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Author Topic: Avoiding plant seed generation?  (Read 1445 times)

Ralp

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Avoiding plant seed generation?
« on: March 18, 2008, 05:22:00 pm »

The Bloated Tuber, for instance, has no [SEED] tag, so bloated tubers don't leave any seeds, and in fact "bloated tuber seed" is not an entity that can exist at all.  I'd like to make plant seeds that exist and can be planted, but the resulting plant does not yield seeds.  Is this possible?

If not (and I don't think it is), it would also be acceptable if the plant only yielded one replantable seed, say with [CLUSTERSIZE:1], but that seed is destroyed in the process of [EXTRACT_VIAL] or [EXTRACT_STILL_VIAL].  Any ideas?

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THLawrence

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Re: Avoiding plant seed generation?
« Reply #1 on: March 18, 2008, 07:48:00 pm »

Not sure if this will work or if it will crash the game but you could try letting it have seeds on world gen then afterwards editing it to not drop any seeds. This may not work and it may cause crashes so be forewarned.
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Kagus

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Re: Avoiding plant seed generation?
« Reply #2 on: March 18, 2008, 11:34:00 pm »

EDIT:  Bleh, misread the post.  Sorry.

[ March 19, 2008: Message edited by: Kagus ]