
Botanical Pots 🪴
‼️ Important
Botanical Pots is a data-pack that relies on a mandatory resource-pack. The latter may be found on the bottom of the page of the version you wish to download. When installing the project as a mod, the resource-pack will be bundled in the JAR file.
💡 Expandable!
Since v3.0.0, we support add-ons through third-party datapacks. For more information on creating an add-on, see Add-Ons 101 on GitHub.
Have you ever felt bored while waiting for a plant to grow? Or maybe you're not satisfied with how hard it is to automate the process of farming flowers, fungi, and most importantly, trees? Botanical Pots is a quick solution to both of these problems!
⚙️ Getting Started
To obtain on a Botanical Pot, use a Bone Meal on a regular one.
Botanical Pots let you to grow plants in a much more reliable way. Planting one inside is enough to get the process going. Once grown, the plant will drop the respective resources. Through automation though, perfection can be achieved.
👀 Psst...
Most plants have a small chance of dropping a treat. This ranges from Apples to Honeycombs, just remain patient...
Plant Research 🔎

Botanical Pots brings a lot of features that differ across various plant types. The above mentioned treats are one of those. The Magnifying Glass is a built-in research tool that lets you discover the specifics of each plant. You'll receive one once you install the data-pack.
Among other specifics, each plant is categorized into one of five classes, sometimes called Modifiers. The class of a plant tells you its growth rate, the amount of resources it drops, whether it may produce a treat, and whether it's pretentious enough to require a richer soil. How exciting!
| Class | Growth Rate | Resources | Pretentious | Treats |
|---|---|---|---|---|
| Ingens | 0.5x | 1-4x | ❌ | ✅ |
| Defixus | 0.75x | 1-2x | ❌ | ✅ |
| Vulgaris | 1.0x | 1x | ❌ | ✅ |
| Arrogans | 1.5x | 1-2x | ✅ | ✅ |
| Mollis | 2.0x | 1-2x | ✅ | ❌ |
Music Preference 🎶

Have you ever heard the rumors that plants enjoy music? In the world of Botanical Pots, those rumors turned out to be true! Playing a jukebox near a pot is beneficial for the plant's growth rate.
Upgrading 🪽

Botanical Pots may be upgraded through various upgrades. Each upgrade slightly alters some parts of the growth cycle. You may, however, only apply one upgrade at once. Choose wisely!
👀 Psst...
I've heard the Advancements tab might contain some information on how to obtain each and every upgrade. If I were you, I'd take a look!
Automation ⚙️

The growth process may further be automated. Placing a container below a Botanical Pot will cause its drops to be inserted inside of it. Similarly, if empty, an item will be taken from a nearby Hopper.
⚙️ The recent advances in technology...
Aside from the described automation techniques, a certain upgrade may automate the process even further.
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Greetings!
Yesterday's release included a crutial bug, which I suspect had even been present in the release before, of almost all upgrades secretely being rich soil. When obtaining an upgrade, you'd just get a rich soil upgrade instead. That should hopefully be resolved.
Alongside the needed fix, the chances for the **Timber** upgrade were reduced from 5% → 1%, the ordering of the actions when unbraiding (e.g. Flower Bouquet) was altered, leading to an overall better experience, and slight capitalization changes in the "Come Along With Me" advancement were made.
Enjoy 3.1.2!
Greetings!
Yesterday's release included a crutial bug, which I suspect had even been present in the release before, of almost all upgrades secretely being rich soil. When obtaining an upgrade, you'd just get a rich soil upgrade instead. That should hopefully be resolved.
Alongside the needed fix, the chances for the **Timber** upgrade were reduced from 5% → 1%, the ordering of the actions when unbraiding (e.g. Flower Bouquet) was altered, leading to an overall better experience, and slight capitalization changes in the "Come Along With Me" advancement were made.
Enjoy 3.1.2!
Greetings!
Shortly after the recent **Botanical Pots 3.1.0** release, I've realized the newly added **Poplar Sapling** wasn't included in it, which has (probably) led to a handful of the angriest _flower lovers_ ever. As you can **deduce**, the 3.1.1 release resolves that.
Alongside the poplar sapling, a bunch of changes have been made to the particles that appear once a plant is grown. Most noticeably, all sapling now use the falling leaves particles instead of the previous general "falling dust", which is still the default for all other plants. If a sapling has a dedicated particle, such as
minecraft:cherry_leaves, they are prioritized too.Finally, the "Rich Kid" advancement, which has been around for ages has been changed to a wordplay I much more enjoy. This one has been annoying me ever since it was added, since the name was a placeholder that remained.
Enjoy 3.1.1!
Greetings!
Shortly after the recent **Botanical Pots 3.1.0** release, I've realized the newly added **Poplar Sapling** wasn't included in it, which has (probably) led to a handful of the angriest _flower lovers_ ever. As you can **deduce**, the 3.1.1 release resolves that.
Alongside the poplar sapling, a bunch of changes have been made to the particles that appear once a plant is grown. Most noticeably, all sapling now use the falling leaves particles instead of the previous general "falling dust", which is still the default for all other plants. If a sapling has a dedicated particle, such as
minecraft:cherry_leaves, they are prioritized too.Finally, the "Rich Kid" advancement, which has been around for ages has been changed to a wordplay I much more enjoy. This one has been annoying me ever since it was added, since the name was a placeholder that remained.
Enjoy 3.1.1!
Greetings!
The newest **Wilderness Bound** drop was released yesterday. With that, I am happy to release **Botanical Pots 3.1.0** as a complimentary version to the drop. Not much has changed! Other than me having to essentially rewrite half a codebase to comply with the new standards, one of two notable changes in **3.1.0** is how your hand will now be swung when interacting with pots in various ways.
A much more notable change, though, is the _nerf of jukeboxes_. They now only increase the growth rate by 50% instead of the previous 100%.
Not much more to add, enjoy the newest update!
Greetings!
The newest **Wilderness Bound** drop was released yesterday. With that, I am happy to release **Botanical Pots 3.1.0** as a complimentary version to the drop. Not much has changed! Other than me having to essentially rewrite half a codebase to comply with the new standards, one of two notable changes in **3.1.0** is how your hand will now be swung when interacting with pots in various ways.
A much more notable change, though, is the _nerf of jukeboxes_. They now only increase the growth rate by 50% instead of the previous 100%.
Not much more to add, enjoy the newest update!
Greetings!
Apparently I really am bad when it comes to releasing flawless updates. This quick hotfix ensures the jukebox-related advancements are properly awarded.
Enjoy 3.0.x!
Greetings!
Apparently I really am bad when it comes to releasing flawless updates. This quick hotfix ensures the jukebox-related advancements are properly awarded.
Enjoy 3.0.x!
Greetings!
I've randomly discovered the
pots:pot/spawn function couldn't load due to a typo. This quick hotfix resolves that. Alongside the hotfix, we're renaming the "Tree Tinder" advancement to a less vulgar name, adding the missing Russian advancement translations, fixing a typo in the English translation of the "Uhm, acshwuallly..." advancement, and fixing the pack icon.Enjoy 3.0.0!
Greetings!
I've randomly discovered the
pots:pot/spawn function couldn't load due to a typo. This quick hotfix resolves that. Alongside the hotfix, we're renaming the "Tree Tinder" advancement to a less vulgar name, adding the missing Russian advancement translations, fixing a typo in the English translation of the "Uhm, acshwuallly..." advancement, and fixing the pack icon.Enjoy 3.0.0!
Greetings?
I'm aware it's been over a year since we've last received a Botanical Pots update. Oh well, would you look at that!
Right off the bat, we're changing the versioning scheme to [SemVer](https://semver.org/). This should lead to more consistency across versions. And so, shall we begin?
> ‼️ Disclaimer
>
> When updating, any existing pots might get broken. It's worth breaking them and placing them back!
## Rock Band

It's a common myth that plants enjoy listening to music. Despite some studies showing that vibrations from the sound waves can stimulate some internal processes in plants, it's highly unlikely that music helps the plants in any way. _Luckily, we're making a fucking game; it has to be **fun**_.
Therefore, let's ignore all common sense and let plants react to nearby music. Playing a jukebox near a potted plant now increases its growth rate by **2x**, which additively stacks with the overgrown upgrade.
> When I first thought of this concept, one thing that came to my mind were all sorts of botany rooms people can build. filled with jukeboxes playing. I sincerely hope to have achieved that through this behavior.

## Plants
We've reached the pinnacle of botanical progress: You may now plant **Wither Roses**, **Crimson** and **Warped Roots**, **Eyeblossom**, and finally, marking the 26.2 Release, **Golden Dandelions**.
We're introducing two **brand new items** to the project: The **Flower Bouquet** and so-called **Braided Mushrooms**. Those are replacements for cherry and dark oak treats respectively. Both of those items behave similarly: Interacting with them unwraps them, granting you a few of the contained items.
We're expanding the concept of matching biomes for all plants now; Which still doesn't mean that you may use Overgrown on the ones that require Rich Soil, but they will now have a chance of dropping it!
Some of the entries that were previously taken as one are now expanded. That way, you'll have to investigate both **Azalea** and **Flowering Azalea** to complete the "Defending the Thesis"
Some treats were changed for both internal and logical reasons. Your handy magnifying glass should guide you through them.
## Advancements
To compliment our rock band, we're introducing two new advancements for having a jukebox play near a planted pot, one as a predecessor for "Defending the Thesis", and one as a great way to make the "Fun Guy" Dad Joke.
## Descriptions
We're changing the descriptions of virtually all items for a better, tidier format that uses quite a few visual icons.
## Add-ons
We're introducing a way for other datapacks to inject new plants to Botanical Pots. You can truly do all sorts of things with this change! Please refer to the [Add-Ons 101](https://github.com/Manchick0/BotanicalPots/blob/master/ADDONS-101.md) for a comprehensive guide.
Greetings?
I'm aware it's been over a year since we've last received a Botanical Pots update. Oh well, would you look at that!
Right off the bat, we're changing the versioning scheme to [SemVer](https://semver.org/). This should lead to more consistency across versions. And so, shall we begin?
> ‼️ Disclaimer
>
> When updating, any existing pots might get broken. It's worth breaking them and placing them back!
## Rock Band

It's a common myth that plants enjoy listening to music. Despite some studies showing that vibrations from the sound waves can stimulate some internal processes in plants, it's highly unlikely that music helps the plants in any way. _Luckily, we're making a fucking game; it has to be **fun**_.
Therefore, let's ignore all common sense and let plants react to nearby music. Playing a jukebox near a potted plant now increases its growth rate by **2x**, which additively stacks with the overgrown upgrade.
> When I first thought of this concept, one thing that came to my mind were all sorts of botany rooms people can build. filled with jukeboxes playing. I sincerely hope to have achieved that through this behavior.

## Plants
We've reached the pinnacle of botanical progress: You may now plant **Wither Roses**, **Crimson** and **Warped Roots**, **Eyeblossom**, and finally, marking the 26.2 Release, **Golden Dandelions**.
We're introducing two **brand new items** to the project: The **Flower Bouquet** and so-called **Braided Mushrooms**. Those are replacements for cherry and dark oak treats respectively. Both of those items behave similarly: Interacting with them unwraps them, granting you a few of the contained items.
We're expanding the concept of matching biomes for all plants now; Which still doesn't mean that you may use Overgrown on the ones that require Rich Soil, but they will now have a chance of dropping it!
Some of the entries that were previously taken as one are now expanded. That way, you'll have to investigate both **Azalea** and **Flowering Azalea** to complete the "Defending the Thesis"
Some treats were changed for both internal and logical reasons. Your handy magnifying glass should guide you through them.
## Advancements
To compliment our rock band, we're introducing two new advancements for having a jukebox play near a planted pot, one as a predecessor for "Defending the Thesis", and one as a great way to make the "Fun Guy" Dad Joke.
## Descriptions
We're changing the descriptions of virtually all items for a better, tidier format that uses quite a few visual icons.
## Add-ons
We're introducing a way for other datapacks to inject new plants to Botanical Pots. You can truly do all sorts of things with this change! Please refer to the [Add-Ons 101](https://github.com/Manchick0/BotanicalPots/blob/master/ADDONS-101.md) for a comprehensive guide.
Greetings!
It's been a while since the last update. And what better time to release a new update than right after a fresh game drop?
In fact, this one brings some quite engaging stuff to the game. Most notable being a simplification of the upgrade obtainment through...
# <center>Wandering Traders ⭐</center>
Wandering Traders now always sell one **random upgrade type**. The price and the amount depend on how hard the upgrade is to obtain manually.
> This solves one of the core issues with the new system: Potential conflicts with other datapacks could fully restrict you from obtaining a few upgrades... and the **laziness factor**.
Wandering Traders now also have a 50% chance of selling some clay balls. Pretty useful for especially complex **challenges**.
## <center>Magnifying Glass 🔍</center>
You can now investigate **potted** plants, as long as you could do so with their ordinary version. Which, in turn, implies you no longer get the cheesy message when trying to investigate a pot.
The investigation process is now even more seamless. Some annoying blocks are now ignored, and some crucial issues with _wild plants_ detection (that is, the ones you **cannot grow**) were resolved.
## <center>Advancements 🏆</center>
The **Rooted-Down** advancement now only requires you to wait for **20** minutes instead of an hour. The description was rephrased to feel clearer.
## <center>Miscellaneous ⚙️</center>
Descriptions of some upgrade items were slightly changed to include proper formatting of important information.
> That sounds too nerdy for what it is — basically, a few slight changes to some items.
The texture of the shattered upgrade was redrawn slightly to appear cleaner.
And, of course, we now support **1.21.6**... and **1.21.7**?!
Greetings!
It's been a while since the last update. And what better time to release a new update than right after a fresh game drop?
In fact, this one brings some quite engaging stuff to the game. Most notable being a simplification of the upgrade obtainment through...
## <center>Wandering Traders ⭐</center>
Wandering Traders now always sell one **random upgrade type**. The price and the amount depend on how hard the upgrade is to obtain manually.
> This solves one of the core issues with the new system: Potential conflicts with other datapacks could fully restrict you from obtaining a few upgrades... and the **laziness factor**.
Wandering Traders now also have a 50% chance of selling some clay balls. Pretty useful for especially complex **challenges**.
## <center>Magnifying Glass 🔍</center>
You can now investigate **potted** plants, as long as you could do so with their ordinary version. Which, in turn, implies you no longer get the cheesy message when trying to investigate a pot.
The investigation process is now even more seamless. Some annoying blocks are now ignored, and some crucial issues with _wild plants_ detection (that is, the ones you **cannot grow**) were resolved.
## <center>Advancements 🏆</center>
The **Rooted-Down** advancement now only requires you to wait for **20** minutes instead of an hour. The description was rephrased to feel clearer.
## <center>Miscellaneous ⚙️</center>
Descriptions of some upgrade items were slightly changed to include proper formatting of important information.
> That sounds too nerdy for what it is — basically, a few slight changes to some items.
The texture of the shattered upgrade was redrawn slightly to appear cleaner.
And, of course, we now support **1.21.6**... and **1.21.7**?!
Greetings everyone!
Yesterday's (or today's, depending on your timezone) release included some **sneaky bugs**. I'd argue it's normal for such a major update, but I wouldn't be able to figure them out so quickly if it wasn't for you in the **Workshop**.
# <center>Advancements 🏆</center>
If you go wild and investigate **every single plant** with a **magnifying glass**, you will now get a **Defending the Thesis** advancement.
# <center>Bug Fixes 🐞</center>
You can now properly craft a **Magnifying Glass** with a **glass** and a **stick** on the crafting table.
Some **minor optimizations** were applied to **most pot models**. It's unlikely that you would notice any performance improvements, but it's always nice to have these.
Greetings everyone!
Yesterday's (or today's, depending on your timezone) release included some **sneaky bugs**. I'd argue it's normal for such a major update, but I wouldn't be able to figure them out so quickly if it wasn't for you in the **Workshop**.
# <center>Advancements 🏆</center>
If you go wild and investigate **every single plant** with a **magnifying glass**, you will now get a **Defending the Thesis** advancement.
# <center>Bug Fixes 🐞</center>
You can now properly craft a **Magnifying Glass** with a **glass** and a **stick** on the crafting table.
Some **minor optimizations** were applied to **most pot models**. It's unlikely that you would notice any performance improvements, but it's always nice to have these.
Greetings, everyone!
I'm as excited as you are to announce **Botanical Pots 2.0** today. The format of this changelog differs from what we had before. It's rather ordered.
Now, as you can tell, we're skipping versions 1.8 **and** 1.9, because this single update might be the most major Botanical Pots update of all time.
Without any further ado, shall we begin?
# <center>Resource Pack 🖌️</center>

With 2.0, Botanical Pots now **require** their own resource pack to stay visually appealing. The appearance of all pots, even the base one, was changed to a custom model, reducing the required amount of entities per pot from **12** to a **single one**.
Upgrades have also gotten a unique look. But their looks aren't the only change...
# <center>Upgrades 🪽</center>
With 2.0, you can no longer craft upgrades in a crafting table. That system was scratched and re-imagined.
The goal of the new system is for the upgrades to remain a side task, and not something you go out of your way to obtain. Each upgrade is now obtained through its dedicated, usually simple, task. The tasks are described in the **Advancements Menu**.
For example, the **Rich Soil** upgrade can now be obtained with **a 20% chance** by manually composting some plant matter.
Two upgrades were removed from the game. Them being the **Watering** and the **Photosynthesis** upgrades. Though the functionality of the **Photosynthesis** upgrade was incorporated into the default pot behavior. All saplings now have **a 25% chance** of producing some leaves. Of course, still influenced by the respective speed modifier.
One **new** upgrade was added, though. The **Mechanical Upgrade**. ...But, we **challenge you** to obtain one yourself instead of describing its functionality. Hehe.
# <center>Magnifying Glass</center>

I'm happy to introduce the **Magnifying Glass**. It can be considered a guidebook of sorts, without actually being a book. Pretty wild, eh?
The magnifying glass allows you to "investigate a plant by examining it thoroughly". It will then yield the plant's **Suitable Biome**, **Speed Modifier**, and **Treat**. Only the applicable information for the specific plant type is shown.
> Once again, you investigate **plants**; not **pots**.
Now, since I had to draw so many textures for this single update, I figured it wouldn't hurt if biomes, speed modifiers, and treats had their own textures.
Speed Modifiers, there are 5, are now named. Below is the spectrum, with their respective numeric values. If you're lost, see the [Changelog for 1.7]([https://modrinth.com/datapack/botanical-pots/version/1.7](https://modrinth.com/datapack/botanical-pots/version/1.7)).
- Stalwart**: 50 » **Rooted**: 75 » **Vulgaris**: 100 » **Pretentious**: 150 » **Delicate**: 200
> 💡 **Pro Tip** <br><br>
> **Rich Soil** is required if the speed modifier of the plant is either **pretentious** or **delicate**.
A single magnifying glass is given to you once you join the world for the first time.
# <center>Other Changes⚙️</center>
- Both **azalea** and **flowering azalea** no longer produce moss as one of their treats.
- Pale Oak** is now fully supported by pots. It's stalwart and produces resin clumps as its treat.
- Fern** is now fully supported. It's pretentious and produces no treats.
- Cacti now produce a **Cactus Flower** as their treat.
- Some advancements were removed or moved around, and loads of upgrade-specific ones were added.
Greetings, everyone!
I'm as excited as you are to announce **Botanical Pots 2.0** today. The format of this changelog differs from what we had before. It's rather ordered.
Now, as you can tell, we're skipping versions 1.8 **and** 1.9, because this single update might be the most major Botanical Pots update of all time.
Without any further ado, shall we begin?
# <center>Resource Pack 🖌️</center>

With 2.0, Botanical Pots now **require** their own resource pack to stay visually appealing. The appearance of all pots, even the base one, was changed to a custom model, reducing the required amount of entities per pot from **12** to a **single one**.
Upgrades have also gotten a unique look. But their looks aren't the only change...
# <center>Upgrades 🪽</center>
With 2.0, you can no longer craft upgrades in a crafting table. That system was scratched and re-imagined.
The goal of the new system is for the upgrades to remain a side task, and not something you go out of your way to obtain. Each upgrade is now obtained through its dedicated, usually simple, task. The tasks are described in the **Advancements Menu**.
For example, the **Rich Soil** upgrade can now be obtained with **a 20% chance** by manually composting some plant matter.
Two upgrades were removed from the game. Them being the **Watering** and the **Photosynthesis** upgrades. Though the functionality of the **Photosynthesis** upgrade was incorporated into the default pot behavior. All saplings now have **a 25% chance** of producing some leaves. Of course, still influenced by the respective speed modifier.
One **new** upgrade was added, though. The **Mechanical Upgrade**. ...But, we **challenge you** to obtain one yourself instead of describing its functionality. Hehe.
# <center>Magnifying Glass</center>

I'm happy to introduce the **Magnifying Glass**. It can be considered a guidebook of sorts, without actually being a book. Pretty wild, eh?
The magnifying glass allows you to "investigate a plant by examining it thoroughly". It will then yield the plant's **Suitable Biome**, **Speed Modifier**, and **Treat**. Only the applicable information for the specific plant type is shown.
> Once again, you investigate **plants**; not **pots**.
Now, since I had to draw so many textures for this single update, I figured it wouldn't hurt if biomes, speed modifiers, and treats had their own textures.
Speed Modifiers, there are 5, are now named. Below is the spectrum, with their respective numeric values. If you're lost, see the [Changelog for 1.7]([https://modrinth.com/datapack/botanical-pots/version/1.7](https://modrinth.com/datapack/botanical-pots/version/1.7)).
- Stalwart**: 50 » **Rooted**: 75 » **Vulgaris**: 100 » **Pretentious**: 150 » **Delicate**: 200
> 💡 **Pro Tip** <br><br>
> **Rich Soil** is required if the speed modifier of the plant is either **pretentious** or **delicate**.
A single magnifying glass is given to you once you join the world for the first time.
# <center>Other Changes⚙️</center>
- Both **azalea** and **flowering azalea** no longer produce moss as one of their treats.
- Pale Oak** is now fully supported by pots. It's stalwart and produces resin clumps as its treat.
- Fern** is now fully supported. It's pretentious and produces no treats.
- Cacti now produce a **Cactus Flower** as their treat.
- Some advancements were removed or moved around, and loads of upgrade-specific ones were added.
The **eighth** release of **Botanical Pots** brings some rather interesting additions, a bunch of QOL features a whole variety of changes.
Let's start off with the by far largest feature in this release - the so-called **speed modifiers**. These aim to make the process of growing plants more logical, — they aren't direct "buffs" or "nerfs" in the usual meaning of these words.
> ✨ The numbers below don't have any real meaning to them, you should **compare** them instead.
The default speed for all plants is **100**. This is the speed for most **tree types**, e.g. **oak**, **birch**, etc. To compensate for the lower speed of some plants, their **drops** were instead **increased**.
Some plants have other speeds though... Oh, what's that? A neatly structured table? — how convenient, eh?
| Plant Type | Speed | Drops | Has Treats |
|:---------------:|:-------------:|:-----:|:----------:|
| Dark Oak | 50 | 1-4 | ✅ |
| Spruce | 75 | 1-2 | ✅ |
| Jungle | 75 | 1-2 | ✅ |
| Mangrove | 75 | 1-2 | ✅ |
| Crimson | 75 | 1-2 | ✅ |
| Warped | 75 | 1-2 | ✅ |
| Bamboo | 150 | 1-2 | ✅ |
| Red Mushroom | 150 | 2-3 | ✅ |
| Brown Mushroom | 150 | 2-3 | ✅ |
| Cactus | 150 | 2-3 | ✅ |
| **All** Flowers | 200 | 2-3 | ❌ |
> ✨ The amount of charcoal, wood, and leaves the respective tree type drops with the right update was actually changed as well, it now corresponds to the amount of drops.
Now let's get into less complex stuff. The **sprout upgrade** was renamed to the **watering upgrade**, its inherent item type was changed as well.
The **climate upgrade** now speeds up **birch** in the **meadow biome**. And, since we've mentioned the climate upgrade, all the **flowers** were removed from the
#pots:treats tag, meaning you can **no longer** craft the **climate upgrade** with flowers.> Dev Note: Poor cherry...
The **It's Time to Grow Up** advancement was changed and renamed. It's now called **Flowstate**, and is triggered if you manage to **grow a plant in just under 2 seconds**.
Furthermore, a direct alternative to Flowstate was added: the **Rooted-Down** advancement. It's triggered if you manage to **grow a plant in over an (IRL) hour**. - Trust me, it's a LOT more likely than you think it is.
Other than all that, the treat of the **warped fungus** was changed to **shroom light** - based on your suggestions in the **Workshop**!
The **seventh** release of **Botanical Pots** brings additions that the datapack has never seen up until this point. ...And a tiny change to the recipes.
The main addition of this version is... **Advancements**! There are 5 different advancements in total, at least for now. I tried my best to keep them as interesting and unique as possible, giving the datapack this needed "yet to accomplish" effect.
You start the advancement chain by getting the **root advancement**, which you get by **obtaining a Botanical Pot for the first time**. (Which yes, you'll have to re-do even if you have already done it in previous versions) And from there... **You'll see!** (I need to keep at least some engagement, don't I?)
The "tiny" change to the recipes I mentioned before is that you now get them whenever you **create a botanical pot**; not whenever you obtain a brick.
The **seventh** release of **Botanical Pots** brings additions that the datapack has never seen up until this point. ...And a tiny change to the recipes.
The main addition of this version is... **Advancements**! There are 5 different advancements in total, at least for now. I tried my best to keep them as interesting and unique as possible, giving the datapack this needed "yet to accomplish" effect.
You start the advancement chain by getting the **root advancement**, which you get by **obtaining a Botanical Pot for the first time**. (Which yes, you'll have to re-do even if you have already done it in previous versions) And from there... **You'll see!** (I need to keep at least some engagement, don't I?)
The "tiny" change to the recipes I mentioned before is that you now get them whenever you **create a botanical pot**; not whenever you obtain a brick.
The **sixth** release of Botanical Pots brings some **huge** additions, a **"huge"** nerf, and a bunch of little changes.
Most importantly, the pots can now be **upgraded**. The idea is simple: You can have only **one upgrade active** at a time, but you get to experience the whole buff of it.
There are **common** and **rare** upgrades, common ones are "easier" to get but provide arguably fewer buffs. Rare ones are a bit more unique, whilst also being harder to get.
> 💡 To keep this changelog clean and simple, the **recipes** won't be provided directly. It's **not** a big deal since you'll get to see all the **upgrade recipes** whenever you obtain a brick. Seriously, just grab a brick and open up the recipe book!

## <center>Timber Upgrade</center>
<center>The potted plant produces</center>
<center>wood instead of logs.</center>
### <center>COMMON</center>

## <center>Sprout Upgrade</center>
<center>Decreases the time it takes</center>
<center>for a plant to grow by 1/3.</center>
### <center>COMMON</center>

## <center>Rich Soil Upgrade</center>
<center>Allows you to grow other</center>
<center>plants in the pot.</center>
### <center>COMMON</center>

## <center>Shattered Upgrade</center>
<center>Completely restricts any plant</center>
<center>from growing in the pot.</center>
### <center>COMMON</center>

## <center>Flaming Upgrade</center>
<center>The pot burns produced</center>
<center>logs into charcoal.</center>
### <center>RARE</center>

## <center>Plentiful Upgrade</center>
<center>Doubles the chance of</center>
<center>producing a treat.</center>
### <center>RARE</center>

## <center>Photosynthesis Upgrade</center>
<center>The potted plant produces</center>
<center>leaves alongside logs.</center>
### <center>RARE</center>

## <center>Climate Upgrade</center>
<center>The potted plant grows 3x as fast,</center>
<center>if the biome the pot is located in</center>
<center>is a suiting one for the plant.</center>
### <center>RARE</center>
> 💡 Fun Fact: </p>
> The recipe for the climate upgrade is a brick, surrounded by **4 treats**, which may not be intuitive at first.
As of the nerf, you can **no longer grow non-tree plants** in the pots to compliment the **Rich Soil** upgrade.
A neat **QOL**-change: Botanical Pots no longer take items from **disabled hoppers**, which can arguably result in more advanced automation designs.
The **sixth** release of Botanical Pots brings some **huge** additions, a **"huge"** nerf, and a bunch of little changes.
Most importantly, the pots can now be **upgraded**. The idea is simple: You can have only **one upgrade active** at a time, but you get to experience the whole buff of it.
There are **common** and **rare** upgrades, common ones are "easier" to get but provide arguably fewer buffs. Rare ones are a bit more unique, whilst also being harder to get.
> 💡 To keep this changelog clean and simple, the **recipes** won't be provided directly. It's **not** a big deal since you'll get to see all the **upgrade recipes** whenever you obtain a brick. Seriously, just grab a brick and open up the recipe book!

## <center>Timber Upgrade</center>
<center>The potted plant produces</center>
<center>wood instead of logs.</center>
### <center>COMMON</center>

## <center>Sprout Upgrade</center>
<center>Decreases the time it takes</center>
<center>for a plant to grow by 1/3.</center>
### <center>COMMON</center>

## <center>Rich Soil Upgrade</center>
<center>Allows you to grow other</center>
<center>plants in the pot.</center>
### <center>COMMON</center>

## <center>Shattered Upgrade</center>
<center>Completely restricts any plant</center>
<center>from growing in the pot.</center>
### <center>COMMON</center>

## <center>Flaming Upgrade</center>
<center>The pot burns produced</center>
<center>logs into charcoal.</center>
### <center>RARE</center>

## <center>Plentiful Upgrade</center>
<center>Doubles the chance of</center>
<center>producing a treat.</center>
### <center>RARE</center>

## <center>Photosynthesis Upgrade</center>
<center>The potted plant produces</center>
<center>leaves alongside logs.</center>
### <center>RARE</center>

## <center>Climate Upgrade</center>
<center>The potted plant grows 3x as fast,</center>
<center>if the biome the pot is located in</center>
<center>is a suiting one for the plant.</center>
### <center>RARE</center>
> 💡 Fun Fact: </p>
> The recipe for the climate upgrade is a brick, surrounded by **4 treats**, which may not be intuitive at first.
As of the nerf, you can **no longer grow non-tree plants** in the pots to compliment the **Rich Soil** upgrade.
A neat **QOL**-change: Botanical Pots no longer take items from **disabled hoppers**, which can arguably result in more advanced automation designs.
The **fifth** release of **Botanical Pots** brings some neat bug fixes as well as a bunch of new plants.
You can now plant **cacti** and **mushrooms** (both brown and red). Their treats are **dead bushes** and **hanging roots** accordingly.
- Dandelions** now properly work with the pots, no more odd behavior.
Based on **your suggestions**, azalea treats (both regular and flowering ones), were changed.
> It now has a 50/50 chance of dropping either from 1 to 2 moss blocks or a spore blossom. Say bye to glow berries 👋!
Ahm, another small change: Pots now **officially support** **1.21.4**, although the new plants (eye-blossom and the pale oak) **aren't supported yet**. It's just that supporting them would require me to **abandon all the previous versions**, so let's just take some time until the majority of the community moves onto 1.21.4 by themselves!
The **fifth** release of **Botanical Pots** brings some neat bug fixes as well as a bunch of new plants.
You can now plant **cacti** and **mushrooms** (both brown and red). Their treats are **dead bushes** and **hanging roots** accordingly.
- Dandelions** now properly work with the pots, no more odd behavior.
Based on **your suggestions**, azalea treats (both regular and flowering ones), were changed.
> It now has a 50/50 chance of dropping either from 1 to 2 moss blocks or a spore blossom. Say bye to the glow berries 👋!
Ahm, another small change: Pots now **officially support** **1.21.4**, although the new plants (eye-blossom and the pale oak) **aren't supported yet**. It's just that supporting them would require me to **abandon all the previous versions**, so let's just take some time until the majority of the community moves onto 1.21.4 by themselves!
The **fourth-ever** release brings quite some new plants, a few changes, and crucial bug fixes.
First of all, it's now possible to grow all of **one-block**-tall **flowers** in pots. With the exception of **Wither Roses** and **Torchflowers**. A simple pot just isn't enough to cope with ancient power! :amphora:
As for **QOL** change, all plants that grow from a sapling (including **fungi** and **even bamboo**) now have a chance of 2% to drop an additional sapling of the corresponding type. (ping munch)
Most importantly, botanical pots now **properly load** on newer versions.
The **fourth-ever** release brings quite some new plants, a few changes, and crucial bug fixes.
First of all, it's now possible to grow all of **one-block**-tall **flowers** in pots. With the exception of **Wither Roses** and **Torchflowers**. A simple pot just isn't enough to cope with ancient power! 🏺
As for **QOL** change, all plants that grow from a sapling (including **fungi** and **even bamboo**) now have a chance of 2% to drop an additional sapling of the corresponding type.
Most importantly, botanical pots now **properly load** on newer versions.
The **third-ever** release brings both needed and aesthetically pleasing changes.
The **design** of botanical pots was once again overhauled. It's now even easier to differentiate a **botanical pot** from a **regular one**. Don't worry, you can still **dye the ornament** in **any color** you wish! And it still defaults to yellow. Furthermore, there's now a subtle sound effect for dying a pot.

> 💡 The design is still **constrained** by what you can achieve with **pure datapacks**, so don't blame me for how simple it is!
"Wait, it **doesn't work**? I'm gonna have to make them **barrels**!" - Well not anymore. The system of detecting whether storage exists below a botanical pot was completely revamped to make it absolutely generic. This means that pots can now put their drops into **literally any container** below.
- Bamboo** and **Mangrove** are fully now supported by botanical pots. Their corresponding treats are **Vines** and **Lily Pads**. (As asked by **@watermunch**)
> 💡 Join the [workshop](https://discord.gg/ANntBKUPmC) to suggest your own ideas!
- Particles** that appear once a plant grows up now depend on that plant. Yes, this is a completely visual change. Yes, I love how it looks. No, I didn't mind putting my time into it.
The **third-ever** release brings both needed and aesthetically pleasing changes.
The **design** of botanical pots was once again overhauled. It's now even easier to differentiate a **botanical pot** from a **regular one**. Don't worry, you can still **dye the ornament** in **any color** you wish! And it still defaults to yellow. Furthermore, there's now a subtle sound effect for dying a pot.

> 💡 The design is still **constrained** by what you can achieve with **pure datapacks**, so don't blame me for how simple it is!
"Wait, it **doesn't work**? I'm gonna have to make them **barrels**!" - Well not anymore. The system of detecting whether storage exists below a botanical pot was completely revamped to make it absolutely generic. This means that pots can now put their drops into **literally any container** below.
- Bamboo** and **Mangrove** are fully now supported by botanical pots. Their corresponding treats are **Vines** and **Lily Pads**. (As asked by **@watermunch**)
> 💡 Join the [workshop](https://discord.gg/ANntBKUPmC) to suggest your own ideas!
- Particles** that appear once a plant grows up now depend on that plant. Yes, this is a completely visual change. Yes, I love how it looks. No, I didn't mind putting my time into it.
The **second** release, bringing some **exciting additions** and **needed changes**.
- First**, the datapack now properly uses an advancement to reduce the number of commands running every tick AND fix some multiplayer-related bugs. One of them was: Players couldn't interact with pots if their ping was just a bit higher than normal.
- Second**, botanical pots now have a **unique appearance** to them, to hopefully help you differentiate them from regular ones. They now appear with a colored ornament on them. In fact, you can even change the color by right-clicking the pot with a dye of your choice.

- Last**, but certainly not least, botanical pots now support **crimson** and **warped** fungi, of course, with their corresponding **treats**.
There's also a small QOL tweak: Botanical pots now display a bunch of particles to indicate that the plant has grown up.