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Author Topic: MaryJane plant vs. d16 engine limits...  (Read 1423 times)

xoen

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MaryJane plant vs. d16 engine limits...
« on: February 19, 2010, 08:32:34 pm »

I'd like to make specific plant(and its gfx) - MaryJane that gives:
- seeds - as seeds only,
- leafs - as leafs, also edible(not neccesary anymore, it would be a problem with gfx regarding of what plant it is),
- specific food after cooking(using that leaf only) - 2 food item types i.e. sandwich and OIL,
- MULTIPLE types of alcohol/drinks - made from plant, 2 types.
- upd: rope fabric, something of that kind..

Actual summary:
plant:
-joint(as drink)
-hashish(as..second type of drink, not especially needed, but it is interesting, if its possible)
-rope thread - needed
-leaves

How to start? I can handle adding gfx, just need some help with objects creation and dependencies between it.

upd:
ahh one more thing, is there possibility to add temporary dwarf statistics change after meal? moodchanger, anxiety extinguisher, etc etc?

I may think about whole dwarven pharmacy, if its possible..
----

workshop(temp):

[MATGLOSS_PLANT:MaryJane]
[TILE:236]
[COLOR:5:0:0]
[NAME:MaryJane]
[NAME_PLURAL:MaryJane]
[GROWDUR:400]
[VALUE:2]
[DRINK:red oil:4:0:1] <-------what's this?
[DRINKVALUE:3] <------what's this?
[SEED:0:0:1]
[GENPOWER:1] <----what's that?
[EDIBLE_VERMIN]<-----? rats will eat plant/seed? food for tamed animals?
[EDIBLE_RAW] <------- for removal, i assume
[SPRING]
[SUMMER]
[AUTUMN]
[WINTER]
[CLUSTERSIZE:5] <---amount per square?
[FREQUENCY:75] <---whats this?
[PREFSTRING:bunches] <----name of object on map?(bunches of MaryJane now, yes?)
[BIOME:NOT_FREEZING]
[WET]
[DRY]
« Last Edit: February 19, 2010, 10:10:07 pm by xoen »
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sunshaker

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Re: Can someone lead me through specific plant creation process?
« Reply #1 on: February 19, 2010, 09:22:29 pm »

The [SEEDS:#:#:#] token makes the plant produce seeds when eaten, brewed, or processed.
The [LEAVES:#] token makes plants produce leaves, all leaves are automatically edible.
You can not make a specific food type usable by a specific plant, any food will use any plant (that is edible).
Use [DRINK:(name of booze):#:#:#] and
[DRINKVALUE:#]
 to make it produce alcohol.
Start by going to ...\raw\objects\matgloss_plant.txt open the file and look through it, find a plant that looks close to what you want, highlight, copy, paste, change names (of plant and all products), add any extra features, done.

No, not at this time, plants can not change anything about a dwarf except their hunger or thirst level.
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xoen

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Re: Can someone lead me through specific plant creation process?
« Reply #2 on: February 19, 2010, 09:29:21 pm »

Yup, i thought i may be seen as lazy bum, so i started, actually - first post updated, questions added...you partially answered for some already :)

btw, thanks for reply!

Quote
The [LEAVES:#] token makes plants produce leaves, all leaves are automatically edible.
hmm..so i need to remove [edible_raw] to fit plant for my purposes?

Quote
You can not make a specific food type usable by a specific plant, any food will use any plant (that is edible).
ooh now i am sad, this is even bigger trouble than previous one...so it won't be used for food at all(BUT, if i can affect how it is liked by dwarves as food, it still may have sense).

Quote
No, not at this time, plants can not change anything about a dwarf except their hunger or thirst level.
so much for pharmacy then :E

Well project lost it's main points now..
But i learnt something actually, that's positive.

Can i make multiple types of drinks(2 types) from one plant? It could be some kind of workaround..
« Last Edit: February 19, 2010, 09:45:00 pm by xoen »
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RantingRodent

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Re: Can someone lead me through specific plant creation process?
« Reply #3 on: February 19, 2010, 09:47:01 pm »

PREFSTRING is actually what thinking creatures will say they like about the plant if it's one of their favourite things.

Example:

[PREFSTRING:strange side effects]

will result in:

Urist McUrist likes MaryJane for its strange side effects.
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sunshaker

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Re: Can someone lead me through specific plant creation process?
« Reply #4 on: February 19, 2010, 09:50:08 pm »

[DRINK:red oil:4:0:1] <-------what's this?
DRINK- states it is a drink item, redoil is the name of the drink, 4:0:1 is the color of the drink item
[DRINKVALUE:3] <------what's this?
cost in dwarfbucks per unit of drink
[GENPOWER:1] <----what's that?
Old token, not used currently, had to do with the generation of magical power, I think
[EDIBLE_VERMIN]<-----? rats will eat plant/seed? food for tamed animals?
rats and other vermin will eat your food stockpiles if the plant has this
[EDIBLE_RAW] <------- for removal, i assume
allows dwarves to eat the item with out it being cooked first
[CLUSTERSIZE:5] <---amount per square?
max stack size a Herbalist can gather when collecting wild
[FREQUENCY:75] <---whats this?
Chance of plant being gathered by use of the Herbalist skill
[PREFSTRING:bunches] <----name of object on map?(bunches of MaryJane now, yes?)
if a dwarf likes the plant it will like it "because of its bunches"

what's next? how to add tobacco(i assume it may be another drink-type of item, BUT can i make more than one drink per plant?)?
Do you want your dwarves smoking? if yes you have to do it via the drink token, if you just want to sell it the MILL token will work fine

Answers in red.
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xoen

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Re: [upd]MaryJane vs. d16...
« Reply #5 on: February 19, 2010, 10:00:28 pm »

Big thanks for answers, very, very useful info.
You know, that specific plant is good type to realize engine limits.
I must say, these limits are..real problem for highly customized plant item for now.

Quote
Do you want your dwarves smoking?
Yup, it is consumable only, just another drink type thing...but there is problem - i won't be able to visualize joint that way, right? On other side i cannot make plant visualized as joint(it would be stupid). Consensus?

And what about adding it as thread source?

another question: how price of seeds is determined? I think it may be hard to collect plant on embark site(knowing my luck) so i may need to buy some. Is it pregenerated randomly while world creation?
« Last Edit: February 19, 2010, 10:06:40 pm by xoen »
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sunshaker

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Re: [upd]MaryJane vs. d16...
« Reply #6 on: February 19, 2010, 10:06:48 pm »

[THREAD]

All seeds cost 1 dwarfbuck.

You could always try looking it up on the wiki http://df.magmawiki.com/index.php/Plant_tokens
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xoen

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Re: [upd]MaryJane vs. d16...
« Reply #7 on: February 19, 2010, 10:09:28 pm »

..this is where i should start from...ahh right.
no more questions so far, need to draw gfx and test it..

upd: one more question..do i need to generate new world to be able to get seed for test?

hmm can extract be used as ..food?
(if [EXTRACT_COOKABLE] is not set?)
« Last Edit: February 19, 2010, 10:24:26 pm by xoen »
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Nobbins

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Re: MaryJane plant vs. d16 engine limits...
« Reply #8 on: February 19, 2010, 10:23:32 pm »

Yes, you will have to gen a new world. And for your information, Hemp already exists, which is pretty much the exact same things, correct me if I'm wrong. Also, why the pit would dwarves smoke a joint, anyways? Alcohol is their thing. Leave the drugs to the elves. =/
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xoen

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Re: MaryJane plant vs. d16 engine limits...
« Reply #9 on: February 19, 2010, 10:29:25 pm »

Yes, you will have to gen a new world. And for your information, Hemp already exists, which is pretty much the exact same things, correct me if I'm wrong. Also, why the pit would dwarves smoke a joint, anyways? Alcohol is their thing. Leave the drugs to the elves. =/
Main purpose, (to be honest) was idea to see growing MJ in DF world, then i realized it may be good idea to learn how to make plant, and then i realized that engine is too limited to make what i wanted.

But, regarding of these limitations, i still can make leaves visible in world, and idd, sell hemp to elves, or lizardmen, i need iron bars.

Hmm, hemp mod? Need to check its raw, maybe i will find some workarounds(..hope..hope).

Btw, hemp is not drug, imho. Well, ok, it may be, but only if alcohol is treated that way. We all know that matter differs in western REAL world(alcohol is ok, hemp is not, weird). Living in country with 3.5 mln alcoholics i am not especially into alcohol, in general(car crashes, degeneration, etc etc).

Dwarves are immune to hangover, i am not..

upd: nice, i can see using multiple PREFSTRING is possible.
« Last Edit: February 19, 2010, 10:38:47 pm by xoen »
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sunshaker

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Re: MaryJane plant vs. d16 engine limits...
« Reply #10 on: February 19, 2010, 10:37:02 pm »

Differences in quality of fiber, differences in THC levels.

Cannabis (Cán-na-bis) is a genus of flowering plants that includes three putative species, Cannabis sativa L.,[1] Cannabis indica Lam.,[1] and Cannabis ruderalis Janisch.
http://en.wikipedia.org/wiki/Cannabis
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xoen

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Re: MaryJane plant vs. d16 engine limits...
« Reply #11 on: February 19, 2010, 10:43:16 pm »

My poor english misleaded you, sunshaker, i meant that poisonous alcohol is still good, but hemp is bad in western culture, in general.
But nevermind, i can create plants for DF, that's ok.

Shame that game engine is lacking some things(multiple drink types etc etc)..though.

BTW, i can see 3 different ways of handling that plant in available mods, interesting.

mine so far:

Code: [Select]
matgloss_MaryJane_mod

**MaryJane v1.0 by xoen/nothin

[MATGLOSS_PLANT:MaryJane]
[TILE:236]
[COLOR:2:0:0]
[NAME:MaryJane]
[NAME_PLURAL:MaryJane]
[GROWDUR:400]
[VALUE:2]
[DRINK:joint:4:0:1]
[DRINKVALUE:3]
[SEED:0:0:1]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[EXTRACT:Hashish:4:0:1]
[LEAVES:3]
[GENPOWER:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[SPRING]
[SUMMER]
[AUTUMN]
[WINTER]
[CLUSTERSIZE:5]
[FREQUENCY:75]
[PREFSTRING:strange side effects]
[PREFSTRING:mellow buzz]
[PREFSTRING:fleeting insights]
[PREFSTRING:tempting smell]
[BIOME:ANY_TEMPERATE]
[WET]
[DRY]
[THREAD]
« Last Edit: February 19, 2010, 11:01:42 pm by xoen »
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sunshaker

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Re: MaryJane plant vs. d16 engine limits...
« Reply #12 on: February 19, 2010, 10:49:24 pm »

[EXTRACT:(name of extract):4:0:1]

pick one of the following
[EXTRACT_BARREL]
[EXTRACT_VIAL]
[EXTRACT_STILL_VIAL]
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xoen

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Re: MaryJane plant vs. d16 engine limits...
« Reply #13 on: February 19, 2010, 10:55:05 pm »

[EXTRACT:(name of extract):4:0:1]

yup i realized that; fixed.
biomes - fixed.

Quote
pick one of the following
[EXTRACT_BARREL]
[EXTRACT_VIAL]
[EXTRACT_STILL_VIAL]
ONLY one? Allright. I am trying to imagine barrel of hashish..it may be hard.

Small breakdown - i cannot visualize plant in other way than affecting data/art gfx????
I was thinking about plant as of creature, this is devastating.
Now i know why there's no gfx for botany_mod...:(



upd: oh boy, there's hope - tile 15:9 is for rope reed, SO it is VERY, VERY adequate for hemp plant(default and mine)! Two plants gonna get its gfx then :D
« Last Edit: February 20, 2010, 11:29:41 am by xoen »
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