So I have been asking questions on how to do things on the board, here. A while back, I had a 'variety is the spice of life' series of things, not quite a mod, just stuff I liked to add for fun. Now that the new version has come out, many things are possible, and so I have started modding again. As such, I will place those things which I make here, for people to peruse, use, and more importantly, correct. After all, my syntax and grammar pretty much suck, and often things that look to me as though they are working are, in fact, buggy or quirky. However I WILL ONLY PUT THINGS HERE IF I HAVE GOTTEN THEM TO WORK, so it should ONLY be more in the way of minor quirks.
Note: many of these have several sections that may need to be put in different raws, so be careful if copying and pasting.
1. hive-borne creatures.
1.A. Silk-producing silk moths. Here is the insect itself.
[CREATURE:SILK_WORM]
[DESCRIPTION:A large moth, whose coccoons are spun into silk.]
[NAME:silk moth:silk moths:silk moth]
[CREATURE_TILE:250][COLOR:7:0:1]
[NATURAL]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[BIOME:ANY_TROPICAL_BROADLEAF]
[BIOME:ANY_LAND]
[VERMIN_SOIL_COLONY][FREQUENCY:100]
[VERMIN_NOTRAP][UBIQUITOUS]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:100:200]
[SMALL_REMAINS]
[PETVALUE:1]
[PETVALUE_DIVISOR:1000]
[SPEED:5000]
[PREFSTRING:soft silk]
[PREFSTRING:colorful wings]
[DIURNAL]
[NO_SLEEP]
[HOMEOTHERM:10071]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[MATERIAL_VALUE:2]
[USE_MATERIAL_TEMPLATE:PUPAE:SILK_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:BOIL_COCCOONS:LOCAL_CREATURE_MAT:SILK]
[NOT_BUTCHERABLE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1]
[MAXAGE:1:1]
[NOBONES]
[ARTIFICIAL_HIVEABLE]
[HIVE_PRODUCT:1:25200:TOOL:ITEM_TOOL_COCCOONS:LOCAL_CREATURE_MAT:PUPAE]
[CASTE:MOTH_MALE]
[CASTE_NAME:silk moth:silk moths:silk moth]
[POP_RATIO:1][MALE]
[COLONY_EXTERNAL]
[CASTE:MOTH_FEMALE]
[CASTE_NAME:silk moth:silk moths:silk moth]
[POP_RATIO:1][FEMALE]
[COLONY_EXTERNAL]
[CASTE:LARVA]
[CASTE_NAME:silk worm:silk worms:silk worm]
[POP_RATIO:100]
[CASTE:PUPA]
[CASTE_NAME:silk worm pupa:silk worm pupae:silk worm pupa]
[POP_RATIO:20]
[SELECT_CASTE:ALL]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
[FLIER]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
And here is the tool produced by the hive...
[ITEM_TOOL:ITEM_TOOL_COCCOONS]
[NAME:coccoon bundle:coccoon bundles]
[VALUE:10]
[TILE:232]
[SIZE:1000]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
And this is how we get the silk from the tool.
[REACTION:EXTRACT_SILK_FROM_COCCOONS]
[NAME:extract silk from coccoons]
[BUILDING:KITCHEN:CUSTOM_C]
[REAGENT:coccoons:1:TOOL:ITEM_TOOL_COCCOONS:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BOIL_COCCOONS]
[REAGENT:pot:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:coccoons:BOIL_COCCOONS]
[PRODUCT:50:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:coccoons:BOIL_COCCOONS]
[PRODUCT:25:2:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:coccoons:BOIL_COCCOONS]
[SKILL:COOK]
1.B. Attine ants. That is to say, leaf cutters.
Here is the insect itself
[CREATURE:LEAF_CUTTER_ANT]
[DESCRIPTION:A tropical ant that produces extensive colonies both above and below ground. They cut leaves from local foliage to feed a fungus, on which they feed. These nests can then be harvested and forced to fruit.]
[NAME:attine ant:attine ants:attine ant]
[CREATURE_TILE:250][COLOR:7:0:0]
[NATURAL]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[BIOME:FOREST_TROPICAL_DRY_BROADLEAF]
[VERMIN_SOIL_COLONY][FREQUENCY:100]
[VERMIN_NOTRAP]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:100:200]
[SMALL_REMAINS][UBIQUITOUS]
[SPEED:2900]
[PREFSTRING:coordination]
[PREFSTRING:industry]
[DIURNAL]
[NO_SLEEP]
[HOMEOTHERM:10071]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[NOT_BUTCHERABLE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[ARTIFICIAL_HIVEABLE]
[USE_MATERIAL_TEMPLATE:ANTNEST:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:attine ant]
[STATE_COLOR:ALL:YELLOW]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen formic acid]
[STATE_ADJ:ALL_SOLID:frozen formic acid]
[STATE_NAME:LIQUID:formic acid]
[STATE_ADJ:LIQUID:formic acid]
[STATE_NAME:GAS:boiling formic acid]
[STATE_ADJ:GAS:boiling formic acid]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:ant bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[CE_PAIN:SEV:40:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:300:END:1000]
[CE_SWELLING:SEV:60:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:300:END:1000]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1]
[MAXAGE:1:1]
[NOBONES]
[HIVE_PRODUCT:1:25200:TOOL:ITEM_TOOL_ANTNEST:LOCAL_CREATURE_MAT:ANTNEST]
[CASTE:WORKER]
[CASTE_NAME:leaf cutter ant:leaf cutter ants:leaf cutter ant]
Female, but non-breeding (most of the time).
[POP_RATIO:8900]
[COLONY_EXTERNAL]
[CASTE:HIVE_TENDER]
[CASTE_NAME:hive tender ant:hive tender ants:hive tender ant]
Female, but non-breeding (most of the time).
[POP_RATIO:1000]
[CASTE:DUMP_WORKER]
[CASTE_NAME:dump worker ant:dump worker ants:dump worker ant]
Female, but non-breeding (most of the time).
[POP_RATIO:100]
[CASTE:SOLDIER]
[CASTE_NAME:soldier ant:soldier ants:soldier ant]
Female, but non-breeding (most of the time).
[POP_RATIO:1000]
[COLONY_EXTERNAL]
[VERMIN_BITE:10:stung:LOCAL_CREATURE_MAT:VENOM:LIQUID]
[CASTE:DRONE]
[MALE]
[CASTE_NAME:drone ant:drone ants:drone ant]
[POP_RATIO:5]
[CASTE:QUEEN]
[FEMALE]
[CASTE_NAME:queen ant:queen ants:queen ant]
[POP_RATIO:1]
[SELECT_CASTE:WORKER]
[SELECT_ADDITIONAL_CASTE:SOLDIER]
[SELECT_ADDITIONAL_CASTE:HIVE_TENDER]
[SELECT_ADDITIONAL_CASTE:QUEEN]
[SELECT_ADDITIONAL_CASTE:DUMP_WORKER]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH]
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
[SELECT_CASTE:DRONE]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
[FLIER]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
Here is the tool produced by the nest...
[ITEM_TOOL:ITEM_TOOL_ANTNEST]
[NAME:nest:nests]
[VALUE:20]
[TILE:232]
[SIZE:1000]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
And this is how you make good use of their nest.
[REACTION:FRUIT_ANTNEST]
[NAME:fruit attine ant nest]
[BUILDING:FRUITING_CHAMBER:CUSTOM_F]
[REAGENT:antnest:1:TOOL:ITEM_TOOL_ANTNEST:NONE:NONE]
[PRODUCT:100:4:PLANT:NONE:PLANT_MAT:LEPIOTA:PLANT]
[PRODUCT:25:2:PLANT:NONE:PLANT_MAT:LEPIOTA:PLANT]
[PRODUCT:50:1:PLANT:NONE:PLANT_MAT:LEPIOTA:PLANT]
[SKILL:PLANT]
And here is the edible plant product resulting from this 'fruiting'.
[PLANT:LEPIOTA]
[NAME:lepiota][NAME_PLURAL:lepiotas][ADJ:lepiota]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:faerie wing dye]
[STATE_COLOR:ALL_SOLID:PINK]
[DISPLAY_COLOR:5:0:1]
[MATERIAL_VALUE:30]
[POWDER_DYE:PINK]
[PREFIX:NONE]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[MILL:LOCAL_PLANT_MAT:MILL]
[PICKED_TILE:'T'][PICKED_COLOR:7:0:1]
[CLUSTERSIZE:5]
[PREFSTRING:wide caps]
[PREFSTRING:red scales]
[PREFSTRING:associaion with attine ants]
And note, if you don't already have it, this requires a special building, the Fruiting Chamber, here.
[BUILDING_WORKSHOP:FRUITING_CHAMBER]
[NAME:fruiting chamber]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:GROWER]
[BUILD_KEY:CUSTOM_P]
[BLOCK:1:0]
[TILE:0:1:207]
[COLOR:0:1:0:7:0]
[TILE:1:1:207]
[COLOR:1:1:MAT]
[BUILD_ITEM:1:BARREL:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:PIPE_SECTION:NONE:NONE:NONE][CAN_USE_ARTIFACT]
1.C. Orb Weavers. These are not normally able to be kept in any form of artificial hive in the real world, but they do make MASSIVE extensive colonial webs that coat trees. As such, instead of harvesting a product from the hive itself, the product is produced by the orb weavers around the nest, in the form of thick spider silk, which can be collected like any other silk on the ground.
[CREATURE:ORB_WEAVER]
[DESCRIPTION:Tiny spiders who, by living collectively, can entirely encase entire forests in thick webs.]
[NAME:orb weaver:orb weavers:orb weaver]
[CASTE_NAME:orb weaver:orb weavers:orb weaver]
[CREATURE_TILE:250][COLOR:7:0:0]
[CARNIVORE][FREQUENCY:5]
[PET_EXOTIC]
[PARALYZEIMMUNE]
[WEBIMMUNE][THICKWEB]
[NATURAL]
[BIOME:ANY_TROPICAL_BROADLEAF]
[BIOME:FOREST_TROPICAL_CONIFER]
[VERMIN_SOIL_COLONY][VERMIN_NOTRAP]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:100:150]
[SMALL_REMAINS]
[SPEED:10000]
[PREFSTRING:vast webs]
[ALL_ACTIVE]
[NO_SLEEP]
[HOMEOTHERM:10040]
[SWIMS_INNATE][SWIM_SPEED:2500]
[NOT_BUTCHERABLE]
[NOPAIN][EXTRAVISION][NOSTUN][NOFEAR]
[NOBONES]
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen orb weaver venom]
[STATE_ADJ:ALL_SOLID:frozen orb weaver venom]
[STATE_NAME:LIQUID:orb weaver venom]
[STATE_ADJ:LIQUID:orb weaver venom]
[STATE_NAME:GAS:boiling orb weaver venom]
[STATE_ADJ:GAS:boiling orb weaver venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:orb weaver bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ORB_WEAVER:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:10:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:300:END:1000]
[CE_SWELLING:SEV:15:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:300:END:1000]
[CE_NECROSIS:SEV:2:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:500:PEAK:1500:END:3000]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[EXTRACT:LOCAL_CREATURE_MAT:VENOM]
[VERMIN_BITE:10:bitten:LOCAL_CREATURE_MAT:VENOM:LIQUID]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1]
[MAXAGE:1:1]
[HOMEOTHERM:10040]
[ARTIFICIAL_HIVEABLE]
[CASTE:FEMALE]
[FEMALE]
[COLONY_EXTERNAL]
[CASTE:MALE]
[MALE]
[COLONY_EXTERNAL]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
2. An way to multiply those plump helmets. I will be using this or similar things for more things in the future, but this is where they are at now...
Need some plump helmets, but don't have the time to wait for them to grow? Have a few minute seeds of my rare and slow growing crops that you want to multiply before planting? Use log spawning, where you will force growth of a particular fungus, and then force it to fruit. Overly fast an inefficient, this also requires a log. It produces only one plant from one unit of spawn (seed), but since when the plant is eaten, that plan becomes up to several seeds, it essentially can be used as an expensive but quick initial way to multiply rare fungal crops. Or, again, to stave off starvation if necessary.
[REACTION:SPAWN_LOG]
[NAME:innoculate log with spawn]
[BUILDING:FRUITING_CHAMBER:CUSTOM_I]
[REAGENT:innoculum:1:SEED:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LOG_SPAWNABLE]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SPAWN_LOG:GET_MATERIAL_FROM_REAGENT:innoculum:LOG_SPAWNABLE]
[SKILL:PLANT]
[REACTION:FRUIT_LOG]
[NAME:fruit log]
[BUILDING:FRUITING_CHAMBER:CUSTOM_L]
[REAGENT:spawn log:1:TOOL:ITEM_TOOL_SPAWN_LOG:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LOG_FRUITABLE]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:spawn log:LOG_FRUITABLE]
[SKILL:PLANT]
And here's the 'tool' that is the spawn log.
[ITEM_TOOL:ITEM_TOOL_SPAWN_LOG]
[NAME:spawn log:spawn logs]
[VALUE:20]
[TILE:232]
[SIZE:10000]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
And again, if you don't yet have it, these require the Fruiting Chamber.
[BUILDING_WORKSHOP:FRUITING_CHAMBER]
[NAME:fruiting chamber]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:GROWER]
[BUILD_KEY:CUSTOM_P]
[BLOCK:1:0]
[TILE:0:1:207]
[COLOR:0:1:0:7:0]
[TILE:1:1:207]
[COLOR:1:1:MAT]
[BUILD_ITEM:1:BARREL:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:PIPE_SECTION:NONE:NONE:NONE][CAN_USE_ARTIFACT]
3. Funky Plants and Such.
3.A. Chromatic 'fungi'. Note: I've yet to implement log spawning, assuming I ever do. I may, because they are supposed to be sort of like lichens, actually do something a little different, involving boulders or something.
The idea here was to have seven colored 'lichens' which grow underground (I know, very un-lichen-like), and VERY slowly (I think I may up it to 3 years instead of 1.5), but whose products are top-notch and expensive, and while each has only one or two functions, overall they can be versatile as a group. Though I need to figure out how to both get them to appear when one encounters 'underground caverns' but NOT when one embarks, so any info on that would be QUITE welcome.
3.A.1: Red: Based originally on a plant from my 'variety' modding a while back, called Blood lichen.
[PLANT:LICHEN_ARMOK]
[NAME:Armok's hair][NAME_PLURAL:Armok's hair][ADJ:Armok's hair]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:247][PICKED_COLOR:4:0:0]
[GROWDUR:6000][VALUE:3]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Armok's blood]
[STATE_NAME_ADJ:LIQUID:Armok's blood]
[STATE_NAME_ADJ:GAS:boiling Armok's blood]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:9]
[STATE_COLOR:ALL_SOLID:SCARLET]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:Armok's tear:Armok's tears:4:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:blood meal]
[STATE_COLOR:ALL_SOLID:CRIMSON]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:50]
[POWDER_DYE:CRIMSON]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:crimson exudate]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:4:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
3.A.2: Yellow:Originally I had this as a plant whose inedible products (to dwarves inedible, that is) were edible to vermin, but caused paralysis. I saw on the website that that can cause vermin to suffocate. As such, it was meant to be a makeshift rat poison. I couldn't quite get it to work, I may have to try again... So for now, it just makes an edible to-barrel extract.
[PLANT:LICHEN_SULFURINE]yellow
[NAME:brimstone gall][NAME_PLURAL:brimstone galls][ADJ:brimstone gall]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:6:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[SEED:sulfur drops:sulfur drops:4:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sulfur flour]
[STATE_NAME_ADJ:LIQUID:molten sulfur flour]
[STATE_NAME_ADJ:GAS:burning sulfur flour]
[MATERIAL_VALUE:50]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sunburn dye]
[STATE_COLOR:ALL_SOLID:GOLDEN_YELLOW]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:50]
[POWDER_DYE:GOLDEN_YELLOW]
[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:radiant shining lobes]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
3.A.3: Green:This one makes leafy lobes, which are harvested as 'fronds', because they used to think fungi were plants, and lichens moreso. So anyway, they are made to, like quarry bushes, be good at producing a lot.
[PLANT:LICHEN_VERDINE]
[NAME:verdant gall][NAME_PLURAL:verdant galls][ADJ:verdant gall]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:2:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:spring soredium:spring soredia:2:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[LEAVES:stone frond:stone fronds:241:2:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:spring dye]
[STATE_COLOR:ALL_SOLID:SPRING_GREEN]
[DISPLAY_COLOR:2:0:1]
[MATERIAL_VALUE:50]
[POWDER_DYE:SPRING_GREEN]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen spring tea]
[STATE_NAME_ADJ:LIQUID:spring tea]
[STATE_NAME_ADJ:GAS:boiling spring tea]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:2:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[PREFSTRING:pendant soredia]
[PREFSTRING:appressed fronds]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:2:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
3.A.4: Blue:This was one I was trying to, a while back, get to produce oil. This is another example where Toady ended up doing or implementing something I had failed to implement...
[PLANT:LICHEN_CERULEANS]dark blue
[NAME:twilight gall][NAME_PLURAL:twilight galls][ADJ:twilight gall]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[MATERIAL_REACTION_PRODUCT:PRESS_LICHEN_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:1:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:twilight stars:twilight stars:1:0:1:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rock gall oil]
[STATE_NAME_ADJ:LIQUID:rock gall oil]
[STATE_NAME_ADJ:GAS:boiling rock gall oil]
[PREFIX:NONE]
[MATERIAL_VALUE:50]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wilight gall soap]
[STATE_NAME_ADJ:LIQUID:melted twilight gall soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:100]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:twilight dye]
[STATE_COLOR:ALL_SOLID:DARK_BLUE]
[DISPLAY_COLOR:1:0:1]
[MATERIAL_VALUE:50]
[POWDER_DYE:DARK_BLUE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:deep blue color]
[PREFSTRING:irridescent tint]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:1:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
And here's the way to get oil from the blue galls.
[REACTION:PRESS_OIL_BLUE]
[NAME:press liquid from plants]
[BUILDING:SCREW_PRESS:CUSTOM_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LICHEN_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:PRESS_LICHEN_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid
container]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE]
[PRODUCT:50:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE]
[PRODUCT:25:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE]
[SKILL:PRESSING]
3.A.5: Purple:The point of this one is to have nearly everything about it edible. That could be a boon or a bane, depending, really.
[PLANT:LICHEN_PORPHYRINE]purple
[NAME:grape tripe][NAME_PLURAL:grape tripes][ADJ:grape tripe]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:5:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[SEED:tripe pits:tripe pits:4:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wine dye]
[STATE_COLOR:ALL_SOLID:FUCHSIA]
[DISPLAY_COLOR:5:0:1]
[MATERIAL_VALUE:50]
[POWDER_DYE:FUCHSIA]
[PREFIX:NONE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen tripe wine]
[STATE_NAME_ADJ:LIQUID:tripe wine]
[STATE_NAME_ADJ:GAS:boiling tripe wine]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[PREFSTRING:deep pigment]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
3.A.6: White: Here was originally an attempt to, essentially, 'grow' gems. Now that toady implemented a whole bunch of new things, it is quite possible. I may still need to fiddle with the values on this one a good bit, but here you go.
[PLANT:LICHEN_STELLOIDES]White
[NAME:aster gall][NAME_PLURAL:aster galls][ADJ:aster gall]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[MATERIAL_REACTION_PRODUCT:SHUCK_LICHEN_MAT:LOCAL_PLANT_MAT:WAX]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:7:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:rock pearl:rock pearls:7:0:1:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:WAX:WAX_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gall wax]
[STATE_NAME_ADJ:LIQUID:melted gall wax]
[STATE_NAME_ADJ:GAS:boiling gall wax]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[PREFIX:NONE]
[MATERIAL_VALUE:50]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:10]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:reef meal]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:50]
[POWDER_DYE:WHITE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:star-like shape]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
And here's how to get the products, their waxy cuticle and a stony inner core called 'stone coral'.
[REACTION:SHUCK_PLANT]
[NAME:de-wax stone coral]
[BUILDING:KITCHEN:CUSTOM_S]
[REAGENT:lichen:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:SHUCK_LICHEN_MAT]
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:STONE_CORAL]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:lichen:SHUCK_LICHEN_MAT]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:LICHEN_STELLOIDES:SEED]
[PRODUCT:50:1:SEEDS:NONE:PLANT_MAT:LICHEN_STELLOIDES:SEED]
[PRODUCT:25:1:SEEDS:NONE:PLANT_MAT:LICHEN_STELLOIDES:SEED]
[SKILL:PROCESSPLANTS]
And here is the Stone Coral gem for the gem raw
[INORGANIC:STONE_CORAL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:7:0:1][TILE:15][IS_GEM:stone coral:stone corals:OVERWRITE_SOLID][REACTION_CLASS:FLUX]
3.A.7: Black:[PLANT:LICHEN_NIGRA]black
[NAME:coal crust][NAME_PLURAL:coal crusts][ADJ:coal crust]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:COMPRESS_LICHEN_MAT:LOCAL_PLANT_MAT:LEATHER]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:15][PICKED_COLOR:0:0:1]
[GROWDUR:6000][VALUE:10]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:coal crust gall:coal crust galls:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:1]
[USE_MATERIAL_TEMPLATE:LEATHER:PLANT_LEATHER_TEMPLATE]
[MATERIAL_VALUE:50]
[EDIBLE_COOKED]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:carbon black]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[DISPLAY_COLOR:0:0:1]
[MATERIAL_VALUE:35]
[POWDER_DYE:CHARCOAL]
[PREFIX:NONE]
[EDIBLE_COOKED]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:sulfur scent]
[PREFSTRING:versatility]
[DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:0:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
And here is pressing this particular plant to make a leathery substance which looks and acts as leather, called 'sheet'. Think a thick and proteinaceious papyrus...
[REACTION:TAN_A_PLANT]
[NAME:press coal crust plant]
[BUILDING:SCREW_PRESS:CUSTOM_C]
[REAGENT:lichen:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:COMPRESS_LICHEN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:lichen:COMPRESS_LICHEN_MAT]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:LICHEN_NIGRA:SEED]
[PRODUCT:50:1:SEEDS:NONE:PLANT_MAT:LICHEN_NIGRA:SEED]
[PRODUCT:25:1:SEEDS:NONE:PLANT_MAT:LICHEN_NIGRA:SEED]
[SKILL:PRESSING]
And here is the template for the material template raws to make Plant Leather. I think, if I remember correctly, that it's basically leather with some of the animal-tags like implies_animal_kill removed...
[MATERIAL_TEMPLATE:PLANT_LEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[STATE_NAME:ALL_SOLID:sheet]
[STATE_ADJ:ALL_SOLID:sheet]
[STATE_COLOR:LIQUID:CHARCOAL]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:CHARCOAL]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:25000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:25000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:40]
[LEATHER]
[ITEMS_LEATHER]
[/spoiler]
3.B. Morels! Everyone loves morels. I don't like their flavor, personally, but they are VERY fun to find, and so many people in my area like them that one can make a pretty penny off of a single day collecting. Though I have never made more than 50$, I've heard of people finding areas so prolific, they sold them for hundreds of dollars. Basically, just a cookable spring-findable mushroom. Like real morels, can't be grown to fruiting (though they are only facultative mycorrhizal mutualists, so their mycelium will grow in a nutrient rich plate culture, but nobody has gotten them to reproducibly fruit yet. Some have had patents, but nobody has been able to reproduce them, and the attempts that were ramping up have yet to show commercial viability, if I remember correctly).
[PLANT:MUSHROOM_MOREL]
[NAME:morel][NAME_PLURAL:morels][ADJ:morel]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:6][PICKED_COLOR:6:0:1]
[WET][BIOME:ANY_FOREST]
[SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:pitted heads]
[PREFSTRING:hollow bodies]
[PREFSTRING:flavor]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:0:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
Went over the size limit, there. Here we continue...
4. Splitting rabbits into two separate groups.
4.A. Cadbury Bunnies. The smaller Cadbury Bunny, which makes chocolate eggs (that WILL melt if left outdoors in hotter areas). By smaller, I mean that they are the size or the original rabbit in the files, because size did not affect what I wanted to do with it. Note: this animal requires several templates and such.
[CREATURE:CADBURY_BUNNY]
[DESCRIPTION:A small rodent with long ears. It has powerful hind legs which it uses to swiftly avoid predators. It can be found anywhere from forests to deserts.]
[NAME:cadbury bunny:cadbury bunnies:cadbury bunny]
[CHILD:1][GENERAL_CHILD_NAME:baby cadbury bunny:baby cadbury bunnies]
[CREATURE_TILE:'r'][COLOR:6:0:0]
[PETVALUE:3][PET][COMMON_DOMESTIC]
[NATURAL]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:1:4]
[NO_WINTER][BENIGN][MEANDERER]
[PREFSTRING:fertility]
[PREFSTRING:chocolate eggs]
[BODY_DETAIL_PLAN:EGG_MATERIALS_CHOCOLATE]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:5TOES_RQ:MOUTH:RODENT_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[GRASSTRAMPLE:0]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:50]
[BODY_SIZE:1:0:250]
[BODY_SIZE:2:0:500]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:15]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:cadbury bunny:cadbury bunnies:cadbury bunny]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:40]
[CLUTCH_SIZE:6:12]
[CASTE:MALE]
[CASTE_NAME:cadbury bucky:cadbury bucky:cadbury bucky]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
To add, one needs the following added to the body detail plan file
[BODY_DETAIL_PLAN:EGG_MATERIALS_CHOCOLATE]
[ADD_MATERIAL:EGGSHELL:CHOCOLATE_EGGSHELL_TEMPLATE]
[ADD_MATERIAL:EGG_WHITE:FONDANT_EGG_WHITE_TEMPLATE]
[ADD_MATERIAL:EGG_YOLK:FONDANT_EGG_YOLK_TEMPLATE]
And the following added to the materials template file. I tried to use mostly real data and valid estimates for properties, though I did go a little higher on the egg's melting point, because it should only really have a melting problem in rather tropical areas, lest the bunnies not be worth it. Needless to say, they are probably mostly temperate, but could probably lay non-freezing eggs in burrows if such things existed. I just have them lay indoors.
[MATERIAL_TEMPLATE:CHOCOLATE_EGGSHELL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AUBURN]
[STATE_NAME:SOLID:chocolate eggshell]
[STATE_ADJ:SOLID:chocolate eggshell]
[STATE_NAME:LIQUID:molten chocolate eggshell]
[STATE_ADJ:LIQUID:molten chocolate eggshell]
[STATE_NAME:POWDER:chocolate eggshell powder]
[STATE_ADJ:POWDER:chocolate eggshell powder]
[STATE_COLOR:LIQUID:AUBURN]
[STATE_COLOR:GAS:AUBURN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2350]
[IGNITE_POINT:10508]
[MELTING_POINT:10070]
[BOILING_POINT:10368]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1320]
[LIQUID_DENSITY:1320]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000] copied bone
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] copied bone
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[MATERIAL_TEMPLATE:FONDANT_EGG_WHITE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME:ALL_SOLID:frozen egg white fondant]
[STATE_ADJ:ALL_SOLID:frozen egg white fondant]
[STATE_COLOR:LIQUID:CLEAR]
[STATE_NAME:LIQUID:egg white fondant]
[STATE_ADJ:LIQUID:egg white fondant]
[STATE_COLOR:GAS:CLEAR]
[STATE_NAME:GAS:boiling egg white fondant]
[STATE_ADJ:GAS:boiling egg white fondant]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2530]
[IGNITE_POINT:10508]
[MELTING_POINT:10060]
[BOILING_POINT:10334]
[HEATDAM_POINT:10310]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1587]
[LIQUID_DENSITY:1587] Heph located this one
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[MATERIAL_TEMPLATE:FONDANT_EGG_YOLK_TEMPLATE]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:frozen egg yolk fondant]
[STATE_ADJ:ALL_SOLID:frozen egg yolk fondant]
[STATE_COLOR:LIQUID:YELLOW]
[STATE_NAME:LIQUID:egg yolk fondant]
[STATE_ADJ:LIQUID:egg yolk fondant]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME:GAS:boiling egg yolk fondant]
[STATE_ADJ:GAS:boiling egg yolk fondant]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2530]
[IGNITE_POINT:10508]
[MELTING_POINT:10040]
[BOILING_POINT:10334]
[HEATDAM_POINT:10310]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1587]
[LIQUID_DENSITY:1587]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
4.B. Rabbits. Now, shearable, and much larger. The reason for the size increase was that it was necessary to make shearing possible. So these are about the size of a just-under-medium-sized dog when fully grown. They are based on actual rabbits which are actually sheared for actual hair. A friend of mine in college had some of these, and knitted a shirt for me. Really all I did was enlarge the original rabbit, and add those tags which Alpacas have relating to hair (possibly some unnecessary ones, at that).
[CREATURE:RABBIT]
[DESCRIPTION:A small rodent with long ears. It has powerful hind legs which it uses to swiftly avoid predators. It
can be found anywhere from forests to deserts.]
[NAME:rabbit:rabbits:rabbit]
[CHILD:1][GENERAL_CHILD_NAME:bunny:bunnies]
[CREATURE_TILE:'r'][COLOR:6:0:0]
[PETVALUE:3][PET][COMMON_DOMESTIC]
[NATURAL]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:1:4]
[GRAZER:120000]
[NO_WINTER][BENIGN][MEANDERER]
[PREFSTRING:ears]
[PREFSTRING:ability to burrow]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:5TOES_RQ:MOUTH:RODENT_
TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[GRASSTRAMPLE:0]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:hair]
[STATE_ADJ:ALL_SOLID:hair]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[TISSUE_NAME:hair:NP]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:ALL]
[TL_RELATIVE_THICKNESS:10]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:2000]
[BODY_SIZE:1:0:10000]
[BODY_SIZE:2:0:20000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:15]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE]
[SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:doe rabbit:doe rabbits:doe rabbit]
[FEMALE]
[CASTE:MALE]
[CASTE_NAME:buck rabbit:buck rabbits:buck rabbit]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:
CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENR
OD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:
PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_C
HESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
5. More Rock Processing!
5.A. Cutting large gems down to size, making them useful again.
[REACTION:DIVIDE_LARGE_GEM]
[NAME:divide large gem]
[BUILDING:CRAFTSMAN:CUSTOM_D]
[REAGENT:large:1:GEM:NONE:NONE:NONE]
[NOT_IMPROVED]
[PRODUCT:100:2:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:large:NONE]
[SKILL:CUTGEM]
note, this does not techically generate new value, since the value of small gems is 5x while for large gems is 10x, and small gems don't YET have quality until used, so you are desroying the quality of the large gem, which does have a quality modifier...
5.B. Rock Polishing.[REACTION:POLISH_STONES]
[NAME:refine and tumble mundane stones]
[BUILDING:CRAFTSMAN:CUSTOM_P]
[REAGENT:stone:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:CAN_POLISH]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[SKILL:CUTGEM]
Just another use for all that stone...
I really should update this, after all I did start the thread.
UPDATE: my foray into glass, sparked by my want for some sort of accurate stoichiometry between the reagents, has led me to a secondary foray into alchemy (chemistry), which led to the library (and tomorrow the public library to supplement)... Which has spawned the beginnings of essentially a realistic alchemy sort of semi-mod. I will just show you guys what I have so far, but unless you have some alternate use for any of it, I wouldn't recommend putting any of it in, as it is not yet tested, nor is any of it really joined together yet. I'll just fix and update this entry as I fiddle with it all.
6. Glass, in all the colors of the DF rainbow... I tried, in ALL the glasses, to mimic the glasses in-game in every way, right down to the buttons pushed for a particular item. However I made one furnace for each glass to keep them from being cluttered with original reactions, because glass does I think 31 things. Many these things will require an alchemists lab named ALCHEMIST_LAB... Here. I tried to make it look like a good chemistry lab, with glassware and such. [BUILDING_WORKSHOP:ALCHEMIST_LAB]
[NAME:alchemist's lab]
[NAME_COLOR:6:0:1]
[DIM:5:5]
[WORK_LOCATION:2:2]
[BUILD_LABOR:ALCHEMY]
[BUILD_KEY:CUSTOM_SHIFT_R]
[BLOCK:1:1:1:0:1:1]
[BLOCK:2:1:0:0:0:1]
[BLOCK:3:0:0:0:0:1]
[BLOCK:4:0:0:0:0:1]
[BLOCK:5:1:1:1:0:0]
[TILE:0:1:157:7:32:23:19]
[TILE:0:2:151:210:32:227:173]
[TILE:0:3:32:32:32:210:235]
[TILE:0:4:33:229:33:32:229]
[TILE:0:5:254:223:222:32:227]
[COLOR:0:1:0:7:0:0:7:0:0:0:0:0:7:0:0:7:0]
[COLOR:0:2:0:7:0:7:0:0:0:0:0:7:0:0:0:7:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0:7:0:0:0:7:0]
[COLOR:0:4:7:0:0:7:0:0:7:0:0:0:0:0:0:7:0]
[COLOR:0:5:0:7:0:7:0:0:0:7:0:0:0:0:7:0:0]
[TILE:1:1:32:210:210:214:183]
[TILE:1:2:32:32:32:32:22]
[TILE:1:3:221:221:219:32:7]
[TILE:1:4:217:217:217:32:32]
[TILE:1:5:229:33:32:22:22]
[COLOR:1:1:0:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:1:2:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:1:3:6:0:0:6:0:0:6:6:0:0:0:0:7:0:0]
[COLOR:1:4:6:0:0:6:0:0:6:0:0:0:0:0:0:0:0]
[COLOR:1:5:4:0:1:2:0:0:0:0:0:6:0:0:6:0:0]
[TILE:2:1:7:33:210:32:235]
[TILE:2:2:19:32:229:227:32]
[TILE:2:3:32:32:32:32:32]
[TILE:2:4:210:32:33:32:32]
[TILE:2:5:254:223:222:32:227]
[COLOR:2:1:0:7:0:3:0:1:7:0:0:3:6:1:7:6:1]
[COLOR:2:2:7:7:1:4:0:1:4:0:1:6:0:0:3:6:1]
[COLOR:2:3:0:0:0:0:0:0:0:0:0:0:0:0:3:6:1]
[COLOR:2:4:7:0:0:0:0:0:2:0:0:0:0:0:3:6:1]
[COLOR:2:5:0:6:0:6:0:0:0:6:0:0:0:0:6:0:0]
[TILE:3:1:157:7:32:23:19]
[TILE:3:2:151:210:32:227:173]
[TILE:3:3:211:32:32:210:235]
[TILE:3:4:33:229:33:32:229]
[TILE:3:5:254:223:222:32:227]
[COLOR:3:1:3:7:0:4:7:1:7:0:1:7:6:1:7:6:1]
[COLOR:3:2:3:7:0:7:0:0:0:0:0:6:0:0:7:6:0]
[COLOR:3:3:7:0:0:0:0:0:3:0:0:7:0:0:7:6:1]
[COLOR:3:4:2:0:0:4:0:1:3:0:1:0:0:0:7:6:1]
[COLOR:3:5:0:6:0:6:0:0:0:6:0:0:0:0:6:0:0]
[BUILD_ITEM:3:FLASK:NONE:GLASS_CLEAR:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:TOOL:ITEM_TOOL_JUG:NONE:NONE][GLASS_MATERIAL][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:PIPE_SECTION:NONE:NONE:NONE][GLASS_MATERIAL][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:NONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]
6.a. Red Glass: In the entries in the red glass furnace, below, one can work with ruby glass, which is essentially made from gold. However it takes very little gold to make a unit of ruby glass, and that gold has to be processed in a very special way to precipitate gold nanoparticles. I mimicked this here. Now, before you go and say that this is above the medieval setting of DF, I should point out that A. The ancient Romans had a way to make ruby glass out of gold, though supposedly their method is still debated, and B. The reactions for HCL and H2NO3, and their mixture which solublizes gold, that I used are actual reactions from the 13th century, created by alchemists in their heyday.
6.a.1. The Furnace [BUILDING_FURNACE:RED_GLASS_SHOP]
[NAME:ruby glass furnace]
[NAME_COLOR:4:0:1]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:METAL_CRAFT]
[BUILD_KEY:CUSTOM_SHIFT_R]
[BLOCK:1:0:1:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:0:0:93]
[TILE:0:2:0:61:0]
[TILE:0:3:0:9:0]
[COLOR:0:1:6:0:0:6:0:0:6:0:0]
[COLOR:0:2:6:0:0:6:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:1:6:0:0]
[TILE:1:1:0:9:93]
[TILE:1:2:0:0:9]
[TILE:1:3:0:61:0]
[COLOR:1:1:6:0:0:7:0:0:0:0:1]
[COLOR:1:2:6:0:0:6:0:0:0:0:1]
[COLOR:1:3:6:0:0:6:0:0:6:0:0]
[TILE:2:1:0:7:93]
[TILE:2:2:0:0:0]
[TILE:2:3:61:0:9]
[COLOR:2:1:6:0:0:0:7:1:0:0:1]
[COLOR:2:2:6:0:0:6:0:0:6:0:0]
[COLOR:2:3:6:0:0:6:0:0:0:0:1]
[TILE:3:1:0:7:93]
[TILE:3:2:61:0:0]
[TILE:3:3:240:0:9]
[COLOR:3:1:6:0:0:4:7:1:0:0:1]
[COLOR:3:2:6:0:0:6:0:0:6:0:0]
[COLOR:3:3:6:0:1:6:0:0:0:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:BAR:NONE:INORGANIC:COPPER][CAN_USE_ARTIFACT]
6.a.2. The Reactants SO I have two reactants, HCl and H2NO3, which are used, basically, to dissolve and precipitate gold in nanoparticulate form. It's these nanoparticles that give ruby glass, also called Ruby Gold in the field, it's red color. The reaction's products amounts and values allow me to tailor, to some extent, the 'amounts' of a given substrate, so that when one uses 1 unit of gold powder in this case, it's the equivalent of using 1/50th of a gold bar.
[REACTION:MAKE_SPIRITS_OF_SALT]
[NAME:make spirits of salt]
[BUILDING:ALCHEMIST_LAB:CUSTOM_SHIFT_P]
[REAGENT:salt:1:BOULDER:NONE:INORGANIC:ROCK_SALT]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:jug:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[GLASS_MATERIAL]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NO_SUBTYPE:INORGANIC:HYDROCHLORIC_ACID]
[PRODUCT_DIMENSION:750]
[PRODUCT_TO_CONTAINER:jug]
[FUEL]
[SKILL:ALCHEMY]
[REACTION:MAKE_SPIRITS_OF_NITRE]
[NAME:make spirits of nitre]
[BUILDING:ALCHEMIST_LAB:CUSTOM_SHIFT_P]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:jug:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[GLASS_MATERIAL]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NO_SUBTYPE:INORGANIC:NITRIC_ACID]
[PRODUCT_DIMENSION:750]
[PRODUCT_TO_CONTAINER:jug]
[FUEL]
[SKILL:ALCHEMY]
[REACTION:MAKE_GOLD_CHLORIDE]
[NAME:make glassmaker's gold]
[BUILDING:ALCHEMIST_LAB:CUSTOM_SHIFT_P]
[REAGENT:nitric:1:LIQUID_MISC:NONE:INORGANIC:NITRIC_ACID]
[REAGENT:hydrochloric:1:LIQUID_MISC:NONE:INORGANIC:HYDROCHLORIC_ACID]
[REAGENT:hydrocont:1:TOOL:NONE:NONE:NONE]
[CONTAINS:hydrochloric]
[GLASS_MATERIAL]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:nitriccont:1:TOOL:NONE:NONE:NONE]
[CONTAINS:nitric]
[GLASS_MATERIAL]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:50:POWDER_MISC:NO_SUBTYPE:INORGANIC:GOLD_CHLORIDE]
[PRODUCT_DIMENSION:7500]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:ALCHEMY]
And here's the three reactants... They are not well done yet, but I was in a hurry to get something down to move on to other things...
[INORGANIC:HYDROCHLORIC_ACID]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME_ADJ:SOLID:frozen spirits of salt]
[STATE_NAME_ADJ:SOLID_POWDER:ground frozen spirits of salt]
[STATE_NAME_ADJ:SOLID_PASTE:spirits of salt paste]
[STATE_NAME_ADJ:SOLID_PRESSED:pressed spirits of salt]
[STATE_COLOR:LIQUID:YELLOW]
[STATE_NAME_ADJ:LIQUID:spirits of salt]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME_ADJ:GAS:boiling spirits of salt]
[BASIC_COLOR:7:0]
[BUILD_COLOR:7:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:700]
[MELTING_POINT:9990]
[BOILING_POINT:10230]
[SOLID_DENSITY:1100]
[LIQUID_DENSITY:1100]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:0]
[INORGANIC:NITRIC_ACID]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME_ADJ:SOLID:frozen spirits of nitre]
[STATE_NAME_ADJ:SOLID_POWDER:ground frozen spirits of nitre]
[STATE_NAME_ADJ:SOLID_PASTE:spirits of nitre paste]
[STATE_NAME_ADJ:SOLID_PRESSED:pressed spirits of nitre]
[STATE_COLOR:LIQUID:CLEAR]
[STATE_NAME_ADJ:LIQUID:spirits of nitre]
[STATE_COLOR:GAS:RED]
[STATE_NAME_ADJ:GAS:boiling spirits of nitre]
[BASIC_COLOR:4:0]
[BUILD_COLOR:4:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:700]
[MELTING_POINT:9956]
[BOILING_POINT:10250]
[SOLID_DENSITY:1420]
[LIQUID_DENSITY:1420]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:0]
[INORGANIC:GOLD_CHLORIDE]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME_ADJ:SOLID:solid glassmaker's gold]
[STATE_NAME_ADJ:SOLID_POWDER:glassmaker's gold]
[STATE_NAME_ADJ:SOLID_PASTE:glassmaker's gold paste]
[STATE_NAME_ADJ:SOLID_PRESSED:pressed glassmaker's gold]
[BASIC_COLOR:6:1]
[BUILD_COLOR:6:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:500]
[MELTING_POINT:10527]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10527]
[SOLID_DENSITY:4700]
[LIQUID_DENSITY:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:0]
6.a.3. The actual red glass reactions essentially go as follows, but there's no reason for me to spam you with them yet... so just one: [REACTION:MAKE_RED_GLASS_RAW]
[NAME:Make raw ruby glass]
[BUILDING:RED_GLASS_SHOP:CUSTOM_G]
[REAGENT:sand:1:NONE:NONE:INORGANIC:NONE]
[REACTION_CLASS:SAND]
[REAGENT:sandbag:1:BOX:NONE:NONE:NONE]
[CONTAINS:sand]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:gold:1:POWDER_MISC:NONE:INORGANIC:GOLD_CHLORIDE]
[REAGENT:goldbag:1:BOX:NONE:NONE:NONE]
[CONTAINS:gold]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pearlash:150:BAR:NONE:PEARLASH:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:GLASS_RED]
[FUEL]
[SKILL:GLASSMAKER]
6.a.4. The glass itself. I just took what the wiki had, copied, pasted, and changed a few minor details.[INORGANIC:GLASS_RED]
[STATE_COLOR:ALL_SOLID:SCARLET]
[STATE_NAME_ADJ:SOLID:ruby glass]
[STATE_NAME_ADJ:SOLID_POWDER:ground ruby glass]
[STATE_NAME_ADJ:SOLID_PASTE:ruby glass paste]
[STATE_NAME_ADJ:SOLID_PRESSED:pressed ruby glass]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME_ADJ:LIQUID:molten ruby glass]
[STATE_COLOR:GAS:RED]
[STATE_NAME_ADJ:GAS:boiling ruby glass]
[BASIC_COLOR:4:1]
[BUILD_COLOR:4:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:700]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[SOLID_DENSITY:2600]
[LIQUID_DENSITY:2240]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:0]
[ITEMS_HARD]
[IS_GLASS]
Now, obviously to do any of this, one should already have a normal glass industry going, because the items needed for the alchemist's shop are glass. But I suppose one could buy them. I brought back the old version requirement of three clear vials, too ^.^