![]() "Wild Cultivation" is fully compatible with "Seeds Please!" If you have that mod installed, the wild versions of various plants will drop seeds which can be used to grow their cultivated counterparts. If you're using "Vegetable Garden," " Expanded Cloth," or another mod that alters the harvest of cotton, "Wild Cultivation" will automatically adjust the harvest of wild cotton to match it. For the record, it should be fully compatible with "Vegetable Garden." And generally speaking, any such conflicts which do arise probably won't even be noticeable. So while it might conflict with other mods that alter vanilla plants, it also might not. "Wild Cultivation" changes a few vanilla plant definitions, but mostly just adds new definitions. You should be able to add "Wild Cultivation" to an existing saved game without trouble, but removing it from a game in progress will almost certainly cause problems. ![]() Additionally, agarilux mushrooms, due to their large size, require extra space, just as do trees and saguaro cacti.Ĭultivated brambles are denser than natural brambles, and thus slow movement more, nearly as much as does chokevine. However, cultivated fungi mature faster than their natural counterparts. The cultivated fungi all require reasonably fertile soil, and thus, can't be grown on sand, even though their natural counterparts can sometimes be found in sand. Glowstools, agarilux mushrooms and bryolux will all die if exposed to light, so be sure to grow them in enclosed spaces. It also takes a bit more work to sow and to harvest than most other plants, though it doesn't take as much work to harvest as it does in vanilla.Ĭultivated saguaro cacti grow more slowly and yield less wood than wild cacti, in order to put their wood production capability on a par with that of other trees. I just wanted a purple flower in the game, to add a bit more variety to garden colors.Īgave grows more slowly and has a lower yield than in vanilla, to prevent it becoming a "superplant" when cultivated. Geraniums are functionally identical to daylilies, and in fact the geranium graphic is simply a recolored version of the daylily graphic. The mod also adds a very small chance of finding raspberries or wild healroot in tropical rainforests and swamps, where otherwise they don't exist.įinally, "Wild Cultivation" adds one new type of flower, the geranium. The change is primarily intended to allow you to create growing zones on sand for cacti. This doesn't allow you to grow plants on ground that's not fertile enough to support them, of course. You can also now create growing zones on any terrain that's not completely infertile. "Wild Cultivation" also allows you to cultivate cacti (both pincushion and saguaro), agave, astragalus, clivia, brambles, bushes, low shrubs and grass, all of which could formerly only be found in the wild, as well as glowstools, agarilux mushrooms and bryolux, which otherwise can only be found naturally within caves. ![]() The ability to find these plants in the wild provides a few extra resource options in the early game, and also allows those using the "Seeds Please!" mod a chance to obtain seeds for plants they might otherwise not be able to grow. Plants which can now be found naturally include corn, haygrass and smokeleaf (most commonly, but not exclusively, found in arid shrubland biomes), daylilies, devilstrand and hops (most easily found in boreal forests), psychoid plants (least uncommon in deserts), cotton, potatoes and roses (most readily discovered in temperate forests), and rice (most easily obtained from tropical rainforests and swamps). Blur the lines between wild and cultivated plants! "Wild Cultivation" allows you to cultivate a variety of plants formerly found only in the wild, and adds wild generation of most of the plants that previously could only be cultivated.
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