Thanks for that great mod! I guess this was one of those mods we all were waiting for but didn't even quite noticed it.
Just a suggestion for future updates: Plantable fruits like apples, bananas, etc. ... This could be kind of "realistic", right? Kind of sad the game doesn't give us that feature on its own.
I'm working on the mushroom tree part currently. But don't see why I couldn't make the other fruit trees take part as well. Though it feels weird because there are already saplings for that purpose (though I do understand how the seeds of the fruits work). Can't really make apples give seeds currently.... though maybe I could add them as input to the Seed Maker instead and have them give back a sapling. That would solve the issue without making the individual fruits plantable.
This mod is mainly to address the "can't plant Palm Trees" and "giving mushrooms more purposes" ideas. I'll see what feels better and implement something and let you know when it's ready.
you could "make mushroom trees plantable" by simply adding a recipe to craft the mushroom tree seed that already exists (how to get it is a 1.5 spoiler, so beware of the wiki entry) from red and purple mushrooms. no need to change wildtrees.json data for this
these seeds were added in 1.5. MouseyPounds' Plantable Palm Trees was written for 1.4
That's probably easier than what I was doing (which was basically making all new trees for the actual mushrooms and having those trees drop mushrooms/give mushrooms from the tapper based on what mushroom grew it. I'll look into doing that. Though adding a recipe could mean a crafting recipe or a seed maker recipe. One of those is easier than the other.
For a crafting recipe, do you have a suggestion for what the recipe might look like?
Also, I appreciate your feedback on both this comment and the other. Great suggestions!
that depends entirely on what you perceive as balanced. concernedape obviously thought easily obtainable mushroom tree seeds did not fit the vanilla feeling and thus locked them behind qi's room. but if you ever get a mushroom tree, you can now collect the seeds before they grow and get mushroom tree seed items which was not possible in earlier versions of stardew valley, so getting multiple mushroom trees is quite easy in vanilla nowadays.
a good start is probably one purple mushroom and 4 red mushrooms. and then you can maybe add a flavor item like a wild seed. but I'm not the best person to ask for this, since I would also find the option to craft mushroom tree seeds a bit overpowered, but if you make it more expensive then no normal user will use it if you want to lock it behind early ginger island, then you can add one magma cap to the recipe, but that is also quite late for people trying to get mushroom trees without the random event.
and then you can simply use a normal crafting recipe locked behind foraging level X. content patcher recipes are also very easy to edit by normal users, so I wouldn't worry about it that much. just put that edit at the top of your content.json, and then the wild trees edit below it
and you're welcome. I simply check out most tree mods for compatibility with my two tree mods
@Dodomane - remember that this isn't a true farming simulator in the sense that everything possible IRL is possible in the game. I kind of like that there's something else to spend money on, otherwise I'd have no need to actually farm. What's the literal point of farming if I can't spend what I earned on anything meaningful? Though I've seen plenty of "long term farms" that are less farms and more beautification. To each their own.
I'm still thinking about how I'd want to try to balance the idea of planting apples or any other fruit for a fruit tree. Seems a bit too broken/OP to only have to wait 28 days and then plant as many fruit trees as you have fruit for. Yes it's realistic and yes it still takes 28 days for it to grow, but you get 1 fruit per day from the tree so that completely nullifies the need to buy saplings ever again. I'm not of the mind to make a mod that causes some other vanilla feature to have little to no value. I want my mods to add to the game, not override or detract from it.
This mod https://www.nexusmods.com/stardewvalley/mods/8151 adds various saplings from tree products even mushroom seeds. this is what i have been using to get fruit tree saplings and mushroom tree seeds.
I actually tried and tested adding fruits as some way to make saplings with a terrible discovery. The seed maker literally says in its in-game description that it does not accept fruit tree fruits. I was, however, able to get it to work if I did a dirty hack where I basically tell the Seed Maker that it should accept anything (aka take away its default rule that tells it that some things shouldn't be allowed).
I could probably just make it a crafting recipe then or find some way to make a seed pack that grows into a sapling and then that sapling is used to plant a tree. Or, of course, just make a crafting recipe that takes fruit and turns it into a sapling. The first is incredibly realistic and the second is less so.
I think, though, that I'll just leave it be since, as others pointed out, there are other options for getting fruit trees saplings by other means. This mod is more about making trees plantable, not about making it possible to get the seeds.
So I hope the other mods like the advanced seed maker (https://www.nexusmods.com/stardewvalley/mods/20358) or the Sapling Machine (https://www.nexusmods.com/stardewvalley/mods/5112) will also get an update sooner or later to make an addition to your great mod. ... If not maybe also you add something like that to your mod one day.
By the way: I like your mod very much. It really makes things kind of easier and better customizable and so on. I allways like new possibilities. Well done! Thanks!
That's super great to hear! I really appreciate that feedback.
Maybe I'll make a separate mod that handles being able to create seeds via other means (seed maker, new machine, etc). Again, this particular mod is about the ability to plant trees and I feel like trying to make seeds to be planted when there are other means to do so is outside the scope of this.
As you put it, the other mod would be complimentary to this one. Though, truthfully, everything I do in this mod already has a way of producing its own seeds.
Though, thinking about it more - I did add in the ability to have Mushrooms become seeds. So I could make it so each individual fruit can be turned into a sapling via a crafting recipe. Though there are so many recipes out there that I don't want to be just one more thing clogging up the menu.
Let me know what you think of the idea to create a crafting recipe for fruits (like 10 apples becomes an apple sapling). If it sounds good, I'll do that.
I'd also like to say that I'm not a pixel artist (or any kind of artist, for that matter) so I don't plan on designing new seeds/machines. Would be nice if the seed maker just worked with fruits without needing a dirty hack to make it work...
I was messing around with some of the buildings and noticed I could use the Mill to produce saplings. And, since saplings, in a more realistic manner, wouldn't be quick to grow (aka a seed maker), I could use the Mill to, overnight, produce Saplings. What do you think? I'd make it configurable for how many of each fruit you need (or maybe just have a blanket "Fruit per Sapling" config) and then you'd just pop the fruit into the Mill and then the next day, you'd have Saplings.
What are your thoughts? I'm definitely not too comfortable about trying to make a whole new machine (as I think that's outside the scope of what I'd want to do here).
Hmmm ... The Reciepe seems like not beeing a bad idea at all. Yeah, there ARE a LOT of reciepes out there but it would fit the mushroom seeds, right?
The mill seems a bit of a strange but interesting way but maybe a kind of "customized mill" - a copy of the building made a new building with some little optical change to make it more look like some kind of greenhouse or whatever - maybe. Or some kind of building upgrade like a "magic mill" or something like that. ... Maybe something like that would be kind of an idea. Not just because of "realism" but for immersion.
But all in all the reciepe sounds like kind of the best way. Maybe being unlocked through some kind of event like levelup? There are some levelups left that don't give you new reciepes yet (i guess), aren't there?
And yes, I checked your profile. The tappable palm trees look kind of interesting too. About the farming level effects, I first have to check some compatibility.
oddly enough, it enables the plantable seed for both of them. so it will be the base game code that decides which tree will be planted. at first glance, it seems that the base game will do this in the Tree.ResolveTreeTypeFromSeed call, which randomly chooses one tree out of all the ones that can result from this seed. so it can plant both.
if you only want one or the other (palm tree type 1 is internally called type 6, palm tree type 2 is internally called type 9), you can simply go into the content.json of this mod and delete line 25 to 28 to only get palm tree type 1, or line 21 to 24 to only get palm tree type 2. alternatively, you can simply set SeedPlantable to false for the one you don't want. @dyanosis, this may be a good thing to add to the config (and the mod page description)
Honestly, I didn't know the difference in trees. I could update the content.json and add a config option to allow you to enable one or the other or both. The problem is that coconuts are the most reasonable choice for getting one and I'm no good with color palettes and pixel art so I don't plan on making anything to allow for a separate "seed" for either of the palm trees.
I'll look at updating the Palm Trees so they're specific to their type (desert vs island) and allow you to enable or disable whichever (or both) from the config. Though I suppose that, at this time, disabling both would make the mod useless XD
@Goldenrevolver is correct though - this mod does change both types to have "SeedPlantable": true. Interestingly, they both take the same seed (which, spoiler alert, is a Coconut). That's probably because he, the dev of SDV, didn't plan on ever making it plantable.
Thanks for the suggestions @Goldenrevolver. I'll update the mod soon.
I wouldn't worry about adding different items for either one. most people will be fine that both palm trees are getting planted. it may even be seen as a feature. and anyone who only wants a specific one can edit the config to disable the one they don't want. I also wouldn't worry about users disabling both. maybe they only want the mushroom tree feature you may be adding in the future. as soon as a user edits the config, you can assume they know what they are doing
and if you ever do want an alternate coconut for one of them, you can simply change the color tint of the default sprite by 5%, add a crafting recipe of 'coconut + ginger = exotic coconut' (for the ginger island coconut tree), and then create an item that copies everything else from the base game coconut
That's a very interesting way of making a different coconut. I'll have to keep that in mind.
I worry about how the config is set up because no one should be forced to know how a file works or needs to look in order for things to work. I'm a dev by trade and I always think about how to make things easier from the User's perspective (my job is process automation so anything I can do to make someone's life easier is a huge win).
@Flor3nce2456 This is now updated in v1.1.0 to differentiate the Desert Tree from the Island one. You can enable or disable whichever one you want to be planted. Keep in mind that, like GoldenRevolver mentioned, if you have both enabled, the game will randomly determine which one grows when you plant the Coconut.
Sorry to say but this Palm 1 vs Palm 2 is far from being resolved because in its current state, your mod screwed me big time. Like most of your users, I DIDN'T know your mod was doing that, having 2 versions, one being way taller than its counterpart and totally destroying the <Aesthetics> of the game since the main reason of having Palms is planting them mostly as "Decoration" rather than being useful (my Desert is a giant naturally grown Palm Farm for Coconuts).
I blindly trusted your mod and today I learned that I'm now screwed after seeing the planted seeds at my Pelican Beach yield different types of palms so I need to chop down unwanted (tall = island type) and re-plant them again after using the proposed solution here to disable Island variant which shouldn't be on by default since Ginger Island doesn't unlock after 1st year which my progress is in.
Sorry to say but your mod definitely needs https://www.nexusmods.com/stardewvalley/mods/5098 Generic Mod Config Menu options so that player can at least be aware of the 2 types of Palm trees now is totally "Hidden" well enough in your config.json that nobody normally digs up to find the truth unless something goes wrong like my save. So your GMCM (next version update) page can really use a simplistic look this; "Mushrooms As Seeds": "true", "Coconuts As Seeds": "true", "Desert Palm (Default)": "true", "Island Palm (Taller)": "false", because now I have to identify which saplings are bad (via Lookup Anything; 50% chance ones to chop down, 75% chance ones to keep) and re-imburse myself for wasting resources on them via CJB Cheats Menu to get back my coconuts and fertilizers but will lose time waiting for them to grow again inevitably.
Yes I'm aware of your front page is telling these details but frankly how many of your users are actually reading them instead of assuming your mod should work as intuitively as they expect it to be? And current v1.1.0 fails to meet that expectation. For a longer term suggestion; your mod can either <Detect> the location of planting like this and many similar mods are doing https://www.nexusmods.com/stardewvalley/mods/1929 to auto-decide that mainland versions will be shorter type and island versions will be taller type to match the terrain. Or your mod can ASK which type to plant with each coconut seeding.
So thanks for good mod, sorry for long read but I practically lost lots of time for this technicality that's buried well. For shortest term solution; simply <Disable> island variant by default for future versions and anyone who's willing to plant on island should figure it to turn it back on. This way the number of non-pleased players would be much much lesser.
Second of all - Cut the attitude and communicate with me in a more respectful manner. You're not a 2 year old who didn't get their way. You're probably a grown adult that should know how to talk to people and not be rude to people online simply because I don't know your real name and can't see your face when you talk to me in such a rude manner.
Third - There are 11 endorsements and 321 unique downloads that seem to think that the mod was worth something. Is it perfect? No. Are any other mods perfect? No.
Fourth - My mod DOES take advantage of GMCM via a ConfigSchema that CP turns into a menu that turns into a config.json. Maybe you should try opening the in-game GMCM menu and see that (CP) Plantable Trees is right there. But your post did let me know something - I forgot to post pictures showing it has a config menu. Sorry for being human. But who reads/looks at anything else on the mod page except the Files tab, right? Your words, not mine.
Now onto the real issue - my mod was made to give the ability to plant trees that aren't plantable in vanilla, not to hold your hand and try to guess what you want it to do. From that perspective, my mod does exactlywhat it says it does.
What this mod is and isn't:
This mod is a Content Patch. This mod is not a C# mod. This mod is only meant to add content and give you some options to try to do as you want with it, not to control how you use it.
If you want control, write your own C# mod or find another mod that is a C# mod that will let you do exactly what you're wanting. That "longer term support" suggestion that you gave is a C# mod. I'm not interested in writing C# mods. I already do dev as a job, I'm not about to do it for coding too. The only reason I even put these out is because they're easy enough to do, people seem to want/enjoy them and it's not coding, it's just writing some JSON and publishing some files. The hardest part is all the screens Nexus makes you go through so that people, like you, can bad mouth my mod in the posts.
Now to address your suggestion of the mod "determining where you are and only planting a tree if it's in the correct location" and your suggestion of having my mod "ASK which type to plant with each coconut seeding". This mod cannot do that because, as previously stated, it's a Content Patch. It adds content conditionally. I could have it conditionally only allow certain trees in certain locations, I think (the location data manipulation with Content Patcher is not the best). But it certainly cannot ask you, with each planting, which type you want. It's a Content Patch, not a C# mod.
Now for your final remarks - You have the audacity to call my mod good while literally bad mouthing it throughout the entire first 90% of the post? Man people are strange. And where are you see "non-pleased" people in my posts? Where are you hearing this? Because I'm looking at my posts, which aren't many, and seeing people that are asking questions, giving suggestions, and seem okay. And the other people who downloaded and didn't post must either a) like it or b) don't like it but either way, didn't post about it.
You want to know something truly frustrating about modding? It says there are 417 downloads... but how many of those people are still playing the game and are still using this mod? 1? 20? 400? I don't know. Maybe you're right. Maybe they're all displeased and haven't come back to revoke their endorsement and report this mod for being something it isn't.
Lastly - how dare you try to tell me what I should/shouldn't or will/won't put in my next update. This is MY MOD. If I want to add something, I will. That's my prerogative. My right as the creator and author of this mod. Not yours or anyone else. You may suggest/request what you'd like me to add and I, using the power of free will and freedom of choice, will decide if I add it or not. If you don't like my mod, then don't use it. Simple as that.
And don't you ever come at someone like that in a comments section ever again. Are you kidding me? I probably spent way more time trying to figure out how to even do any of this in a way that doesn't require a DLL and still make it configurable than you spent, or will spend, replanting a few Palm trees.
And, for YOUR information - I, my gf, and several other people use these trees for things OTHER THAN DECORATION. That's right. I have another mod, which is CP version of a different mod, that is makes them tappable. It was my first ever mod upload on Nexus and it was the inspiration for this mod. If I, and others, can tap Palm Trees and get a certain product, why can't we also plant them? I was also reading about people who were creatively coming up with solutions to transplant the Palm Trees from the Desert to anywhere else and thought "why not just plant them".
In closing - you're welcome for my good mod. I'm happy with it. It's not perfect. It won't ever be perfect. And I'll consider your "suggestions" with the largest grain of salt I can find. Maybe I'll add an option to allow people to only plant trees where they're "most viable" (aka Desert Palms in the Valley and Island Palms on the Island). Fun fact, btw - I didn't know there were 2 types either until someone posted about it here (and was kind enough to tell me which was which). Look at that, we both learned something by doing this.
It should grow a Palm Tree. That's the whole point of this mod :) If you tap it via my Tappable Palm Trees (CP) mod, you'll get oil (or whatever you want it to give).
Thank you very very much, announced your mod on the Original "Plantable Palm Trees" mod (2019) to divert players who seek such functions to your mod instead. Examined your CP code to see how <Simple> it was, I'm just amazed why nobody else has done this before for the past 5 years except you. So thank you for saving me "manually" carrying Palm Trees to Beach via Walk to Desert + Let's Move It mods combined (check them if you haven't heard, good ones).
because this is only possible since SV 1.6, the modding update. before 1.6, all of this (and a lot more) was hardcoded and not accessible to content patcher. I was able to rewrite hundreds of lines of code for my mod tree overhaul in just one script after tree data was turned into a data file. SV 1.6 made adding and editing items, machines, trees and tons more very accessible (for the same reason, a lot of pre 1.6 mods are broken, because the game was heavily rewritten internally)
Appreciate you taking the time to do that! I knew I forgot something. As Goldenrevolver mentioned, modding in 1.6 was made substantially easier, though there are still a few things that can't be created/updated easily (like catalogues).
Also, this mod is precisely for those people who use the more interesting "workarounds" to get what they want. Why do all that work when we could just make it possible?
33 comments
I guess this was one of those mods we all were waiting for but didn't even quite noticed it.
Just a suggestion for future updates:
Plantable fruits like apples, bananas, etc.
... This could be kind of "realistic", right? Kind of sad the game doesn't give us that feature on its own.
This mod is mainly to address the "can't plant Palm Trees" and "giving mushrooms more purposes" ideas. I'll see what feels better and implement something and let you know when it's ready.
Thanks for the suggestion and kind feedback!
these seeds were added in 1.5. MouseyPounds' Plantable Palm Trees was written for 1.4
For a crafting recipe, do you have a suggestion for what the recipe might look like?
Also, I appreciate your feedback on both this comment and the other. Great suggestions!
a good start is probably one purple mushroom and 4 red mushrooms. and then you can maybe add a flavor item like a wild seed. but I'm not the best person to ask for this, since I would also find the option to craft mushroom tree seeds a bit overpowered, but if you make it more expensive then no normal user will use it if you want to lock it behind early ginger island, then you can add one magma cap to the recipe, but that is also quite late for people trying to get mushroom trees without the random event.
and then you can simply use a normal crafting recipe locked behind foraging level X. content patcher recipes are also very easy to edit by normal users, so I wouldn't worry about it that much. just put that edit at the top of your content.json, and then the wild trees edit below it
and you're welcome. I simply check out most tree mods for compatibility with my two tree mods
I'm still thinking about how I'd want to try to balance the idea of planting apples or any other fruit for a fruit tree. Seems a bit too broken/OP to only have to wait 28 days and then plant as many fruit trees as you have fruit for. Yes it's realistic and yes it still takes 28 days for it to grow, but you get 1 fruit per day from the tree so that completely nullifies the need to buy saplings ever again. I'm not of the mind to make a mod that causes some other vanilla feature to have little to no value. I want my mods to add to the game, not override or detract from it.
Well, if you want to add them as an input for the seedmaker, then it might be better to use that mod instead:
https://www.nexusmods.com/stardewvalley/mods/20358
That's becaus changing thr original seed maker could cause trouble with mods like that one:
https://www.nexusmods.com/stardewvalley/mods/21000
I just thought it would be cool to use another method as an opportunity.
But your Idea of a crafting reciepe for tree saplings also sounds kind of nice though.
I could probably just make it a crafting recipe then or find some way to make a seed pack that grows into a sapling and then that sapling is used to plant a tree. Or, of course, just make a crafting recipe that takes fruit and turns it into a sapling. The first is incredibly realistic and the second is less so.
I think, though, that I'll just leave it be since, as others pointed out, there are other options for getting fruit trees saplings by other means. This mod is more about making trees plantable, not about making it possible to get the seeds.
Thank you.
So I hope the other mods like the advanced seed maker (https://www.nexusmods.com/stardewvalley/mods/20358) or the Sapling Machine (https://www.nexusmods.com/stardewvalley/mods/5112) will also get an update sooner or later to make an addition to your great mod.
... If not maybe also you add something like that to your mod one day.
By the way: I like your mod very much. It really makes things kind of easier and better customizable and so on. I allways like new possibilities. Well done! Thanks!
Maybe I'll make a separate mod that handles being able to create seeds via other means (seed maker, new machine, etc). Again, this particular mod is about the ability to plant trees and I feel like trying to make seeds to be planted when there are other means to do so is outside the scope of this.
As you put it, the other mod would be complimentary to this one. Though, truthfully, everything I do in this mod already has a way of producing its own seeds.
Though, thinking about it more - I did add in the ability to have Mushrooms become seeds. So I could make it so each individual fruit can be turned into a sapling via a crafting recipe. Though there are so many recipes out there that I don't want to be just one more thing clogging up the menu.
Let me know what you think of the idea to create a crafting recipe for fruits (like 10 apples becomes an apple sapling). If it sounds good, I'll do that.
I'd also like to say that I'm not a pixel artist (or any kind of artist, for that matter) so I don't plan on designing new seeds/machines. Would be nice if the seed maker just worked with fruits without needing a dirty hack to make it work...
What are your thoughts? I'm definitely not too comfortable about trying to make a whole new machine (as I think that's outside the scope of what I'd want to do here).
Yeah, there ARE a LOT of reciepes out there but it would fit the mushroom seeds, right?
The mill seems a bit of a strange but interesting way but maybe a kind of "customized mill" - a copy of the building made a new building with some little optical change to make it more look like some kind of greenhouse or whatever - maybe. Or some kind of building upgrade like a "magic mill" or something like that. ... Maybe something like that would be kind of an idea.
Not just because of "realism" but for immersion.
But all in all the reciepe sounds like kind of the best way.
Maybe being unlocked through some kind of event like levelup? There are some levelups left that don't give you new reciepes yet (i guess), aren't there?
I'm really looking forward for your next updates (or next mods)!
Speaking of other mods - I do have other mods if you haven't checked out my profile already.
You can also message me on here or Discord if you have ideas that you want that can be implemented via CP.
And yes, I checked your profile.
The tappable palm trees look kind of interesting too. About the farming level effects, I first have to check some compatibility.
Thanks for your mods! :)
if you only want one or the other (palm tree type 1 is internally called type 6, palm tree type 2 is internally called type 9), you can simply go into the content.json of this mod and delete line 25 to 28 to only get palm tree type 1, or line 21 to 24 to only get palm tree type 2. alternatively, you can simply set SeedPlantable to false for the one you don't want. @dyanosis, this may be a good thing to add to the config (and the mod page description)
I'll look at updating the Palm Trees so they're specific to their type (desert vs island) and allow you to enable or disable whichever (or both) from the config. Though I suppose that, at this time, disabling both would make the mod useless XD
@Goldenrevolver is correct though - this mod does change both types to have "SeedPlantable": true. Interestingly, they both take the same seed (which, spoiler alert, is a Coconut). That's probably because he, the dev of SDV, didn't plan on ever making it plantable.
Thanks for the suggestions @Goldenrevolver. I'll update the mod soon.
and if you ever do want an alternate coconut for one of them, you can simply change the color tint of the default sprite by 5%, add a crafting recipe of 'coconut + ginger = exotic coconut' (for the ginger island coconut tree), and then create an item that copies everything else from the base game coconut
I worry about how the config is set up because no one should be forced to know how a file works or needs to look in order for things to work. I'm a dev by trade and I always think about how to make things easier from the User's perspective (my job is process automation so anything I can do to make someone's life easier is a huge win).
TIME TO BEGIN MY PALM OIL EMPIRE! MUAHAHAHA!!!
I blindly trusted your mod and today I learned that I'm now screwed after seeing the planted seeds at my Pelican Beach yield different types of palms so I need to chop down unwanted (tall = island type) and re-plant them again after using the proposed solution here to disable Island variant which shouldn't be on by default since Ginger Island doesn't unlock after 1st year which my progress is in.
Sorry to say but your mod definitely needs https://www.nexusmods.com/stardewvalley/mods/5098 Generic Mod Config Menu options so that player can at least be aware of the 2 types of Palm trees now is totally "Hidden" well enough in your config.json that nobody normally digs up to find the truth unless something goes wrong like my save. So your GMCM (next version update) page can really use a simplistic look this;
"Mushrooms As Seeds": "true",
because now I have to identify which saplings are bad (via Lookup Anything; 50% chance ones to chop down, 75% chance ones to keep) and re-imburse myself for wasting resources on them via CJB Cheats Menu to get back my coconuts and fertilizers but will lose time waiting for them to grow again inevitably."Coconuts As Seeds": "true",
"Desert Palm (Default)": "true",
"Island Palm (Taller)": "false",
Yes I'm aware of your front page is telling these details but frankly how many of your users are actually reading them instead of assuming your mod should work as intuitively as they expect it to be? And current v1.1.0 fails to meet that expectation. For a longer term suggestion; your mod can either <Detect> the location of planting like this and many similar mods are doing https://www.nexusmods.com/stardewvalley/mods/1929 to auto-decide that mainland versions will be shorter type and island versions will be taller type to match the terrain. Or your mod can ASK which type to plant with each coconut seeding.
So thanks for good mod, sorry for long read but I practically lost lots of time for this technicality that's buried well. For shortest term solution; simply <Disable> island variant by default for future versions and anyone who's willing to plant on island should figure it to turn it back on. This way the number of non-pleased players would be much much lesser.
Second of all - Cut the attitude and communicate with me in a more respectful manner. You're not a 2 year old who didn't get their way. You're probably a grown adult that should know how to talk to people and not be rude to people online simply because I don't know your real name and can't see your face when you talk to me in such a rude manner.
Third - There are 11 endorsements and 321 unique downloads that seem to think that the mod was worth something. Is it perfect? No. Are any other mods perfect? No.
Fourth - My mod DOES take advantage of GMCM via a ConfigSchema that CP turns into a menu that turns into a config.json. Maybe you should try opening the in-game GMCM menu and see that (CP) Plantable Trees is right there. But your post did let me know something - I forgot to post pictures showing it has a config menu. Sorry for being human. But who reads/looks at anything else on the mod page except the Files tab, right? Your words, not mine.
Now onto the real issue - my mod was made to give the ability to plant trees that aren't plantable in vanilla, not to hold your hand and try to guess what you want it to do. From that perspective, my mod does exactly what it says it does.
What this mod is and isn't:
This mod is a Content Patch.
This mod is not a C# mod.
This mod is only meant to add content and give you some options to try to do as you want with it, not to control how you use it.
If you want control, write your own C# mod or find another mod that is a C# mod that will let you do exactly what you're wanting. That "longer term support" suggestion that you gave is a C# mod. I'm not interested in writing C# mods. I already do dev as a job, I'm not about to do it for coding too. The only reason I even put these out is because they're easy enough to do, people seem to want/enjoy them and it's not coding, it's just writing some JSON and publishing some files. The hardest part is all the screens Nexus makes you go through so that people, like you, can bad mouth my mod in the posts.
Now to address your suggestion of the mod "determining where you are and only planting a tree if it's in the correct location" and your suggestion of having my mod "ASK which type to plant with each coconut seeding". This mod cannot do that because, as previously stated, it's a Content Patch. It adds content conditionally. I could have it conditionally only allow certain trees in certain locations, I think (the location data manipulation with Content Patcher is not the best). But it certainly cannot ask you, with each planting, which type you want. It's a Content Patch, not a C# mod.
Now for your final remarks - You have the audacity to call my mod good while literally bad mouthing it throughout the entire first 90% of the post? Man people are strange. And where are you see "non-pleased" people in my posts? Where are you hearing this? Because I'm looking at my posts, which aren't many, and seeing people that are asking questions, giving suggestions, and seem okay. And the other people who downloaded and didn't post must either a) like it or b) don't like it but either way, didn't post about it.
You want to know something truly frustrating about modding? It says there are 417 downloads... but how many of those people are still playing the game and are still using this mod? 1? 20? 400? I don't know. Maybe you're right. Maybe they're all displeased and haven't come back to revoke their endorsement and report this mod for being something it isn't.
Lastly - how dare you try to tell me what I should/shouldn't or will/won't put in my next update. This is MY MOD. If I want to add something, I will. That's my prerogative. My right as the creator and author of this mod. Not yours or anyone else. You may suggest/request what you'd like me to add and I, using the power of free will and freedom of choice, will decide if I add it or not. If you don't like my mod, then don't use it. Simple as that.
And don't you ever come at someone like that in a comments section ever again. Are you kidding me? I probably spent way more time trying to figure out how to even do any of this in a way that doesn't require a DLL and still make it configurable than you spent, or will spend, replanting a few Palm trees.
And, for YOUR information - I, my gf, and several other people use these trees for things OTHER THAN DECORATION. That's right. I have another mod, which is CP version of a different mod, that is makes them tappable. It was my first ever mod upload on Nexus and it was the inspiration for this mod. If I, and others, can tap Palm Trees and get a certain product, why can't we also plant them? I was also reading about people who were creatively coming up with solutions to transplant the Palm Trees from the Desert to anywhere else and thought "why not just plant them".
In closing - you're welcome for my good mod. I'm happy with it. It's not perfect. It won't ever be perfect. And I'll consider your "suggestions" with the largest grain of salt I can find. Maybe I'll add an option to allow people to only plant trees where they're "most viable" (aka Desert Palms in the Valley and Island Palms on the Island). Fun fact, btw - I didn't know there were 2 types either until someone posted about it here (and was kind enough to tell me which was which). Look at that, we both learned something by doing this.
Also, this mod is precisely for those people who use the more interesting "workarounds" to get what they want. Why do all that work when we could just make it possible?