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8 Screenshots

About This File

Screenshots

Current list of plantables

HEY HO! It's a new and improved MorePlantables for Reign of Giants DLC! It has been completely rewritten, with a few changed features that I am sure will not make anyone furious. Let's check it out!

It is compatible with both Base and Reign of Giants.

Features:

  • Plant seeds on the ground for flowers.
    • My mod makes flowers and butterflies raise sanity like evil flowers and monsters drop it (can be turned off See Configurations)

    [*]*New* Plant butterflies on the ground for 3-6 flowers that appear around you.

    • Make a beautiful field of flowers in no time!

    [*]Plant Nightmare Fuel on the ground for evil flowers.

    • Costs 5 sanity

    [*]Plant Cut Reeds on the ground for Reed Plants.

    • Must be on Marsh Turf!
    • Adds option to dig up reed plants but is off by default, See Configurations to turn on.

    [*]Crop seeds:

    • Plant Durian seeds on the ground for sleeping Mandrakes.
    • Plant Carrot seeds on the ground for rabbit holes.
    • Plant Pomegranate seeds on the ground for berry bushes
      • Pomegranates are berries after all.

    [*]*New* Adds Mushroots, which you get from digging mushrooms up, instead of a second mushroom cap, and it lets you transplant a mushroom to a new location.

    • Digging and replanting the mushroom will cause it to take longer to regrow than just picking it.

    [*]Adds Asporen, which drops from Mushtrees and can be planted into Mushtree saplings.

    • Asporen is a pun of spore and acorn, what do you mean that is the worst pun you have ever heard?
    • Mushtree Saplings become Mushtrees in 5-3 days.
    • The color the Mushtree becomes is determined by the time of day it grows:
    • Day = red, Dusk = green, Night = blue.

    [*]Plant Marble on the ground for Marble Saplings.

    • Must be Checkerboard turf.
    • Marble Saplings become Marble Trees in 7-3 days

    [*]Plant Living Logs for "Completely Average Sapling"!

    • Costs 5 sanity.
    • "Completely Average Sapling" sprouts in 10-4 days
    • When they sprout they have a chance to become a Totally Normal Tree, Treeguard, or a Poison birchnut trees (RoG DLC only obviously).
    • *New* Can feed it Nightmare Fuel which deacreases the amount of time it will take to grow, but each Fuel you give it makes it more likely to turn into a Treeguard or Poison birchnut than a Totally Normal Tree. Also if you deacrease the amount of time to the point it grows instantly it scares 10 sanity from you.

    [*]Plant Tentacle Spots on the ground for Tentacles.

    • Must be on Marsh turf, cost 10 sanity

    [*]Plant Beefalo Wool on the ground for TallBird Nest.

    • Why Beefalo wool? That is what Maxwell said they were made of.
    • Can't be planted in caves.
    • Must be Dirt turf aka no turf or Rocky turf, TallBirds will spawn after 4-2 days.

    [*]Plant Light bulbs for Light Flowers.

    • When planted it has a chance to plant a single, double, or triple bulbed Light Flower, the math:
      • single - 66%
      • double - 24%
      • triple - 10%

      [*]Light Flowers can now be dug but all you will get is a Foliage and the respective amount of bulbs if in bloom. This is for the convenient of removing them without having to burn them.

      [*]Can be set to only be plantable in caves, see Configurations

    [*]Adds Banana Seeds!

    • What do you mean bananas don't have seeds? You don't know how bananas work, nobody does!
    • Obtained by feeding bananas to a caged bird.
    • Banana Seeds can be planted on ground for a Cave Banana Trees or in farm for one Cave Bananas.
    • Cave banana trees Can be set to only be plantable in caves, see Configurations.

Things that have gone away or change from my mod since previous versions:

  • You can plant Light Flowers anywhere regardless of turf while in the cave and overworld.
  • Tall Birds initially spawning from a planted nests is now a variable time instead of static.
  • Planting living logs no longer just spawns a Treeguard right away.
  • Planting Marble no longer just spawns a Marble Tree right away
  • You now plant Mushroots instead of Mushroom Caps for mushrooms and you get Asporens from Mushtrees and can grow Mushtrees with them.
  • My mod no longer alters the behavior of mushrooms in caves, this does mean that they won't grow in caves in Base since it does not rain in them.

Configurations:

The file called modmain.lua can be found in <your don't starve folder>/mods/MorePlantables

Default Configurations:

--CONFIG---------------------------------------------------------------------------local happyflowers = true --Flowers raise sanity like evil flowers drop it (4x slower) set to false to turn offlocal happybutterflys = true -- Butterflys raise sanity like monsters drop it (<=25 per minute) set to false to turn offlocal digreeds = false -- if set to true Reed plants can be dug up with shovel, drops a cut reed if picked and two if not picked.  If let to false the only way to remove reeds is to burn them which I think makes it more interesting but I thought I would add the option anyway.local LightFlowerOnlyInCaves = false --set true to disable planting of Light Flowers outside of caves goTUNING.MorePlantables_CaveBananaTreesOnlyInCaves = false --set true to disable planting of Cave Banana Trees outside of cavesTUNING.MorePlantables_AsporensOnlyInCaves = false --set true to disable planting of Asporens outside of caves-----------------------------------------------------------------------------

Individual Feature remove:

A little more complicated than in previous versions but if you don't like a particular plantable feature, it is possible to turn it off. For example if you wanted to turn off planting flowers with seeds and make it so butterflies plant flowers instead of butter you could do this:

dJq959E.png

In modmain.lua scroll down until you see that explanation, you have two options, just delete everything in between the dashes for a feature or add a "--" to each line, whatever works for you.

Next you have to remove the placer, go to MorePlantables\scripts\prefabs\moreplantables_placer.lua and:

RCgCBG2.png

once again you can either "--" or just delete, mind the warning about the end one NOT having a comma.

Discuss:

Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.

You can talk to me about the mod, tell me how much you like it, or just say hi, below.

Also ratings do make me happy, especially the 5 star variety. ;)

Old Changlog:

v2.1: add configurable mushroom grow speed

Mushrooms planted and dug up retain spoilage

tallbird nests can be planted on dirt and rocky turf but no longer plantable in caves.

V2.0:All mushrooms stand-up in cave at all times instead of only blue mushrooms.

All mushrooms grow at all times in the cave at the rate of 3-5 days, instead of never growing.

made mushtree planting code better but functionally it's the same.

fixed bug where planted mushrooms needed less time to regrow then picked mushrooms

implemented the unused onsave and onload functions so mushroom grow time is persistent.

V1.9: [Powers update]: made to work for powers update, given all the powers mod menu thingys, Cave Banana seeds have their own prefab file, Cave banana trees can be configured to only be planted in caves.

v1.8: Turf limitation for anything that does not have special requirements as been set to the new system, All mushtrees can be planted with there respective color mushroom cap, created new item banana seeds which can be planted on ground for cave bananas tree or in farm for one cave bananas.

v1.7: added config for light flowers and made it plantable anywhere in cave, added plantable mushtrees, increased plant distance for mushrooms.

v1.6: updated to Cave version, added light flower planting.

v1.5: added butter and berry bush planting, fixed and added most placers, better treeguard animation.

v1.4: added Tentacles and Tallbird nests planting.

v1.3: added mushrooms, marble trees and treeguards planting, added sounds for most planting actions.

v1.2: added mandrake and rabbit hole planting

v1.1: fix bug were reeds planted fully grown

Really Older versions:

Dropbox folder

Acknowledgments:

Planting marble for marble trees was Shop Keeper's idea.

Planting Tentacles was infernalthing's idea

Boring Legal Stuff:

Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.

As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.

It sure has been a lot of fun!

88x31.png

This work is licensed under a Creative Commons Attribution 3.0 Unported License.

To Install:

Just go to steamsteamappscommon\dont_starve\mods and place the folder located in the .zip archive

Start Don't Starve and go to the "Mods" menu and enable this mod.


What's New in Version 3.3   See changelog

Released

  • Fixed bug with Mushtree sapling grow times.
  • Added option to make mushtree saplings only plantable in cave.

User Feedback

Recommended Comments



Thanks for the comment, I really do appreciate any constructive criticism.  I agree that the old treeguard planting was fun, what do you think about the idea of being able to fertilize the "Completely Average Sapling" with nightmare fuel to increase it's growth time?  Maybe 2-3 nightmare fuel to cause it to grow instantly with a higher chance of being a treeguard and poisonous tree?  If all else fails I have another mod called Magic Horns that adds an item that turns all trees on screen into treeguards, it's not updated yet but I will get to it in a few days.

 

I just thought that planting mushrooms the old way was too straight forward and was too easy as of a source of food mid-game.  Needing aspornes mean you need to get to a cave or wait till a full moon to get them.  Now I have thought of ways to make mushrooms plantable in some way but I think it needs to be more interesting, it will have to involve more resources like poop and rot or maybe even require you to dig up some fungus turf from the cave, and then you will have to craft a mushroom farm item, what do you think about that?

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I didn't try magic horns yet because it wasn't updated and less important for me than moreplantables and revange of the dead. (that makes me think : what about plantable graves ? You'd need to craft them with something like a rock and a shovel or maybe use bone fragment with a failure chance...)

As for the nightmare fuel fertilizer, that would be an excellent and somewhat balanced solution.

And about mushroom, maybe do a bit of both : if you want to plant mushroom caps, you need fungus turf, but if you want to plant them anywhere (any turf I mean), you'd need asporen (and they'll become mushtree). 

I don't know if that's a lot of work, my modding skills are... limited. Very limited. (in fact, I've never created any mod myself) 

What do you think ?

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I believe Revenge of the Dead does not need to be updated to work with RoG, in case you were still waiting on it.  I will say that creatable graves is something I don't think I will do though, RotD was my solution to making the contents of graves renewable.

 

For mushrooms I want to limit how exponential they are, before nothing stopped you from just making a giant mushroom farm, and I want there to be something that stops that or makes it expensive.  Just making them plantable on fungus turf does not really limit how exponential  they are.

 

Another solution to making Mushrooms plantable would be to change the loot dropped when dug, so instead of getting two mushrooms you get a Mushroom and a mushroom root.  Another would be to add a special craftable farm plot like for crops but this one you could plant mushrooms in.  lastly that I could think of would be to make an item that could revert Mushtrees into mushrooms, this way you could collect aspornes and build a nice mushtree field and convert it to mushrooms, though I don't really like that option becomes it seems convoluted and I want to make it more "realistic" for lack of a better term.

 

So either making dug mushrooms drop mushroom roots or making craftable mushroom farms seems like the option I might go with, unless I get anymore ideas.

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It never occurred to me till now, but butter on it's own is a bit of an overpowered healing item for how I set it up with butterflies, I did not realize that, I always just wanted it for waffles, because, well I like waffles.  I will probably change how the butterfly planting works in my next update as well.

 

EDIT: I will make it so butterflies plant one flower and an additional 2-5 flowers spawn around the one you plant.  This will make making flower gardens fun and practical, trust me, I'm a gardener.

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No, revenge of the dead doesn't need to be updated, I was suggesting plantable graves for the people who aren't using RotD (Ha ! Those poor foolish souls...)

 

Well, I guess you're right about the mushrooms. Asporen and mushtree are the best solution to prevent giant shroom farms. And there might just be a "solution" in the vanilla game... 

At full moon, mushrooms have a chance of becoming mushtree. But after the full moon, they go back to their previous state : the simple and innocent mushroom.

Maybe the mushtree grown through asporen will also go back to a mushroom state after the full moon ? And if not, it's no big deal... the actuel system is already good, I'm just being a bit picky.

Pro's : they give light, wood and mushroom 

Con's : you need an axe, they don't grow back once cut down and you have no way of knowing which cap color it will be when you plant it (or I didn't understood right)

 

Just had this idea : if you want to plant mushroom immediately, you have to give asporen to your bird in his cage and it'll give mushroom seed back. "Musheed" ? It's all becoming quite complicated I guess but I give my idea anyway)

 

As for the plantable butterflies, butter is indeed a very powerfull healing item...

Maybe make it that when you plant a butterfly, it becomes fireflies ? Because as everybody knows : captivity do that kind of thing to insects... Trust me, I'm an entomologist.

(And fireflies are only renewable through tumbleweed at the moment, so they're kinda rare. Yes, I'm looking at you, miner hat and jack o'lantern.)

 

The choice is up to you, wathever it'll be, I'll use your mods.

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Thank you for all your help, I just updated and added Mushroots, basically it makes mushrooms more like berry bushes, in that you can just dig them up and move them, it seemed like the simplest solution to me.  I like your Musheed idea but doing things with the bird in a cage is a real pain, it only works for bananas because bananas are already part of the veggies system.

 

I was also aware of the dynaimc the moon plays on mushrooms and I think balancing mushroots and aspores for farming them adds a lot of depth to the game, that is otherwise more haphazard in vanilla.

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The simplest solutions are often the best. Right here, it certainly is.

I tip my hat to you, sir.

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Thanks.

 

Also sorry I just spam updated but I just found a nasty crash bug with full moons and planted mushrooms, glad I caught it when I did, based on the download numbers only a few people got that version.  If it affected you my bad.  This is the nature of modding.

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To be honest, I didn't had time to try even the 3.0...Busy as hell right now, but still have time for feedback.

I'll finaly try the updates in a day or two if I'm lucky. I'll tell you what I think.

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For some odd reason, it's completely impossible to acquire Cactus Flesh, Cactus Flowers, Watermelons, Watermelon Seeds, or anything in any way related (Fashion Melon, Melonsicle...). Perhaps your mod isn't yet fully compatible with Reign of Giants. Please find a fix for this as soon as you can. I really enjoy using this mod. It's my favorite. :)

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Thanks for commenting, now it sound like you are just using an older version, have you updated it recently?

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  • Digging and replanting the mushroom will cause it to take longer to regrow than just picking it.

only the first time or forever ?

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  • Digging and replanting the mushroom will cause it to take longer to regrow than just picking it.

only the first time or forever ?

 

 

Only the first time.

 

After being replanted it will take about twice as long to regrow than when pick, but once picked it will regrow at it's normal rate.  This is to encourage picking from a mushroom farm rather than just digging it all up and replanting it, which would eliminate the dynamic of time of day for picking them.

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how i can change the "hitbox" of the mushroot's because i want to plant them more closer to each other

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how i can change the "hitbox" of the mushroot's because i want to plant them more closer to each other

 

In the moreplantables/scripts/prefabs/mushroots.lua file go to the lines that say:

        inst:AddComponent("deployable")        inst.components.deployable.test = test_ground        inst.components.deployable.ondeploy = OnDeploy

and add

inst.components.deployable.min_spacing = 1

under them.

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A simple suggestion, could you make a way to create the "special" berrybushes which can be found in Pig Villages, if it is already possible then sorry for not noticing, ANYWAYS, great mod, a lot of it's features cover some of the needs I found when playing previously, I really enjoy it :grin:

The mods page is very informative and complete, and that's always a plus, thanks for you work!

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Uhm... Sorry, if it is a bad idea, but it's like that: Add new seeds. Evil seeds. To plant evil flowers we need 4 NF which is crafted from 4 evil petals... So I have idea to make the birds will drop too at their death evil seeds. I have code and inv image done, there is only animation to do. What about that?

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Apologies for not replying sooner, that seems like an interesting idea, I suggest making it a stand alone mod of your own, if people prefer your vision, they could disable the evil flower planting feature in my mod and use yours instead.

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is anyone having an issue where the mushrooms not grow back after planting the roots in a new location. Its been around 40 days and they haven't regrown.

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Firstly, I love this mod! great work!

One thing: Pomegranate seeds - it doesn't allow me to plant them in a (improved) farm, just on the ground (to make a berry bush).

Is this intended? It would be nice to be able to plant them iin the farm and grow pomegranates as well as just make berry bushes.

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is anyone having an issue where the mushrooms not grow back after planting the roots in a new location. Its been around 40 days and they haven't regrown.

Firstly, I love this mod! great work!

One thing: Pomegranate seeds - it doesn't allow me to plant them in a (improved) farm, just on the ground (to make a berry bush).

Is this intended? It would be nice to be able to plant them iin the farm and grow pomegranates as well as just make berry bushes.

 

Those seem like bugs, I will look into it when I get the chance, but issues like this are usually mod compatibility related so a list of mods may help me out.

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I have the following mods installed:

Advanced Farming, Always On Status, ash fertilizer, bucket, buildable ancient altar, craftable skull chest, display food values, EE, Emerals, Fish Farm, Fixed tooth Traps, Freezer, FueledByMadness, Goats, HF_Rpgitems, MemSpikeFix, Monkey Skull Lantern, MorePlantables, RainManipulator, Revengeof The Dead, RockyFix, SteamAndPunk, UpAndAway, Useful Flooring

 

Nothing I can see that should clash, but you never know.

 

ETA: It's working fine. Don't worry.

Thanks for taking the time to look at this.

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suggestion : make some trinkets plantable to grow damaged clockworks...(and perhaps thulecite for statues)

 

And btw, bananas DO have seeds...

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