Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Anyone finding any hemp?  (Read 4869 times)

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Anyone finding any hemp?
« Reply #15 on: August 08, 2014, 03:16:12 pm »

What temperate biomes are dry though?  ???
Not sure about the specifics but rainfall influences tree growth so heavily forested areas are probably a no no.

ToadChild

  • Bay Watcher
    • View Profile
Re: Anyone finding any hemp?
« Reply #16 on: August 08, 2014, 04:18:54 pm »

Don't heated items smoulder just before they erupt in flames? By heated items I mean refuse mixed with corpses created by burning... I had problems with such fires in the past, and they appeared to start with lots of smoke before actual fire.

Also, since hemp was introduced, I always assumed that dwarves use hemp cakes (product of pressing) the same way humans use marijuana cakes. It just doesn't show, because most dwarves are naturally crazy. Plus if they like something, their spirit is highly elevated after eating it, no matter whether this is a narcotic or no, so many of them are perpetually "stoned".

You know, or it's the kind of hemp that's been domesticated for its food and industrial uses with no concern for psychoactivity.

Which actually brings up another point, that the new release has a lot of domesticated plants growing wild.
Logged

Saiko Kila

  • Bay Watcher
  • Dwarven alchemist
    • View Profile
Re: Anyone finding any hemp?
« Reply #17 on: August 08, 2014, 04:42:59 pm »

What temperate biomes are dry though?  ???
Not sure about the specifics but rainfall influences tree growth so heavily forested areas are probably a no no.

My swampland is heavily forested and has lots of hemp, [DRY] token means that the plant doesn't grow near water, and is opposite to [WET], which means plant can grow only near water (like willow or rat weed). If a plant has both, then it can grow anywhere on map. Hemp should be possible in any temperate (marsh, swamp, forest, grassland, savanna, shrubland) assuming there is a couple of tiles of distance from water. If there's a lot of water (pools, brooks etc.) then other plants may compete for space with hemp, but unless the embark is very small I suppose you should find hemp eventually.

If there is spelt, oats, quinoa, kaniwa, bitter vetch, purple amaranth, white millet, finger millet or foxtail millet then hemp can also grow here. However, actual list of plants of given type (crops, garden, etc.) available in any location is smaller. Specifically there's [FREQUENCY] chance (usually 50%) that it will be available. So even if you embark in any temperate and find places with not much water (which is almost everywhere in my experience, about three tiles is enough) you have only 50% chance there will be hemp. With bad luck you will need to embark a couple of times.


Don't heated items smoulder just before they erupt in flames? By heated items I mean refuse mixed with corpses created by burning... I had problems with such fires in the past, and they appeared to start with lots of smoke before actual fire.

Also, since hemp was introduced, I always assumed that dwarves use hemp cakes (product of pressing) the same way humans use marijuana cakes. It just doesn't show, because most dwarves are naturally crazy. Plus if they like something, their spirit is highly elevated after eating it, no matter whether this is a narcotic or no, so many of them are perpetually "stoned".

You know, or it's the kind of hemp that's been domesticated for its food and industrial uses with no concern for psychoactivity.

Which actually brings up another point, that the new release has a lot of domesticated plants growing wild.

Yes, but since this is the same species, you may expect psychoactivity in some specimens :) It's not very hard to select for that specific trait... Unless dwarves are immune.

Similarly, since wild boars and pigs are technically the same species, you should be able to milk wild pigs too, or since dingoes and wolves are the same species as dog, you should be able to train it (come on, no wolf hunters? It all started that way). I hope one day it would be possible to define different races or cultivars of the same species, which would allow to breed them (dog female and wolf male for example) but also allow to differentiate some characteristics among them. It should also allow to produce mules. But I don't hold my breath waiting for that.
Logged

ToadChild

  • Bay Watcher
    • View Profile
Re: Anyone finding any hemp?
« Reply #18 on: August 08, 2014, 04:58:56 pm »

I've seen caged mules in trading caravans, but I've never put enough effort into livestock in DF to even consider if it was possible to breed them myself.
Logged

Berserkenstein

  • Bay Watcher
  • A giant humanoid monster with the head of a bull.
    • View Profile
Re: Anyone finding any hemp?
« Reply #19 on: August 08, 2014, 06:36:35 pm »

Your info was what I was looking for, thank you Saiko Kila.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Anyone finding any hemp?
« Reply #20 on: August 11, 2014, 01:08:47 pm »

I've seen caged mules in trading caravans, but I've never put enough effort into livestock in DF to even consider if it was possible to breed them myself.

It isn't.

For flavor, I took away [COMMON_DOMESTIC] from horses, so civs only have them if they have access to them geographically. But then everyone had mules, and they're not exactly naturally occurring. So, I've made mules [FANCIFUL] until a proper way to do hybrids is implemented.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
Pages: 1 [2]