PLANTATIONS
grower@plntns:~/docs$ cat CONFIG.md

Configuration

585 words·~3 min read

Plantations has one common config, config/plantations-common.toml. Every option has a comment in the file; this page is the overview for pack developers. Options are added together with the system that reads them, so everything listed here does something.

Plants

OptionDefaultEffect
plants.cannabis.enabledtrueTurns cannabis off: its items leave the creative tab and JEI/EMI, its seeds stop dropping from grass and its recipes are disabled. Existing items and crops stay in the world.
plants.cannabis.grassSeedDropstrueCannabis seeds can drop from grass outside cold biomes.
plants.cannabis.wildtrueWild cannabis patches generate in new chunks (biome tag plantations:has_wild/cannabis).
plants.cannabis.wildRarity48On average one patch in this many chunks of a matching biome.

Growth speed, climate, nutrients and bone meal (stages per use; cannabis gets 1 so bought bone meal can't become instant black market money) live in the plant definitions, see PLANTS.md.

How it works: recipes and loot use the plantations:config_flag condition, so datapacks can reuse the same switches (cannabis_enabled, cannabis_grass_seeds). Items are mapped to their plant in ModItems; plants added by datapacks are always enabled and are controlled by their datapack.

| plants.opium_poppy.enabled, wild, wildRarity | true, true, 64 | Same switches for the opium poppy. Every built-in plant has them. |

| plants.datura.spreads | true | Fruiting datura self-seeds into nearby empty farmland and beds. |

Recipes of a plant use the plantations:plant_enabled condition ({"type": "plantations:plant_enabled", "plant": "opium_poppy"}).

Organic

OptionDefaultEffect
organic.clovertrueClover seeds drop from grass; see SOIL.md.

Balance

OptionDefaultEffect
balance.mineralStrength1.0Multiplies the N, P and K of mineral (salt-carrying) inputs. Their salts stay the same.
balance.livingSoilGrowth1.0Multiplies the soil life every input adds (compost, IMO, ferments, compost tea).

Pests

OptionDefaultEffect
pests.enabledtrueAphids, spider mites, fungus gnats and powdery mildew on crops in beds. Off: no pests at all. See SOIL.md.

Processing

OptionDefaultEffect
processing.dryingSpeedMultiplier1.0Drying rack speed.

Worldgen

OptionDefaultEffect
worldgen.saltpeter, worldgen.apatite, worldgen.potash, worldgen.sulfurtrueGenerate our ores; see MINERALS.md. Turn them off when another mod provides the same minerals.

Effects

OptionDefaultEffect
effects.dependencyLIGHTOFF (no dependency or withdrawal), LIGHT (half speed, mild withdrawal), REALISTIC (full speed, withdrawal up to level III).
effects.overdosetrueToo much poppy resin or Datura in a short time hurts and can kill.

Client

Screen visuals of the effects live in the client config; see EFFECTS.md.

Black market

See BLACK_MARKET.md for the design.

OptionDefaultEffect
blackMarket.enabledtrueDealer, Burner Phone, Dead Drop and hideouts.
blackMarket.currencyPLANTATIONSPLANTATIONS (banknotes), EMERALD (1 emerald = 40 credits), NUMISMATICS (1 spur = 1 credit), LIGHTMANS (1 copper coin = 1 credit) or CUSTOM. The coin modes fall back to PLANTATIONS without their mod.
blackMarket.customCurrencyminecraft:emerald=40Items for CUSTOM mode as item_id=credits (Numismatics and Lightman's Currency examples are in the file).
blackMarket.heatLIGHTOFF, LIGHT (lower prices, the Dealer stops answering), FULL (plus raids).
blackMarket.saturationScopeWORLDOne shared market or one per player.
blackMarket.capacityMultiplier1.0How much the market absorbs per day before prices drop.
blackMarket.dailyFluctuationtrueDaily price swings and a hot product.
blackMarket.sharedStockfalseOffer stock shared by all players.
blackMarket.dealerNightSpawnstrueDealers appear at night near villages.
blackMarket.dealerSpawnChance0.1Chance per 30 s check.
blackMarket.hideoutstrueRare hideouts with a permanent Dealer.