Growing & gathering
Mallorn trees
Plant a Mallorn Acorn to grow an ordinary Mallorn sapling. Four saplings in a 2 × 2 square grow a larger ordinary tree. Saplings need room and light of at least 9; bone meal can advance them. Grown trees may have nectar blooms beneath their crowns.
Ordinary Mallorn leaves decay when they cannot reach a supported tree log or wood through connected leaves within ten steps. Vanilla and Mallorn foliage can connect them. Player-placed ordinary leaves stay persistent. Tool-dependent leaf collection and drops are listed on the leaf page.
The Great Mallorn Nut is a different, once-per-white-deer gift. Its sprout needs light of at least 9. Allow about 40 blocks of width, 50 blocks above ground and 5 blocks below for the roots. Bone meal cannot hurry it.
Before growing, the sprout checks the space the tree will occupy. If it finds a built block, it stays a sprout and warns nearby players with the obstruction’s name and coordinates. Break the sprout to recover the nut and replant farther from your buildings. Natural terrain and unstripped logs can be replaced, so the check is not a substitute for leaving enough room around things you value.
Plants and forest-floor cover
Bone meal on grass inside Lothlórien scatters woodland flora. On supported woodland plants, it propagates more of the same nearby; Athelas produces fewer. Mallorn leaf carpet and blossoms hold one to four segments. Adding more of the matching item fills another segment; bone meal has no effect on either cover. Breaking a patch returns its one to four segments.
Deer Antlers can be found on the forest floor and used for decoration or a chandelier. Place one against a supporting block face; it falls if its support becomes air or liquid.
Western Corn
Plant Western Corn Seeds on farmland. The crop has seven growth steps; moist farmland speeds it up. It grows slowly in shade down to light 4 and stops below that. Bone meal advances two to five stages. Harvested grain is a Lembas ingredient and wildlife food; seeds are for planting.
Young crops return one seed and no grain. Mature crops give one grain and 0–3 seeds. Fortune I, II and III raise the possible seed yield to 4, 5 and 6 respectively; the grain yield remains one. Wild corn does not continue growing: collect its seeds and replant on farmland. Villager farmers do not farm it.
Woodland flowers and herbs can be potted and composted. Elanor makes yellow dye, Niphredil makes white dye, and both have suspicious-stew recipes in the recipe book. Golden Fern drops one fern with any tool or by hand. Nectar Blooms require shears or Silk Touch for collection.
Morning dew
Use an empty glass bottle on visibly dewy Mallorn leaf carpet or blossoms. The first drop starts a Dew Bottle; gather eight drops in total to obtain Morning Dew. Your first full bottle reveals the Star Canopy and Elven Rope recipes.
Dew forms under Mallorn foliage from just before dawn to mid-morning (time 23000 through the end of the day, then 0 to before 3000). It dries as morning passes. A patch that is still visibly dewy can be collected even outside that window. Dew connects gathering to recipes and gardener requests.
Nectar blooms
Use a glass bottle on a full Nectar Bloom to receive Mallorn Nectar, emptying the bloom. It refills through three stages only with Mallorn leaves immediately above it. Shears or Silk Touch collect the bloom for replanting. Nectar is used in Miruvor and healer supplies.
Fireflies and animal gifts
Catch a living firefly with a glass bottle to obtain a Bottle of Fireflies. Use that bottle on a block face with air beside it to release a persistent firefly and receive an empty bottle. Bottled fireflies also craft lights and supply the lamplighter’s request.
Friends can start squirrel errands, earn a white deer’s nut and build a unicorn bond. Each animal page explains its food, health, lead and trust conditions. A food lure is not automatically a bond.
