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Author Topic: Tower Cap Growth  (Read 620 times)

The Scout

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Tower Cap Growth
« on: March 20, 2010, 11:47:02 am »

Is there a way I can get tower caps to grow underground without needing to find a UR?
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Haspen

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Re: Tower Cap Growth
« Reply #1 on: March 20, 2010, 01:28:28 pm »

No.
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Kagus

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Re: Tower Cap Growth
« Reply #2 on: March 20, 2010, 01:31:02 pm »

Sure there is.  You can use an underground pool instead.


...yeah, I know.  Not helping.

Lofn

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Re: Tower Cap Growth
« Reply #3 on: March 20, 2010, 02:03:01 pm »

Aren't there utilities than can flag a map as having an exposed water source?
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0x517A5D

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Re: Tower Cap Growth
« Reply #4 on: March 20, 2010, 02:26:28 pm »

Aren't there utilities than can flag a map as having an exposed water source?

Not to my knowledge.  Nor is there a simple map flag to tweak.

I once spent 8+ hours studying the tree growing code, without success.
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The Scout

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Re: Tower Cap Growth
« Reply #5 on: March 20, 2010, 02:30:51 pm »

Aren't there utilities than can flag a map as having an exposed water source?

Not to my knowledge.  Nor is there a simple map flag to tweak.

I once spent 8+ hours studying the tree growing code, without success.

This severly hampers my plans.
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Ramirez

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Re: Tower Cap Growth
« Reply #6 on: March 20, 2010, 03:47:07 pm »

Has anyone tried giving tower caps an above ground biome in addition to the underground one? I haven't tried anything like it myself though, so I have no idea if it will work.
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NW_Kohaku

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Re: Tower Cap Growth
« Reply #7 on: March 20, 2010, 03:53:55 pm »

Two options for you:

First, you can simply start searching for underground rivers in the site finder, and only embark when you find one with all the other map features you want, like sand or magma.

Second, you can just work with regular trees.  When you get right down to it, you can simply build "greenhouses" by walling off areas of the map so that they are accessable only from underground (glass roofs optional).  Remember that trees only grow with a "wall" of soil below them, and that you cannot re-build soil walls.  Because of this, it is best to dig the accessway from two floors below, or make a bridge from above into the enclosed area, so that you don't destroy tree-growing soil.

If you have multiple soil layers, you can actually just channel away, then put up a floor over the area you channeled, and it still counts as "outside", so trees will grow there.  Creatures cannot normally jump down into a pit, but archers can shoot down into it, and they can accidentally dodge into pits.  If not floors, then at least walls are recommended.  Flyers force ceiling/floors.
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The Scout

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Re: Tower Cap Growth
« Reply #8 on: March 20, 2010, 03:57:33 pm »

Apperently there isn't a way to do that. I'm going to change the topic to where are anvils in the raws.
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Haspen

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Re: Tower Cap Growth
« Reply #9 on: March 20, 2010, 04:10:59 pm »

Anvils are hard-coded.

If you want anvil with other metal, simply add [ANVIL] to the metal's entry in metal matgloss file.
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