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



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i found a glitch, you can't pick light flowers that you planted.

and the ones you plant don't give off light either.

 

I don't see to have this problem, I have two questions:

 

1. Is this happening only above ground, in a cave, or both

 

2. Give me a list of other mods you are using.

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Maybe a little annoying to update so close to the new version with such a little change but I really wanted to clean up the mod page and did not really feel like sitting on the Light Flower changes since I would be doing that anyway.

 

@SVGK, I don't think the new version will fix your problem but looking in to it I did become aware that I was totally neglecting the double and triple aspect of Light Flowers.

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i got crash when i try plant mushroom, got error in line 305 in mushroom script..so i delete that line(305) and now it's work again..I just want to know what's function in line 305.

 

And can you tell me how or where i can plant durian seed for mandrake,Pomegranate seed for berrybush,and carrot seed for rabbithole (veggies script). What i must to do with the script. And what's mean "require tuning"?where i can fine "tuning"?

Sorry there's a lot of questions, but I am still very common in the script. And sorry about my bad english.. ;)

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@HMAN

line 305: flower.perishremainingtime = inst.components.perishable.perishremainingtime

 

I use this line to avoid an exploit where you could plant a mushroom cap and immediately dig it up removing any spoilage.

 

This line passes the data from the perishremainingtime variable on the mushroom cap to a consent on the planted mushroom that is then passed back to the mushroom cap when you dig up a mushroom resulting in a cap with the exact same perishremainingtime as the one planted.  It is fine to remove, but if it is giving you trouble it is probably because you are using a mod that removes or alters perish times.

 

I am not exactly sure what you are asking for your second question, if you mean how to plant them in-game they work like everything else in my mod right-click them on the ground.  If your are asking how it works in the code, that is a bit beyond me to answer, I am a n00b and I code with a lot of trial and error while looking at the game code and mimicking it in new ways without fully understanding how it all works.

I can't explain how "require" works very well but "tuning" is a file that sets all the default numbers for various things like walk speed, number of chops to fell trees, perish times, weapon and armor durability, ect. it is found in <don't starve folder>\data\scripts\tuning.lua and a lot of "mods" are just things that change tuning values as they can easily be change from the modmain.lua of a mod.  I have a series of turning changes that I use when I play, like theses that shorten the number of chops needed to cut down trees by half:

    TUNING.EVERGREEN_CHOPS_SMALL = 3       --Default:    5
    TUNING.EVERGREEN_CHOPS_NORMAL = 5      --Default:    10
    TUNING.EVERGREEN_CHOPS_TALL = 7           --Default:    15    

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Oh dear, this might be a problem actually, as I don't have a steam account and therefore don't own Don't Starve on that account.  I will look into it but I have a feeling that's not going to work out, sorry. :(

 

Is this going to prevent some people from being able to use my mod at all?

I believe you can create a Steam Account and use your CD Key from the humblebundle site to add Don't Starve to your Steam Account.

 

I know the FAQ talks about taking your Steam key for Don't Starve and adding it to your HumbleBundle account. I really wouldn't see why it wouldn't work going the other way.

 

That is if you bought it through humblebundle.

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hmm..thanks for your explanation. Sorry if my question makes you confused. :-)

i just want to know why i can't plant carrot,pomegranate,or durian seeds. there's no option for "Plant" when i try move the veggies to the ground.

 

CantPlant.jpg

 

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i just want to know why i can't plant carrot,pomegranate,or durian seeds. there's no option for "Plant" when i try move the veggies to the ground.

 

Oh I see, you have to plant the Crop Seed of those items, which you get from feeding them to a caged bird.

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I am facepalming so hard, because I did not know that the mod downloads section thing still existed...Also, see if you can get this on the workshop, I'm waiting for it!

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I am facepalming so hard, because I did not know that the mod downloads section thing still existed...Also, see if you can get this on the workshop, I'm waiting for it!

goldfish911, I don't think GraySloth has gotten a steam account yet.

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So I have created a steam account Here but I still do not own Don't Starve.

 

I am sad and a little scared to say that I do not play Don't Starve through legitimate means, I will happily purchase it one day but I can't do that now or any time soon. I would like to maintain full responsibility for my mods so I hesitate to let someone else upload them to the workshop for me but there is still no way I can do it myself that I have found.  I am very sorry for the inconvenience this is causing.

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"Plant butterflies on the ground for Butter" "i do this because it makes more sense to me"

where the hell did you get your logic from? dr seuss? no offense just some friendly fun-makeing.

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I would just like to say I looooovve this MOD!   I was just thinking to myself yesterday how I would love to place Tallbird nests where I wanted and how it was weird that cave plants could not be replanted.  >.<     This also makes flowers easier and a lot more sense.  :D

 

This works well with:  Plantable Fabbits, Happy Flowers, and the Tallbrood MODs.   Thought I would put it out there as I was a bit concerned at fist.  :)

 

I have a possible suggestion!   :D

 

Maybe planting fish/frog legs to create a pond?    Given this may be difficult.  But it would not be op I think because you still have to get past the frogs for fishing.    (Or maybe plant fish for frog ponds and eels for mosquito ponds?)

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Thanks, it's great to hear that you like my mod.

 

I like the idea of player created ponds but I feel it outside of the scope of this mod and a simple planting action.  I think it should require some more complicated ritual like Telelocator Focus, maybe creating some sort of Water Focus that is transformed into a pond.

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Your welcome.  It s certainly an awesome mod.  :)

 

I was thinking it would be more difficult as it's a bigger items with more features.  XD    C'est la vie.    But no harm  in suggesting anyway.  :D

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Probably a mod conflict, some other mod overwriting mushrooms.lua

First go the the MorePlantables folder and open modinfo.lua with notepad or some other txt editor and at the bottom add the line:

priority=3

If that does not work, give me a list of mods you are using and I will try to figure it out.

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Love this mod, but is there anyway to change the terrain for the tentacles? I tried adding forest biome to tentaclespots.lua but no luck...Great mod though! 

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in tentaclespots.lua go to the line that says

local ground_OK = tiletype == GROUND.MARSH --tiletype ~= GROUND.ROCKY and tiletype ~= GROUND.ROAD and tiletype ~= GROUND.IMPASSABLE

and to make it's planting limitation the same as grass tuffs for example, change it to:

local ground_OK = tiletype ~= GROUND.ROCKY and tiletype ~= GROUND.ROAD and tiletype ~= GROUND.IMPASSABLE and	tiletype ~= GROUND.UNDERROCK and tiletype ~= GROUND.WOODFLOOR and 	tiletype ~= GROUND.CARPET and tiletype ~= GROUND.CHECKER and tiletype < GROUND.UNDERGROUND

or you could just add forest and grass like so:

local ground_OK = tiletype == GROUND.MARSH or tiletype == GROUND.GRASS or tiletype == GROUND.FOREST

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in tentaclespots.lua go to the line that says

local ground_OK = tiletype == GROUND.MARSH --tiletype ~= GROUND.ROCKY and tiletype ~= GROUND.ROAD and tiletype ~= GROUND.IMPASSABLE

and to make it's planting limitation the same as grass tuffs for example, change it to:

local ground_OK = tiletype ~= GROUND.ROCKY and tiletype ~= GROUND.ROAD and tiletype ~= GROUND.IMPASSABLE and	tiletype ~= GROUND.UNDERROCK and tiletype ~= GROUND.WOODFLOOR and 	tiletype ~= GROUND.CARPET and tiletype ~= GROUND.CHECKER and tiletype < GROUND.UNDERGROUND

or you could just add forest and grass like so:

local ground_OK = tiletype == GROUND.MARSH or tiletype == GROUND.GRASS or tiletype == GROUND.FOREST

Thanks mate! This really helped me out with fortifying the defenses to my "fort". Have a great day!! =D

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