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And that sandy-growing plants will spawn both on sand and in water as a result.
Lunar Seaberry could be a fun one, based on Hippophae rhamnoides, as it can handle extreme climates and is good for soil as well as providing Vitamin C for spacefarers, etc etc.
There's also currently a sore lack of wood-bearing trees which can be grown on asteroids. Maybe something like a Blue Star Juniper shrub (Juniperus squamata) to slowly produce small amounts?
i dont really know how to navigate git hub well or i would submit it there please dont be mad
I can hide Stockpile and other Growing zones just fine - just the 3 zones added by this mod cannot be hidden, which is a shame because the Flower Garden Zones are beautiful and the green overlay takes away from it.
I've checked my mod list and took it to google for a bit, and it's my understanding that Hiding Zones is a vanilla feature. I hope I am not incorrect on this.
Cucumbers are now edible raw again
- Fixed growing zones popping up an error on sow
They don't
If 2 different mods add flour to the game from 2 different wheat plants, but only the correct type of flour can be used in certain recipes, why not make them so that they can be used interchangeably?
if they both take the same amount of land, work, and time to grow, that is. Does that really change the game balance? It just means you don't have to micromanage exactly how many of each type of plant you grow.
I'm having the same issue, but with Watercress and Lotus.
Plant_Astragalus def is getting duplicate <sowtags> red error on loadscreen when I have VFEMedieval2 and this mod.
VFEMedieval2 adds ground and hydroponics sowtags. This mod adds VCE_flowergarden sowtag separately. Hence, the duplicate xml node error.
when I delete the patchoperation on astragalus in decorativeflowerspatch.xml of this mod, my game gets stuck in infinite blackscreen and fails to load.
I have no loaded this mod for now (and getting no errors) but would love to use this mod.
The red error that appeared: https://pastebin.com/AbpYLK9J