I think it would be better for both if this as a change was implemented.
Change #1 - Seeds are not craftable, and plant's are somehow made immune to fixture commands.
This would enforce that they are only allowed in fertile land plots and out in the wild.
The 2 different ideas:
Change #2 - Some NPC or other in game object is near gardens, and allows a player to converse with them to change that garden - or parts of it - to whatever herb plants they wish and are deemed not too altering. No kings crowns maybe.
Idea 2
Change #2 - There exists an NPC or other in game method of exchanging common herb plants for other common herb plants rapidly. Trade your peanuts for cotton, sweetberries, sassone, mandrakes. Any common herb to any other common herb.
This would make it so that people don't need to worry about even replacing the plants themselves, they can just get what they wish, same as if people had put plants down. You could do something like 2 berries or nuts for 1 sweetberry if you wish.
A possible addition:
So nature focused deity characters or greenfingers gifts get bonus yields already I think. I was wondering what people thought about a herbalist themselves getting a sort of bonus yield as well, due to them being herbalists.
This would be something like an ability, feat, console command like twohand, custom feat, or yoink that would say "Hey, herbalists can get their own yields in various ways in addition to regular ways."
Things like a private garden, or tending to plants as a herbalist.
The idea is to make it so that when this custom feature is used, the herbalist gets a certain number of yields of whatever they wish. Something like after a timed method that the herbalist says "I want 2 yields of this herb", activate feature, and then the yields are put in inventory.
That could be tied to character level and/or herbalist rank as well for additional yields.
Those are ideas I've come up with so far.
Cue the these are terrible ideas crowd
