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Author Topic: No sliver barbs on an embark that definitely has them as one of the plant pops?  (Read 1575 times)

Tachytaenius

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Used biomemanipulator to get a nice embark, but there are no sliver barbs. I'm iterating over all plants with dfhack and there really are none. Do sliver barbs not grow in certain biomes? Mine is a temperate grassland.
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"Even if they are natural laws, I cannot allow it!"

Mobbstar

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Weird.  According to the wiki, they have a 100% chance to appear in non-freezing evil biomes.

Maybe the particular biome you checked is artifically evil?  If there are glumprong trees, this is not a problem, since glumprongs have the same restrictions.

Maybe they will show up over the course of a year.  I've read that some desert fortresses accidentally turn into lush oasis after a while.  Picking the currently available plants should make space for new wild crops, as well.

Tachytaenius

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Been about 3 years and the biome isn't ev-- wait, is it that they can grow in farm plots in any evilness but only as shrubs in evil? Crap
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Laterigrade

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ah, dang, whoops
why do you want them?
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Tachytaenius

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Black dye, of course.
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Thisfox

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I thought that sliver dye was greyer than black? The dorfs do love dyed fabrics.
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Ziusudra

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Quote
[PLANT:SLIVER_BARB]
...
    [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
...
         [POWDER_DYE:BLACK]
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Tachytaenius

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I thought that sliver dye was greyer than black? The dorfs do love dyed fabrics.
Funnily enough it's actually for an adventurer/hermit fort human's outfit.
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FantasticDorf

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Sphere sub-divisions (death, blight, disease) destroy plant life, so i think your queries probably just got a lot smaller.

In a alternative (modded) scenario, you can embark as common as any other garden plant silver barbs if you:

A & B) Enabled the civ you played as to use_evil_plants token, & had the creature be [EVIL] to settle ontop/close adjacent of evil land & farm.
C) A&B'ers have issues in that its not drawn into the civilization because the plant itself has no use to encourage them to farm it and the game is iffy with passing off multiple stage processes, so silver barb seeds would need to be cookable to encourage them to stock silver barb dye & gutter cruor and naturally use it in their clothing.

Above issues are similar for tree woods too like glumprong, from a 'embark with' and 'civilization uses it' on their own accord.
« Last Edit: March 27, 2022, 07:07:54 am by FantasticDorf »
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