Going Medieval

Going Medieval

Decorative Plants
Showing 1-8 of 8 entries
Update: 8 May @ 8:13am

0.7
__Update to accommodate new versions of the base game
____gameversion 0.24.6 release

__[PlantMapResource.json]
____Fix "prefabIDs" of all decorative plants.

Update: 17 Dec, 2024 @ 9:39am

0.6

Update to accommodate new versions of the base game
__gameversion 0.22.12 release

[PlantMapResource.json]
__Set flammability of decorative plants to 0 or 0.1
____Decorative plants (grass) cannot burn
____Decorative plants (tree) can burn
______I'm looking for a way to eliminate the possibility of tree burning.

Update: 26 Nov, 2024 @ 5:23am

ver 0.5

Add UI icons of decorative Plants

gameversion 0.21.21 Release

Update: 21 Nov, 2024 @ 8:36am

ver 0.4

Update to accommodate new versions of the base game
__Fix [Research.json]

Fix probrem of villagers repeatedly sowing and cutting decorative Plants
__[PlantMapResource.json]

#################
Now, deco_plants are placed as "ripe" or "mature" stage and harvested when they reach the "dead" stage.If you have been using Deco_Plants before, you will need to set the harvesting timing of your fields to "Dead" phase.
#################

gameversion 0.21.19 experimental

Update: 16 Nov, 2024 @ 11:06pm

ver 0.3

Disabled random spawning of decorative plants
__[PlantMapResource.json]
____"canSpawnOnZeroCount" set to "false"
____"newPlantsPerDay" set to 0

Change plant temperature limit.
__[PlantMapResource.json]
____"newPlantTemperatureLimit" set to -60

Add new decorative plant.
__Decorative Plant(water reed)
__Decorative Plant(short grass)

Change name of decorative plant.
__Decorative Plant(hay) > Decorative Plant(tall grass)

Update: 16 Nov, 2024 @ 6:35am

ver 0.2

Fix UI probrem
__add [Research.json]

Fix spellmiss in name and info.
__"prant" > "plant"

gameversion 0.21.16 experimental

Update: 14 Nov, 2024 @ 5:43pm

ver 0.1

experimental release

gameversion 0.21.12 experimental

Update: 14 Nov, 2024 @ 5:05pm

Test upload.