Starbound

Starbound

New Farmables: Hemp for Plant Fibre
27 Comments
Salomon 26 Apr @ 2:13pm 
It would be funny if it had compatibility with the Xenary Wildfire mod, and when we set fire to the plants, it produced smoke that would make the player and NPCs high if they were not using atmospheric protection equipment.
It could even be useful against enemies and monsters.
You would plant hemp around the base and in case of an attack, it would light a fire.
It wouldn't be fatal, but it could create a slow and confusing status.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2755442799
Rogue The Avali 4 Jan, 2022 @ 3:05am 
Nevermind, dunno why removing your mod fixed stuff, when it was Weapon Stats fucking it up. Just... Amazing how this game works sometimes.
Rogue The Avali 4 Jan, 2022 @ 2:54am 
Ok, why is hemp breaking randomly generated weapons? I sub to it. Weapon doesn't work. None random ones do. I unsub, it works. What tomfuckery made this happen? :D
MidnightChord™ 11 Sep, 2019 @ 7:34am 
Oh Okay Sorry, Havent tested the mod yet ;)
Azure Fang  [author] 10 Sep, 2019 @ 11:20pm 
#MidnightChord
Why? They already regrow with no replanting needed, and the mods do not conflict.
MidnightChord™ 10 Sep, 2019 @ 7:44pm 
Would you Make a Patch for this With Perennial Crops?
Azure Fang  [author] 7 Jul, 2019 @ 2:12pm 
And what was the bug?
Nuker1110 7 Jul, 2019 @ 2:10pm 
@Azure Fang I created my own patch to compact your hemp. It bugged me enough to learn basic modding and figure it out. https://sp.zhabite.com/sharedfiles/filedetails/?id=1795967096
Azure Fang  [author] 16 Aug, 2016 @ 7:41am 
Harvest update confirmed working and has been uploaded.
Azure Fang  [author] 16 Aug, 2016 @ 6:27am 
Currently testing a new build and patch.

Build changes the following:
1) Hemp was originally set to the growth rate of coffee - changed to the growth rate of cotton. This means it grows faster, but is still a vanilla-comparable rate.
2) Testing new treasure pool - Drops are 3 (40%), 2 (30%) or 1 (20%) fibre or a seed (10%), with 1 (30%), 2 (50%) or 3 (20%) drops per harvest. Seed chance per round is 10%, down from 11%. This is still higher than vanilla crops, which have a seed drop chance of 1% per round.

Patch is being tested on a separate mod to give players a choice. Patch will compact crop. If successful, patch will be linked in this mod's description for easier location.
Azure Fang  [author] 16 Aug, 2016 @ 5:38am 
@Thundercraft
And to be accurate, Compact Crops does not work with this mod, per se, not the other way around. Compact Crops affects individual plant files. For Compact Crops to work on this plant, the author would have to add additional files to that mod.
Azure Fang  [author] 16 Aug, 2016 @ 5:26am 
@Thundercraft
1) I'm working on that.
2) Grow time is exactly the same as vanilla crops.
3) Yield I will look in to, but comparing to animals is a bad assessment when you can plant multiple crops that are easily removable compared to the "remove only with lava" animals.
Thundercraft 16 Aug, 2016 @ 5:23am 
I -want- to like this mod. And I do like that it works with Perennial Crops. But, there are three things that ruin it for me:
(1) Compact Crops does not support Hemp, so spacing is stuck at that of vanilla crops.
(2) The grow time is longer than typical vanilla crops, like Beakseed or Sugarcane.
(3) The yield is pathetic. A single Plant Fibre per cycle, with a tiny chance of a seed? Even vanilla crops have a chance to drop Plant Fibre, in addition to their usual produce item and/or seed. Hemp is not worth growing, IMHO. A single Fuffalo will produce 10 Plant Fibre and only requires 1 interaction to harvest, vs. 10 manual interactions with 10 Hemp plants. That's way too labor intensive (and requires more space). At minimum , I'd say each Hemp plant should produce 10 Plant Fiber. Also, consider the selling price of Plant Fibre. Nobody is going to get rich growing it!
Chao Gardens 9 Aug, 2016 @ 11:09am 
Aww man, can't harvest the gud stuff?

I wanna be an intergalactic drug dealer :(((
1stReaper 4 Aug, 2016 @ 8:25pm 
You sir / madam
are the savior of 100's of pairs of boots :)!!!!
no more having to travel the whole planet trying to find vines <3
Azure Fang  [author] 31 Jul, 2016 @ 11:39pm 
Not everyone likes dealing with the animals, considering their space requirements and the inability to remove them (without resorting to lava) once placed. Again, adding options allows for more playstyles.
LiLNikk91  [author] 31 Jul, 2016 @ 6:59pm 
im a dummy and didnt see it to be honest.
Vladistad Von Pootistine 31 Jul, 2016 @ 6:15pm 
but there are fluffalo now...
LiLNikk91  [author] 31 Jul, 2016 @ 2:11am 
maybe an indica to give you better healing and a sativa that gives better stamina.
Man In The Purple Hat 30 Jul, 2016 @ 4:09pm 
love it! should also produce some nugs man! where ya gotta put them in a jar after harvest to cure them then there ready to smoke, it could increase health regen and increase your hunger haha. great work though and thanks for the upload!
Azure Fang  [author] 30 Jul, 2016 @ 9:06am 
@SirUmnei
Will look into it. Shouldn't be difficult.

@Barry the Slinger
Yes, but depending on how you play, farming trees isn't always feasible. For example, I create underground farms with tight space restrictions. This gives another option outside of growing forests.
Sir Barold, IIIst of his name 29 Jul, 2016 @ 5:46pm 
Cool mod idea, but there's already a vanilla way to farm plant fibre. In flower biomes, there's huge weeds growing, you chop them down like trees and they produce saplings. They give plant fibres instead of wood.
SirUmnei 29 Jul, 2016 @ 3:48pm 
I would love small "trees" for all fruit. A lot of them can only be obtained by cutting trees, which I dislike since my ship is my base.
Azure Fang  [author] 29 Jul, 2016 @ 3:41pm 
Possibly. All depends on requests (like this was), or if anything comes to mind. I was already considering a farmable apple tree (yay genetic engineering).
SirUmnei 29 Jul, 2016 @ 3:26pm 
You plan on adding more plants?
Azure Fang  [author] 29 Jul, 2016 @ 3:00pm 
As it stands, it's set to output, if I remember correctly, 1-2 per harvest.
Wex 29 Jul, 2016 @ 2:59pm 
Very cool. About how much does it output and how many should I have