// Management · RimWorld Mod
Wild Plants, Another Wildspawn Preset
Yet annother fork about making crops go wild.
Yet annother fork about making crops go wild. The difference between this version and its predecessors Wildspawn and Wild Crops are:
- Updated the table.
- Moved/changed some plants arounds.
- Support for Gulden Forest (Continued) fixed.
- ReGrowth: Boilling (Temp) support added back.
- Extreme Desert supported, it only gets the sandy crops from Vanilla Plants Expanded - More Plants and rarely more than 1 per map each.
- Support for Odyssey biomes.
- Added the crops from Vanilla Cooking Expanded - Sushi, Vanilla Plants Expanded - Mushrooms, Lightless Empyrean and Erin's Hot Drinks.
- Rough support for Realistic Planets 2.1 and More Vanilla Biomes.
- Added the crops required for Vanilla Factions Expanded - Medieval 2's draught if the mod is enabled. These, Agave and Glowstool are in the Drug column.
- Anima Grass from Anima Gear - Continued has a low chance to spawn on all supported biomes.
- Wolfsbane from Mashed's Bloodmoon can spawn in a few biomes.
Note:
- Tried to balance them to roughly 10-20 of each plants on game start.
- Plants without a produce (like flowers or red cap) still cannot be used to make seeds with Progression: Agriculture.
- I did not add the berry bush and its modded variants to the table.
- The first 2 trees of every core/odyssey biomes are spawned by Vanilla Plants Expanded, not this mod.
- I am not willing to custom patch a biome that I do not currently use. However, I am open to copy paste one of the existing biome patch onto a new biome. Link me the mod+new biome name+which biome I should copy. But I will still not add crops to a biome that shouldn't really have any, like Dusk Wood.
You can find the list and tables for supported plants and biomes here.
Like its father and forefather, this mod is under MIT License.