Stockings Have Valentine's Day Goodies !!!

2017-02-14 07:30:15
Official Notecard

Flower has changed the stockings to give out Valentine treats ...

Never Ending Candy Hearts - Only 3 in the stockings !! Click any time for 20m M & L boost to everything, never runs out.

Delicious Chocolate Strawberry - Same as Gift of Gold, expendable very high one time Strawberry Bonuses to everything in 20m area when clicked. If not clicked, it's a wisp magnet in the garden, giving them energy, and also gives out chocolate strawberry food every hour to everything in the 20m range. There is no limit to the numbers in the stockings, but they are rare.

Note: Flower made sure that ONLY owners can click all of these goodies. Safe to leave out and enjoy ...

Also in the stockings:

6 seasonal butterflys - 2 new heart shaped wings and four heart particles

Some candy, each of which gives out different bonus.

Enjoy, and Happy Valentine's Day !!!

The six butterfly mutations are: HeartB Wing, HeartC Wing, HeartsC Effect, HeartsD Effect, and HeartsE Effect.

What does this misting helper and bottle do?

2014-04-24 15:46:22
Official Notecard

The misting bottle provides a special bonus to your breedable plants. And just what is the bonus, you ask? That's a bit of a mini-game of sorts, to try to find out. The color of the bottle affects the bonus that you get. The more vibrant or dark the color of the water, which changes every time you rez the bottle, the more intense the effect that it provides. Some colors affect mutations, some affect birth rates, some affect evolution steps...there's no way to know for sure, except to experiment a bit and see! All of the colors are beneficial in some way.

The misting helper sits above your misting bottle and sprays it for you every hour, to make sure that your pets keep a constant supply of whatever bonus your bottle happens to give.

{Papillon} Uh oh! Broken spring lilies!

2017-02-18 10:49:57
Group Notice

If you purchased one of the recently-made-available eternal spring lilies from the store, they will have to be replaced!  They are causing horribly broken pets due to a typo while I was editing them.  If you purchased one, please contact Butterfly Bellflower for a replacement.

{Papillon} Breedable Plant Details

2012-09-03 01:27:58
Official Notecard

Papillon Breedable Plants



If they don't have permission to run scripts and rez objects, then well, things will go badly.

*You don’t -need- the aligning tool; you can manually plant your plants after they’re adults. The tool just helps keep everything at the same height, and makes sure that offspring level out to that height as well when seedlings appear. Of course, all of the starters are going to birth out at the same rotation/angle. Soooo…rotate and move things a bit, make your garden pretty =) A dozen plants all in a row facing the same direction isn’t anywhere NEAR as pretty as a randomly growing bundle of petals~

*INSTRUCTIONS:  (if you want to use the alignment tool)
#1:  Rez the Z-axis alignment tool FIRST, if you want your plants to plant themselves in the ground
#2:  Lower the z-axis alignment tool until it is -barely- underground (this will make your plants align to that planted height)
#3:  Rez your starters (DO NOT UNPACK THE STARTERS)
#4:  Click your starters, and choose 'Begin'
#5:  Your plant will be born, initialize, and plant itself within 15-30 seconds; wait that long, don't touch it!  It can take a little while to z-align
#6:  Wait for your plant to leave the 'Baby' stage and become a full plant.  It takes an hour.  The hovertext will change to show growth.
#7:  Talk to your plant.  Be nice to your plant.  Please don't kill your plant -.-  Thank you.
#8:  (optional)  Apply potting soil -AFTER- the plant is no longer a baby, to speed up growth to reproductive maturity =)
#9: (optional) Use the misting bottle on your plants.  They will gain a little symbol to show that they have been misted. 
#10:  (not mandatory, but yeah...) Set their home point after they grow up!  Otherwise when you eventually update them they'll go back to rez-point.

( No, you don't really have to talk to your plants =P )


The plants have a certain% chance per day of reproducing, once they have reached 100% growth.  This %/day changes minute to minute and hour to hour, going from ~12%/day to eventually 25%/day over time.  With luck, you'll have baby plants as often as every 3-4 days, however it CAN take as long as a week or more, given that the process IS random.  Even if it goes up to 50% per day, it might roll a 51 every single day for a week and just refuse to be nice =(

The speed at which a plant grows to reproductive maturity is based on the plant's size category.  'Tiny' plants grow up quickly, whereas 'Colossal' plants may take a week.  They will remain the same physical size, of course, after they leave the baby-stage.  This is reproductive maturity growth, not physical growth.  Once 'Growth:' reaches 100%, your plant will begin to show its %/day of reproducing and whether or not it has been pollinated.  Every pet that you have helps pollinate your plants, as does several of your accessories.  Potting soil significantly speeds up the growth of your pets, but  can add up quickly.  It's probably a good idea to let your pets grow up naturally, unless you're just impatient =)

All of the plants begin with 0 resources, and have a maximum cap based on size.   Your plant will regenerate resources on its own, but workers, gardeners, trees, water, and harvesting baskets all allow it to rapidly generate more resources.   Water, pruning sheers, gardening hoes, and similar all also help the plant reach reproductive maturity quicker, and helps to reduce weeds.  You don't want weeds; really.  Weeds slow down plant growth, prevent the plant from generating resources, and stop reproduction entirely if they reach a certain point.  Workers, gardeners, and soldiers all weed for you, but the weeding tool can be used to easily weed all of your plants.  A little '♠' will appear in the hovertext showing that they are being weeded.  This may not completely remove all of the weeds in a single pass, so watch them for a bit and weed again if they had too many weeds.  The amount that is removed with each weeding is based on their tier...the higher the plant's tier, the more is done at once.

Plants do not have 'Mates'.  They do not need to be paired up.  When the plant reproduces, it generates a genetic copy of itself modified by evolutions and mutations, and a bit of randomness that gets wiggled in.  So if you have a red tulip, chances are that tulip's offspring will be another shade of red, though the chance of an exact duplicate are highly unlikely.

Harvesting baskets DO work with these plants.   You can use the basket to gather resources from all of those rainbow spurs and tongues that you've been collecting, and distribute it back to the breedable plants.  They will get an immediate boost in resources and growth%.  Likewise, clouds, helpful birdies, and other accessories all affect them as well, as will every butterfly, firefly, dragonfly, and wisp class =)  It all does SOMETHING with regrad to them.  Even the lowliest class-less butterfly is pollinating them~


All of that having been said, the plants have all of the same sizes, radiances, and colors as all of the other pets, giving a wide variety of combinations.  They also have petal, stem, and particle mutations, as well as moodsets that affect their reproduction.

Changing the visible plant type is as simple as updating the plant; if you use a tulip updater on an anthurium, it becomes a tulip with identical properties.  You'll be able to easily build your garden using any plants that you want, once each of the update boxes are finished for each physical species. Plant sets are interchangeable as follows only:

Anthuriums to Tulips
Tulips to Anthuriums
Roses to Orchids
Orchids to Roses

Text Above Plants deciphered:



All plants, like the wisps and dragonflies, have an innate mindset that never changes. These moods are hard-set and affect the plant’s the %/day, which is a random gain. For example, a weird one might start at 14.5% right away.

Excited(Ex), Angry(An), Sleepy(Sl), Curious(Cu), Mellow(Me), Devious(De), Crazy(Cr), Gloomy(Gl), Cranky(Cr), Blissful(Bl), Ditzy(Di), Hungry(Hu), Anxious(An), Lonely(Lo), Weird(We), Silly(Si), Confused(Co), Relaxed,(Re) Energetic(En).


(common) Oos, Oom
(uncommon) Eet, Ees
(rare) Aan, Aaz
(very rare) Uut, Uum


(common) Tiny, Small, Diminutive
(uncommon) Medium, Large
(rare) Giant, Enormous
(very rare) Dwarf, Grandiose, Collossal
(ultra rare) Titanic


(common) Dull, Pale, Soft
(uncommon) Normal, Strong
(rare) Bright, Intense
(very rare) Radiant, Dazzling

There's a billion colors, a couple dozen moodsets that affect the plant's performance, about a dozen petal mutations at current, a handful of stem mutations, and many, many, many particle mutations =)



Enclosed below is a Q&A that I did with one of the breedables blogs =)  It may answer a few of your questions.

We've had "patches" for our gardens for some time that we could grow and tend to, but there are "breedable plants" coming soon,  which can *also* be a food source;  am I understanding that correctly?

Yes indeed.  They'll be out later this week, for that matter, barring any new problems.  The breedable plants not only count as self-replicating food sources that constantly generate more resources (to be perfectly honest, you shouldn't ever have any food-problems once you have these), but have sizes, radiances, types, and mutations just like the pets have.  Anyone can have a tulip...why not strive for a colossal gleaming tulip raining sparkles, with a glass stem and rainbow petals =)


The breedable plants, you mentioned, will come in many different types and colors?    Will the colors work sort of like our flutters do,  will that work a bit like the colors of our butterflies?   Will there be bonuses for the "pure" colors and whatnot?   

They come in every color of the rainbow; literally a billion colors.  They'll have the same bonuses towards the mutations of their offspring as the flutters and other Papillon pets have.  Because they're single parents, the mutation chances are fairly high, similar to the will o' wisps.  The color-breeding system is what adds most of the detail to the engine...trying to create a pure-colored pet that has the mutations you want can be an epic challenge that takes months, perhaps even years in some cases.  The color that you get is based on the parent, but with enough random offset to where you never know exactly what you're going to get.  A pure may or may not pass on its pure colors to its offspring, or create some bastard tone of the original.


Will there be  a visual indication (size changes, etc) that our plants are growing?  Or if they are wilting?

The plants will shift from their baby stage, to their adult stage, in roughly an hour.  That's the only visible growth that would happen.  We originally intended to make them slowly grow up, but...lag was an issue there.  One plant isn't a problem, even a dozen plants isn't a problem, but as the evidence has shown....some people will have hundreds of plants.  And hundreds of plants, all slowly growing, is a lot of shifting and moving prims.  It would be impossible to control the lag from that many pets all trying to process their growth.  

Everything that we do is aimed towards minimal lag, and we couldn't justify that kind of burden on the sim, given the sheer amount of plants that we can expect -some- people to have.  That is a fairly isolated case, of course...most people will only have a few, maybe a dozen...but some of the more extreme Papillon patrons have as many as ten thousand prims worth of our products actively in use.  And our highest-prim pet is only seven prims....that's a LOT of pets. 

As to the actual sizes of the plants themselves...they vary vastly, with the Dwarfs little bigger than your boot, and the tallest Titanics towering over some avatar's heads.  They all begin as tiny babies, but an hour later some of them will be large enough to sit on.  Their size determines how long they take to reach full reproductive maturity, however; a tiny plant may be able to reproduce the next day, whereas a colossal orchid may take a couple of weeks before it's ready to give off seedlings.


Prim flowers and plants can get to a high prim count in a fairly short amount of time.   Is there anything special you are doing to address that?  

Well, just like the other pets, we aimed at minimum prim-usage.  The breedable plants will be as few as 3-4 prims in some cases.  The tulips and anthuriums (what will be out this week), will only be three prims each; a stem, petal, and alignment prim.  The stem and petal both have mutations of their own, and the alignment prim handles most of the particle effects, creating a wide-range of possibilities.

Some of the other plants, orchids and bamboo and other high-prim plant-bases, will likely end up being 5-10 prims individually.  Pretty requires prims, after all, and we definitely aim for pretty whenever possible =)  We refuse to use temp-rezzers and other laggy systems that can cause sims to stutter.  What you see is what you get, without any hidden mechanisms that may cause you trouble later.


Will our flutters interact in any special way with the plants, aside from using them as a food source?   Will we be able to breed plants with any special bonuses?    Or, perhaps will they interact in some visual way if the flutters are allowed movement in the vicinity of the plants?

Definitely.  All of your existing pets not only benefit from the breedable plants, which function better than existing plants and provide unique bonuses to your pets, but also help to support the plants themselves.  Soldiers cut away at weeds, workers and gardeners tend to the plants' growth and resources, priests and oracles help to restore damaged petals, etc.  The ecosystem supports itself, and everything affects everything.  The pets nibble on the plants, and the pets also help to restore the plants.  With the right balance of pets and plants, the system fully supports itself without ever losing resources.

Aside from the will o' wisps, that have a visible trail going to what they're interacting with, there's very little visual interaction though.  It all happens in the background, and most of it is area-of-affect bursts.  A prince inspires the morale of all of the plants around it, not one by one individually.   Again, given the sheer number of pets involved in some cases, there was no way to justify individual interactions or particles.  Four hundred butterflies interacting with two hundred plants would be a visual nightmare far beyond the sheer number of pets on the screen.


If there is anything I may have missed that you would like to tell us about, I would love to hear it!  And thank you again for taking the time to do this!

One nifty feature with regard to the plants, is the ability to change plant-types at any time.  The system is designed so that the owner gets to choose what types of plants they want, even if they have been breeding some other type.  For example, if you have tulips and later decide that you have roses, there's a simple system for converting your tulips into roses.  They keep all of their individual traits and rarities, and simply become a different beautiful plant.  This allows people to create any kind of garden that they want, and immediately switch over to new breedable plants as we create the base models for them.

There is no practical way for the breedable plants to die.  Even the smallest plant will live 3-4 years, and even if ravaged of its'll grow back =)  So you get to keep your pretty pets for a very, very, very long time.   They don't use a standard system of timers to measure their mating cycles, and instead reproduce randomly within pre-defined parameters.   You may get seedlings on a regular basis, or not at all for a while, as your garden conditions allow and as they themselves are willing to reproduce.

Depending on your garden's setup, there may or may not be hands-on work required with them.  They generate weeds and require watering and pruning on a regular basis, but there are pet classes that do all of those jobs already.  If you have a well-stocked garden  butterflies or other papillon breedables, you may find that the entire system supports itself with no effort on your part...or you may find yourself having to weed on a daily basis.

{Papillon} Breedable Plant Details

2014-04-30 15:30:59
Official Notecard


(From most common, to most rare)

Maat -> Naat -> Paat -> Qaat -> Meet -> Neet -> Muut -> Nuut

Mushrooms (Fairy, Single, Double)
Caat -> Daat -> Haat -> Laat -> Ceet -> Deet -> Cuut -> Duut

Calla Lilies
Oob -> Ooc -> Eeq ->Eep -> Aal -> Aak -> Uuz -> Uuy

Oos -> Oom -> Eet -> Ees -> Aan -> Aaz -> Uut -> Uum

Orchids/Roses/Butterfly Blossoms
Ooh -> Oor -> Eeh -> Eer -> Aah -> Aar -> Uuh -> Uur

And just what is the difference between all of these racial types, you ask?  Aside from a few simple cosmetic differences, the most important effect is their rarity bonuses.  Each racial type has a different innate bonus that stacks with the other bonus that they receive.    A rarer racial type will always have better overall bonuses than a more common racial type.  The most common begin with a +0 M+/L+, whereas the most rare have as high as +4 to +5 to their innate bonuses.

An Uum will always breed better than an Oos, for just that reason.  The difference may not be a large one, compared to tier-bonuses and your garden's effects, but the bonus is there none-the-less.


Common Radiances:  Normal, Dull, Pale, Soft
Uncommon Radiances:  Strong, Bright
Rare Radiances:  Intense, Radiant
Very Rare Radiances:  Dazzling, Luminous

A plant's radiance plays a strong role in its point-value for purposes of converting it into rewards points, and also plays a very important factor in vegetable and fruit nutritional value.


Common Sizes: Diminutive, Tiny, Small
Uncommon Sizes:  Medium, Large
Rare Sizes: Giant, Enormous
Very Rare Sizes:  Grandiose, Colossal
Mutation-Only Sizes:  Dwarf
Full-Mutation only Sizes:  Titanic

A plant's size category plays a small role in its point-value for purposes of converting it into rewards points, and also affects how many overall resources the plant can hold within it.  These resources can be used as food for your pets, and slowly regenerate over time if nothing is nibbling on them.  A very large plant will always have more resources than a small plant wound.


Breedable plants need very regular weeding.  How often you ask?  Well, they get weeds every minute or so, and any amount of weeds can potentially cause harm -- the more weeds, the more chance of harm.  To combat this, you need workers and/or gardeners.  Workers and gardeners constantly pluck weeds all around them, making sure that the evil little weeds do as little damage as possible to your plants. 

Unfortunately, even the tiny amount of weeds that workers and gardeners miss inevitably hurts your plants.  To help heal them and restore their health, you need Priests and/or Saints.  Priests wander around and help the injured and sick around them every minute, restoring the tiny amounts of damage those nasty weeds were able to do.

Plants also enjoy a source of light.  Light is food to plants, after all, and they need it just like other pets need actual food.  The SecondLife universe supplies a small amount of sunlight in its day-to-night cycle based on SL time.  In addition to natural light, plants can be basked in a more potent form of light from Motes of Light, Saints, and similar accessories that shed light as part of their process.

And most importantly...plants need pollen!  A plant can't reproduce without it.  Every pet in your garden naturally spreads pollen as a part of its day-to-day activities.  There are also bee hives if you happen to have a problem finding sources of pollen, and a very helpful helper that spreads pollen while it plucks weeds.


If your plant fails to grow up properly after roughly an hour, it is due to too much sim-load.  The plant will need to be re-rezzed in order for it to grow up fully.  Most plants grow up properly on their own.

Plants reproduce completely at random, once the 48-hour timer has expired after it has been rezzed.  A %/Day will be displayed in the pet's hovertext that tells you the likelihood of it reproducing.  For example, 24%/Day is roughly 1% per hour.  It checks every hour, and sees if it's ready to reproduce or not -- and if not, it checks again the next hour.  If it DOES reproduce, a seedling will spawn near the parent.

If a pet ever exceeds 80%/Day, chances are the sim's event queue has shut down one of its processes, and made it impossible to reproduce on its own.  The plant will need to be re-rezzed, which also resets the 48-hour minimum timer before it can reproduce.  On average, a plant gains about 10-15% chance of reproducing per day; the average plant reproduces after 3-4 days.  There is no real limit to the amount of times that a plant can reproduce, though the %/Day does reset back down to the plant's base chance after each time it produces a seedling.


The breedable veggies and fruits are able to use their seedlings as special treats for your pets.  The nutritional value of the seedling is displayed in its hovertext.  The main benefit from the treat is an increased chance of mutation that can exceed the base 20% cap, AND there is a small chance that the plant's mutations are added to the gene pool of your pets that nibble from it; obviously, only traits that they share in common are actually injected.  The chance of the plant genetics passing to other pets on-treat is roughly equal to grandparent genetics, ~3.3%.  It's a small percent, yes, but that's considerably better than nothing.  And 3.3% spread over ten or twenty pets nibbling from the same treat results in a much higher chance of it being passed on.

Once nibbled from, the treat will vanish, meaning that the seedling will be consumed in the process.

v15 and v16 pets are NOT able to benefit from the treat-process yet.  The little seedlings are offering it up to them, but they pets don't know what to do with it just yet.  So hang onto your seedlings for the time being until the v17 update injects the information that they need! =)