Todo
Current concerns
This is a list of current concerns regarding currently existing content, usually with some proposed solutions. Everything in here hasn't been decided on, and is still in the early brainstorming stage. Everything in this section is subject to change; do not take it as gospel.
The effects of diareed on early boiler setups
Diareeed is very strong and provides a very long-lasting fuel for early boiler setups. I'd rather steer players towards high-statted bonsais for that.
I think that changing it to a material leaf that requires extra processing would be the better idea. I'll probably just copy bees and use require HCL to process it.
Small dust crops are irrelevant
Small dust crops were inherited from IC2, but things like ore berries and the material crops easily overshadow them in terms of usefulness. They have slight usefulness, as players can easily craft the smaller dusts into full dusts without requiring any form of smelting, but the yield is so low in comparison to ore berries that it often just doesn't matter regardless. The few small dust crops that don't have an equivalent ore berry have a material crop with a leaf that can be extracted to full dusts, so they can't even claim to have a resource niche.
At this point, I'm considering simply removing them as I often get asked which is better and well, I would never have a reason to recommend any of the small dust crops to anybody.
Players are able to access viable passive resource generation much earlier than before
The early stages of the pack are generally intended to require players to run around and explore the world, dig out veins and really dig in that feeling that your tools just really aren't able to do much of anything yet. But Crops NH greatly affected this balance. Before, most practical resource generation methods required players to at the very least reach MV or HV, but with Crops NH, this bar has been lowered all the way to the Stone Age.
Some attempts were made to limit access to outliers early on, but the current crops still provide large amounts of many resources that would usually require a lot of tool investments in order to progress. It effectively allows players to bypass mining requirements, which drives much of the early-game tool and food progression.
You could always technically start breeding crops the moment you got your hands on a saw, but true statting and actual production setups didn't used to be much of a thing until players obtained a portable scanner. My goal would be to still somewhat lower the bar compared to before, but limit proper breeding to the later stages of the pack.
My current idea is to introduce a new set of tiered crop sticks that can be used to more effectively gate features of the growing and statting process. This will still allow players to use crops early on, but will prevent players from effectively gaining access to every nicety of crops right from the get-go, which is more in line with the design principles for GTNH.
- Stone/Steam: Crude Crop Sticks
- Breedable crops:
- Most crops that can be planted through items such as food crops, bonsais (except slimy), flowers
- Sand, dirt, and regular (cobble) stone lilies.
- iron/tin/copper/gold ore berries
- Internal storage:
- Water storage is limited to 50.
- Fertilizer storage limited to 50.
- Cannot store or use Weed-EX.
- Capabilities:
- Stat variation from breeding is
-1, 0, 1
- Cannot use fertilizer to force positive stat growth.
- Crop resistance and soil do not affect trampling resistance.
- Provides no immunity to contact effects.
Re >= Gr does not prevent weeds when Gr >= 24 (matters for necrobloom).
- Uses 2x the amount of plant cure.
- Maybe: When breeding, stats cannot go past 15.
- Scannability:
- The plant lens only reveals the species but not stats.
- The portable scanner scans the crop completely.
- Crafting recipe:
- Current crafting table recipe.
- LV: [regular] Crop Sticks
- Breedable crops:
- Everything from the previous tier.
- Early/vanilla material crops (iron/tin/copper/lead/redstone/lapis/quartz/gold/silver)
- Canola, Goldfish
- Overworld and Nether stone lilies.
- Most, if not all, mob crops.
- Slimy bonsais
- Internal storage:
- Can store water, but only up to 100.
- Can store fertilizer, but only up to 100.
- Can store Weed-EX up to 50.
- Capabilities:
- Stat variation from breeding: -2,-1,0,1,2
- Using fertilizer changes the variation outcomes to 0,0,0,1,2
- Crop resistance affects trampling resistance, but only for running.
- Soil resistance affects trampling resistance for both running and jumping.
- Provides no immunity to contact effects.
Re >= Gr does not prevent weeds when Gr >= 24.
- Uses the regular amount of plant cure to cure crops.
- Scannability:
- The plant lens reveals species, but not stats.
- The portable scanner scans the crop completely.
- Recipe:
- Current assembler recipe, but speed up the recipe a bit.
- MV: Treated Crop Sticks
- Effectively the current crop sticks, just with a slightly smaller stat variation range, 50 less weed-ex storage, but partial contact effect immunity.
- Breedable crops:
- Everything from the previous tiers
- Salty root, hemp
- Early gem crops like sapphire, ruby, diamond, emerald.
- Basic alloy crops like Steeleaf and knight metal berry (steel)
- Aluminium and Nugget-dropping ore berries (cobalt, ardite, thaumium, thauminite, void)
- Internal storage:
- Can store water, but only up to 200.
- Can store fertilizer, but only up to 200.
- Can store Weed-EX up to 100.
- Capabilities:
- Stat variation from breeding:
-3, -2, -1, 0, 1, 2, 3
- Using fertilizer changes the variation outcomes to
0, 0, 0, 1, 2, 3
- Crop resistance and soil affect trampling resistance for both running and jumping.
- Provides immunity to contact damage without sneaking, but not status effects.
Re >= Gr prevents weeds when Gr >= 24.
- Uses the regular amount of plant cure to cure crops.
- Scannability:
- The plant lens reveals species and growth, but does not actually scan the seed.
- The portable scanner scans the crop completely.
- Recipe:
- Current recipe but with treated sticks.
- HV: Robust Crop Sticks
- Breedable crops:
- end stone lily
- Everything from the previous tiers
- Early gem crops like sapphire, ruby, diamond, emerald.
- Basic alloy crops like Steeleaf and knight metal berry (steel)
- Aluminium and Nugget-dropping ore berries (cobalt, ardite, thaumium, thauminite, void)
- Internal storage:
- Can store water, but only up to 200.
- Can store fertilizer, but only up to 200.
- Can store Weed-EX up to 200
- Capabilities:
- Stat variation from breeding:
-4, -2, 0, 2, 4.
- Using fertilizer changes the variation outcomes to
0, 0, 0, 2, 4
- Crop resistance and soil affect trampling resistance for both running and jumping.
- Provides immunity to contact effects.
Re >= Gr prevents weeds when Gr >= 24.
- Uses the regular amount of plant cure to cure crops.
- Scannability:
- The plant lens reveals species and growth, but does not actually scan the seed.
- The portable scanner scans the crop completely.
- Recipe:
- Current recipe but with aluminum or steel long sticks.
Features needed for implementation:
- New crop stick tiers
- Variable stat variations with and without fertilizer depending on crop stick tier
- Immunity to contact effects depending on crop stick tier.
- Variable trampling resistances depending on crop stick tier
- Variable limits on storage depending on crop stick tier.
- Introduce crop stick tier as a minimum mutation requirement.
- Variable immunity against weeds at high resistance depending on crop stick tier.
- Re-introduce partial scanning for species-only scanning.
- Variable plant cure usage depending on crop-stick tier.
- Maybe: variable limits depending on tier
Transition implementation
- Old crop sticks would become treated crop sticks (MV). This won't cause issues for crops that need reinforced sticks since sticks control crop breedability, not spreadability or growability.
Planned Features
This is a list of all planned features that are slated to be added to Crops NH.
2.9 Release
No more changes planned; feature freeze currently in effect.
2.10 Release
While most of this is still early planning, the contents of this section do reflect things that will be worked on during the development cycle of the 2.10 release of GTNH.
Multiblock Machines
Garden of Babylon:
- Some mega multi for growing crops in the endgame
- Better slot and production speed scaling for UV+ needs with deeper mechanics than just providing water and some fert.
- The current OC growth accelerator is a stopgap measure since I want to have a proper multi for end-game production.
Recipes
- High-speed processing recipes using the digester
- The digester actually has POC, so it will scale better in the late game and give the game.
New crops
Space rock lilies
Goal
Provide a high-throughput source of planetary dust akin to the existing stone lilies. This will be a direct upgrade to the existing space bees.
Processing
No new processing is needed.
Drops
9x of the planet's stone dust.
Crop details:
- Name: {{planet}} stone lily
- Tier: 4 - 13 depending on the planet tier.
- Growth duration: 600 * tier
- Soil: stone.
- Liked biomes: match the respective planet's biome.
- Parents: Roughly match the space bees.
- Growth requirements:
- Subsoil: block from parent planet.
- GoG has bees and has been able to use them fine so far, so I'm not too afraid of causing issues on that end.
- Seedbed: HV to ZPM depending on the tier.
- Minimum additional breeding requirement:
- Dimension: Respective planet
- Duplication catalyst: Dust of the respective planet.
- Textures: Same vibe as all other stone lilies, but colour-coded to the original planet.
Additional notes:
Monazite/Bastnasite crop
Goal
Add a renewable source of samarium-containing ores that require processing using the related lanthanide lines.
Processing
- In addition to the usual quadrupling and ore-generation recipes, new digester recipes will be added to allow these crops to integrate with the lanth lines.
- The ore-generation recipes should be mostly similar to the existing recipes, substituting the ores for the crops. Still, I'm thinking of either changing the acid or adding a few more processing steps that would require more infrastructure to use those crops for the lines.
- The existing digester recipes will need to be given circuits as they will have recipe conflicts otherwise; don't forget to add to breaking changes when added.
- Consider adding a QFT equivalent recipe since Mona and Bast have one.
Drops
Shared crop details
- Tier: 10
- Growth duration: 6000
- Soil: Rock
- Liked biomes: COLD, DRY (matches the moon biome)
- Growth requirements:
- Seedbed: EV
- Subsoil: Respective ore
- Minimum additional breeding requirement:
- Dimension: moon
- Breeder: EV
- Duplication catalyst: Respective ore dusts.
Monazite crop details
- Name: Solumphosphine
- The name is a world play rooted in the origin behind the name of monazlite. The name came from ancient Greek words for "to be alone", and solum is Latin for alone. I just tacked on phosphine at the end because it's a phosphate-rich ore after all.
- Parents: moon stone lily, fertilia
- Textures: A decently sized dark crystal without too many branches, or maybe just a dark amethyst crystal.
- Material leaf texture: In the same vein as the crop, a big crystal-looking thing.
Bastnasite crop details
- Name: Bastillsam
- The name is a counterpart to the monazite crop, combining the bast from bastnasite and the beginning of the Swedish word for together (tillsammans), as bastnasite is named after a Swedish mine where it was discovered.
- Parents: moon stone lily, fertilia, Solumphosphine
- Textures: An orange-brown berry bush similar to juniper trees.
- Material leaf texture: A small berry bundle, mostly orange-brown but with slight blue and light lime colour shifts on some berries to indicate its high cerium content and its very useful holmium byproduct.
Ilmenite crop
Goals
- Provide a renewable supply of ilmenite byproducts such as tantalum, niobium and rutile/titanium.
Processing
- I'd say either HF or phthalic acid for processing.
- For ore-generation, I don't plan on adding a way to create slag directly from the leaves; I'm fine with the lower output of ilmenite slag from purified crushed ores since this will be a passive process anyway.
- You will be able to quadruple the slag output of crushed ores, however, but not of crushed purified to prevent double-dipping since the ore generation produces that.
- GT5u: Ilmenite slag from impure crushed ores will need a circuit.
Drops
- Material leaf
- A blackened version of the titania leaf.
Crop details
- Name:
Ilmanacite
- A mix between the 2 names given to the ore, ilmenite and manaccanite. The latter name dates back to the ore's original identification around 1791, while the former is the common name given to it in the 1940s after it was found near the Illmensky Mountains in Russia.
- Tier: 10
- Growth duration: 6000
- Soil: Moon blocks.
- Liked biomes: DRY, SPOOKY
- spooky because it's got ill intentions or something.
- Pools: Will depend on the crop.
- Parents: Will depend on the crop.
- Growth requirements:
- Ilmenite ore as subsoil.
- Seed bed: EV
- Minimum additional breeding requirement:
- Dimension: moon
- EV Breeder
- Duplication catalyst: Ilmenite dust
- Textures: Similar to titania, but darker and with the darker leaves described in the drop section.
Mob head crop, and changes to withered and zomplant
Goals
Provide a passive source of mob heads that are needed for progression points throughout the pack and serve as a decent source of bonemeal for the early game that requires some processing to use (should basically cut the trip to the Nether for bone segments, but shouldn't cut the processing step to get bonemeal). This will be a straight upgrade to the Zomplant and the Withereed for mob head production.
Drops
- Skeleton head (50% drop chance)
- Zombie head (15% drop chance)
- Creeper head (15% drop chance)
- Enderman head (15% drop chance)
- Wither skeleton head (5%)
Processing
- Add a maceration recipe for skeleton skulls to create bonemeal.
- Add a maceration recipe for wither skulls that does roughly the same thing with a slight chance for a necrotic
- The wither skull drop from withereed will be removed in
- Used to farm skulls from most vanilla mobs in the game.
- Maybe remove wither skull from withereed.
- Bone/Bonemeal source?
Crop details
- Name: Same as original crop.
- Tier: 6
- Growth duration: 600, 800, or 1200, depending on the number of growth stages in the original crop.
- Soil: Graveyard soil.
- Liked biomes: Spooky, Dead, Nether, End
- Pools: Undead, Evil, Danger, Alien.
- Parents: Creeperweed, Enderbloom, Zomplant, Withereed.
- Growth requirements:
- Minimum additional breeding requirement:
- Light level: 7 or lower
- Consider adding the same requirement to other mob crops for mobs that need low light to spawn.
- Consider adding a minimum light level of 9 for passive mobs that need light to spawn.
- Duplication catalyst: Mob heads.
- Textures: Something like a flower that produces mob heads instead of flowers.
- Additional quirks:
- Plays the skeleton hurt sound when harvested instead of the usual crop harvest sound.
- Damages the player when collided with.
- Has a small chance to apply the wither effect when mature.
Flower generating crop
Goal
Provide a source of all sorts of flowers for use with bees and decorations.
Drops
Effectively, every flower that can be generated by a bee, roughly all at an equal chance.
- The NEI handler is definitely going to need some tweaks for this one, or else it will overflow.
- Take a page from the breeding pool tab and make the height dynamic.
Processing
Does not need any new processing recipes.
Crop detail
- Name: Floramysteria
- Effectively mysterious flower.
- Tier 4
- Growth duration: 700
- Soil: Grass
- Liked biomes: FOREST, HILLS
- Matches the flower forest biome
- Pools: Red, Green, Blue, Flower, Tulip, Bush.
- New pool idea: Dye, for all crops that produce dyes.
- Parents: Dandelion, Dayflower, Allium, Inkloom
- AKA the CMYK colour components.
- Growth requirements:
- Minimum additional breeding requirement:
- Duplication catalyst: Any flower.
- Textures: A bush with all sorts of flowers growing out of it.
Additional notes
- Consider adding flower drops to existing flower crops that have block equivalents.
Food crops for pam or it's replacement.
Goal
Provide a more effective way of farming useful pam crops early on.
Drops
Equivalent to the usual crop.
Processing
No additional processing is needed, but keep an eye on peanuts, as they are a very good source of seed oil early on and are generally difficult to automate before gaining access to EIO farm stations or a forestry multifarm.
Shared details:
- Name: Same as original crop.
- Tier: 4
- Growth duration: 600, 800, or 1200, depending on the number of growth stages in the original crop.
- Liked biomes: Will depend on the crop.
- Pools: Will depend on the crop.
- Parents: Will depend on the crop.
- Growth requirements:
- Light level: 9 or higher (same as all food crops)
- Minimum additional breeding requirement:
- Duplication catalyst: Drop of the crop.
- Textures: Use the same as the original crop.
Additional notes:
The crop ideas below haven't been fully fleshed out.
High purity gem crops.
Goal
Provide renewable access to gem-related ores.
Drops
Material leaves, themed after berries, can probably just colour shift Bob's as a starter.
Processing
- The leaves can be used instead of ores for things like ruby, sapphire, and green-sapphire juice.
- HCL as the acid for processing.
Crop details
- Tier: 8-10
- Growth duration: Tier * 600
- Names are based on family relationships with a similar naming convention to Bobs-Yer-Uncle-Ranks.
- Eg: {{Name}}s-Yer-{{Relationship}}-Ranks
- Olegs-Yer-Brother-Ranks (Opal)
- Sophies-Yer-Sister-Ranks (sapphire)
- Grettas-Yer-Aunt-Ranks (Green sapphire)
- Richards-Yer-Cousin-Ranks (ruby)
- Agathas-Yer-Mother-Ranks (Amethyst)
- Thomas-Yer-Father-Ranks (Topaz)
- Bella-Yer-Daughter-Ranks (Blue Topaz)
- Jimmys-Yer-Son-Ranks (Jasper)
- Amelia-Yer-Grandma-Ranks (Amber)
- Tristans-Yer-Grandad-Ranks (Tanzanite)
- Jessies-Yer-Wife-Ranks (Jade)
- Rens-Yer-Husband-Ranks (Red Garnet)
- Yanicks-Yer-Friend-Ranks (Yellow Garnet)
- Olie-Yer-Pet-Ranks (Olivine)
- Growth requirement:
- Subsoil: ore or block of the respective gem
- Minimum additional breeding requirements:
- MV+ breeder for anything that isn't ruby, emerald or sapphire.
- Textures: Variations on Bobs-Yer-Uncle-Ranks
Additional notes:
- Maybe consider moving diareed to this new family, as I'm not a fan of just how effective it is for early game boiler setups, and the fact that it effectively makes diamond veins irrelevant once obtained.
Netherite booster crop
Goal
Provide a booster for the Netherite line, preferably at the input.
Additional notes
- Most likely to be used as a catalyst for production and not a source,
- It should already be fairly simple to get going once you have Nether air.
- Check how the Netherite Comb interacts with the line.
- Maybe consider doing something similar for the prismarine line.
Botania crops
Goal
Provide players with a renewable source of botania petals early on.
Additional notes
- A source of petals and dyes.
- Maybe consider expanding the tulip varieties instead for dyes.
- We can probably re-use the old Agricraft Botania flower textures.
- Can be obtained by checking out a commit prior to the merging of the reworkd pr.
- Preferably uses either petal blocks as sub-soil or vivid grass as soil.
- Mostly to gate access to the crops behind either the mana pool or the obtaining of a significant amount of flowers.
- Botania provides a lot of very early game QoL (mostly lv) and usually requires a fair amount of luck during TF exploration to begin early or magical fertilizer, which requires witchery progress iirc.
- Probably best I revisit the actual early game uses of Botania because it has been a hot minute since I've been in the early game.
Noble gas crops
Goal:
Provide players with a more accessible source of noble gas, usually processed at slower speeds than bees, but given in higher quantities.
Additional notes
- Tier-gated and longer extraction times based on bees.
- Glowing Mushrooms of the gas's respective color.
Crop Changes
- Make bauxia a crop purely for bauxite, and introduce a dedicated aluminium crop:
- Will effectively replace bauxia, and output a leaf that makes alu and duplicates alu ore and alu-adjacent ores.
- Bauxia will be re-tiered to EV completely and will be harvest locked to the IF with a minimum seedbed tier of HV.
- Deterministic mutations where bauxite serves as the aluminum parent will be updated to replace bauxia with this new crop.
Crop mechanics
- Dimension breeding requirements
- Essentially, add a thing like bees that demands players have access to a specific dimension in order to obtain its resources.
- Introduce configurable tier bypass values for requirements
- The goal of this change would be to expand on the mutatron's behaviour of skipping world checks by making it so that crop breeders of higher tiers can bypass certain types of requirements.
- For example, the previously mentioned dimension requirements would be generally bypassable at ZPM, but it could be configured on a per-dim or per requirement/crop basis so that early dims.
- Low-tier dimensions, such as the Nether or Twilight Forest, could have their bypass limit lowered
- High-tier dimensions such as T8+ planets would have their bypass limit heightened.
- Introduce a proper minimum breeding requirement tracker
- Right now, the only thing that prevents crops from being poolbred, are their growth requirements.
- Deterministic mutations do currently track individual breeding requirements, but with the exception of the machine-only breeding requirement, the requirements always mirror the crop's growth requirements, which also implement the breeding requirement interface.
- The goal of this sub-system would be to standardize which requirements are considered as minimum breeding requirements, and which requirements aren't.
- This would allow for greater customizability for future mutations, as we could have more custom breeding requirements for individual mutations. EG:
- You could require either a dim + a block of a material that cannot be bypassed by a given tier, or a very high-tier machine to allow you to skip said requirement. (e.g., current kevlar bee requiring a block of kevlar or a UHV replicator, though idk if that's still in the pack, but it used to be)
No delivery target
These are things that might be implemented in the future, though I make no guarantees.
Crops
- Spacetime Crop:
- The final member of the space crop family
- Used as a catalyst for DTPF, like infinity comb
- Amethyst crop
- Unsure why it was requested, will need to double-check usages
- Likely to be superseded by high-purity gem crops.
- Thaumic shards crop
- unsure if needed due to the bee
- magic being more of a bee thing, I'm not sure if this will stay
- Essentia generating crop
- unsure if needed due to the bee
- magic being more of a bee thing, I'm not sure if this will stay
Non CropsNH things
- Make that PR to optimize orchard farms in Forestry
Todo
Current concerns
This is a list of current concerns regarding currently existing content, usually with some proposed solutions. Everything in here hasn't been decided on, and is still in the early brainstorming stage. Everything in this section is subject to change; do not take it as gospel.
The effects of diareed on early boiler setups
Diareeed is very strong and provides a very long-lasting fuel for early boiler setups. I'd rather steer players towards high-statted bonsais for that.
I think that changing it to a material leaf that requires extra processing would be the better idea. I'll probably just copy bees and use require HCL to process it.
Small dust crops are irrelevant
Small dust crops were inherited from IC2, but things like ore berries and the material crops easily overshadow them in terms of usefulness. They have slight usefulness, as players can easily craft the smaller dusts into full dusts without requiring any form of smelting, but the yield is so low in comparison to ore berries that it often just doesn't matter regardless. The few small dust crops that don't have an equivalent ore berry have a material crop with a leaf that can be extracted to full dusts, so they can't even claim to have a resource niche.
At this point, I'm considering simply removing them as I often get asked which is better and well, I would never have a reason to recommend any of the small dust crops to anybody.
Players are able to access viable passive resource generation much earlier than before
The early stages of the pack are generally intended to require players to run around and explore the world, dig out veins and really dig in that feeling that your tools just really aren't able to do much of anything yet. But Crops NH greatly affected this balance. Before, most practical resource generation methods required players to at the very least reach MV or HV, but with Crops NH, this bar has been lowered all the way to the Stone Age.
Some attempts were made to limit access to outliers early on, but the current crops still provide large amounts of many resources that would usually require a lot of tool investments in order to progress. It effectively allows players to bypass mining requirements, which drives much of the early-game tool and food progression.
You could always technically start breeding crops the moment you got your hands on a saw, but true statting and actual production setups didn't used to be much of a thing until players obtained a portable scanner. My goal would be to still somewhat lower the bar compared to before, but limit proper breeding to the later stages of the pack.
My current idea is to introduce a new set of tiered crop sticks that can be used to more effectively gate features of the growing and statting process. This will still allow players to use crops early on, but will prevent players from effectively gaining access to every nicety of crops right from the get-go, which is more in line with the design principles for GTNH.
-1, 0, 1Re >= Grdoes not prevent weeds whenGr >= 24(matters for necrobloom).Re >= Grdoes not prevent weeds whenGr >= 24.-3, -2, -1, 0, 1, 2, 30, 0, 0, 1, 2, 3Re >= Grprevents weeds whenGr >= 24.-4, -2, 0, 2, 4.0, 0, 0, 2, 4Re >= Grprevents weeds whenGr >= 24.Features needed for implementation:
Transition implementation
Planned Features
This is a list of all planned features that are slated to be added to Crops NH.
2.9 Release
No more changes planned; feature freeze currently in effect.
2.10 Release
While most of this is still early planning, the contents of this section do reflect things that will be worked on during the development cycle of the 2.10 release of GTNH.
Multiblock Machines
Garden of Babylon:
Recipes
New crops
Space rock lilies
Goal
Provide a high-throughput source of planetary dust akin to the existing stone lilies. This will be a direct upgrade to the existing space bees.
Processing
No new processing is needed.
Drops
9x of the planet's stone dust.
Crop details:
Additional notes:
Monazite/Bastnasite crop
Goal
Add a renewable source of samarium-containing ores that require processing using the related lanthanide lines.
Processing
Drops
Shared crop details
Monazite crop details
Bastnasite crop details
Ilmenite crop
Goals
Processing
Drops
Crop details
IlmanaciteMob head crop, and changes to withered and zomplant
Goals
Provide a passive source of mob heads that are needed for progression points throughout the pack and serve as a decent source of bonemeal for the early game that requires some processing to use (should basically cut the trip to the Nether for bone segments, but shouldn't cut the processing step to get bonemeal). This will be a straight upgrade to the Zomplant and the Withereed for mob head production.
Drops
Processing
Crop details
Flower generating crop
Goal
Provide a source of all sorts of flowers for use with bees and decorations.
Drops
Effectively, every flower that can be generated by a bee, roughly all at an equal chance.
Processing
Does not need any new processing recipes.
Crop detail
Additional notes
Food crops for pam or it's replacement.
Goal
Provide a more effective way of farming useful pam crops early on.
Drops
Equivalent to the usual crop.
Processing
No additional processing is needed, but keep an eye on peanuts, as they are a very good source of seed oil early on and are generally difficult to automate before gaining access to EIO farm stations or a forestry multifarm.
Shared details:
Additional notes:
The crop ideas below haven't been fully fleshed out.
High purity gem crops.
Goal
Provide renewable access to gem-related ores.
Drops
Material leaves, themed after berries, can probably just colour shift Bob's as a starter.
Processing
Crop details
Additional notes:
Netherite booster crop
Goal
Provide a booster for the Netherite line, preferably at the input.
Additional notes
Botania crops
Goal
Provide players with a renewable source of botania petals early on.
Additional notes
Noble gas crops
Goal:
Provide players with a more accessible source of noble gas, usually processed at slower speeds than bees, but given in higher quantities.
Additional notes
Crop Changes
Crop mechanics
No delivery target
These are things that might be implemented in the future, though I make no guarantees.
Crops
Non CropsNH things