Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Plants  (Read 1501 times)

Luckymoose

  • Bay Watcher
    • View Profile
Plants
« on: June 19, 2008, 09:26:47 pm »

Now I have no idea about modding in new plants, but I would like some help anyway. I want to create some new above ground plants like Corn, Wheat, Tomato, Okra, Cabbage, etc. I want them to be purchasable from embark and have them be able to be made into foods and such. I want to play an above ground, farming community and these would make it way more fun. Any suggestions on how to do these properly?
Logged

The13thRonin

  • Bay Watcher
  • Profession: Handsome Rogue
    • View Profile
Re: Plants
« Reply #1 on: June 19, 2008, 10:03:41 pm »

If you'd like some example code here's my variation of corn I'm using in my up-and-coming mod. Feel free to play around with it a bit.

[MATGLOSS_PLANT:CORN]
[TILE:159][COLOR:6:0:1]
[NAME:ear of corn][NAME_PLURAL:ears of corn]
[GROWDUR:320][VALUE:2]
[DRINK:corn based bourbon:6:0:0]
[DRINKVALUE:2]
[EXTRACT:corn oil:6:0:0]
[EXTRACTVALUE:25]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[MILL:corn flour:6:0:1]
[MILL_VALUE:20]
[COOKABLE_WHEN_MILLED]
[SEEDNAME:corn kernel][SEED:6:0:1]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[DRY][BIOME_NOT_FREEZING]
[PREFSTRING:lush green stalks]
[PREFSTRING:versatility]

If you have any questions as to what the particular variables do go ahead and ask.
Logged
I'm Digging Deeper... AGAIN... You Should Too!

Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

Luckymoose

  • Bay Watcher
    • View Profile
Re: Plants
« Reply #2 on: June 19, 2008, 10:13:45 pm »

If you'd like some example code here's my variation of corn I'm using in my up-and-coming mod. Feel free to play around with it a bit.

[MATGLOSS_PLANT:CORN]
[TILE:159][COLOR:6:0:1]
[NAME:ear of corn][NAME_PLURAL:ears of corn]
[GROWDUR:320][VALUE:2]
[DRINK:corn based bourbon:6:0:0]
[DRINKVALUE:2]
[EXTRACT:corn oil:6:0:0]
[EXTRACTVALUE:25]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[MILL:corn flour:6:0:1]
[MILL_VALUE:20]
[COOKABLE_WHEN_MILLED]
[SEEDNAME:corn kernel][SEED:6:0:1]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[DRY][BIOME_NOT_FREEZING]
[PREFSTRING:lush green stalks]
[PREFSTRING:versatility]

If you have any questions as to what the particular variables do go ahead and ask.

Awesome. I will play around with this and see if I can get the other plants I am aiming for if you don't mind me using it for personal play.
Logged

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: Plants
« Reply #3 on: June 19, 2008, 10:19:11 pm »

I'm pretty sure only underground plants are available to dwarves on embark.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

The13thRonin

  • Bay Watcher
  • Profession: Handsome Rogue
    • View Profile
Re: Plants
« Reply #4 on: June 19, 2008, 10:29:14 pm »

If you'd like some example code here's my variation of corn I'm using in my up-and-coming mod. Feel free to play around with it a bit.

*CODE*

If you have any questions as to what the particular variables do go ahead and ask.

Awesome. I will play around with this and see if I can get the other plants I am aiming for if you don't mind me using it for personal play.

You may use it for whatever you'd like. Neoskel is right. Unless you add the [OUTDOOR_FARMING] tag to the dwarves in the entities file you will not be able to select your new plants upon embark. You will however be able to gather them outside as long as your plant has a biome as well as a frequency and clustersize tag.
Logged
I'm Digging Deeper... AGAIN... You Should Too!

Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

Loctavus

  • Bay Watcher
  • British Hammerdwarf
    • View Profile
Re: Plants
« Reply #5 on: June 20, 2008, 05:38:24 am »

It's easy enough to meddle the tags.

Besides, as long as the plant doesn't have any errors then it will show up in trade wagons and the like, as raw plants, booze, seeds and anything else made out of it. I've seen a lot of people wearing iron weed items since I got it working.
Logged
Tea and -Elf Tallow Biscuits- anyone?