I can't wait for the next release.
Aww, thanks
At this rate I'm projecting sometime in August.
The results of the drug poll, for my future reference:
Drugs which are legal in the US and have temporary effects, like caffeine- 32 (22.4%) [actually 74.4%]
Drugs which are illegal in the US and have temporary effects, like marijuana- 31 (21.7%) [actually 72.1%]
Toxins which cause temporary effects when ingested in excessive amounts, like ginkgotoxin- 27 (18.9%) [actually 62.8%]
Toxins which cause permanent effects when ingested in excessive amounts, like cassava- 26 (18.2%) [actually 60.5%]
Toxins which affect the plant processor, like cashew shell oil- 24 (16.8%) [actually 55.8%]
None of the above - that's too far from vanilla!- 3 (2.1%) [actually 7.0%]
Total Members Voted: 43
I suspect some folks didn't realize they were allowed to vote for more than one option, as of the 40 people who want syndromes in their plants, only 32 included caffeine on their ballots, when I thought it would be pretty universally chosen. Though maybe ya'll just want their dwarves to suffer...
I've put up a new poll, related to what I'm working on now. As I add new plant products, it raises the question of what to
do with those plant products. Some of them are straightforward - eat fruit, refine sorghum to sugar, mill alder bark to dye - some plants' real-life uses are in applications that are currently abstracted out in vanilla Dwarf Fortress.
Most obviously there's the use of powdered bark (tanbark) as a required element of tanning. On the one hand, it's a use for the bark of trees which don't have dyes made out of them, based on a real-life application of the plant product. Yay! On the other hand, it introduces a new complication to an industry which is, in vanilla DF, completely unrelated to plants and so arguably shouldn't be overhauled by a plants mod.
There are also new plant-based oils and waxes, which in vanilla are used for soap and crafts respectively. They're not valuable products on their own, and there's no real incentive for a player to pursue them. But their most valuable real-life uses, as waterproofing/sealing agents for wooden items, would complicate the vital early-game brewing industry, particularly on embarks with aquifers. Do we add a use for oils and waxes, or keep the early game straightforward?