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Thank you in advance!
I am wondering if you'd be willing to make a version of this that does not remove vanilla healroot planting. The removal of healroot from farmable plants wasn't something I expected on installation and caused a lot of confusion for me.
-Bulk Recipes
Does this apply for meals? I can't seem to produce any bulk items.
Would it be possible to code it so that it spreads gradually, say maybe a tile out(if said tile is is within grow zone parameters.) in each direction annually, and stays after a harvest like a berry bush.
Wikipedia: https://en.m.wikipedia.org/wiki/Mentha
https://www.southernexposure.com/blog/wp-content/uploads/2018/01/Peach-Tree-Guild-e1516199478222.jpg
@Sushi Dragon How much would you suggest?
I now really love the mod, fits perfectly for an apothecary work in medieval or fantasy theme runs.
Thanks for all the work put in the mod, it's a good one.
My only major concerns are the same ones echoed with Tynian below. I think this mod, with a bit more work, can be great. It's just cutting down on micromanagement, and adding in descriptions on what the plants do themselves so I know whats what.
Keep it up!
nettle tea has no effect
All plant teas arent considered drugs, nor joy item; so pawns wont consume them on their own and you cant program a daily consumption (except lemon balm), so you have to micromanage to make pawns drink them... Not very practical.
Lemon balm triggers addiction far too easily when you compare the ratio benefit/risk
And finally there are no descriptions for the teas/plants, so you have to remember the effects of each, again, not practical.
After all these rantings, i should add that i really liked the mod it adds a nice touch of realism , and would use it again if those problems were to be fixed, otherwise it's a bit too much micromanagement.
Thank you for your good work, keep it up. ^^
"Replaces Healroot" means it replaces the plant "heal root". You can gather calendula as a heal item, but it is worse than herbal medicine.