# Welcome to Realistic Plant Growth

Enhance your Minecraft server with more Realistic Plant Growth!

<div data-full-width="false"><figure><img src="/files/7DcqhKTxiHCm95EsLNvv" alt=""><figcaption></figcaption></figure></div>

[![](https://img.shields.io/github/checks-status/Happy-Hop7/RealisticPlantGrowth/master?style=for-the-badge)](https://github.com/Happy-Hop7/RealisticPlantGrowth)   [![](https://img.shields.io/modrinth/dt/TcGxLk2t?style=for-the-badge\&logo=modrinth\&logoSize=auto)](https://modrinth.com/plugin/realistic-plant-growth)   [![](https://img.shields.io/modrinth/v/TcGxLk2t?style=for-the-badge)](https://modrinth.com/plugin/realistic-plant-growth/version/latest)   [![](https://img.shields.io/discord/1241334817098956851?style=for-the-badge\&logo=discord)](https://discord.gg/PgUhUNGu2A) &#x20;

***

{% hint style="warning" %}
***Realistic Plant Growth*** is still in an early phase of development.\
If you encounter any problems, please open an issue with a detailed error description.\
I will investigate the occurring problem and try to fix it as soon as possible.
{% endhint %}

## Overview

***Realistic Plant Growth*** is a powerful Spigot/Paper plugin that brings a new level of realism to the Minecraft flora, allowing you to fine-tune growth parameters on a per-biome basis.

* Do you want to stop Nether Wart farming or make it only work in the Nether like it used to be?
* Do you think Melon farms are too powerful and want to balance them?
* Maybe you want cocoa to grow only in jungles or make plants grow slower in deserts?
* Or perhaps you want farms to be above ground and need natural light?

&#x20;                                          **You can do all that with&#x20;*****Realistic Plant Growth*****!**

***

## Quick links

{% content-ref url="/pages/8anV8TENo9HmJ4lShQns" %}
[Features](/overview/features)
{% endcontent-ref %}

{% content-ref url="/pages/opCGFq91chddmlHQUgXs" %}
[Support me](/for-contributors/support-me)
{% endcontent-ref %}

***

## Get Started

I've put together some helpful guides for you to get setup with my plugin quickly and easily.

{% content-ref url="/pages/XJX2r3wNnzopZlBZZSev" %}
[Installation](/guides/installation)
{% endcontent-ref %}

{% content-ref url="/pages/0O56R7krFmn1W4oIieUf" %}
[Configuration](/guides/configuration)
{% endcontent-ref %}

{% content-ref url="/pages/kz3wJLes4zUYMXaJNUcY" %}
[FAQ](/overview/faq)
{% endcontent-ref %}

***

{% hint style="info" %}
If you enjoy this plugin and would like to support me, please consider making a small donation. Your support will enable me to continue working on and improving this plugin.

<https://www.buymeacoffee.com/TheRealPredator>
{% endhint %}

<figure><img src="/files/Dlbv8CGRar71qtuoTLJl" alt="Donation QR-Code" width="175"><figcaption><p>Donation Link</p></figcaption></figure>

***


# Features

Discover the innovative features that bring Realistic Plant Growth to life in your Minecraft world.

{% hint style="info" %}
**Note:** All features are highly customizable!\
You can tweak them to your preference in the `Config.yml` and `GrowthModifiers.yml` files.
{% endhint %}

## 🌍 Biome-Specific Plant Growth & Death

Tailor plant growth rates based on the biome they’re in!\
With `GrowthModifiers.yml`, you have control over growth speed and even the survival odds of plants in each biome, making your worlds feel more authentic and responsive to their environments.

Need more details?\
Check out the [Growth Modifiers guide](/guides/configuration/growthmodifiers.yml).

## 🏞️ Custom Biome Support

Bring extra depth to your Minecraft world with support for custom biomes, such as those from [Terra](https://github.com/PolyhedralDev/Terra), [Terralith Datapack](https://modrinth.com/datapack/terralith), and more.\
Realistic Plant Growth adapts to unique biome configurations, allowing you to fine-tune plant behavior for every type of biome you add to the game.

For more details, please check out the [FAQ](/overview/faq#which-custom-biome-plugins-generators-datapacks-are-supported).

## 🌱 Natural Survival Instincts

Add an element of risk to plant growth.\
Each time a plant progresses, there’s a chance it may perish instead of advancing — a dynamic way to simulate natural survival struggles across different biomes.

## 🪓 Tool-Specific Harvesting

In Realistic Plant Growth, using a hoe is essential to collecting crops.\
Harvest without a hoe? You’ll miss out on those valuable drops, adding a strategic element to farming.

## 🚜 Realistic Farming with Replaceable Farmland

When you harvest crops, there's a chance that tilled farmland reverts to dirt or coarse dirt, making re-tilling necessary before planting again. It’s farming, with a touch of realism!

## ☀️ Sunlight-Dependent Growth

Encourage outdoor farming by making natural sunlight essential for plant growth.\
Plants will only thrive under open skies, with an adjustable light level requirement that brings more realism to farming above ground.

## 💡 UV-Light Blocks for Indoor Farming

Give players an option for indoor farming!\
UV-light blocks act as a substitute for sunlight, enabling growth in dark, closed-off spaces—ideal for underground farms or greenhouses.

## 🌾 Boost Growth with Fertilizer

Place a composter nearby to speed up plant growth!\
As plants progress, the composter gradually depletes, requiring regular refills to sustain its effects. Automatically refill with hoppers for added convenience.

## 🚫 Disable Bonemeal Output from Composters

Prevent composters from producing bonemeal entirely.\
When enabled, neither manual nor automated composting will yield bonemeal, effectively disabling bonemeal farming via composters.

## 🧪 Use Bonemeal as Composter Input

Allow bonemeal to act as a compostable item.\
Each use of bonemeal in a composter guarantees a 100% success rate, instantly increasing the compost level by 1.\
Supports both manual insertion and automated systems using hoppers.

## ⚡ Rapid Composter Fill with Shift-Click

Hold Shift and right-click a composter with compostable items to fill it quickly.\
Speeds up manual composting without bypassing Minecraft’s vanilla success chance logic—items are consumed accordingly.

## 🎶 Immersive Sounds and Effects

When a plant dies, an optional sound and visual effect can add atmosphere to your world.\
Hear and see your plants as they flourish—or fail!

## 🗨️ Customizable Messages

Personalize every player message in the plugin!\
Easily adjust or translate them through the language files, and utilize the [MiniMessage format](https://docs.advntr.dev/minimessage/format.html) for seamless integration.

***

## 🛠️ Planned Features

* [x] Support for Custom Biomes (e.g., [Terra](https://github.com/PolyhedralDev/Terra), [Terralith Datapack](https://modrinth.com/datapack/terralith), …)
* [ ] Add Custom Plant Compatibility (Slimefun4 - [ExoticGarden Addon](https://github.com/TheBusyBiscuit/ExoticGarden))
* [ ] Enhanced Event Logging
* [ ] Visual Debug Effects for Area Scans (Admin Tool)
* [ ] Improved UV-Light Detection
* [ ] Bonemeal Restrictions
* [ ] Offline Plant Growth Add-On
* [ ] Optimized Area Scan Performance
* [ ] Developer-Friendly API Integration

***


# FAQ

Frequently Asked Questions about the Realistic Plant Growth Plugin.

<details>

<summary>Are Custom Biomes Supported?</summary>

Yes, custom biomes are now fully supported! 🥳🎉\
Starting with version `RealisticPlantGrowth-0.9-BETA`, you can integrate custom biomes on Paper servers and their forks. \
\
Simply reference the namespace in your `GrowthModifiers.yml` or `BiomeGroups.yml` to identify custom biomes.\
\
For example, with the [Terralith Datapack](https://modrinth.com/datapack/terralith), you would use the following format: `terralith:moonlight_valley`.

</details>

<details>

<summary>Which Custom Biome Plugins/Generators/DataPacks Are Supported?</summary>

**Realistic Plant Growth** is designed to be compatible with a variety of custom biome plugins and world generators, including those that introduce custom biomes with unique namespaces or modify existing vanilla biomes.

For example:

* [**Iris**](https://github.com/VolmitSoftware/Iris): Fully supported, using the `overworld:` namespace for its custom biomes.
* [**Terralith**](https://github.com/Stardust-Labs-MC/Terralith): Fully supported, using the `terralith:` namespace for its custom biomes.
* [**TerraformGenerator**](https://github.com/Hex27/terraformgenerator): Fully supported, using the `terraformgenerator:` namespace for its custom biomes.
* **Other Plugins/Generators**: Generally, any plugin or generator that either modifies existing biomes or adds new ones with a unique namespace should be compatible.

To check the namespace of any custom biome in-game, use **Minecraft's F3 debug screen**. When you’re in a specific biome, the biome information (including the namespace) will appear in the debug overlay.\
If you have questions about compatibility with a specific generator, feel free to join our [Discord server](https://discord.gg/PgUhUNGu2A) for support!

</details>

<details>

<summary>Is Realistic Plant Growth Compatible with Plugin XY?</summary>

There is no way to test compatibility with all Spigot/Paper plugins out there, but if you already have a plugin installed that modifies farming mechanics, the chances are high that the plugins are incompatible.\
\
**The best way to test compatibility is to simply try it out.**&#x20;

If an issue arises:

* **For closed-source plugins**, contact the developer of that plugin and request a fix.
* **For open-source plugins**, open an issue on both our GitHub repository and theirs, and link them if possible!

</details>

<details>

<summary>Config Setting XY Does Not Work</summary>

1. Check and make sure you configure the setting as described in [Config.yml](/guides/configuration/config.yml).
2. Verify that this feature is implemented in the version you are using; sometimes there is a note indicating that the feature is not yet supported.
3. Ensure there are no syntax errors in the `config.yml` file. You can check the syntax with an [online YAML validation tool](https://www.yamllint.com/https://www.yamllint.com/).
4. Try to restart your server after making changes to the configuration.

</details>

<details>

<summary>What Versions of Minecraft Are Supported?</summary>

Realistic Plant Growth currently supports Minecraft versions from **1.20.1 and above**

However, please note our Beta Support Policy: \
Version `0.9.0-BETA` is the final beta release that will support older versions of Minecraft. From this point on, during the beta phase and beyond, the plugin will **only support the latest Minecraft version**. \
This will continue until the full release, when all planned features are implemented.

If you’re using an older Minecraft version, `0.9.0-BETA` will be the last compatible update. For ongoing compatibility, we recommend updating to the latest Minecraft version once the plugin is out of beta.

</details>

<details>

<summary>What Java version do I need?</summary>

You need at least **Java 21** for this plugin.

</details>

***


# Commands

Realistic Plant Growth Commands

<details>

<summary>plugin.yml</summary>

{% code lineNumbers="true" fullWidth="false" %}

```yaml
commands:
   rpg:
      description: Execute a RealisticPlantGrowth command.
      usage: /rpg <help|info|reload>
      permission: rpg.help
      aliases: [realisticPlantGrowth, realisticplantgrowth]
```

{% endcode %}

</details>

## Overview

<table><thead><tr><th width="254">Command</th><th>Permission</th><th align="center">Can be used in the console</th></tr></thead><tbody><tr><td><a href="#rpg-help"><code>/rpg help</code></a></td><td><a href="/pages/j0KJXtyV82yEsfmThMqY#rpg.help"><code>rpg.help</code></a></td><td align="center"><mark style="color:green;">✓</mark></td></tr><tr><td><a href="#rpg-info"><code>/rpg info</code></a></td><td><a href="/pages/j0KJXtyV82yEsfmThMqY#rpg.info"><code>rpg.info</code></a></td><td align="center">-</td></tr><tr><td><a href="#rpg-reload"><code>/rpg reload</code></a></td><td><a href="/pages/j0KJXtyV82yEsfmThMqY#rpg.reload"><code>rpg.reload</code></a></td><td align="center"><mark style="color:green;">✓</mark></td></tr></tbody></table>

## `/rpg help`

Shows the Help menu if the user has the required permission.

## `/rpg info`

Provides general information about the plant currently held in the player's hand.\
This includes details such as biome groups, valid biomes, and whether the plant can grow in darkness.

For more detailed and location-specific information, utilize the left-click feature of the [`display_growth_rates`](/guides/configuration/config.yml#display_growth_rates) setting.

## `/rpg reload`

Reloads the plugin and updates all configuration files, eliminating the need for a server restart to apply changes to the configured settings.

***


# Permissions

Permissions utilized by the Realistic Plant Growth Plugin

<details>

<summary>plugin.yml</summary>

{% code lineNumbers="true" fullWidth="true" %}

```yaml
permissions:
  rpg.*:
    description: Gives access to all RealisticPlantGrowth features.
    default: op
    children:
      rpg.reload: true
      rpg.help: true
      rpg.info: true

  rpg.reload:
    description: Gives access to the /rpg reload command.
    default: op

  rpg.help:
    description: Base-Permission to access /rpg command.
    default: op

  rpg.info:
    description: Gives access to the /rpg info command.
    default: op
    children:
      rpg.info.interact: true

  rpg.info.interact:
    description: Gives growth information of plants when interacting with them.
    default: true
```

{% endcode %}

</details>

***

## Admin

The permissions listed in this section are intended for use by server administrators who have knowledge of the plugin's behavior and configurations.

### `rpg.*`

This permission grants access to all commands offered by the **Realistic Plant Growth** plugin.

### `rpg.reload`

This permission, included in the `rpg.*` group, functions as a negative permission option when providing users with access to the `rpg.*` permission.\
It is essential for the use of the [`/rpg reload`](/overview/commands#rpg-reload) command.

***

## User

Recommended permissions for regular users.

### `rpg.help`

This permission is necessary to receive a help message when either the [`/rpg help`](/overview/commands#rpg-help) command or an unknown subcommand of the plugin is used.

### `rpg.info`

This permission provides access to the [`/rpg info`](/overview/commands#rpg-info) command.

### `rpg.info.interact`

This permission allows players to gather growth information about a plant by performing a left-click on the ground with a seed, within the context of the location of the clicked block.\
To provide this information, a comprehensive area search is conducted to determine the exact modifiers applicable in the current environment.

{% hint style="warning" %}
Prevent server lag caused by players spam-clicking with seeds by utilizing the [`display_cooldown`](/guides/configuration/config.yml#display_cooldown) setting in the [`Config.yml`](/guides/configuration/config.yml) file!
{% endhint %}

***


# Installation

Follow the installation steps listed below to install the Realistic Plant Growth Plugin.

## Requirements

<table data-header-hidden><thead><tr><th width="259"></th><th></th></tr></thead><tbody><tr><td><strong>Minecraft Server Version:</strong></td><td><strong>1.20.1</strong> <em>or above</em>.</td></tr><tr><td><strong>Java Version:</strong></td><td><em>At least</em> <strong>Java 21</strong>.</td></tr></tbody></table>

***

## Step 1 - Download the Plugin

You can download the ***Realistic Plant Growth*** Plugin [here](https://modrinth.com/plugin/realistic-plant-growth)

## Step 2 - Place the .jar File in Your Plugins Folder

Put the `.jar` file downloaded in Step 1 into your server's plugins folder.

## Step 3 - Restart Your Server

Restart your server to enable this plugin.

## Step 4 - Configure the Plugin to Your Needs

Examine the `Config.yml` file and adjust the settings according to your requirements.\
Configure the `GrowthModifiers.yml` with your preferred settings.

{% hint style="info" %}
I**nfo:**\
Don't forget to update the world name in the `Config.yml` file to match the world where you intend to activate this plugin.
{% endhint %}

## Step 5 - Reload the Plugin

Use the command `/rpg reload` to reload the configuration files.

***


# Configuration

Customize and fine-tune the plugin's behavior using the following settings.

{% content-ref url="/pages/ofPCLxYp9xleSJabnYLB" %}
[Config.yml](/guides/configuration/config.yml)
{% endcontent-ref %}

{% content-ref url="/pages/jbbXcHED9pQ8LREGfMUo" %}
[BiomeGroups.yml](/guides/configuration/biomegroups.yml)
{% endcontent-ref %}

{% content-ref url="/pages/ns5ImfXewQ9gx8YF0sYk" %}
[GrowthModifiers.yml](/guides/configuration/growthmodifiers.yml)
{% endcontent-ref %}

***

**If you want to customize the Language Files or translate the file into a language not yet supported,**\
**please see:**

{% content-ref url="/pages/RAyixPCpcsFmsfAr9d1j" %}
[For Translators](/for-contributors/for-translators)
{% endcontent-ref %}

***


# Config.yml

Configuration Guide for General Config Settings.

{% embed url="<https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/Config.yml>" %}
Default Config.yml
{% endembed %}

***

## General Settings

### language\_code

#### default: `en-US`

Language setting for the user plugin messages.\
The language files are located in your server's "plugins" directory:\
`plugins/RealisticPlantGrowth/local`

Upon the first plugin start, all supported languages for your version should be available in this directory.\
If you wish to change the language, you'll need to identify and select the `.yml` file with the desired language. You also have the option to create your own language files and use them.

In cases where specific translations are missing, the default strings from the default language\
(`en-US`) will be automatically selected.

***

### plugin\_prefix

#### default: `'[RealisticPlantGrowth] '`

Plugin prefix for console logs. Does not affect chat messages.\
You can customize the prefix using MiniMessage format and legacy &-color codes.\
For details, refer to: [MiniMessage Format](https://docs.advntr.dev/minimessage/format.html)

### enabled\_worlds

#### default:

* `your_world`
* `your_world_nether`
* `your_world_the_end`

List of worlds where this plugin is active.\
To customize, modify this list to include your desired worlds.\
Any worlds not listed here will use the default growth behavior.

***

### bonemeal\_limit

#### default: `3`

Limits the use of bonemeal on plants to the specified amount.\
Setting 'bonemeal\_limit: 0' completely disables the use of bone meal.\
Negative numbers deactivate this feature (e.g., 'bonemeal\_limit: -1').

{% hint style="info" %}
`bonemeal_limit` not implemented yet.
{% endhint %}

***

### min\_natural\_light

#### default: `15`

Required natural sky light level for plant growth.

| SkyLightLevel | Description                                                             |
| ------------- | ----------------------------------------------------------------------- |
| 0             | Allows underground plant growth.                                        |
| 12            | <p>corresponds to sunlight<br>filtered through leaves.</p>              |
| 15            | <p>plants only grow in direct sunlight.<br>(Allows glass ceilings.)</p> |

***

### destroy\_farmland

#### default: `true`

When a player harvests a plant that has grown on farmland, the farmland is automatically replaced with a coarse dirt block.\
Consequently, the player is required to re-hoe the area to prepare it for seeding new plants.\
Setting '`destroy_farmland`' to '`true`' enables this feature.

***

### require\_hoe

#### default: `true`

Determines whether a player requires a hoe to harvest plants.\
If set to `true`, players must use a hoe for harvesting.\
When `require_hoe` is set to `true`, harvesting plants without a hoe will yield no drops. \\

Additionally, enabling this setting prevents drops from agricultural plants destroyed by flowing water and pistons.

***

### display\_growth\_rates

#### default: `true`

Displays potential growth rates for an item in hand when a player left-clicks the ground.\
Only shows growth rates for the biome the player is currently in.

***

### display\_cooldown

#### default: `5`

Only active, if `display_growth_rates` is enabled.\
Time in seconds before the growth rates are shown to the player again.\
Prevents spam clicking and therefore heavy area scans.

***

### use\_metrics

#### default: `true`

When this configuration setting is set to true, your plugin will anonymously contribute usage data to bStats. bStats is a service that assists plugin developers in understanding how their creations are utilized in the wider community.

This anonymized information is invaluable for enhancing and optimizing plugins based on real-world usage patterns. For additional details, please visit the [bStats page](https://bstats.org/plugin/bukkit/Realistic%20Plant%20Growth/20634) of ***Realistic Plant Growth***.

***

### check\_for\_updates

#### default: `true`

Set this option to `true` to enable automatic update checks when the server starts.\
Setting it to `false` will disable update checking.

***

## Composter Settings

Configuration options for customizing composter behavior and functionality in the game.

***

### disable\_bonemeal\_output

#### default: `false`

If enabled, composters will no longer produce bonemeal as an output.\
This effectively disables bonemeal farming using hopper-fed composters or manual composting.\
When `disable_bonemeal_output` is set to `true`, composters will accept input but will never yield bonemeal.

***

### quick\_fill\_with\_shift

#### default: `false`

If enabled, allows players to rapidly fill composters by holding Shift and right-clicking with compostable items.\
Speeds up manual composting for convenience, especially during bulk operations.\
The exact number of items consumed is determined using vanilla composting chance calculations.

***

### allow\_bonemeal\_as\_input

#### default: `false`

If enabled, allows bonemeal to be inserted into composters by players or hoppers.\
Each bonemeal used increases the compost level by 1 with a 100% success rate.

***

## Fertilizer

Fertilizer enables Composters to fertilize crops in the surrounding area, allowing for growth in normally uninhabitable areas.

***

### fertilizer\_enabled

#### default: `false`

Enables the use of composters to fertilize crops in the surrounding area.

***

### fertilizer\_radius

#### default: `8`

Plants within this block radius will grow at the `fertilizer_growth_rate` (see below).\
Higher values may increase server resource consumption and cause lag (Maximum 15 blocks).

***

### fertilizer\_passiv

#### default: `false`

`true`: Fertilizer effects do not deplete composters to fertilize the surroundings.\
`false`: Players must actively fill the composter to achieve fertilization effects.

***

### fertilizer\_boost\_growth\_rate

#### default: `20.0`

The `fertilizer_boost_growth_rate` is an additive value applied to the percentage-based biome-specific growth rate when a composter is within the configured `fertilizer_radius`. \\

For instance, if the biome-specific growth rate for wheat in a desert is `25.0%`, setting `fertilizer_boost_growth_rate` to `20.0%` will result in a boosted growth rate of `45.0%` for wheat plants.

***

### fertilizer\_allow\_growth\_rate\_above\_100

#### default: `false`

Allows a growth rate above 100.0%.\
If a plant has a biome-specific growth rate of 100.0% and this is set to be true, the resulting growth rate can exceed 100.0% (e.g., 125.0%). Otherwise, the growth rate is capped at 100.0%.

{% hint style="info" %}
`fertilizer_allow_growth_rate_above_100` not implemented yet.
{% endhint %}

***

### fertilizer\_enables\_growth\_in\_invalid\_biomes

#### default: `false`

If set to `true`, Fertilizer allows plants to thrive in invalid biomes.\
If set to `false`, plant growth is limited to biomes explicitly listed in `Biome: []` section within `GrowthModifiers.yml`.

***

### fertilizer\_invalid\_biome\_growth\_rate

#### default: `35.0`

Growth rate of plants in invalid biomes with fertilizer access.\
Only active if `fertilizer_enables_growth_in_invalid_biomes` is set to `true`, and the plant is in an invalid biome.

***

### fertilizer\_invalid\_biome\_death\_chance

#### default: `25.0`

Probability of plant death in an invalid biome despite fertilizer supply.\
This rule is effective only when `fertilizer_enables_growth_in_invalid_biomes` is set to `true` and the plant is located in an inappropriate biome.

If the Growth process of the plant consists of multiple growth stages, the death rate is internally adjusted by dividing it by the number of growth stages.

***

## UV-Light

Artificial light source that allows plants within its radius to grow where the sky light level is lower than the `min_natural_light` value.\
This allows the cultivation of plants underground or in buildings without direct sky light access.

{% hint style="info" %}
**Note:** Plants still require the minimal vanilla light level to grow.
{% endhint %}

***

### uv\_enabled

#### default: `false`

Enable the use of UV-Light Blocks.

***

### uv\_blocks

#### default:

* `OCHRE_FROGLIGHT`
* `PEARLESCENT_FROGLIGHT`
* `VERDANT_FROGLIGHT`

List of blocks that can function as UV-Light sources.\
Use the official [MATERIAL\_NAMES](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html) to add items to this list.

{% hint style="info" %}
**Hint:** `uv_blocks` don't need to emit light, but when they do, you don't require an additional light source.
{% endhint %}

***

### require\_all\_uv\_blocks

#### default: `true`

Determines whether a plant requires all UV-Light Blocks listed above to grow.

* `true`: All blocks in `uv_blocks` are necessary for plant growth.
* `false`: Only one of the blocks listed in `uv_blocks` is required for plant growth.

***

### uv\_radius

#### default: `5`

Radius around a UV-Light block that affects growth.\
Higher values consume more server resources and may lead to server lag. *(Maximum 15 blocks)*\
Use the official [MATERIAL\_NAMES](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html) to add items to this list.

### grow\_in\_dark

#### default:

* `RED_MUSHROOM`
* `BROWN_MUSHROOM`
* `NETHER_WART`
* `COCOA`

List of plants that grow without requiring natural sky light, allowing growth in artificial light sources like torches and lanterns *(not the same as UV-Light)*.\
Use the official [MATERIAL\_NAMES](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html) to add items to this list.

***

## Sounds & Effects

Configure played sounds or particle effects used by this plugin.

***

### plant\_death\_sound\_effect

#### defaults:

* enabled: `true` - Enables the sound and particle effects for dying plants.
* sound: `BLOCK_CROP_BREAK` - The sound played when a plant dies.
* volume: `0.5` - Adjust the volume *(0.0 to 1.0)*.
* pitch: `0.5` - Adjust the pitch *(0.5 to 2.0, 1.0 is normal pitch)*.
* effect: `SMOKE` - The particle effect played when a plant dies.
* data: `1` - Adjust effect data if applicable.

Available sounds and effects:\
Sound: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html>\
Particle Effects: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Effect.html>

***

## Logging & Debugging

Provides various debug logs to offer additional plugin data for troubleshooting and configuration.

{% hint style="warning" %}
WARNING:\
Enable logging only for debugging purposes, as it can generate a large amount of data.
{% endhint %}

***

### debug\_log

#### default: `false`

Enable Debug Mode.\
This setting can generate a substantial amount of log data, so it should be used only for debugging purposes.

***

### plant\_log

#### default: `false`

Logs Plant Growing Events in a separate log file.\
Ensure that `debug_log` is enabled for this feature to work.

***

### structure\_log

#### default: `false`

Enables logging of tree growth events (e.g., saplings growing into trees, mushrooms growing into huge mushrooms) in a separate log file.\
Ensure that `debug_log` is enabled for this feature to work.

***

### player\_log

#### default: `false`

Enables logging of player interaction events in a separate log file.\
Ensure that `debug_log` is enabled for this feature to work.

***

### bonemeal\_log

#### default: `false`

Logs events related to Bonemeal usage in a separate log file.\
Ensure that `debug_log` is enabled for this feature to work.

{% hint style="info" %}
`bonemeal_log` not implemented yet.
{% endhint %}

***


# BiomeGroups.yml

Configuration Guide for Biome Groups.

{% embed url="<https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/BiomeGroups.yml>" %}
Default BiomeGroups.yml
{% endembed %}

***

## Configuration Guide for Biome Groups

{% code title="Example Biome group" %}

```yaml
Arid:
  - BADLANDS
  - DESERT
  - ERODED_BADLANDS
  - WOODED_BADLANDS
```

{% endcode %}

## Steps to Create Your Own Biome Group:

### 1. Choose a Group Name:

Decide on a name for your biome group. \
This name is arbitrary and can be anything that helps you identify the group.

```yaml
GroupName:
# GroupName can be arbitrary chosen.
```

### 2. List the Biomes:

Under the group name, list the biomes that belong to this group.&#x20;

```yaml
GroupName:
  - BIOME1
  - BIOME2
  - BIOME3
```

{% hint style="info" %}
To use non-vanilla biomes, reference them by their correct namespace. \
For example, for a biome from the Terralith Datapack, use `terralith:moonlight_valley`
{% endhint %}

***


# GrowthModifiers.yml

Configuration Guide for Growth Modifiers.

{% embed url="<https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/GrowthModifiers.yml>" %}

***

## Introduction

The **Realistic Plant Growth** GrowthModifiers configuration file allows you to adjust the growth rate behavior of specified plants in relation to the vanilla game. By default, a growth rate of `100%` mirrors vanilla behavior. Higher rates can speed up plant growth, while lower rates can slow it down. <br>

This guide will walk you through the process of customizing these settings to fit your gameplay preferences. The best way to do this is, by providing example configurations and explaning them in detail.

{% hint style="info" %}
Plants not listed in the `GrowthModifiers.yml` file will use the vanilla Minecraft plant growth behavior.
{% endhint %}

{% hint style="warning" %}
Growth rates above 100% (compared to vanilla Minecraft) are not supported during the BETA phase of this plugin.
{% endhint %}

***

## GrowthModifiers File Structure

The following sections outline possible components of a plant configuration. \
Some of these sections are mandatory, while others are optional. \
Please note that there is a specific order in which the plugin checks these sections, and this order should be considered during configuration.

{% code title="GrowthModifiers.yml" %}

```yaml
PLANT_NAME:
  BiomeGroup:
    Groups:
      - BiomeGroupName1
      - BiomeGroupName2
    BiomeGroupName1:
      GrowthRate: X
      UVLightGrowthRate: Y
      NaturalDeathChance: Z
      UVLightDeathChance: W
  Default:
    GrowthRate: X
    UVLightGrowthRate: Y
    NaturalDeathChance: Z
    UVLightDeathChance: W
    Biome:
      - BIOME1
      - BIOME2
```

{% endcode %}

***

## Key Sections

The GrowthModifiers configuration file includes several parameters to adjust plant growth rates and death chances. \
Below are the key sections and parameters you need to understand.

### PLANT\_NAME:

The material name of the plant you are configuring. \
The specified growth modifiers will be applied to this plant. \
Ensure the material name matches a Minecraft [Material](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) name (e.g., BAMBOO, CACTUS).

```yaml
PLANT_NAME:
  # The Material name of the plant you are configuring.
  # The configured GrowthModifiers are then applied to this plant.
  # This must be a Minecraft Material name (e.g., BAMBOO, CACTUS).
```

{% hint style="info" %}
For now, only official Minecraft material names listed [>here<](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) are supported. \
In future updates, this will be expanded to include an API that supports custom plant materials.
{% endhint %}

{% hint style="success" %}
Some material names are mapped to simplify the configuration process. \
For example, instead of using `MELON_STEM`, you can use `MELON` to configure the growth of melons.
{% endhint %}

### BiomeGroup

This section is specifically for handling biome groups. \
These groups can be created in the `BiomeGroups.yml` file.

### Groups

A list of BiomeGroup names you configured in `BiomeGroups.yml`.

```yaml
Groups:
  - BiomeGroupName1
  - BiomeGroupName2
```

This can also be an empty list if there is no fitting BiomeGroup. \
In such cases, the Biome list from the [Default](#default) section is used.

<details>

<summary>Empty Groups List Example</summary>

```yaml
PLANT_NAME:
  BiomeGroup:
    Groups: [ ]
```

</details>

### BiomeGroupName

If you have listed the name of a BiomeGroup under the [`Groups`](#groups) section, you can create a new section within the [`BiomeGroup`](#biomegroup) section with growth modifiers specifically for the named BiomeGroup.

\
Each biome group can have specific settings for growth rates and death chances. \
Replace `BiomeGroupName1` and `BiomeGroupName2` with your actual biome group names.

This section is <mark style="color:orange;">**optional**</mark>. \
If there is no matching section for the listed BiomeGroupName, the modifiers from the [Default ](#default)section are applied to the BiomeGroupName.

```yaml
BiomeGroupName1:
  GrowthRate: X  # The growth rate percentage for this biome group.
  UVLightGrowthRate: Y  # The growth rate percentage under UV light for this biome group.
  NaturalDeathChance: Z  # The chance of natural death for plants in this biome group.
  UVLightDeathChance: W  # The chance of death under UV light for plants in this biome group.

```

### Default

The default configuration applies to all biomes listed under `Biome` and if no specific biome group configuration is set.

If your `Biome` list consists only of the keyword `ALL`, the `Default` section applies to all possible biomes.

```yaml
Default:
  GrowthRate: X  # The default growth rate percentage.
  UVLightGrowthRate: Y  # The default growth rate percentage under UV light.
  NaturalDeathChance: Z  # The default natural death chance.
  UVLightDeathChance: W  # The default death chance under UV light.
  Biome:
    - BIOME1  # List of biomes included in the default group.
    - BIOME2

```

{% hint style="success" %}
To use non-vanilla biomes, reference them by their correct namespace. \
For example, for a biome from the Terralith Datapack, use `terralith:moonlight_valley`
{% endhint %}

{% hint style="warning" %}
The `Default` section also serves as the fallback configuration for any `BiomeGroups` not covered by a dedicated section.
{% endhint %}

***

## Example Configurations

Here are some example configurations with explanations to help guide you through the configuration process.

### Example 1

In this example, the Bamboo plant's growth parameters are being configured. \
The configuration assigns the `BiomeGroup` called `Tropical` to the Bamboo plant , and further specifies its growth characteristics within this group.

\
The `GrowthRate` is set to `100%`, meaning the Bamboo grows at a rate equivalent to vanilla Minecraft, maintaining the default growth speed. Additionally, if you configure the [`min_natural_light`](/guides/configuration/config.yml#min_natural_light) setting, Bamboo can still grow in underground farms illuminated by UV-Light Blocks (defined under [`uv_blocks`](/guides/configuration/config.yml#uv_blocks)), but at a reduced growth rate of `35%` compared to the normal rate.

The configuration also sets a `NaturalDeathChance` of `5%`, indicating a small chance of Bamboo dying naturally in tropical biomes. In contrast, the `UVLightDeathChance` is set to `15%`, reflecting a higher chance of Bamboo dying in underground farms lit by UV-Light Blocks compared to those exposed to natural skylight.

The `Default` section, with its empty parentheses, signifies that Bamboo cannot grow in any other biomes outside the specified `Tropical` group. Thus, only the biomes listed under the [`Tropical`](#biomegroup-tropical) BiomeGroup are considered valid for Bamboo growth.

{% code title="Example 1" %}

```yaml
BAMBOO:
  BiomeGroup:
    Groups:
      - Tropical
    Tropical:
      GrowthRate: 100
      UVLightGrowthRate: 35
      NaturalDeathChance: 5
      UVLightDeathChance: 15
  Default:
    Biome: [ ] # No growth in other biomes
```

{% endcode %}

<details>

<summary>BiomeGroup: Tropical</summary>

{% code title="BiomeGroups.yml" %}

```yaml
# Tropical biomes
Tropical:
  # Jungle
  - JUNGLE
  - BAMBOO_JUNGLE
  - SPARSE_JUNGLE
  # Swamp
  - MANGROVE_SWAMP
  - SWAMP
```

{% endcode %}

</details>

### Example 2

In this configuration example, the growth parameters for the Cocoa plant are defined. \
The `BiomeGroup` section, which typically defines specific biome groups with tailored growth settings, is assigned an empty list in this case. This indicates that no specific biome groups are configured for Cocoa, and the configuration relies entirely on the `Default` section for its settings.

Within the `Default` section, various growth parameters for Cocoa are specified, but these settings apply only to jungle biomes. The `GrowthRate` is set to `100%`, meaning Cocoa grows at the standard rate as per vanilla Minecraft. If underground farms use UV-Light Blocks, defined under [`uv_blocks`](/guides/configuration/config.yml#uv_blocks), Cocoa can still grow, but at a reduced rate of `55%`.

The configuration also defines the chances of Cocoa plants dying under different conditions. The `NaturalDeathChance` is set at `5%`, indicating a slight chance of Cocoa dying naturally in jungle biomes. The `UVLightDeathChance` is set at `25%`, reflecting a higher chance of Cocoa dying when exposed to UV light in underground farms.

Lastly, the `Biome` key within the `Default` section lists specific biomes where Cocoa growth is allowed. These include `JUNGLE`, `BAMBOO_JUNGLE`, and `SPARSE_JUNGLE`, restricting Cocoa growth exclusively to these jungle biomes.

{% code title="Example 2" %}

```yaml
COCOA:
  BiomeGroup:
    Groups: [ ]
  # The default section applies only to jungle biomes
  Default:
    GrowthRate: 100
    UVLightGrowthRate: 55
    NaturalDeathChance: 5
    UVLightDeathChance: 25
    # Cocoa growth is limited to jungle biomes
    Biome:
      - JUNGLE
      - BAMBOO_JUNGLE
      - SPARSE_JUNGLE
```

{% endcode %}

### Example 3

In this configuration example, the growth parameters for melons are defined based on the biomes in which they are grown. The configuration specifies two biome groups, `DesertBiomes` and `ForestBiomes`, and also includes specific rules for the `PLAINS` and `SWAMP` biomes. \
Together, these define where melons can grow and what growth behavior to expect.

The `DesertBiomes` group has its own dedicated section, which adjusts melon growth to reflect the harsher conditions of desert environments. The `GrowthRate` is reduced to `50%`, meaning melons grow more slowly in these biomes. However, if UV-Light Blocks are used, the `UVLightGrowthRate` increases to `75%`, providing a slight improvement in growth speed under artificial light. The `NaturalDeathChance` is set at `10%`, indicating a higher risk of melons dying naturally in deserts, but this risk is mitigated when UV light is present, reducing the `UVLightDeathChance` to `5%`.

In contrast, the `ForestBiomes` group does not have its own modifier section. Instead, these biomes fall under the settings defined in the `Default` section. The same applies to `PLAINS` and `SWAMP` biomes, which are explicitly listed under the Default section. Here, melons grow at the standard `GrowthRate` of `100%`, mirroring vanilla Minecraft behavior. The `UVLightGrowthRate` is also set to `100%`, allowing for typical growth under UV light. The `NaturalDeathChance` is relatively low at `5%`, with an even smaller `UVLightDeathChance` of `3%`, making these biomes more favorable for melon cultivation.

The `Default` section also serves as the fallback configuration for any `BiomeGroup` not covered by a dedicated section. By including `PLAINS` and `SWAMP` directly and applying it to `ForestBiomes`, the `Default` section ensures that melons grow consistently in these environments without additional customization.

{% code title="Example 3" %}

```yaml
MELON:
  Groups:
    - DesertBiomes
    - ForestBiomes
    
  DesertBiomes: # Applies to all biomes in the DesertBiomes group.
    GrowthRate: 50  # Slower growth in desert biomes.
    UVLightGrowthRate: 75  # Slightly faster growth under UV light in deserts.
    NaturalDeathChance: 10  # Higher natural death chance in deserts.
    UVLightDeathChance: 5  # Lower death chance under UV light in deserts.
  
  Default: # Default section applies to the PLAINS, SWAMP and all ForestBiomes biomes.
    GrowthRate: 100  # Default growth rate matches vanilla behavior.
    UVLightGrowthRate: 100  # Default UV light growth rate matches vanilla behavior.
    NaturalDeathChance: 5  # Default natural death chance.
    UVLightDeathChance: 3  # Default UV light death chance.
    Biome:
      - PLAINS
      - SWAMP
```

{% endcode %}

<details>

<summary>BiomeGroup: DesertBiomes</summary>

{% code title="BiomeGroups.yml" %}

```yaml
DesertBiomes:
  - DESERT
  - BADLANDS
```

{% endcode %}

</details>

<details>

<summary>BiomeGroup: ForestBiomes</summary>

{% code title="BiomeGroups.yml" %}

```yaml
DesertBiomes:
  - FOREST
  - FLOWER_FOREST
  - DARK_FOREST
```

{% endcode %}

</details>

***

## Advanced Topics

### Order of valid Biome Checking

When determining which `BiomeGroup` a specific biome belongs to during a growth event, the system checks the order of appearance in the `BiomeGroups.yml` configuration file.&#x20;

If a biome is assigned to multiple `BiomeGroups`, only its <mark style="color:red;">**first appearance**</mark> in the file is considered valid. Subsequent appearances of the same biome in other `BiomeGroups` are ignored during this decision-making process.

This means the order in which biomes are listed within `BiomeGroups.yml` is critical.&#x20;

For example, if the `DESERT` biome is listed first under the `DesertBiomes` group and later under `AridBiomes`, the system will recognize it only as part of `DesertBiomes` for that plant. The `AridBiomes` assignment would be ignored during growth calculations.

To avoid conflicts or unintended behavior, you should ensure that:

1. Each biome is assigned to only one `BiomeGroup`.
2. If assigning a biome to multiple groups is unavoidable, carefully order the groups in `BiomeGroups.yml` based on priority, keeping the **first appearance rule** in mind.

### Growth Modifier Selection

This table illustrates the conditions under which different growth events for plants occur.&#x20;

Each condition is determined by four factors: \
whether the biome is valid, whether the environment is dark, whether UV light is enabled, and whether fertilizer is active. \
Depending on the combination of these factors, one of four outcomes (or a special case) is triggered.

#### Key Factors:

1. **Valid Biome**: Indicates if the plant is in a biome where growth is allowed. A valid biome is essential for normal growth.
2. **Is Dark**: Specifies whether the environment is dark. Darkness can inhibit growth or trigger plant death in some cases.
3. **UV Enabled**: Determines if UV light is present. UV light can promote growth or act as a special modifier.
4. **Fertilizer Enabled**: Indicates whether fertilizer is active. Fertilizer often enhances growth under valid conditions.

<table data-full-width="false"><thead><tr><th width="134">Valid Biome</th><th width="105">Is Dark</th><th width="120">UV Enabled</th><th width="165">Fertilizer Enabled</th><th>Event</th></tr></thead><tbody><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:orange;">Fertilizer</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:orange;">Fertilizer</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><strong>Special Case</strong> - <br><mark style="color:yellow;">UV-Light</mark> * <mark style="color:orange;">Fertilizer</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:blue;">Normal</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:blue;">Normal</mark> + <mark style="color:orange;">Fertilizer</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:blue;">Normal</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:blue;">Normal</mark> + <mark style="color:orange;">Fertilizer</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:purple;">Kill Plant</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:red;">false</mark></td><td><mark style="color:yellow;">UV-Light</mark></td></tr><tr><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:green;">true</mark></td><td><mark style="color:yellow;">UV-Light</mark> + <mark style="color:orange;">Fertilizer</mark></td></tr></tbody></table>

#### Growth Event Outcomes:

1. <mark style="color:purple;">**Kill Plant**</mark>:\
   The plant gets killed, regardless of other factors.
   * **Example**: If a plant is in an invalid biome without fertilizer, it will die immediately.
2. <mark style="color:orange;">**Fertilizer Effect**</mark>:\
   Fertilizer can enable growth even in an invalid biome at a reduced growth rate.
   * **Example**: In an invalid biome with fertilizer applied, the plant can grow at the `fertilizer_invalid_biome_growth_rate`
3. <mark style="color:blue;">**Normal Growth**</mark>:\
   When the plant is in a valid biome, it grows under default conditions defined by `GrowthRate` and `NaturalDeathChance`.
   * **Example**: A plant in a valid biome, without UV light or fertilizer, grows at the standard rate.
4. <mark style="color:blue;">**Normal Growth**</mark>**&#x20;with&#x20;**<mark style="color:orange;">**Fertilizer**</mark>:\
   If fertilizer is applied in a valid biome, the plant benefits from enhanced growth while maintaining the default biome conditions. This results in faster growth.
   * **Example**: A plant in a valid biome with fertilizer applied grows more quickly than normal due to the fertilizer effect.
5. <mark style="color:yellow;">**UV Light Growth**</mark>:\
   In a valid biome, UV light allows plants to grow even in dark environments, such as underground farms. The UV light modifier overrides the need for natural sunlight.
   * **Example**: A plant in a valid biome can grow underground with UV light, even if there is no direct sunlight access.
6. **Special Case –&#x20;**<mark style="color:yellow;">**UV Light**</mark>**&#x20;+&#x20;**<mark style="color:orange;">**Fertilizer**</mark>:\
   When both UV light and fertilizer are active in an invalid biome with no direct sunlight access, the plant enters a special growth rate, which is determined by a combination of the `fertilizer_invalid_biome_growth_rate` and the `UVLightGrowthRate`.
   * **Example**: A plant in an invalid biome, surrounded by darkness, grows at a combined special rate when exposed to both UV light and fertilizer.

***


# Support me

If you enjoy this plugin and would like to support me, please consider making a small donation. \
Your support will enable me to continue working on and improving this plugin.

<https://www.buymeacoffee.com/TheRealPredator>

[![Buy me a Brezn!](https://img.buymeacoffee.com/button-api/?text=Buy%20me%20a%20brezn\&emoji=%F0%9F%A5%A8\&slug=TheRealPredator\&button_colour=5F7FFF\&font_colour=ffffff\&font_family=Bree\&outline_colour=000000\&coffee_colour=FFDD00)](https://www.buymeacoffee.com/TheRealPredator)

<figure><img src="/files/Dlbv8CGRar71qtuoTLJl" alt="" width="350"><figcaption><p>Donation Link</p></figcaption></figure>

***


# For Translators

Localize Messages for the Realistic Plant Growth Plugin.

If you've translated the language file into your native language, you can assist others by sharing your version with me. You can share it directly on GitHub or send  me the file via [Email ](mailto:support@nightevolution.de)or [Discord](https://discord.gg/PgUhUNGu2A).<br>

## Supported Languages

<table data-full-width="false"><thead><tr><th width="236">Language</th><th width="172">Language Code</th><th width="178.5">Current Version</th><th>Link to File</th></tr></thead><tbody><tr><td>English <em>(US)</em></td><td><code>en-US</code></td><td>2</td><td><a href="https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/lang/en-US.yml">en-US</a></td></tr><tr><td>German</td><td><code>de-DE</code></td><td>2</td><td><a href="https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/lang/de-DE.yml">de-DE</a></td></tr><tr><td>Finnish</td><td><code>fi-FI</code></td><td>1</td><td><a href="https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/lang/fi-FI.yml">fi-FI</a></td></tr><tr><td>Russian</td><td><code>ru-RU</code></td><td>1</td><td><a href="https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/lang/ru-RU.yml">ru-RU</a></td></tr><tr><td>Chinese <em>(traditional)</em></td><td><code>zh-Hant</code></td><td>1</td><td><a href="https://github.com/Happy-Hop7/RealisticPlantGrowth/blob/master/src/main/resources/lang/zh-Hant.yml">zh-Hant</a></td></tr></tbody></table>

***

<div data-full-width="false"><figure><img src="/files/MwqfrtD9mtVydsKFuIDY" alt=""><figcaption></figcaption></figure></div>

***


# For Developers

🚧 Work in Progress 🚧

***


# API

🚧 Work in Progress 🚧

***


