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DF Community Games & Stories / Re: DF from scratch: The entirely player-made universe succession.
« on: July 22, 2013, 03:59:27 pm »Code: [Select]
[OBJECT:PLANT]
[PLANT:WIZARDSBANE_STL]
[NAME:wizardsbane][NAME_PLURAL:wizardsbane][ADJ:wizardsbane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'*'][PICKED_COLOR:1:0:1]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:5]
[AUTUMN][SUMMER]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:soft luminescence at night]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:5]
[SEED:wizardsbane seed:wizardsbane seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[PLANT:STINKWEED_STL]
[NAME:stinkweed][NAME_PLURAL:stinkweed][ADJ:stinkweed]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'$'][PICKED_COLOR:6:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:pungent aroma]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:stinkweed seed:stinkweed seeds:6:0:1:LOCAL_PLANT_MAT:SEED]
[PLANT:CALMROOT_STL]
[NAME:calmroot][NAME_PLURAL:calmroot][ADJ:calmroot]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:';'][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:calmroot seed:calmroot seeds:3:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:NUMWORT_STL]
[NAME:numwort][NAME_PLURAL:numwort][ADJ:numwort]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:231][PICKED_COLOR:0:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:numwort seed:numwort seeds:3:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:CINNAMON_STL]
[NAME:cinnamon][NAME_PLURAL:cinnamon][ADJ:cinnamon]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:4:0:0]
[WET][DRY][BIOME:ANY_FOREST][GOOD]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:cinnamon berry:cinnamon berries:1:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:SHADOWCAP_STL]
[NAME:shadowcap][NAME_PLURAL:shadowcaps][ADJ:shadowcap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:1:0:0]
[WET][DRY][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:2:3]
[VALUE:6]
[AUTUMN][SUMMER][SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:shadowcap spawn:shadowcap spawn:1:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:BLOODSTALK_STL]
[NAME:bloodstalk][NAME_PLURAL:bloodstalks][ADJ:bloodstalk]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:152][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_DESERT]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:30]
[CLUSTERSIZE:5]
[PREFSTRING:vein-like appearance]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:bloodstalk seed:bloodstalk seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
The alchemical herbs and spices and fungi - the easier-to-acquire (and make) ingredients for the incenses. They're scattered pretty well, I think - most aboveground, one in the deeper caverns, one only in good forests, one only in deserts, and two only in wetlands, plus two that can grow anywhere that isn't coated in inch-thick ice year long.
The reactions I've made so far:
Code: [Select]
[OBJECT:REACTION]
## Incense-ivizing ##
[REACTION:MAKE_NUMBING_STL]
[NAME:Mix numbing incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:CALMROOT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE] Chance of leak; keep animals far away!
[SKILL:ALCHEMY]
[REACTION:MAKE_BLOODLETTING_STL]
[NAME:Mix bloodletting incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:BLOODSTALK_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:NUMWORT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE] WELL away
[SKILL:ALCHEMY]
[REACTION:MAKE_BLINDING_STL]
[NAME:Mix blinding incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:SHADOWCAP_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE] Urist McUnluckyKitty cancels catsplosion: cannot see mate
[SKILL:ALCHEMY]
[REACTION:MAKE_HASTE_STL] Make haste, make haste! Hurry! Get inside! That crazy alchemist from next door is coming this way!
[NAME:Mix hastening incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:WIZARDSBANE_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:CINNAMON_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]
Paralysis and Stoneward both need basilisk tears, which I've not added yet, so I haven't created their reactions quite yet. All proceeds smoothly.
Well then. I should have known you guys would not let me known. Not bay forum.
It was wholly accidental, I can assure you, but it works out nicely


Or were you referring to something else entirely?