still got this old old problem that oaks and pines refuse to drop their seed (even though that seed drop rate is set 100%, forced to drop all drop table and 1-3piece).. also, planted my very first carrots and got 1h03m-1h37m timers... while I've set crop times to 1800min-2700max even before that.. not to mention that in older version a 0.1 range for crops' spacing was enough for put carrots (or barley) really close to each other, but now they refuse to grow from even a meter apart each other...
So e.g. a dandelion would work and a stone would not? Trying to implement the Herbalist mod, so if my assumption is right, there should be a plant component. I don't know what lines I have to write or where to find an overview to all the possible parameter names. So how do I do it exactly?
Sadly, a dandelion also is merely a pickable and not a plant. A plant goes through growth stages before maturing into a pickable (crops, saplings). A pickable only has 2 states, picked and unpicked.
Hi, I was also thinking the same thing and used VNEI to find the pickables for Herbalist mod. I used { "prefabName": "BH_Pickable_Boswellia", "resourceName": "BH_Boswellia", "resourceCost": 1, "groundOnly": true }; for herbalist and you can add those in the PlantEverything_ExtraResources.cfg real time when you find a new herb just move an item in inventory to refresh the list. For other mods for instance { "prefabName": "BFP_Pickable_Reed", "resourceName": "BFP_Straw", "resourceCost": 1, "groundOnly": true }; But I don't get why you can't modify the return to 2 or Pickable respawtime like flint's, stone and branches as these are already in the mod parameters. I'm confused when you give example for Dandelion, that's in the settings already, DandelionCost, DandelionRespawnTime, DandelionReturn. I would think you could add both return and respawn and perhaps the Displayname as it now returns prefabName for added items. Is this somehow a code thing or misunderstanding from my point. Great mod btw, thx.
Oh ok, thanks for your reply, just thought that it is a neat feature to have, don't get me wrong I'm not complaining at all, I use your mods a lot. I can live as it is now, it makes easy to decorate base with vanilla and modded pickables with this mod and PlantEasily, so big thanks for these mods. I appreciate your effort and time making these great mods as they make the gameplay less grindy, can't play without them. I hope I helped OP how to get Herbalist items and others to hoe.
If you hop over to the Discord server linked in the mod description I just recently compiled a complete ExtraResources.cfg file that I could provide (for Herbalist at least).
So I'm using this mod cause I love the extra things you can plant and all. I do not however like to let players plant in any biome as they want, but instead like how the Farming profession by Smoothbrain let you do that after you gained some levels (which I put to 50 in my config).
The problem I'm facing right now though is that I either let players plant all without caring what biome it is, or I block it fully cause this mod keep blocking it even when the farming mod allows it.
Are there any chance of a solution to make these to mods work together?
This mod shouldn't prevent you from planting. Last I had checked it worked fine alongside Farming by smoothbrain as it uses a different method of allowing crops to grow in any biome. Are you using PlantEasily? PlantEasily would, but it isn't compatible with Farming.
Love this mod, thank you for making it! One question:
Is there a way to make the magic mushrooms added by the Wizardry mod (Witcheye, Deathcap, Wizardbutter and Devilstongue) re-grow after being picked, rather than just a one-time pickup?
I can plant them but when I harvest them they're gone, the stem doesn't stay to re-grow like the default red mushrooms do.
No. Therzie's mushrooms are modeled after vanilla crops, not vanilla mushrooms. They have Plant components which follows a growth stage until mature which then produces a single use Pickable.
Hi!! I've been using Plant Everything for a while now, but have never been able to figure out something. Does anyone know if Plant Everywhere will allow you to plant on wood floors? I'm trying to make a flower box inside my home and want to plant carrot seeds on a wood base to create the look. Is there anyway to do that with this mod?
This isn't officially in the mod atm. I experimented with this in the past and confirmed it was possible but ultimately couldn't settle on some design decisions. I think I partially implemented this but it was primarily for tree saplings and can be enabled via [Difficulty]PlaceAnywhere. It's been so long since I worked on this that I'm not even entirely sure how it functions anymore.
Is there any way to customize recipes? I'd like to change the recipes to require materials from their biome so things like the ashlands fern and plains bush are not available in a survival play through until I've actually reached those biomes.
Not at the moment, sorry. It's definitely planned for the future. A mod like this should allow you to edit the recipe in the meanwhile. https://www.nexusmods.com/valheim/mods/1825
1730 comments
also, planted my very first carrots and got 1h03m-1h37m timers... while I've set crop times to 1800min-2700max even before that.. not to mention that in older version a 0.1 range for crops' spacing was enough for put carrots (or barley) really close to each other, but now they refuse to grow from even a meter apart each other...
Trying to implement the Herbalist mod, so if my assumption is right, there should be a plant component.
I don't know what lines I have to write or where to find an overview to all the possible parameter names.
So how do I do it exactly?
{
for herbalist and you can add those in the PlantEverything_ExtraResources.cfg real time when you find a new herb just move an item in inventory to refresh the list. For other mods for instance"prefabName": "BH_Pickable_Boswellia",
"resourceName": "BH_Boswellia",
"resourceCost": 1,
"groundOnly": true
};
{
But I don't get why you can't modify the return to 2 or Pickable respawtime like flint's, stone and branches as these are already in the mod parameters. I'm confused when you give example for Dandelion, that's in the settings already, DandelionCost, DandelionRespawnTime, DandelionReturn. I would think you could add both return and respawn and perhaps the Displayname as it now returns prefabName for added items. Is this somehow a code thing or misunderstanding from my point. Great mod btw, thx."prefabName": "BFP_Pickable_Reed",
"resourceName": "BFP_Straw",
"resourceCost": 1,
"groundOnly": true
};
I hope to improve it in the future and automate the process, I just need to make some design decisions that I've been torn on for some time.
I do not however like to let players plant in any biome as they want, but instead like how the Farming profession by Smoothbrain let you do that after you gained some levels (which I put to 50 in my config).
The problem I'm facing right now though is that I either let players plant all without caring what biome it is, or I block it fully cause this mod keep blocking it even when the farming mod allows it.
Are there any chance of a solution to make these to mods work together?
Is there a way to make the magic mushrooms added by the Wizardry mod (Witcheye, Deathcap, Wizardbutter and Devilstongue) re-grow after being picked, rather than just a one-time pickup?
I can plant them but when I harvest them they're gone, the stem doesn't stay to re-grow like the default red mushrooms do.
Thanks.
Thanks for the reply