Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: mosses and other crypto plants  (Read 1179 times)

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
mosses and other crypto plants
« on: March 04, 2011, 06:23:35 am »

There are now mosses in caves (and also outside iirc). mosses I hear grow very slow ouitside.

I have these two issues with the current implementation of them:
1- Mosses DO require light to grow.
2- Mosses can grow pretty fast given the rigght conditions.

Though they can do with very little and grow very slowly. (even below snow!)
moisture and light is still needed.
When moiture, light and a bit of nutrienty is available mosses can grow pretty fast.

So apparently either there is natural light in caves. This could come from some fungi. Glowcaps, fungal bulbs, lucifer hoods or whatever.

Considdering the whole mud covering of caves as a rhizome mat.
It does rise the question of how fungoids usually claim territory and such. By poisoning the soil , but also thery cooperate at times, creating patches and circles.

Not only for shrooms, but also for plant life, a game-of-life-like process could be added?

Forrestry I'd also like to suggest, collecting saplings to plant /construct on locations that the player wants. (This would work well when lihghting becomes an issue and the only natural form of free light is glowycaps.)

Sorry for the rambling chaotiuc suggestions. :p
Logged
My images bucket for WIPs and such: link

Abysium

  • Bay Watcher
    • View Profile
Re: mosses and other crypto plants
« Reply #1 on: March 04, 2011, 07:30:21 am »

Forestry with planting zones for artifical forests
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: mosses and other crypto plants
« Reply #2 on: March 04, 2011, 10:27:38 am »

And JOB: collect sapling [available local growth]

Saplings 'rot' at a rate depending on aridity of climate, any type of wetness slows counter.

Once planted, they behave like normal tree-saplings.
That is probably the most difficult part, to make a construction turn into a normal growth.
(When discarding all the harvested saplings' properties besides racialtype....though I suspect most properties could be inherited by the sapling-item generated by the job-reaction that takes the natural-sapling as ingredient from the collected sapling)
« Last Edit: March 04, 2011, 10:51:30 am by Areyar »
Logged
My images bucket for WIPs and such: link

Abysium

  • Bay Watcher
    • View Profile
Re: mosses and other crypto plants
« Reply #3 on: March 04, 2011, 11:06:35 am »

dwarfs should be able to cultivate a mossy hallway

like a mossy crypt

just becouse they could:)

crypt full of glowing moss
with a mosssy hallway leading to it

Logged

Silverionmox

  • Bay Watcher
    • View Profile
Re: mosses and other crypto plants
« Reply #4 on: March 04, 2011, 01:24:49 pm »

And JOB: collect sapling [available local growth]

Saplings 'rot' at a rate depending on aridity of climate, any type of wetness slows counter.

Once planted, they behave like normal tree-saplings.
That is probably the most difficult part, to make a construction turn into a normal growth.
(When discarding all the harvested saplings' properties besides racialtype....though I suspect most properties could be inherited by the sapling-item generated by the job-reaction that takes the natural-sapling as ingredient from the collected sapling)
Or, alternatively, consider them non-moving creatures in a "cage", being the pot;
Logged
Dwarf Fortress cured my savescumming.