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Author Topic: Potential mod discussion: Landscaping 2010.  (Read 1077 times)

TeDDD

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Potential mod discussion: Landscaping 2010.
« on: April 15, 2010, 03:04:32 pm »

Don't ask me why, but for some reason I though of making a Dwarven golf course.  Dead easy, right?  Channel a hole, make some water hazards, clear some grass for a sand trap... ah! a problem: the green and the rough.  How could I differentiate them using existing ingame stuff?  That got me thinking: what if you could landscape?  Plant grasses and shrubs where you wished to achieve the perfect front lawn [on which you kill Goblins].

What would be involved, though?  It would require the ability to plant and grow a variety of grasses, flowers, bushes, and trees; and-- here's the important part-- prevent your Dwarfs from harvesting them and prevent them from wilting.  Sure, you could just forbid the plants once they grew, but that seems... inelegant.

Thoughts?  Would it be possible to mod something like this in DF2010?
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Ramirez

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Re: Potential mod discussion: Landscaping 2010.
« Reply #1 on: April 15, 2010, 03:16:34 pm »

Best way I could think of doing this is to create a set of custom stone-like entries with appropriate colours and boulder symbols (complete without most of the uses of stones), creating them via some sort of reaction and then distributing them by placing stockpiles and forbidding them. You could also create a custom horticulture workshop and make the reactions create them by using regular plants as reagents. I haven't poked around too much in the plant raws to see if you can make a less hacky way of doing it though, so someone else may be able to help you more.
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TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #2 on: April 15, 2010, 03:17:35 pm »

I was hoping for less of a visual element and more of an actual-plants thing, using farm plots.  Has the ability to 'grow' trees been achieved, yet?
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ArPharazon

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Re: Potential mod discussion: Landscaping 2010.
« Reply #3 on: April 15, 2010, 04:17:14 pm »

Hah, clearly the dwarvenly solution is *<<=green glass quarry bush statue=>>*.
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TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #4 on: April 15, 2010, 04:33:38 pm »

Hah, clearly the dwarvenly solution is *<<=green glass quarry bush statue=>>*.
...that's brilliant.  Then I could just make an indoor 'garden' of beautiful and fragile crafted plants.  I think that would be both cooler and easier to do.
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TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #5 on: April 15, 2010, 05:34:15 pm »

Hm.

Are custom pieces of furniture still a no-go?

edit: is it possible to make a 1x1 custom workshop, or is it hardcoded at 3x3?
« Last Edit: April 15, 2010, 05:37:38 pm by TeDDD »
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Lazureus

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Re: Potential mod discussion: Landscaping 2010.
« Reply #6 on: April 15, 2010, 06:32:41 pm »

Hm.

Are custom pieces of furniture still a no-go?

edit: is it possible to make a 1x1 custom workshop, or is it hardcoded at 3x3?

custom workshops can be any size you want them to be.. there area a few 1x1 and even 2x1 shops created allready
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Current modding project:Tyranids 2010
Past modding projects:
DF2010: Crematorium
40d: ‼TYRANIDS‼
Quote from: Dark Pegasus
Just when I thought I couldn't despise him any more... He finds a whole new and undiscovered way!!

TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #7 on: April 15, 2010, 06:40:14 pm »

So, in theory, I could make custom workshops that require Green Glass Blocks in their construction; can be passable in the case of shrubs and impassable in the case of trees; and make use of the appropriate icons and colour?
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Deon

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Re: Potential mod discussion: Landscaping 2010.
« Reply #8 on: April 15, 2010, 06:42:26 pm »

Exactly.

Examples from the upcoming 1.2 of my mod:

Poor nords :P. Why did you kill him.

Anyway, I lied that I don't have a time today to develop the mod. Well I am tight on time, but I want to do it :P.

I plan to add more "cosmetical" workshops. Right now I have a gaming board (requires 4 chairs and a new toy "'Human Fortress' tabletob game"), a chess table (requires 2 tables and a new toy "chessboard"), rockball (which actually trains throwing, it depicts a game where a dwarf tries to throw a boulder into an urn), gateball (a huge field, looks like a football field; because we cannot make group reactions which require a few dwarves yet there's no possibility for matches, but maybe someone wants a gaming field in their fortress for cosmetic reasons) and an obstacle course (actually trains dodging).

Gaming table:


Chess table:


Rockball:


Gateball:


Obstacle course:


I accept any suggestions on workshops for 1.2. Also I will use Crematorium by Lazureus.


A garden:

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TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #9 on: April 15, 2010, 06:54:51 pm »

Very cool!  Am I to understand, then, that the 'garden' is actually one unit, a 5x5 custom workshop?
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Deon

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Re: Potential mod discussion: Landscaping 2010.
« Reply #10 on: April 15, 2010, 07:23:30 pm »

Yeah, to train concentration :). A meditation workshop.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #11 on: April 15, 2010, 09:03:05 pm »

Is there sometime I need to do for a custom workshop to appear on the build list?
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Deon

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Re: Potential mod discussion: Landscaping 2010.
« Reply #12 on: April 15, 2010, 09:07:28 pm »

[PERMITTED_BUILDING:*] in the entity file.

Same with reactions.
[PERMITTED_REACTION:*]

Also you need to generate a new world.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TeDDD

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Re: Potential mod discussion: Landscaping 2010.
« Reply #13 on: April 15, 2010, 09:09:47 pm »

Ah, figured it was something like that.  Thanks again.  I might as well ask: what are the settings for color?  There's 5 arguments in your buildings, and maybe 8 arguments in the soap shop...

edit: how drole.  A Dwarf apparently cannot construct a 1x1 workshop if it is a blocked tile once done
« Last Edit: April 15, 2010, 09:22:05 pm by TeDDD »
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Lazureus

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Re: Potential mod discussion: Landscaping 2010.
« Reply #14 on: April 15, 2010, 10:15:59 pm »

Ah, figured it was something like that.  Thanks again.  I might as well ask: what are the settings for color?  There's 5 arguments in your buildings, and maybe 8 arguments in the soap shop...

edit: how drole.  A Dwarf apparently cannot construct a 1x1 workshop if it is a blocked tile once done

so make it a 1x2 workshop and make the walkable tile have no graphic.. just use ' '
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Current modding project:Tyranids 2010
Past modding projects:
DF2010: Crematorium
40d: ‼TYRANIDS‼
Quote from: Dark Pegasus
Just when I thought I couldn't despise him any more... He finds a whole new and undiscovered way!!