If you look at the addon description for the random creature/plant addons in the Rubble web UI it will list definitions for the various letters that can appear in creature descriptions and after plant seed names. For example a plant with "(DTU)" can be used for Dye or Thread and grows Underground. Creatures have a similar system.
For those that like me needs more insight into the
First Landing farming complete reference of the file addon.md in dir random crops, Important if you forget to read the description of this addon or some of its components.
Both above and underground plants are generated, and they may have a wide variety of uses.
Plants will fall into the following broad categories:
* Fruit: Brew into wine, eat raw or cooked.
* Grain: Mill into flour, brew into whiskey or beer.
* Sugar: Brew into rum, mill into sugar or paste, press paste for syrup (more value than sugar).
* Oil: Mill into paste, press for oil (oil is edible cooked). This category may combine with fruit.
* Dye: Mill into dye powder. This category may combine with fruit.
* Thread: Spin into thread. This category may combine with dye (very rare) or grain.
Plants that combine two categories are rare, and the dye/thread combo is especially so. That said fruit/oil combos are
fairly common.
You may get lucky and have a dye/thread plant that is fast growing (a fine foundation for a strong economy), or you could
end up with nothing but slow growing stuff that requires processing before it may be eaten, it is up to the whims of RNG.
Most plants will appear anywhere the temperature is "not freezing" or in one of the cavern layers, but some plants will
only show in the tropical, temperate, wetland, or desert areas.
Plant attributes may be identified by looking at the seed name. Each seed will have a two or three letter code that
specifies what it may be used for and where it grows.
* The first one or two letters specify uses:
* `'F'`: Fruit
* `'G'`: Grain
* `'S'`: Sugar
* `'O'`: Oil
* `'D'`: Dye
* `'T'`: Thread
* The final letter specifies the plant's biome:
* `'U'`: Any Cavern
* `'A'`: Any Non-Freezing (no mountains, tundra, or glacier)
* `'N'`: Temperate
* `'T'`: Tropical
* `'W'`: Wetlands
* `'D'`: Desert
Now the complete reference to understand the acronyms in the FL mod randomly generated creatures
This addon generates a random mix of surface and cavern creatures, most land-bound, but some can fly.
Each creature has a "description code" that comes after it's description. This code contains some
important information about the creature that may not be present in it's normal description.
A full description code will look something like this:
(#5/250, 5000cc, ~25, FPE)
This means that the creature is number 5 out of the 250 generated, has an average adult size of ~5000cc,
grows to adult in 1 year (1/15 of its base life span), lives 20-30 years and is a flying, predatory, egg-layer.
The string at the end of the description code signals the presence of certain traits in the creature:
* M: Mega beast (else it is a semi-mega beast)
* F: Flier
* V: Venomous
* P: Predator
* G: Grazer
* E: Lays eggs
* M: Milkable
If you want details about a creature look it up in the raws (`creature_planets_fauna_random_vertebrates.txt`)
using the sequence number in it's description code for fast lookup.
You can set how many creatures you want to generate using the provided configuration variable
I'm glad you like it! In many ways First Landing is my flagship Rubble mod, it uses all kinds of Rubble features that the default addons don't need, and is the first total conversion mod designed from the ground up with Rubble in mind.
This is a significant mod that adds enough new content to the game that it can be played fine without any Vanilla creatures, entities, or plants, however it does not change any of the game's base files. If you want to play a Mushroom World-only game, delete the raw/objects folder and then place the downloaded raw files in their place. If you want to play crossover Dwarf World and Mushroom World, simply place the new files in alongside the old. All of the new objects are uniquely named, so it should play well with any other mods you choose to throw into the mix as well, provided that they don't change the base files either.
Some mods like IndigoFenix“s Rise of the Mushroom Kingdom are at the same time
total and crossover, this could be an interesting future feature of FL mod. Only possible eviting clash of names using ID namespaces or whatever.
BTW: A lot of the addons you have selected either won't do anything (because they use a workshop that FL removes), or they won't do what they are supposed to do. If you look at how the addons are organized internally anything in "User/Vanilla"almost certainly wont work, while the stuff in "User/Common" probably will (note that both of these groups collapse together under the name "User" due to some addon.meta magic).
I were brute testing FL to know if it were a good base to build upon or even the work needed to crossover it totally; giving more value to the community.
Until now i have found a highly resilient system with some very minor things that need some attention, mainly immersion aware things