Kurumi Tree (walnut)
I have redone the entire tree with the help of AI on the scripting. It has a new look, realistic timing, new objects and best of all... things to collect at different times. Here here is the info.
Kurumi Tree (SF Kurumi)
VivoSim Japanese Expansion
🌰...Kurumi Tree (walnut)
I have redone the entire tree with the help of AI on the scripting. It has a new look, realistic timing, new objects and best of all... things to collect at different times. Here here is the info.
Kurumi Tree (SF Kurumi)
VivoSim Japanese Expansion
🌰 Primary Use
SF Kurumi (Walnuts) are harvested once per growth cycle and may be used in:
Savory dishes, Sweets and desserts, Sauces and pastes, Traditional medicines (such as Kurumi Aburagusuri for pain relief) & Offerings and gifts to Temples
🌿 Natural By-Products
As the tree grows, it also produces secondary materials that reflect real orchard behavior: SF Ha – Leaves, SF Shijo – Twigs, SF Eda – Branches, SF Ki – Wood, SF Maki – Firewood
🌳 Design Philosophy
The Kurumi Tree is a dual-output orchard tree, not a timber source, but does deliver wood from time to time
⏳ Growth & Care
Growth occurs over a multi-day seasonal cycle
Water is required throughout the cycle
Neglecting water will pause progress
This tree is designed to be checked periodically, not constantly
Automation options may be enabled at the owner’s discretion, but manual care is encouraged for immersion.
🧩 Japanese Ingredient Set
To support Japanese recipes and naming conventions, the following replacements are used: SF Kurumi → Walnuts
All names align with Japanese-themed recipes and future expansion content.
🛠️ Technical Notes (for Advanced Users)
This tree includes internal configuration and scripting changes to support Japanese ingredients and orchard behavior. These changes are already applied and require no modification for normal use.
🌸 Thank you for supporting the VivoSim Japanese Expansion.
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I have released a new BETA update to the following: (in the marketplace)
➔ Konsai Garden: Fixed the number of plants to stop the script error, updated the config card, added SF Kusagoe as the compostable and updated the NC (now has the date of the update)
➔ Yasai Garden: updated the config card, added SF Kusagoe as the compostable and updated the NC (now has the date of the update)
➔ Kokumatsu Fields: updated the config card, added SF Kusagoe as the compostable and updated the NC (now has the date of the update)
➔ Old Wood Barn Set: moving stall doors - entire set is in the
CURRENT ALPHA TESTING
➔ SF Buda Guya 25 x 32 (Hog Yard) = Changed Ooko Tree to Kanugi Tree, donguri tree, storage, feeder,...
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honestly, i just didn't think about the drier when i was researching lol
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As you may know im working on a Japanese expansion that based on historically accurate information. Part of this is cutting grains like barley into a sheave and then drying it for use. The Hoshi-goya is the dryer that i have made and I have decided to use the Oast house script for it to work. I've created the recipes to be used, have the items and products to be dried and rezzed after the drying time ends. The HG needs to show the sheaves drying. So my question is, as a non-scripter, how do i accomplish that?
The sheaves need to be on the inside rails, hanging when in use.
gyazo.com/167749122f15f3c2fd01af9182bcf632
Then they need to be invisible when not in use.
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(September 25, 2025)
CREATION
➔ Kokumatsu - grain fields = Arufarufa (alfalfa), Awa (foxtail millet), Daizu (soyabeans), Enbaku (oats), Hie (barnyard millet), Hoshi kusa (hay), Mugi (barley), Soba (buckwheat), Tomorokoshi (corn)
➔ Kitchen Storage = new items, new containers
➔ SF Japanese Reizoko (Refrigerator) = new items, reorganizing
➔ SF Japanese Furiza (Freezer) = new items, reorganizing
➔ SF Japanese Nabe (Cooking Pot) = organizing, new recipes for commoners/slaves/servants, added water barrel
CURRENT ALPHA TESTING
➔ SF Buda Guya 25 x 32 (Hog Yard) = Ooko tree, donguri tree, storage, feeder, retextured building, new fence/entrance, meat
➔ SF Niwatori Goya (chicken coop) =...
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(September 25, 2025)
A few things have changed as I am trying to be as historically accurate as possible.
KOKUMATSU - GRAINS & OTHERS (large fields)
➔ Arufarufa (alfalfa)
➔ Awa (foxtail millet) RENAME - NEW ITEM (sheaves)
➔ Daizu (soyabeans)
➔ Enbaku (oats) RENAME - NEW ITEM (sheaves)
➔ Hie (barnyard millet) NEW - NEW ITEM (sheaves)
➔ Hoshi kusa (hay)
➔ Mugi (barley) RENAME - NEW ITEM (sheaves)
➔ Soba (buckwheat) - NEW ITEM (sheaves)
➔ Tomorokoshi (corn) - NEW ITEM (sheaves)
NEW TASKS
➔ Field to Inekaboshi (drying racks)
Drying racks were used to dry sheaves (bundles) of grains and other crops that needed to be dried for storage. The sheaves where hung so that...
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any luck with the updating?
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I've heard about this with other players but have not seen any way to fix this. I just have 4 hogs, currently but don't have any issues with them.
There has been talk about updating the scripts, but i haven't really seen any work towards that currently. You may want to consider reducing your animals until there are some answers.
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Annah Gestaga
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updated page, Kaze no Chiiki
I have recently updated my region, changed it's name and added a lot of stuff.
- Region Name: Kaze no Chiiiki (aka Region of the Wind)
- Locations: 10 areas, including the farm
It's still a work in progress, but VivoSim is live and the expansion for the Japanese items are in...I have recently updated my region, changed it's name and added a lot of stuff.
- Region Name: Kaze no Chiiiki (aka Region of the Wind)
- Locations: 10 areas, including the farm
It's still a work in progress, but VivoSim is live and the expansion for the Japanese items are in the marketplace. Currently there are 3 gardens available for Beta: Konsai Garden, Yasai Garden, Kokumotsu Fields and are in the Beta store. More coming soon
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(Sept 04, 2025)
Here is an UPDATE on the progress with Kaze no Chiiki in regards to VivoSim.
More updates coming soon.
- Updating the Name to Kaze (Region of Wind)
- All VivoSim expansions will be in the Marketplace (area after the park)
* Konsai Garden (root vegetables)
* Yasai Garden (vegetables)
- Farm is being built (into the city and across the bridge)
* Live fields, trees, and buildings that will be offered in the Marketplace and workshop for building
CURRENT PLANS:
Schedule:
ALPHA (2 weeks running to spot problems - built in UBode)
BETA (1 month running for further testing - testing for outside farms (bullet & UBode)
RELEASE (for use to other farmers)
UPDATES (mesh and other tweaks)
PROJECTS:
CHABATAKE - TEA...
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Current Plans
This is what is in my plans for the Japanese Farming as of Sept 4th 2025.
HAABU - HERB
➔ Akajiso (red shiso)
➔ Bajiru (basil)
➔ Kizuna (Japanese pepper leaves)
➔ Kurobana (black sesame leaves)
➔ Pakuchi (coriander/cilantro)
➔ Paseri (parsley)
➔ Sancho (Japanese peppercorn)
➔ Shiso (Perilla leaf)
➔ Yomogi (mugwort)
IBERA - BRAMBLE
➔ Buruberi (Blueberries)
➔ Ichigo (Strawberry)
➔ Yukari (white strawberry)
KAJYUI - FRUIT TREES
➔ Daidai (orange in the winter/green in the summer)
➔ Gingko Bilboa
➔ Ichijiku (Fig)
➔ Kaki (Japanese Persimmon)
➔ Kinkan (Kumquat)
➔ Kiui (kiwi)...
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Basic Information
-
Skills
Avatar/Character design, Building -
OpenSim Home (e.g. hg.vivosim.net:8002:lugo)
hop://gentlefire.opensim.fun:8002/Kaze no Chiiki/ -
About me
I am a builder and creator of virtual worlds. Started in Red Light, then SL and now OpenSim. Building is what I do best and i'm currently creating the Kaze no Sato project -- a Japanese style world in which we train for roles of D/s, service and more. -
Location
Montana (Montana,US-MT,United States,us) -
Country
United States

