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Fennec's Random Plant Mod (cross-posted from the old forum)

Hi all,

If you're tired of finding the same old plants in UrW - or if you'd just like to see some more variety - I've made a mod to add randomly-generated plants into the game.In addition to adding more wild plants, it also adds some other features:

New grains and vegetables grown in fields and sold in villages:


Poisonous plants that also have other effects (pretty pointless for plants poisonous in any form, but useful and interesting for plants that become edible when boiled):


Poisonous berries:


Herbs to help you reach spiritual enlightenment (okay, they're actually just drugs):


Medicinal mushrooms:


Additionally, all plants generated by this mod (except mushrooms and berries) provide seeds so you can grow them at your own settlement.

Download the JAR file (attached to this post) and double-click it to run it. It generates four .txt files, each of which start with "flora_mod". These four files should be in the same directory where you saved the JAR file. Move these files to the UrW directory where any other mod files would go, then have fun exploring a world full of new plants!

This mod simply adds more plants to the game, but it does generate enough to be a suitable replacement for the vanilla plants. If you do wish to replace the vanilla plant files entirely, start up the game, move the "flora_mod" files to the UrW directory, and remove all the existing files that BEGIN with "flora_". These default files will automatically re-appear each time the game is booted, but I would strongly recommend backing these up somewhere just in case something goes unexpectedly wrong. Also, since these files do re-appear when you boot up the game, you will have to remove them each time if you do want to remove all the vanilla plants.

Finally, for my fellow programming nerds here, I have included the source code within the src folder in the JAR file in case anyone wants to see my sloppy coding.

changelog:
- names of picked berries are now accurate
- mod should no longer generate plants that wither before they can be harvested
- mushrooms are now roughly as common as in vanilla
- beneficial berries and mushrooms are now somewhat more common
- program can now be run by double-clicking on it
- "Ok, done!" message appears as pop-up window
- should be compatible with all operating systems now

Known issues:
- plants with names containing "snap" trigger a sound effect when interacted with. this can be fixed by manually changing the name in the flora file.
- poisonous plants with additional effects may be mistakenly identified as edible before all effects are known. rare issue, but proceed with caution if "there's still more to learn".
- (issue encountered on Ubuntu 14.04) flora files appear in /home directory instead of the directory containing the JAR if run with OpenJDK Runtime. this issue does not occur when using WINE.

March 23, 2018, 10:06:07 PM
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Re: Need help with Fennec's plant mod Hello! I'm a bit late here, but if you still need help, simply run the JAR file, then move the .txt files it generates into the URW directory where you would place any other mod. :)
March 23, 2018, 10:09:28 PM
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Re: What's Going On In Your Unreal World? I lost a faithful companion on this sad day. Kolja the dog met his unfortunate untimely demise while bravely fighting a ferocious lynx during a hunting trip. May he be remembered for his loyalty, his bravery, and his habit of interrupting my sleep by barking at trapped birds.
April 25, 2018, 10:10:43 PM
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Re: Caves Funny enough, just today I've encountered things in two caves despite never having any luck before! The first was a bear... and it killed me, unfortunately. Created a new character, and what happened early on was pretty interesting:

So I started out searching for a village to settle near-ish to. While exploring, I encountered a lost adventurer who wanted me to lead him to a village, so I let him tag along. We came across a couple caves on the way, and one of them did contain treasure: a small bronze brooch, a fistful of cranberries (ok...?), and a few leaves from some plant (random plant mod) that it said would make me fall into a trance and journey into the spirit world.

I took that as a sign that the spirits were offering to lead us to the village we were searching for, so I ate the leaves. Sure enough, while tripping on those weird leaves, I stumbled across a village. Go figure!

@JEB Davis That story was a really interesting read! I actually read through the whole thing, not just the cave part, and I'm looking forward to seeing more!

@nekot Wow, okay, that's some really good luck there! And... traders? Can't help but wonder what they were doing lurking in a cave XD

April 28, 2018, 10:40:02 PM
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Re: Dismissed hirelings not returing properly I've had this happen multiple times as well. I never keep hirelings around until they leave anymore; I always return to their village and dismiss them there once they say they have a day left. Hopefully this gets fixed soon; I'd like to not have to dismiss them early but unfortunately it's the only way to guarantee they won't get lost.
April 28, 2018, 11:09:43 PM
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Re: Poisonous berries This is possible with mods - my random plant mod, for example, has a chance of generating poisonous berries (each type of berry has a 10% chance of being poisonous, with an equal weight to each type of poison).

I agree that it'd be great to see poisonous berries actually included in the vanilla game, though. Eating unknown plants carries so little risk (and no risk at all with berries) that the herblore skill is basically useless as long as you don't go around eating strange mushrooms.

April 29, 2018, 05:21:37 AM
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