Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Can plants grow inorganic items?  (Read 1094 times)

Kyubee

  • Bay Watcher
  • modding is hard
    • View Profile
Can plants grow inorganic items?
« on: February 17, 2019, 03:09:06 pm »

once im done writing down these garden crops, i have a crop known as a "Crystal Plant", I want to make. It primarily produces rock crystal, with a biproduct that can turn into crystal thread. But whats important is the rock crystal. Is that at all possible?
Logged
My (long abandoned) mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Can plants grow inorganic items?
« Reply #1 on: February 17, 2019, 04:23:25 pm »

once im done writing down these garden crops, i have a crop known as a "Crystal Plant", I want to make. It primarily produces rock crystal, with a biproduct that can turn into crystal thread. But whats important is the rock crystal. Is that at all possible?

Yeah the plants can be made of all sorts of materials. Make a reaction that converts that plant into desired thing.
eg. " process crystal plant, reagent: crystal plant structural, product:100% chance of 1 rock crystal boulder, 30% chance of 1 crystal_thread size_15000 "


For example, this not-in-nature plant holds the edible part of "edible salt from rock salt mineral".
Code: [Select]
[PLANT:saltfromminerals] --by TomiTapio for 34.11b. Make it out of rock salt boulders at Grinder shop. Plant's name can't be SALT because that's a hardcoded substance of forgotten beasts.
--value 2 might be correct for cooking balance.
[NAME:salt crystals][NAME_PLURAL:salt crystals][ADJ:salt crystals]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:252][PICKED_COLOR:5:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[SEED:salt crystals:salt crystals:6:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:SEED_TEMPLATE] use seed so it won't rot.
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRY]
[SUMMER]
[BIOME:ANY_DESERT] --simulate finding exposed old seabed.
[CLUSTERSIZE:4][FREQUENCY:7][GROWDUR:80] --very rare to see in the desert.
[PREFSTRING:flavor enhancing]
[PREFSTRING:inspiring taste]
[SHRUB_TILE:252]
[DEAD_SHRUB_TILE:252]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES] keep
[GROWTH_NAME:salt bits:salt bits]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:250:6:2:0:0:ALL:1]

[REACTION:CUT_ROCKSALT] --by TomiTapio. Or could go with skill:milling and need bag, and that plant's mill product.
   [NAME:rock salt into cookable]
   [BUILDING:GRINDER:NONE]
   [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
   --cant have plant named SALT, as that is a hardcoded substance.
   --PRODUCT:100:10:PLANT:NONE:PLANT_MAT:saltfromminerals:STRUCTURAL] --doesn't work, makes "plants (10)".
   --PRODUCT:100:20:PLANT:NONE:PLANT_MAT:saltfromminerals:PLANT] --works
   [PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
   --any dwarf has the skill for this, it's like dismantling a wall.
« Last Edit: February 17, 2019, 04:26:19 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Kyubee

  • Bay Watcher
  • modding is hard
    • View Profile
Re: Can plants grow inorganic items?
« Reply #2 on: February 17, 2019, 04:51:52 pm »

once im done writing down these garden crops, i have a crop known as a "Crystal Plant", I want to make. It primarily produces rock crystal, with a biproduct that can turn into crystal thread. But whats important is the rock crystal. Is that at all possible?

Yeah the plants can be made of all sorts of materials. Make a reaction that converts that plant into desired thing.
eg. " process crystal plant, reagent: crystal plant structural, product:100% chance of 1 rock crystal boulder, 30% chance of 1 crystal_thread size_15000 "


For example, this not-in-nature plant holds the edible part of "edible salt from rock salt mineral".
Code: [Select]
[PLANT:saltfromminerals] --by TomiTapio for 34.11b. Make it out of rock salt boulders at Grinder shop. Plant's name can't be SALT because that's a hardcoded substance of forgotten beasts.
--value 2 might be correct for cooking balance.
[NAME:salt crystals][NAME_PLURAL:salt crystals][ADJ:salt crystals]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:252][PICKED_COLOR:5:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[SEED:salt crystals:salt crystals:6:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:SEED_TEMPLATE] use seed so it won't rot.
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRY]
[SUMMER]
[BIOME:ANY_DESERT] --simulate finding exposed old seabed.
[CLUSTERSIZE:4][FREQUENCY:7][GROWDUR:80] --very rare to see in the desert.
[PREFSTRING:flavor enhancing]
[PREFSTRING:inspiring taste]
[SHRUB_TILE:252]
[DEAD_SHRUB_TILE:252]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES] keep
[GROWTH_NAME:salt bits:salt bits]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:250:6:2:0:0:ALL:1]

[REACTION:CUT_ROCKSALT] --by TomiTapio. Or could go with skill:milling and need bag, and that plant's mill product.
   [NAME:rock salt into cookable]
   [BUILDING:GRINDER:NONE]
   [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
   --cant have plant named SALT, as that is a hardcoded substance.
   --PRODUCT:100:10:PLANT:NONE:PLANT_MAT:saltfromminerals:STRUCTURAL] --doesn't work, makes "plants (10)".
   --PRODUCT:100:20:PLANT:NONE:PLANT_MAT:saltfromminerals:PLANT] --works
   [PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
   --any dwarf has the skill for this, it's like dismantling a wall.

So would

[REACTION:CUT_CRYSTAL_PLANT]
  [NAME:Cut Crystal Plant]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:1:PLANT:NONE:PLANT_MAT:CRYSTAL_PLANT:LEAF]
   [PRODUCT:100:5:ROUGH:NO_SUBTYPE:INORGANIC:CRYSTAL_ROCK][PRODUCT_DIMENSION:150]

this work, assuming all the names are correct?
Logged
My (long abandoned) mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Can plants grow inorganic items?
« Reply #3 on: February 22, 2019, 04:49:16 am »

[REACTION:CUT_CRYSTAL_PLANT]
  [NAME:Cut Crystal Plant]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:1:PLANT:NONE:PLANT_MAT:CRYSTAL_PLANT:LEAF]
   [PRODUCT:100:5:ROUGH:NO_SUBTYPE:INORGANIC:CRYSTAL_ROCK][PRODUCT_DIMENSION:150]
this work, assuming all the names are correct?
I wouldn't put a product dimension on a rough gem, otherwise looks okay.
similar items as examples:
   [REAGENT:A:3:SMALLGEM:NONE:GLASS_CRYSTAL:NONE]
   [REAGENT:B:1:ROUGH:NONE:GLASS_CLEAR:NONE]
   [PRODUCT:100:3:SMALLGEM:NO_SUBTYPE:INORGANIC:RUBY_STAR]
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884