Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: botany mod  (Read 1331 times)

Chariot

  • Bay Watcher
  • Turtle Trainer
    • View Profile
botany mod
« on: November 15, 2007, 09:21:00 pm »

finaly bothered to convert it over to this version. removed the cave chili's to make it compatable with alcoholmod 1.3(which added them)

What it adds:

   * cave grape - Brewed into dwarven white wine, extracted(barrel) to make dwarven vinegar, edible when raw
   * cave oats - Brewed into dwarven whiskey, milled into dwarven oat flour, edible when cooked
   * cave lettuce - can be processed for leaves, edible when cooked
   * cave carrot - Brewed into dwarven carrot juice, edible when raw
   * cave cucumber - Brewed into dwarven pickle juice(i know, poor dwarves), edible when raw
   * cave coffee bush - Brewed into dwarven coffee(dwarves like their coffee strong)

   * wild grape - Brewed into red wine, edible when raw
   * wild watermelon - Brewed into watermelon brandy, edible when raw
   * crab apple - Brewed into apple cider, extracted(barrel) to make applesauce, edible when raw
   * wild peach - Brewed into peach schnapps, edible when raw
   * wild plum - Brewed into plum brandy, extracted(barrel) to make plum jelly, edible when raw
   * wild raspberry - Brewed into raspberry wine, extracted(barrel) to make raspberry jam, edible when raw
   * wild blackberry - Brewed into blackberry wine, extracted(barrel) to make blackberry jam, edible when raw
   * wild blueberry - Extracted(barrel) to make blueberry jam, edible when raw
   * banana - Edible when raw
   * truffle - Edible when raw
   * sunflower - Extracted(barrel) to make margarine, edible when raw
   * wild garlic - Milled into garlic spice, extracted(vial) to make vampire ward(trade item)
   * wild onion - Milled into onion spice, edible when cooked
   * wild ginger - Brewed into ginger beer, milled into ginger spice
   * wild eggplant - Edible when cooked
   * wild cantaloupe - Brewed into cantaloupe wine, edible when raw
   * wild peanut - Extracted(barrel) to make peanut butter, edible when raw
   * wild pineapple - Brewed into pineapple wine, edible when raw
   * wild peppercorn - Milled into black pepper
   * wild passion fruit - Brewed into passion fruit juice, extracted(vial) to make love potion(trade item), edible when raw
   * wild cranberry - Brewed into cranberry schnapps, extracted(barrel) to make cranberry sauce, edible when raw
   * tumbleweed - Brewed into stumble grog


get it here

save it to your raw\objects folder and generate a new world to use

[ November 15, 2007: Message edited by: Chariot ]

[ November 15, 2007: Message edited by: Chariot ]

Logged

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: botany mod
« Reply #1 on: November 15, 2007, 10:04:00 pm »

One little, bitty, teeeny little thing: Don't strawberries and blueberries stop being "wild" after they are grown on purpose? why not just get rid of the "wild"?

we can have tame berries.

Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Chariot

  • Bay Watcher
  • Turtle Trainer
    • View Profile
Re: botany mod
« Reply #2 on: November 15, 2007, 10:17:00 pm »

yea, thats leftover from last version where you couldnt grow them yourself(so any time you came across it, it would be from the wild)
Logged

Karlito

  • Bay Watcher
    • View Profile
Re: botany mod
« Reply #3 on: November 15, 2007, 10:18:00 pm »

but outside plants can only be gathered not brought, so they would be wild.
 
Unless you're an elf...
Logged
This sentence contains exactly threee erors.

Chariot

  • Bay Watcher
  • Turtle Trainer
    • View Profile
Re: botany mod
« Reply #4 on: November 15, 2007, 10:22:00 pm »

yea, but once you've gathered them you can get seeds from them and grow em yourself

wild strawberries are in base game, so im just going to leave all mine as "wild"

you can always remove that yourself if you dont want it

Logged

Wanderer No. 7

  • Escaped Lunatic
    • View Profile
Re: botany mod
« Reply #5 on: November 15, 2007, 10:48:00 pm »

I figured that I'd pop in and say that actually, most wild varieties of plants are quite a bit different from their domesticated versions.  For example, wheat used for crops has a genetic mutation in which the part containing the seeds fails to shatter.  Wild varieties of wheat spread their seeds around, which makes them quite a bit less handy to collect.  The time it would take to domesticate a crop would probably be beyond the scope of the game, so it could be worthwhile to maintain both sets of plants.

Mind you, I don't know if it's possible or worthwhile to distinguish between them as far as the game is concerned.  Are the yields from farming different crops pretty much the same?  I haven't really had any food problems recently, so I never bothered to keep track.

Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: botany mod
« Reply #6 on: November 16, 2007, 12:36:00 am »

You could probably give wild varieties CLUSTERSIZE:3 or something so the yield is smaller than normal.  Unfortunately CLUSTERSIZE appears to set a maximum crop yield.  It doesn't actually scale it.  So CLUSTERSIZE:10 won't have any noticeable affect over CLUSTERSIZE:5 (I know, I've tried).
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: botany mod
« Reply #7 on: February 04, 2008, 12:36:00 pm »

I am in agreement with Wanderer 7.  In this case, I have collected and eaten wild strawberries: they are actually very very small, and taste slightly different (quite nice and sweet) from the massive commercial ones.  So in this case 'wild' refers to the strain.
Logged