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Messages - Anvilsmith

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1
DF General Discussion / Re: canyon engineering challenge
« on: August 08, 2008, 11:47:12 am »
Thank you, Jingles, for posting the map.
Fedor, I got the PM, and the savegame from RapidShare. Thank you kindly. I'll post the new version on DFFD, once I get around to fixing a few things, testing the aqueduct system and waiting for spring to arrive (the bridge does look a little unsightly with all the snow on it).

I'll describe a few noteworthy features of the fortress, referencing each foot of the bridge as "tower #X", "tower #1" being the southernmost tower and "tower#10" being the northernmost.

The aqueduct system is actually meant to provide irrigation for the farmland under each tower. In theory, most of that farmland is built over sandy terrain, which means it's permanently fertile, but I find that horribly unrealistic. Another purpose of the aqueduct system is to flood attackers as they travel the bridge (three floodgates exist for this purpose), to fill the currently empty fishery in tower #9, to fill the reservoir in tower #8, to bring horrible watery death upon all who survive the fall into tower #10's depths, to drown the prisoners in tower #7 (on the floor above the as-yet-unelected guard captain's quarters), and to clean the blood off the 80 steel spikes in tower #5's deathtrap.

I was considering installing floodgates along several of the drainage shafts, to provide a means for the dwarves to defecate (and therefore fertilize the farmland far below) or to dump garbage, but decided it was silly. I also intended to create two-z-level-deep moats around several of the towers, which could be filled via the drainage shafts and emptied via the pumps, but never got around to it.

The main reason I built farmlands under every tower was so that, in the event of goblin invasion, the inhabitants of each tower could survive independently, even if all other towers were cut off. This is aided by the design of the bridges on the second-highest levels, as the halves of these bridges can be raised separately.

Unfortunately, the aqueduct systems can easily be disabled, because:

*only three towers (#8, #9 and #10) can have their own reservoirs; all of them are horribly close to the goblins.
*Only one tower (#6) connects the left aqueduct (where water falls into the drains) to the right aqueduct (where water rises from the farmlands). Pull one little lever, and you can prevent flooded farmlands from ever being drained, especially since only one floodgate (in tower #5's deathtrap, on the left side) allows water to permanently leave the system, whereas a single floodgate keeps the pump system in tower #4 from continually bringing water into the aqueducts.
*Breaching only one wall tile is enough to compromise the whole aqueduct system, which lies on the outside of the bridge. This was remedied by ensuring that firm ground does not directly lie anywhere east or west of the aqueduct (which means ballistae and trolls cannot, in theory, target it), but it still is a vulnerability.
*I built only standard-issue pump towers, the kind that collapse into a heap if  the bottom pump is removed.

Also disappointing about the whole mechanical sprawl is that only one millstone exists in the whole fortress. This is poor design (and over-reliance on plump helmets) on my part.

Keeping in line with the gameworld's story, no fort exists on the northern end of the bridge, as that particular side would be constantly threatened by goblin attacks. However, I wish I had channeled part of the ground there and built bridges spanning the abyss just north of it, to force potential enemies to   charge into the line of fire of the two ballistae.

Likewise, for thematic reasons, I built a sort of military temple/theater on the highest levels of tower #7. Coffins lie behind the front seats, so that dead soldiers can be honored by the frequent sparring matches of their living kin. It's pretty small, but I liked it.

If I had enough spare time for it, I'd call a new Engineering Challenge to construct a heavily-trapped mausoleum, within the span of one year, using only supplies imported via the embark screen, or to carve a massive sculpture from a huge cliff using 7 miners, again in only one year. I would rather devote the rest of my vacation to preparing for my master's course, though.

2
DF General Discussion / Re: canyon engineering challenge
« on: August 07, 2008, 10:33:05 am »
Unfortunately, I cannot install the .net framework and therefore cannot use the map compressor utility to display Cloudeater in the DF map archive. I would be deeply grateful if someone posted the map in my place.

It would also be nice if someone could uncheck the occupancy flags for the two tiles in the top level of the southernmost pillar (from which I had teleported two trapped pets) and build on them... As I lack the .net framework, I cannot use the tile edit utility to do this myself.

3Dwarf visualizer crashed when I tried using it... Ugh. I'll post those pictures later.

3
DF General Discussion / Re: canyon engineering challenge
« on: August 07, 2008, 10:18:54 am »
After prolonged physical toil, Cloudeater stands complete, reaching defiantly across the winding chasm like a dagger thrust into the goblin kingdom's heart. Though some have died during this effort, their minds twisted by the haunted landscape, their souls survive amidst the stonework grafted from the canyon's underside.

The bridge contains a total of 16,000 blocks, with an additional 683 logs and  672 mechanisms. The windmills on its flanks produce nearly 5,000 power, enough to keep the 115 pumps working should the two sides of the bridge become mechanically uncoupled. Five hundred pieces of furniture reside in the bridge's enormous supports, 900 if the doors are to be counted. 77 floodgates carefully control the flow of water through the system of aqueducts,  reservoirs and subterranean farmlands that integrates the disparate supports.

This is the fortress of Cloudeater.

The fortress' total worth is 1.5 million, easily bested by Mountain Banners' 7+ million. Though the fortress of Cloudeater has more blocks (16,000 versus 13,600), the sheer fortress value exhibited by Mountain Banners makes this somptuous pillar of fine dwarven architecture the official winner of the Canyon Engineering Challenge. Congratulations, Fedor and Symmetry!

And sorry about the horrible delay. It took me ages to plow through the game, with a month sometimes taking as much as four hours to complete near the end of the game. Given how exhausted the entire project left me, I believe this will be a good time to retire from Dwarf Fortress.

4
I started the Canyon Engineering Challenge in December, and due to various difficulties, have not yet managed to complete my team's bridge (well, my bridge, since the other player in the team dropped halfway through). If 33g and 33e are compatible, great! I'll upload the new version.

5
Paul, thank you for the information. My mason actually recovered after a few minutes.

jaybud, I assure you that in my particular case, it's impossible to avoid getting my dwarves stuck.

"If you have to build a box with no entrance and you don't want the mason inside, have him leave the inside of the box before you build the last tile."
Tried that, doesn't work. As far as I've seen, dwarves reliably build things from the north and from the west, meaning that if I need my dwarf to build from the south in order not to trap himself, there is no way I can get him to do that. Granted, I'm not using the latest version, for very good reasons.

In any case, I'll try using Tweak's utility. I hope it's compatible with v0.27.169.33g.

6
So I've been using dwarf companion heavily to save my masons when they wall themselves in, my fort's children when they fall to their near-deaths by tearing down the tiles underneath themselves etc. Unfortunately, in one case, I "rescued" a mason and his two war dogs from tiles which I intended to turn into walls. Now I can't do that, as the game still believes the tiles to be occupied. How do I disable occupancy flags?

Also, after recently teleporting one of my masons, he became unconscious and exhausted. I tried healing him and fixing his stats, to no avail. What should I do?

7
DF General Discussion / Re: canyon engineering challenge
« on: July 24, 2008, 01:30:42 am »
Cloudeater has reached year 7. Only 11 months to go. I'll try to play DF about 3 hours a day (the time it takes to finish a month now that the FPS is stuck in the single digits), so I'll complete it in 11 days, I hope. This fortress taken me quite a long time to develop, and I really want to see it through.

The physical bridge will no doubt be complete in time. As for the necessary mechanisms and windmills to power it, I don't really know.

8
DF Suggestions / Notification on completion of tasks
« on: July 04, 2008, 03:06:17 pm »
The player can currently "S"uspend or "R"epeat workshop tasks or move them up and down the workshop's queue. It would be nice if another option were available for them, a "N"otify option. When a workshop task set to "N"otify would be completed, a notification would be displayed, and the screen would be centered on the workshop in question. Construction tasks would also benefit from a similar option, as would trade depot tasks.

This would make it easier for players to keep tabs on important tasks throughout a large fortress. Instead of pausing to check on whether that lazy broker finally got to the depot or that construction project halfway across the fort was complete, players would be conveniently notified of these things by the game itself. The "n"otify option would also be of use when a set of tasks needed to be performed in strict succession (which is often the case when trying to set up a complex mechanical contraption).


9
DF Suggestions / Re: You've struck Gold!
« on: July 01, 2008, 11:03:44 am »
Quote
Vacuum? Hah. MY dwarves can tell exactly how many molecules of gold there are in a chunk sitting on a different planet.

...Mine just use platinum.

Frankly, gold is about as useless as pyrite right now; the only materials of real worth are coal and iron, which are both found in sedimentary layers (i.e. where gold is absent). That, and as stated above, sedimentary layers contain the more precious platinum.

10
DF General Discussion / Re: Famous Last lines
« on: June 30, 2008, 09:43:04 am »
"Meow."
-half-a-dozen-or-so stray kittens

11
DF General Discussion / Re: canyon engineering challenge
« on: June 25, 2008, 06:56:36 am »
I GOT A 10/10 on the exam!!!! If all goes well, I'll be flying to Sheffield this September.

As such, I'll be devoting my time to Cloudeater, which will hopefully become a powerful bridge-fortress. I'll also pick up on the Candyland Mod, which had to be aborted for other reasons.

12
DF Modding / Could someone fix this?
« on: February 13, 2008, 12:58:00 pm »
In the
wiki:

code:

[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
[CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet
[ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you
[ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff
[TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down
[CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use
[SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are
[FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color
[METAL_PREF] creatures of this entity like certain metals
[STONE_PREF] creatures of this entity like certain stones
[WOOD_PREF] creatures of this entity like certain woods
[GEM_PREF] creatures of this entity like certain gems

Note the rubbish about different temperature scales mixed in with the relevant info.
I'd fix this myself, but I haven't got a clue as to what those variables actually mean in-game.


13
DF Modding / Re: Its An Ecologist's World
« on: January 31, 2008, 08:27:00 am »
Pickerel, I applaud your efforts. I used to write up fantasy plants and animals just for fun for the last several years. Indeed, I'm now writing descriptions for Athasian animals as part of Darksun MUD - and I might do the same for a Dwarf Fortress mod.

In my humble opinion, it's important that you design your plants around specific functions, rather than writing them in because they also exist in the real world. As a biochemistry student, I can't tell a poplar from a birch, and I wouldn't really care what they looked like so long as they behaved exactly the same.

But if one has silvery-colored wood on the inside, and the other can be turned into a "vial of sap" at the alchemist's lab, then things start getting interesting.

Unfortunately, Dwarf Fortress' "modding" isn't very flexible, and usually provides only aesthetic changes. I look forward to seeing what you can do with the system, though.


14
DF Modding / Re: Dwarf Fortress File Depot
« on: February 20, 2008, 06:12:00 am »
I added an entry for it in the wiki's utilities list. Hope this helps people notice the upload service.

15
DF Modding / Re: Candyland Contributions:
« on: February 18, 2008, 08:14:00 am »
Okay, it seems three versions of candyland are essentially evolving: mine, Novocain's and PenguinOfHonor's (though I think both I and Novocain can integrate Penguin's stuff). I really like that this is turning out to be a community effort.

I'll be writing in the following creatures today: ice princess, elephant fairy, gummy bear, cuddlebear, fuzzum-buzzard, pony, (giant) sheepie, (giant) otter, (giant) seal, (giant) bunny, (giant) piggy
Hope nobody else is doing them.

I'll mention what I've got in my mod right now: plants (which are compatible with the other two candylands), trees (again, compatible), and the other matgloss files (sadly incompatible with novocain's mod).

I also have the following, simplistic metal system in place:
Metals: White Chocolate (WC) (makes poor weapons/armor, but is expensive)
Brown Chocolate (BC) (makes good weapons/armor)
Chocolat Noir (CN) (makes very good weapons and good armor, very expensive)
CN can be made from BC and flux.
BC can be used with cream to make WC.

The three types of chocolate can be blended together to make "blended chocolate".

Cream (can be used in making white chocolate, whipped cream and clotted cream)
Whipped Cream, made in high quantities from flux and cream, is good for  medium-cost furniture.
Clotted cream (excellent armor) can be made from cream.

Love sugar (yep, that's a metal; it makes excellent weapons and good armor)
Rainbow sugar (made from love sugar, can be turned into lots and lots of cocaine at the smelter)

Fuel: Fairy droppings, love sugar, rainbow sugar and starburst can be used to make variable quantities of cocaine (coke), which serves as fuel.

I figured that this metal system makes every type of metal important for one purpose or another, and encourages you to use all metals.

Let me post the plants I've done so far. They've been carefully balanced in an attempt to make them all worthwhile for one purpose or another; muffin tops can be eaten raw and grow all year long, for instance, but yield only one harvest per season.
UNDERGROUND PLANTS:

code:

[MATGLOSS_PLANT:MUFFIN_TOP]
   [TILE:6][COLOR:6:0:1]
   [NAME:muffin top][NAME_PLURAL:muffin tops]
   [GROWDUR:750][VALUE:3]
   [SEEDNAME:muffin top spawn][SEED:4:0:1]
   [GENPOWER:5]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_RAW]
   [PREFSTRING:chocolatey crusts]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:HAPPY_TRUFFLE]
   [TILE:6][COLOR:5:0:1]
   [NAME:happy truffle][NAME_PLURAL:happy truffles]
   [GROWDUR:650][VALUE:3]
   [SEEDNAME:happy truffle spawn][SEED:3:0:1]
[EXTRACT:truffle fluff:7:0:1]
   [EXTRACTVALUE:20]
   [EXTRACT_COOKABLE]
[MILL:happy dye:6:0:1]
   [MILL_VALUE:15]
   [MILL_DYE:AMBER]
   [GENPOWER:5]
   [SPRING][AUTUMN][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:smiling amber spots]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:PIXIEPOT]
   [TILE:227][COLOR:3:0:1]
   [NAME: pixiepot][NAME_PLURAL: pixiepots]
   [GROWDUR:650][VALUE:3]
   [SEEDNAME:pixiepot spawn][SEED:2:0:0]
[DRINK:pixie whiskey:6:0:0]
   [DRINKVALUE:4]
   [GENPOWER:5]
   [SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [THREAD]
   [EDIBLE_VERMIN]
   [PREFSTRING:squishy caps]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:FAIRY_KISS]
   [TILE:148][COLOR:1:0:1]
   [NAME:fairy kiss][NAME_PLURAL:fairy kisses]
   [GROWDUR:450][VALUE:10]
   [SEEDNAME:fairy bulb][SEED:1:0:0]
   [DRINK:fairy nectar:5:0:0]
   [DRINKVALUE:10]
[MILL:sapphire dye:1:0:1]
   [MILL_VALUE:25]
   [MILL_DYE:AZURE]
   [GENPOWER:5]
   [WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [PREFSTRING:]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:FLOPPY_BUNDLE]
   [TILE:5][COLOR:7:0:0]
   [NAME:floppy bundle][NAME_PLURAL:floppy bundles]
   [GROWDUR:300][VALUE:2][SEED:7:0:0]
   [GENPOWER:2]
   [SPRING][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [THREAD]
   [PREFSTRING:plushy feel]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:DARK_DAFFODIL]
   [TILE:231][COLOR:5:0:0]
   [NAME:dark daffodil][NAME_PLURAL:dark daffodils]
   [GROWDUR:450][VALUE:5][SEED:4:0:0]
[EXTRACT:dark fragrance:5:0:0]
   [EXTRACTVALUE:100]
   [EXTRACT_VIAL]
[MILL:amethyst dye:1:0:0]
   [MILL_VALUE:30]
   [MILL_DYE:AMETHYST]
   [GENPOWER:5]
   [SPRING]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:swooning flowers]
   [PREFSTRING:profound scent]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]
   [EVIL]

[MATGLOSS_PLANT:SWEETSTALK]
   [TILE:180][COLOR:3:0:1]
   [NAME:sweetstalk][NAME_PLURAL:sweetstalks]
   [GROWDUR:450][VALUE:2][SEED:4:0:1]
[DRINK:dwarven licorice:6:0:1]
   [DRINKVALUE:3]
   [GENPOWER:5]
   [SUMMER][AUTUMN]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:robustness]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:CREAMY_CRADLE]
   [TILE:152][COLOR:4:0:0]
   [NAME:creamy cradle][NAME_PLURAL:creamy cradles]
   [GROWDUR:300][VALUE:3]
   [SEEDNAME:creamy dough][SEED:4:0:1]
[MILL:sweetcream dye:5:0:1]
   [MILL_VALUE:25]
   [MILL_DYE:PINK]
   [GENPOWER:5]
   [AUTUMN]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [PREFSTRING:wealth of flowers]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

might opt to use tile 231 if 3 looks bad.
[MATGLOSS_PLANT:LOVE_VELVET]
   [TILE:3][COLOR:7:0:0]
   [NAME:love velvet][NAME_PLURAL:love velvet flowers]
   [GROWDUR:300][VALUE:5]
   [SEEDNAME:creamy dough][SEED:5:0:1]
[EXTRACT:passion fragrance:5:0:1]
   [EXTRACTVALUE:50]
   [EXTRACT_VIAL]
   [GENPOWER:5]
   [SUMMER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [THREAD]
   [PREFSTRING:delicate texture]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:SUGAR_PLUM]
   [TILE:5][COLOR:5:0:0]
   [NAME:sugar plum][NAME_PLURAL:sugar plum]
   [GROWDUR:300][VALUE:3]
[EXTRACT:plum syrup:1:0:0]
   [EXTRACTVALUE:20]
   [EXTRACT_COOKABLE]
   [EXTRACT_BARREL]
[MILL:plumsie dye:0:0:0]
   [MILL_VALUE:15]
   [MILL_DYE:PLUM]
   [SEEDNAME:][SEED:5:0:0]
   [SPRING][SUMMER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [THREAD]
   [PREFSTRING:nauseating aromas]
   [WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:HONEYDEW]
   [TILE:231][COLOR:0:0:0]
   [NAME:honeydew][NAME_PLURAL:honeydew flowers]
   [GROWDUR:450][VALUE:2]
[DRINK:honeymead:6:0:1]
   [DRINKVALUE:3]
   [SEED:7:0:0]
   [SPRING][SUMMER][AUTUMN]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [PREFSTRING:intricate corolas]
   [WET][DRY][BIOME:NOT_FREEZING]

buttercup (raw-edible, butter (extract to barrel), average growth, Sp,Su)
[MATGLOSS_PLANT:BUTTERCUP]
   [TILE:237][COLOR:7:0:1]
   [NAME:buttercup][NAME_PLURAL:buttercups]
   [GROWDUR:450][VALUE:3]
[EXTRACT:butter:7:0:0]
   [EXTRACTVALUE:15]
   [EXTRACT_COOKABLE]
   [EXTRACT_BARREL]
   [SEED:6:0:0]
   [SPRING][SUMMER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [PREFSTRING:plump flowers]
   [PREFSTRING:lean stalks]
   [DRY][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:RAINBOW_DAISY]
   [TILE:137][COLOR:5:0:1]
   [NAME:rainbow daisy][NAME_PLURAL:rainbow daisies]
   [GROWDUR:450][VALUE:5]
[EXTRACT:rainbow fragrance:0:0:0]
   [EXTRACTVALUE:80]
   [EXTRACT_STILL_VIAL]
[MILL:indigo dye:0:0:0]
   [MILL_VALUE:25]
   [MILL_DYE:INDIGO]
   [SEEDNAME:rainbow daisy pod][SEED:2:0:0]
   [SUMMER][AUTUMN]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [PREFSTRING:dazzling colors]
   [PREFSTRING:seven stalks]
   [DRY][GOOD][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:CANDLEBELL]
   [TILE:168][COLOR:4:0:1]
   [NAME:candlebell][NAME_PLURAL:candlebells]
   [GROWDUR:300][VALUE:2]
[MILL:scarlet dye:0:0:0]
   [MILL_VALUE:15]
   [MILL_DYE:SCARLET]
   [SEED:4:0:1]
   [SUMMER][AUTUMN]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:swirling flowers]
   [WET][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:LAVENDER]
   [TILE:19][COLOR:3:0:1]
   [NAME:lavender][NAME_PLURAL:lavender]
   [GROWDUR:450][VALUE:4]
[EXTRACT:lavender oil:6:0:1]
   [EXTRACTVALUE:50]
   [EXTRACT_STILL_VIAL]
[MILL:lavender dye:3:0:1]
   [MILL_VALUE:20]
   [MILL_DYE:LAVENDER]
   [SEED:7:0:1]
   [SPRING][SUMMER][AUTUMN]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:tiny flowers]
   [DRY][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:CANDY_CORN]
   [TILE:231][COLOR:6:0:1]
   [NAME:candy corn][NAME_PLURAL:candy corncobs]
   [GROWDUR:450][VALUE:2]
[DRINK:ginger ale:4:0:0]
   [DRINKVALUE:3]
[MILL:candy cornflakes:6:0:1]
   [MILL_VALUE:15]
   [COOKABLE_WHEN_MILLED]
   [SEED:6:0:1]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [PREFSTRING:razor-sharp leaves]
   [PREFSTRING:fuzzy roots]
   [DRY][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:SUGARBUSH]
   [TILE:34][COLOR:0:0:0]
   [NAME:sugarbush][NAME_PLURAL:sugarbushes]
   [GROWDUR:450][VALUE:2]
[DRINK:ginger ale:6:0:0]
   [DRINKVALUE:]
[MILL:prime sugar:3:0:1]
   [MILL_VALUE:15]
   [COOKABLE_WHEN_MILLED]
   [SEED:7:0:0]
   [SPRING][SUMMER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [PREFSTRING:sweet coronas]
   [PREFSTRING:gingerly motions]
   [DRY][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:SNUGGLEVINE]
   [TILE:126][COLOR:2:0:1]
   [NAME:snugglevine][NAME_PLURAL:snugglevines]
   [GROWDUR:650][VALUE:3]
   [SEEDNAME:comfy bulbs][SEED:2:0:0]
   [SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [EDIBLE_VERMIN]
   [THREAD]
   [PREFSTRING:affectionate nature]
   [PREFSTRING:gentle hugs]
   [WET][DRY][SAVAGE][BIOME:NOT_FREEZING]

Snow powder should be turned to cocaine at the smelter; need to add in this reaction, see if bag can be salvaged
[MATGLOSS_PLANT:SNOW_DAISY]
   [TILE:137][COLOR:7:0:1]
   [NAME:snow daisy][NAME_PLURAL:snow daisies]
   [GROWDUR:650][VALUE:3]
[EXTRACT:snow powder:7:0:1]
   [EXTRACTVALUE:5]
   [EXTRACT_BAG]
   [SEED:0:0:1]
   [AUTUMN][WINTER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [PREFSTRING:slender leaves]
   [PREFSTRING:relaxing scent]
   [WET][DRY][GOOD][BIOME:NOT_FREEZING]

[MATGLOSS_PLANT:BOOM_PLUM]
   [TILE:148][COLOR:4:0:1]
   [NAME:boom plum][NAME_PLURAL:boom plums]
   [GROWDUR:210][VALUE:10]
[EXTRACT:clown tequila:4:0:0]
   [EXTRACTVALUE:50]
   [EXTRACT_COOKABLE]
   [EXTRACT_STILL_VIAL]
   [EXTRACT_IGNITE_POINT:10500]
   [EXTRACT_SPEC_HEAT:200]
   [EXTRACT_BOILING_POINT:13000]
   [SEED:2:0:0]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100][GENPOWER:5][CLUSTERSIZE:5]
   [PREFSTRING:practical joke potential]
   [PREFSTRING:almost real booze]
   [WET][DRY][EVIL][BIOME:NOT_FREEZING]



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