I think this would be a good place to start stockpiling potions and things too, right? I have a few of them made up, and the framework makes it easy to add more.
Fluff Potion: Causes immediate, temporary, positive effects (speed boost, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, PARALYZEIMMUNE), with some possible varying negative effects (drowsiness, dizziness, numbness, paralysis(!)) later.
[PLANT:POTION_FLUFF]
[PREFSTRING:intoxicating properties]
[NAME:fluff potion plant][NAME_PLURAL:fluff potion plants][ADJ:fluff potion plant]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:0]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:231][PICKED_COLOR:7:0:0]
[GROWDUR:300][VALUE:0]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen fluff potion]
[STATE_NAME_ADJ:LIQUID:fluff potion]
[STATE_NAME_ADJ:GAS:boiling fluff potion]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:fluff potion]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_PHYS_ATT_CHANGE:AGILITY:200:0:START:0:END:300]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NONAUSEA:PARALYZEIMMUNE:START:0:END:300]
[CE_DROWSINESS:SEV:300:PROB:90:START:305:PEAK:310:END:400]
[CE_DIZZINESS:SEV:300:PROB:60:START:305:PEAK:310:END:400]
[CE_NUMBNESS:SEV:300:PROB:30:START:305:PEAK:310:END:400]
[CE_PARALYSIS:SEV:100:PROB:1:START:305:PEAK:310:END:400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[REACTION:BREW_FLUFF_POTION]
[NAME:brew fluff potion]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
[REAGENT:B:1:CHEESE:NONE:CREATURE_MAT:FLUFFBALL:CHEESE]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:ALL_PURPOSE_WHITE:PLANT]
[PRODUCT:100:3:DRINK:NONE:PLANT_MAT:POTION_FLUFF:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]
Note: This will also require the following:
- My fluffball creature (available earlier in the thread)
- This plant:
[PLANT:ALL_PURPOSE_WHITE]
[NAME:omniweed][NAME_PLURAL:omniweed][ADJ:omniweed]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:21][PICKED_COLOR:7:0:1]
[DRY][WET][BIOME:NOT_FREEZING]
[VALUE:1]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen omnihol]
[STATE_NAME_ADJ:LIQUID:omnihol]
[STATE_NAME_ADJ:GAS:boiling omnihol]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:omniflour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[STATE_COLOR:WHITE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[POWDER_DYE:WHITE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen omnisyrup]
[STATE_NAME_ADJ:LIQUID:omnisyrup]
[STATE_NAME_ADJ:GAS:boiling omnisyrup]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:7:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[IGNITE_POINT:NONE]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[SUMMER][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:omniweed cutting:omniweed cuttings:1:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:5]
[CLUSTERSIZE:5]
[PREFSTRING:varying applications]
- You might need to tweak valley herbs slightly so that they'll appear in shops/houses
Alternatively, you could change the reaction to require different materials.