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Author Topic: Masterwork mod vivisection  (Read 14148 times)

Tierre

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Re: Masterwork mod vivisection
« Reply #15 on: June 22, 2012, 09:54:22 am »

OK. Something about creatures in the STORAGE part of the mod - they have redundant tags. [ARENA_RESTRICTED] is not needed as they have [DOES_NOT_EXIST] and thus they will not show regardless of arena. Also in Archeology i don't quite understand - why not use ROUGH gems in automatic reactions and use redundant PREPARE_FOSSIL reactions which makes twice more work. It may be ok for armor or weapon fossils, but it does seem strange with T-REX skull. How can you have 1% probability of making 2!!!!! T-REX helpms from 1 skull..... I mean you either use the bone itself and should be able to ALWAYS make few helms of it, either you use all the skull - and have NO chance to make 2 of it... Maybe rewrite this part and leave prepare fossil out - less work and less objects in game. Also CUT_GEM of weapon fossil won't be used for any work:) Maybe change it from gem to something else.... why is it gem at all? For easier finding? Well it should be tasked and never used anyway, but cut gem CAN with help of Murphy law become a decoration:) Armor menaces with spikes of fossilized weapons and hanging rings of t-rex skull... lol. Rough gems should be safe for that. Can we change something in the template to make them non cuttable? it will protect them. Or is it only set through IS_GEM tag and cannot be overridden?

As always i give more question than answers:) Too bad i had too much work today to work more on this. I hope i will have some time on the week end, but probably will be able to continue only on monday.

PS:

Also Hugo proposed this template for crates :

[USE_MATERIAL_TEMPLATE:FLINT:SOIL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:crate of flints]
      [STATE_NAME_ADJ:LIQUID:magma]
      [STATE_NAME_ADJ:GAS:smoke]
      [PREFIX:NONE]
      [MATERIAL_VALUE:!200!]determine crate value for trade
      [SOAP]

Should be less code intensive and have all the advantages this template needs:)
« Last Edit: June 22, 2012, 09:57:39 am by Tierre »
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leafbarrett

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Re: Masterwork mod vivisection
« Reply #16 on: June 24, 2012, 11:19:30 pm »

Maybe I'm not reading something right, but what part of the mod simplifies all the wood types and leather types down to generic wood & generic leather, as opposed to like 50 types of each? Apparently, that's supposed to help a lot with framerate.
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Hugo_The_Dwarf

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Re: Masterwork mod vivisection
« Reply #17 on: June 24, 2012, 11:24:58 pm »

1 tree called "tree"

and a creature that holds all materials

[CREATURE:ANIMAL_MATERIALS]
[USE_MATERIAL_TEMPLATE:SKIN.....

then TISSUE_TEMPLATES instead of using

[TISSUE_MATERERAIL:LOCAL_CREATURE_MAT:SKIN
they target ANIMAL_MATERIALS:SKIN

which means the BDP Standard_maerials must be removed from all creatures
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Meph

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Re: Masterwork mod vivisection
« Reply #18 on: June 25, 2012, 12:58:05 am »

I  dont use one kind of tree, but one kind of wood for all trees. you still have differently named and portrait trees growing, but all of them just give "wood". Rough wood, actually, since you can refine it later if you want. I kept fungiwood for underground trees, and netherwood for deep underground plants, to at least leave some kind of difference between above and below ground wood.
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Tierre

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Re: Masterwork mod vivisection
« Reply #19 on: June 25, 2012, 08:37:42 am »

And i wanted to take out as much as i could before i went to hardcoded changes. Otherwise i will have to change a lot crossreferences in the raws. And Meph made 193 out... will need to see that's changed there:)
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Tierre

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Re: Masterwork mod vivisection
« Reply #20 on: June 26, 2012, 09:42:52 am »

Ok a quick update (have to redo everything with 193 masterwork out) - Demonic material from archeology which gives you demonicweapon and armor in slade is ~ like steel in its properties. All in all not really worth it if you have mithril+ grade metals. Might need some upgrading - if you can find that in slade then you have really good metals already. So it is not worth using it.
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Tierre

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Re: Masterwork mod vivisection
« Reply #21 on: June 28, 2012, 08:28:25 am »

A new part which was actually discussed a bit earlier - No animal person option of Masterwork mod.

It is done fairly easy - go to c_variation_default and add those tags to [CREATURE_VARIATION:ANIMAL_PERSON]
and [CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS]:

[CV_ADD_TAG:DOES_NOT_EXIST]
[CV_ADD_TAG:FANCIFUL]

That's it - no more animal people. Only as engravings. Might also need to delete biome tags though. Not sure that it is erally needed though - people would already sight if it was really needed. And i woulddelete them all to save memory and fps (though it is really a minor issue).
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Tierre

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Re: Masterwork mod vivisection
« Reply #22 on: June 28, 2012, 08:41:33 am »

Now delving into bodied i found a..... strange ... and a bit frightening thing in humanoid bodies. So..... All humanoid bodies in masterwork (i checked with vanilla DF) have breasts (2), buttocks (2) and groin.... and they are all [APERTURE].... meaning they are openings in the body like mouth.... OMG. I tried to imagine this and was terrified:) I mean if we go for breasts then we should add different relsizes for male and female castes right? But aperture.... and 2 apertures for buttock... i mean 2 holes in the posterior... and a hole in the groin.... forget about groin - but 2 HOLES IN THE POSTERIOR!!!! Meph you are really perverted man. And nobody even saw how their dwarfes were ... DESACRATED by this...

All jokes aside though:) Really funny finding. Why do they have to be aperture?:) And women really should have relsize to their breasrs then.
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Hugo_The_Dwarf

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Re: Masterwork mod vivisection
« Reply #23 on: June 28, 2012, 12:10:20 pm »

A new part which was actually discussed a bit earlier - No animal person option of Masterwork mod.

It is done fairly easy - go to c_variation_default and add those tags to [CREATURE_VARIATION:ANIMAL_PERSON]
and [CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS]:

[CV_ADD_TAG:DOES_NOT_EXIST]
[CV_ADD_TAG:FANCIFUL]

That's it - no more animal people. Only as engravings. Might also need to delete biome tags though. Not sure that it is erally needed though - people would already sight if it was really needed. And i woulddelete them all to save memory and fps (though it is really a minor issue).
Don't forget [CV_REMOVE_TAG:BIOME] because I think a BIOME tag makes DOES_NOT_EXIST as does COMMON_DOMESTIC
Now delving into bodied i found a..... strange ... and a bit frightening thing in humanoid bodies. So..... All humanoid bodies in masterwork (i checked with vanilla DF) have breasts (2), buttocks (2) and groin.... and they are all [APERTURE].... meaning they are openings in the body like mouth.... OMG. I tried to imagine this and was terrified:) I mean if we go for breasts then we should add different relsizes for male and female castes right? But aperture.... and 2 apertures for buttock... i mean 2 holes in the posterior... and a hole in the groin.... forget about groin - but 2 HOLES IN THE POSTERIOR!!!! Meph you are really perverted man. And nobody even saw how their dwarfes were ... DESACRATED by this...

All jokes aside though:) Really funny finding. Why do they have to be aperture?:) And women really should have relsize to their breasrs then.
They should be EMBEDDED or INTERNAL, but with embedded you will have people gouging breasts and buttocks and... groin D:

INTERNAL might be better i'm not sure, but if you lack
APERTURE
EMBEDDED
INTERNAL
those parts will be lopped off "Omg you just cut off my left buttock sir! What say you!"
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Tierre

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Re: Masterwork mod vivisection
« Reply #24 on: June 29, 2012, 03:01:26 am »

Yeah i understand ...... but hey 2 apertures in posterior is a bit surrealistic:) Embedded is a way to go here in my opinion. And i think we should change that for female humanoid castes... but that is a bit on the succubuus/incubus side heh.

Also for animal person - it is that Meph does to remove them and he doesn't have [CV_REMOVE_TAG:BIOME]. And i actually proposed adding it in my post :)

This thing is going way slower than i thought:( Not enough time at work or at home to do it. But i will try.
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expwnent

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Re: Masterwork mod vivisection
« Reply #25 on: June 29, 2012, 03:30:12 am »

Good stuff. Looks useful.
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Tierre

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Re: Masterwork mod vivisection
« Reply #26 on: June 29, 2012, 08:51:23 am »

Found some more reactions on storage part of the mod in the evil dwarf emtity -
in furniture!!
[PERMITTED_REACTION:CRATE_COPPER]
[PERMITTED_REACTION:CRATE_STEEL]
[PERMITTED_REACTION:CRATE_BRONZE]
[PERMITTED_REACTION:CRATE_IRON]
[PERMITTED_REACTION:CRATE_STEEL_ARMOR]
[PERMITTED_REACTION:CRATE_IRON_ARMOR]
[PERMITTED_REACTION:CRATE_BRONZE_ARMOR]
[PERMITTED_REACTION:CRATE_CLOTHING]
[PERMITTED_REACTION:CRATE_MEDICAL]
[PERMITTED_REACTION:CRATE_DROW_PLANT]
And it was in the furniture part again. Just strange placing, nothing game breaking.

edit:
Also found possible typo in reaction_dwarf fro crates. All crates have 100% chance and steel have 10. It is entity only reactions without building and it may not affect anything... and may affect. Will it make dwarf caravans bring steel crate a rarity or chance doesn't matter?.... Need somebody experienced here... Hugo where are you:)

edit2: In human reaction for making crates we have 2 entries for making steel crate - with 100% and 1%.... guess the first one was something of a test or something - doesn't really need it. Might just delete it as it is redundant.

edit3 (am i not full of edits today?) : might add some way to block crates with guns if guns are turned off, and slade if this is turned off.

omg edit4: In medical crate we have a cloth made from animal hair... maybe that's a little bit too exotic? Hair cloth should be impossible in game. Might make some buggy things. I think it needs to be changed into animal yarn, plant cloth.
« Last Edit: June 29, 2012, 09:18:10 am by Tierre »
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Tierre

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Re: Masterwork mod vivisection
« Reply #27 on: June 29, 2012, 09:28:23 am »

Oh found a realy problem here. Elves can bring a crate of plants - insomnium, norrium, philosophum, cure_all and silphium.... So the problem - where is no such plant.

in readme i see:

 - Added new tradegood: silk clothing and 5 special plants (elf only)
   - Insomnium gives NO_SLEEP for several months.
   - Philosophum gives NO_AGING for ever.
   - Norrium gives NO_PAIN, NO_FEAR and a boost to strength for a short time.
   - Cure-All gives 25% disease resistance for a few months.
   - Siplhium gives STERILE for ever. (btw it's a TYPO here - siLPhium)

So where are no such plants and it's a big bug.
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Hugo_The_Dwarf

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Re: Masterwork mod vivisection
« Reply #28 on: June 29, 2012, 11:50:33 am »

-snip-
[PERMITTED_REACTION:CRATE_COPPER]
[PERMITTED_REACTION:CRATE_STEEL]
[PERMITTED_REACTION:CRATE_BRONZE]
[PERMITTED_REACTION:CRATE_IRON]
[PERMITTED_REACTION:CRATE_STEEL_ARMOR]
[PERMITTED_REACTION:CRATE_IRON_ARMOR]
[PERMITTED_REACTION:CRATE_BRONZE_ARMOR]
[PERMITTED_REACTION:CRATE_CLOTHING]
[PERMITTED_REACTION:CRATE_MEDICAL]
[PERMITTED_REACTION:CRATE_DROW_PLANT]
-snip-
All crates have 100% chance and steel have 10. It is entity only reactions without building and it may not affect anything... and may affect. Will it make dwarf caravans bring steel crate a rarity or chance doesn't matter?.... Need somebody experienced here... Hugo where are you:)
-snip-
If the entity can make it, even if it has a 1% chance they will have access no matter what.

[REACTION:FREE_COPPER]
   [NAME:lol]
   [PRODUCT:100:1:BAR:NONE:INORGANIC:COPPER] --- if this was 1% the entity would have no problem getting it, if I said 0 maybe but I never tested that.

Also ^^^ I might not need [NAME] either. How do crates work anyways? are they Bars? If so why can't you embark with Bars of Soap?
could [PRODUCT:100:150:BAR:NONE:GET_MATERIAL_FROM_REAGENT:tallow:SOAP_MAT] confuse the entity so no soap bars are made where as a [PRODUCT:100:150:BAR:NONE:CREATURE_MAT:DOG:SOAP] would allow embarking/trading for dog soap?

looks like a have some testing to do reguarding this.

Oh found a realy problem here. Elves can bring a crate of plants - insomnium, norrium, philosophum, cure_all and silphium.... So the problem - where is no such plant.

in readme i see:

 - Added new tradegood: silk clothing and 5 special plants (elf only)
   - Insomnium gives NO_SLEEP for several months.
   - Philosophum gives NO_AGING for ever.
   - Norrium gives NO_PAIN, NO_FEAR and a boost to strength for a short time.
   - Cure-All gives 25% disease resistance for a few months.
   - Siplhium gives STERILE for ever. (btw it's a TYPO here - siLPhium)

So where are no such plants and it's a big bug.
Hmm that STERILE forever seems like an issue, even mankind hasn't made a forever birth control (well nazi's did with radiation and something else, but they where just evil and didn't care about the harmful side effects that such a thing had on the victum)

But there is a reason humans haven't because at some point a person will want to have kids, which makes me wonder why is there no reproduction control for men? And don't say rubber because Rubbers are only a net, that can break, it doesn't make us temp. sterile.
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Meph

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Re: Masterwork mod vivisection
« Reply #29 on: June 29, 2012, 12:52:04 pm »

Code: [Select]
[PLANT:SILPHIUM]
   [NAME:silphium][NAME_PLURAL:silphium][ADJ:silphium]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:231][PICKED_COLOR:2:0:1]
   [SHRUB_COLOR:2:0:1]
   [DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen sterility draught]
      [STATE_NAME_ADJ:LIQUID:sterility draught]
      [STATE_NAME_ADJ:GAS:boiling sterility draught]
      [MATERIAL_VALUE:4]
      [DISPLAY_COLOR:3:0:1]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:sterile]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
           [CE_ADD_TAG:STERILE:START:0]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:silphium seed:silphium seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:0]
   [CLUSTERSIZE:3]
   [PREFSTRING:contraceptive properties]



[PLANT:PHILOSOPHUM]
   [NAME:philosophum][NAME_PLURAL:philosophum][ADJ:philosophum]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:231][PICKED_COLOR:3:0:1]
   [SHRUB_COLOR:3:0:1]
   [DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen eternal youth potion]
      [STATE_NAME_ADJ:LIQUID:eternal youth potion]
      [STATE_NAME_ADJ:GAS:boiling eternal youth potion]
      [MATERIAL_VALUE:4]
      [DISPLAY_COLOR:3:0:1]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:sterile]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
           [CE_ADD_TAG:NO_AGING:START:0]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:philosophum seed:philosophum seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:0]
   [CLUSTERSIZE:3]
   [PREFSTRING:longlivity]



[PLANT:INSOMNIUM]
   [NAME:insomnium][NAME_PLURAL:insomnium][ADJ:insomnium]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:231][PICKED_COLOR:4:0:1]
   [SHRUB_COLOR:4:0:1]
   [DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen insomnia wine]
      [STATE_NAME_ADJ:LIQUID:insomnia wine]
      [STATE_NAME_ADJ:GAS:boiling insomnia wine]
      [MATERIAL_VALUE:4]
      [DISPLAY_COLOR:3:0:1]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:resistant]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
                       [CE_ADD_TAG:NO_SLEEP:START:0:END:67200]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:insomnium seed:insomnium seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:0]
   [CLUSTERSIZE:3]
   [PREFSTRING:sleeplessness]



[PLANT:CURE_ALL]
   [NAME:cure-all][NAME_PLURAL:cure-all][ADJ:cure-all]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:231][PICKED_COLOR:5:0:1]
   [SHRUB_COLOR:5:0:1]
   [DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen disease resistance draught]
      [STATE_NAME_ADJ:LIQUID:disease resistance draught]
      [STATE_NAME_ADJ:GAS:boiling disease resistance draught]
      [MATERIAL_VALUE:4]
      [DISPLAY_COLOR:3:0:1]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:resistant]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
            [CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:25:0:START:0:END:33600]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:4]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:cure-all seed:cure-all seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:0]
   [CLUSTERSIZE:3]
   [PREFSTRING:help defeating illnesses]
         



[PLANT:NORRIUM]
   [NAME:norrium][NAME_PLURAL:norrium][ADJ:norrium]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:6]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:231][PICKED_COLOR:6:0:1]
   [SHRUB_COLOR:6:0:1]
   [DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen warriors shot]
      [STATE_NAME_ADJ:LIQUID:warriors shot]
      [STATE_NAME_ADJ:GAS:boiling warriors shot]
      [MATERIAL_VALUE:6]
      [DISPLAY_COLOR:3:0:1]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:resistant]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
            [CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:END:10000]
             [CE_ADD_TAG:NO_PAIN:START:0:END:10000]
             [CE_ADD_TAG:NO_FEAR:START:0:END:10000]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:6]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:norrium seed:norrium seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:0]
   [CLUSTERSIZE:3]
   [PREFSTRING:incredible strength]
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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