items. Assigning her to food makes her a trader. Which on one hand is useful but it is also annoying when you want to change her equipment.
It works well, save one snag: when converting fresh corn the recipe switches to the wild corn recipe by its self. This is not much of an issue as there are far and away more wild corn then fresh. Thank you for this mod.
maybe, to preserve the idea that you cant just swap out wild for domesticated but have them have an actual purpose, by adding a sort of conversion rate. Instead of just 1:1 maybe 3:1 or 5:1. think of it like you need a few different samples to test which one is best for making crops and only about 1 out of every 5 is suitable.
Why not do it at a chemistry station? It's the most sciency workstation available ATM. Maybe the chemistry station is used to apply a mutagen to the plant to make it close enough. Besides, wild mutfruit doesn't look too different from the conventional kind so I assume that it's a domesticated mutfruit species that happened to grow in the wilds badly.
From looking at the in game models of the plant and the item the "wild" versions just seem darker and more well.. "wild" looking which to me just seems like they haven't been pruned, watered properly, pest control etc... they still seem like they are exactly the same plant I don't see why you couldn't just plant the thing in the ground and take care of it making it "domesticated" this isn't the same as lets say a strawberry that in nature is found as tiny tiny little "berries" and have been domesticated and "improved" to have larger fruit as we see them in our grocery stores.
Probably a more immersive way of doing this would be to get rid of the "conversion" idea and make a growable wild mutfruit plant that offers, say, 0.5 food since wild plants usually yield less than domestic plants.
Also true, the conversion is just a simple way of doing it for now in a way that doesn't conflict with mods that change how crops behave, I made this to remedy the fact that wild produce is useless in vanilla, also I wanted to be able to use wild mutfruit and wild corn to make vegetable starch without having to really delve into settlement building however I could add a plantable wild mutfruit/corn plant for settlements.
A wild mutfruit plant mod wouldn't conflict with most mods. In fact, there aren't ANY mods out right now that would.
Making a new plan would have its own ID. Even if you set the ID to, say, xxxx301 - but another mod adds an item or plant with that very same ID, the two would still register in-game with different ID since they're in different places in the load order (ex. 000D301 - the D being the unique identifier).
You also don't plant a whole piece of fruit to grow a new plant, at least not usually. To 'justify' this from a roleplay/immersion perspective, I'm getting seeds for planting (Yeah, yeah work with me here). It's kind of dumb you can't plant a 'wild mutfruit' to get a 'normal' one in a settlement and there's little use for them otherwise. Until there IS a way to plant a wild mutfruit to make it grow into normal, useful mutfruit, this mod will be handy (or someone comes up with a way to allow recipes to also use the wild produce).
Yeah, thanks for this, I saw little point to the 'wild' fruit. At the very least I should be able to plant it for 'regular' fruit, but you can't. Which I think is dumb.
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Thank you for this mod.
Actually, I am very, dead-serious, 100% certain that is impossible to do without some kind of advanced genetics-enhancing technology.
... Oh, well
Making a new plan would have its own ID. Even if you set the ID to, say, xxxx301 - but another mod adds an item or plant with that very same ID, the two would still register in-game with different ID since they're in different places in the load order (ex. 000D301 - the D being the unique identifier).