Caves of Qud

Caves of Qud

Regrowing Plants
14 Comments
Weyrling  [author] 22 Apr @ 2:55pm 
@GLITTERLICH
If you have a list of which plants have the issue and any mods you have that might change them, that would help.
The only way I guess that this happens is if you have another mod overwriting the plant ObjectBlueprint changes in this mod, I'm not entirely sure how to fix that but I can look into it.
GLITTERLICH 21 Apr @ 9:12am 
I'm having an issue where some plants just don't "lose" their fruit when harvesting and so the character keeps harvesting the same plant over and over and over... should I send a save for debugging purposes?
Gravenwitch 4 Jan @ 9:39pm 
life changing mod <3
Works 100% fine in 1.0 as of my testing
Weyrling  [author] 20 Jul, 2024 @ 6:33pm 
Still works fine with my modlist.
Kinasin 20 Jul, 2024 @ 1:30pm 
is this working fine with molting?
Weyrling  [author] 16 Nov, 2023 @ 12:38pm 
Not really?
It works based on the Harvestable component which AFAIK isn't on any creatures by default.
Somebody could theoretically add this component to them, though.

This mod works on everything that has a Harvestable component with a RegenTime property and a RipeTimerChance property.
This mod also adds these properties to existing plants that have Harvestable components.
JCGemX 16 Nov, 2023 @ 4:17am 
Does this apply to plant-based enemies? Like Jilted Lovers?
alividlife 7 Aug, 2023 @ 2:24pm 
Awesome harmony scripting. I like this a lot.

I wish I was able to script. With harmony, almost anything seems possible... Well,.. I say that as someone who can't articulate the code, but can kinda glean what the instructions are saying. Cool color coordination to the grow cycle and the code looks all clean and deceptively simple.

Good job.
Weyrling  [author] 5 May, 2023 @ 5:05pm 
Every harvestable resource will regrow
For example, Watervines will grow more vine wafers. Starapple trees will grow more starapples. Witchwood trees will regrow their bark, etcetera.
bearhiderug 5 May, 2023 @ 4:54pm 
Is this ALL plants, what "regrows"?
I blame Earthshaker 2 Apr, 2023 @ 5:36pm 
It might be beyond your coding capacity, but making the growth RegenTime alterable via the game options menu would be ideal... 1200 definitely seems kinda low, I've gone back to Grit Gate a few times now and am just swimming in yuckwheat.
bandti45 19 Mar, 2023 @ 4:28am 
Awesome thx for the tip!
Weyrling  [author] 8 Mar, 2023 @ 7:10am 
If you go into your steam workshop at Steam\steamapps\workshop\content\333640\2939152878 there's an ObjectBlueprints.xml, you can do a find replace for RegenTime="1200" and make it whatever you like.

I also don't mind if people alter this mod and repost it with different base values, if they feel like doing that.
bandti45 8 Mar, 2023 @ 6:43am 
If it wouldn't be too much work it would be cool to be able to adjust the time to be a little longer.