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Author Topic: Boksi's plant mod  (Read 8778 times)

Impaler[WrG]

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Re: Boksi's plant mod
« Reply #15 on: November 19, 2008, 03:06:54 pm »

Speaking of Biome, a mod that features more (surface) plants should probably narrow the allowed Biomes (their are many biome tags to do this with), to keep the player from being overwhelmed with choices/management and to make different start locations more unique, likewise different trade partners might have access to different plants so some plants might be supplied exclusively by one group making trade more interesting.
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Boksi

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Re: Boksi's plant mod
« Reply #16 on: November 19, 2008, 03:08:34 pm »

Mmmmhmmmm. Interesting. I like it, I like it.

Anyway, I added a few plants.
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Boksi

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Re: Boksi's plant mod
« Reply #17 on: November 21, 2008, 04:20:55 pm »

Aw, plants aren't that boring are they?

I reorganized the aboveground plants and made a few more of them. Also added the beardbreaker, an "other" category subterranean mushroom.

Anyway, I'd really like comments and suggestions. Seriously, any ideas are welcome. Making up names takes the vast majority of my time when working on this mod, so I'll happily add in almost anything. I reserve the right to reject any plant I deem to be unoriginal, unfitting or plain stupid, though.
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Deon

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Re: Boksi's plant mod
« Reply #18 on: November 21, 2008, 04:51:54 pm »

http://en.wikipedia.org/wiki/Category:Plants
Just kidding.

The main problem with plants' Lore in DF IMO is the lack of ability to check their description to understand what the heck is this "Puddletrap" for example. But when we get this the plants will never be the same. I personally will establish a total plant overhaul with descriptions as detailed as beautiful.
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Himmelhand

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Re: Boksi's plant mod
« Reply #19 on: November 23, 2008, 02:52:45 pm »

Couldn't you allow for some vague descriptions with prefstrings?
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Techhead

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Re: Boksi's plant mod
« Reply #20 on: November 23, 2008, 03:08:43 pm »

Kinda cool, although farm plots might get a little cluttered.
Also, spine wheat dye doesn't have a color name.
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Boksi

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Re: Boksi's plant mod
« Reply #21 on: November 23, 2008, 04:27:45 pm »

Er, sorry. It ought to be spine wheat flour.

Working on adding more, but brainstorming goes slowly.
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Fortis

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Re: Boksi's plant mod
« Reply #22 on: January 26, 2009, 02:36:15 pm »

I've got a few ideas for plants. Would you like me to post them here. Bear in mind I'm a novice at modding...

Edit: Yeah, just noticed the date of the last post. Sorry for the necroposting.
« Last Edit: January 26, 2009, 02:49:53 pm by Fortis »
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Himmelhand

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Re: Boksi's plant mod
« Reply #23 on: January 26, 2009, 08:07:52 pm »

Do it anyway, I likes me some farming difficulty.
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DJ_Muffinman

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Re: Boksi's plant mod
« Reply #24 on: January 27, 2009, 07:18:47 am »

Oh, also, what's a BOODDOME??
(i think he means blooddome.)
Oh. So he does.
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Boksi

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Re: Boksi's plant mod
« Reply #25 on: January 27, 2009, 11:33:00 am »

I'm still up for ideas, I just keep forgetting to make stuff :3

Do post your ideas, and while you do I'm thinking of adding a new one. Silk cactus.
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Himmelhand

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Re: Boksi's plant mod
« Reply #26 on: January 28, 2009, 09:09:37 am »

I'm noting a lack in the common forest plants section.  Perhaps something like ferns/bushes?
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Fortis

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Re: Boksi's plant mod
« Reply #27 on: January 28, 2009, 02:34:49 pm »

Here's a bunch of desert plants. This is my first attempt at modding, so let me know if I made any errors. I tried to match the values and growing durations to what you have used so far Boski, but feel free to tweak them as you see fit.

Spoiler (click to show/hide)
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Boksi

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Re: Boksi's plant mod
« Reply #28 on: January 28, 2009, 03:01:30 pm »

Looks interesting. If you want them included, I'll do it, but they're your own creations.

Hmm, now the values were chosen by GROWDUR and the amount of seasons it could grow in. Every 504 GROWDUR added 1 to the plant's value, and so did every removed season.

Product value was calculated based upon the base value of the plant and the amount of possible products. A singular product meant the value was double the base amount. Two products give one and a half times more. Three products meant each was equal to the base amount, and four was half of it.

I also shied away from having lots of plants with lots of products. My philosophy was, either you spend effort into specialization and therefore quality, or generalize but lose a lot of the quality of the thing.

It's still good looking. My only question is, did you playtest them? Other than that, it's all looking very good.
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Fortis

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Re: Boksi's plant mod
« Reply #29 on: January 28, 2009, 03:17:44 pm »

No, I haven't tested them yet. Before you add them, let me tweak them to match them to the parameters you've stated. Thanks for your input though!

Edit:Concerning the value, do you consider the ability to be eaten raw and cooked as two products or one?

Oh, and would the number of seeds produced affect the value any?
« Last Edit: January 28, 2009, 03:21:42 pm by Fortis »
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