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Author Topic: Farming in all biomes.  (Read 7246 times)

towerdude

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Re: Farming in all biomes.
« Reply #30 on: December 07, 2012, 10:17:31 am »

Okay I have tried everything, please anyone, who is at least familiar with this, check if I was wrong:

[PLANT:BERRIES_PRICKLE]
   [NAME:prickle berry][NAME_PLURAL:prickle berries][ADJ:prickle berry]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:1]
      [EDIBLE_VERMIN]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:':'][PICKED_COLOR:2:0:0]
   [BIOME:ANY_OCEAN]
                          [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen prickle berry wine]
      [STATE_NAME_ADJ:LIQUID:prickle berry wine]
      [STATE_NAME_ADJ:GAS:boiling prickle berry wine]
      [MATERIAL_VALUE:1]
      [DISPLAY_COLOR:2:0:0]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:1]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:prickle berry seed:prickle berry seeds:2:0:0:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [PREFSTRING:precise thorns]

Is here the biome tag correct? So this will enable farming?
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i2amroy

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Re: Farming in all biomes.
« Reply #31 on: December 07, 2012, 11:39:37 am »

That would enable them to be farmed in oceans, yes.
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Replica

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Re: Farming in all biomes.
« Reply #32 on: December 07, 2012, 12:03:05 pm »

Alternatively, if your farms don't detect any solid tiles on constructed floors and walls over the ocean you could always use DFhack's dfliquids command to create obsidian, which should count as a solid land tile.
Repeat obsidian casting over an area until you have enough space to build farms, cover them with water to muddy them and that should allow you to build farms over oceans.

It's a cheat way to deal with your problem and I am not 100% sure that it will work, but it could be worth trying if adding ocean tags don't work out for you.
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vjek

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Re: Farming in all biomes.
« Reply #33 on: December 07, 2012, 10:25:40 pm »

Just to validate what you tried there with Prickle Berries, towerdude.

I embarked on an ocean shoreline, built an entirely underwater obsidian causeway, dug it out "underwater", and muddied the tiles.
Then, after saving and confirming I could not plant Prickle Berry seeds there, I changed that one line

[DRY][BIOME:NOT_FREEZING]
to
[DRY][BIOME:ANY_OCEAN]

And was able to plant Prickle Berries on those tiles.  It should be noted, however, that all those tiles were already considered "Light" and "Above Ground" as they were previously in the ocean.  If that was not the case, tiletypes would need to be used to paint LIGHT 1 and SUBTERRANEAN 0 in those areas.

With DFhack available, only one change in one file was required.  So, pretty easy, for this one thing.

i2amroy

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Re: Farming in all biomes.
« Reply #34 on: December 07, 2012, 11:56:01 pm »

[DRY][BIOME:NOT_FREEZING]
to
[DRY][BIOME:ANY_OCEAN]
This is because NOT_FREEZING specifically excludes any ocean tiles. If you want to be able to plant them on land and above the ocean (and therefore not cut off other civ's access to them) then you can simply have both [BIOME:ANY_OCEAN] and [BIOME:NOT_FREEZING] to allow them to be grown anywhere except for tundra, glacier, and other freezing land biomes.
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MasterShizzle

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Re: Farming in all biomes.
« Reply #35 on: December 08, 2012, 01:11:21 am »

Is it possible to do this with creatures?

Say, have a reaction that would take in plump helmet spawn and produce a "potted plump helmet sprout" creature that wouldn't move or interact with anything, and has a body made out of plump helmets. The creature matures into a "potted plump helmet patch" after a certain amount of time, then when it's butchered it produces plump helmets. Or do butcherable creatures automatically produce only meat?
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