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Author Topic: Plant Question  (Read 2042 times)

Sponge

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Plant Question
« on: July 18, 2015, 01:12:23 pm »

So i'm making a plant and will this work?

[BASIC_MAT:LOCAL_PLANT_MAT:USE_MATERIAL_TEMPLATE:COTTONCANDY_PLANT_TEMPLATE]
(I've already made COTTONCANDY_PLANT_TEMPLATE)

After this i may have more questions about this plant.

Please help.

EDIT: The current question is how i can get dwarves to be able to embark with its seeds.
« Last Edit: July 18, 2015, 03:11:19 pm by sponge »
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Dirst

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Re: Plant Question
« Reply #1 on: July 18, 2015, 01:29:43 pm »

You need to define the material first

[USE_MATERIAL_TEMPLATE:STRUCTURAL:COTTONCANDY_PLANT_TEMPLATE]

then declare this material as the basis of the plant

[BASIC_MAT:STRUCTURAL]

Of course, you're free to use any valid name rather than STRUCTURAL, but the two need to match.
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Sponge

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Re: Plant Question
« Reply #2 on: July 18, 2015, 01:35:44 pm »

You need to define the material first

[USE_MATERIAL_TEMPLATE:STRUCTURAL:COTTONCANDY_PLANT_TEMPLATE]

then declare this material as the basis of the plant

[BASIC_MAT:STRUCTURAL]

Of course, you're free to use any valid name rather than STRUCTURAL, but the two need to match.
Oh, Thanks!
And also, can i have multiple [BIOME] tags?

EDIT: Also, what Tag says that dwarves can use it in there entity file?
« Last Edit: July 18, 2015, 01:52:04 pm by sponge »
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Eric Blank

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Re: Plant Question
« Reply #3 on: July 18, 2015, 02:39:49 pm »

You can have as many biome tags as you need. Keep in mind something that exists on the surface and in caverns will need its underground depth set to 0:x, where x is the maximum depth (1-5) and 0 represents the surface.
There is no tag that makes it specifically available to any civilization. If it can be picked/has a function, and appears in any biome the dwarves colonize, they will use it. Dwarves always colonize the first cavern layer, and mountains, but what surrounds those mountains is unpredictable.
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Sponge

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Re: Plant Question
« Reply #4 on: July 18, 2015, 02:50:47 pm »

You can have as many biome tags as you need. Keep in mind something that exists on the surface and in caverns will need its underground depth set to 0:x, where x is the maximum depth (1-5) and 0 represents the surface.
There is no tag that makes it specifically available to any civilization. If it can be picked/has a function, and appears in any biome the dwarves colonize, they will use it. Dwarves always colonize the first cavern layer, and mountains, but what surrounds those mountains is unpredictable.
Well then how do i make it so you can embark with its seeds?
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Dirst

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Re: Plant Question
« Reply #5 on: July 18, 2015, 03:24:06 pm »

Well then how do i make it so you can embark with its seeds?
If they have access to the plants, they will have access to the seeds.  Note that some biomes like mountains don't support plant life regardless of what biome tags you use.
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Re: Plant Question
« Reply #6 on: July 18, 2015, 03:49:19 pm »

Well then how do i make it so you can embark with its seeds?
If they have access to the plants, they will have access to the seeds.  Note that some biomes like mountains don't support plant life regardless of what biome tags you use.
I know, but how do i make it so you can spend EMBARK POINTS on seeds?
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Dirst

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Re: Plant Question
« Reply #7 on: July 18, 2015, 04:18:19 pm »

I know, but how do i make it so you can spend EMBARK POINTS on seeds?
That should just happen automatically if the civ has access to the plants (and the seeds are cheap enough that you can afford them).  Things can sort strangely on the embark list, so try searching instead.
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Re: Plant Question
« Reply #8 on: July 18, 2015, 04:44:07 pm »

I know, but how do i make it so you can spend EMBARK POINTS on seeds?
That should just happen automatically if the civ has access to the plants (and the seeds are cheap enough that you can afford them).  Things can sort strangely on the embark list, so try searching instead.
I'll report if i can find it tomorrow.
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Button

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Re: Plant Question
« Reply #9 on: July 23, 2015, 11:46:17 am »

Actually, dwarves can only bring seeds of underground plants at embark; aboveground plants the civ has access to will only be available as growths. You can get around this by designing a growth to contain seeds, either via [GROWTH_CONTAINS_SEED] (which releases the seed when the growth is eaten raw) or by a reaction.
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Sponge

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Re: Plant Question
« Reply #10 on: July 24, 2015, 03:07:50 pm »

Actually, dwarves can only bring seeds of underground plants at embark; aboveground plants the civ has access to will only be available as growths. You can get around this by designing a growth to contain seeds, either via [GROWTH_CONTAINS_SEED] (which releases the seed when the growth is eaten raw) or by a reaction.

Sorry for not replying guys.

Anyways, first of all, whats a growth? Also, i did Make it a underground plant, Yet i still can't find seeds for it in the embark points shop.
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Button

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Re: Plant Question
« Reply #11 on: July 24, 2015, 04:16:08 pm »

Actually, dwarves can only bring seeds of underground plants at embark; aboveground plants the civ has access to will only be available as growths. You can get around this by designing a growth to contain seeds, either via [GROWTH_CONTAINS_SEED] (which releases the seed when the growth is eaten raw) or by a reaction.

Sorry for not replying guys.

Anyways, first of all, whats a growth? Also, i did Make it a underground plant, Yet i still can't find seeds for it in the embark points shop.

It may be that the seeds available at embark are hardcoded, then.

A growth is a part of a plant, like a leaf or a fruit. You can see raspberries for an example.
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Quietust

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Re: Plant Question
« Reply #12 on: July 26, 2015, 08:39:59 am »

It may be that the seeds available at embark are hardcoded, then.
It cannot possibly be hardcoded, since the plants are all defined in the raws (and can be removed and replaced with other ones). There are specific rules that allow seeds to be brought on embark; presumably, the plant being discussed above does not properly satisfy them (e.g. it might require the plant to be edible or have an extract which can be used as food, dye, or clothing).

To give a definitive answer, we'd need to see the full raws for this plant.
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Re: Plant Question
« Reply #13 on: July 27, 2015, 09:56:49 am »

It may be that the seeds available at embark are hardcoded, then.
It cannot possibly be hardcoded, since the plants are all defined in the raws (and can be removed and replaced with other ones).

The underlying assumption you're making isn't true.

In the Accelerated module of the Modest Mod I replaced all woods (except Nether-cap) with generic wood. When you go to prepare carefully for embark, the game spits out errors about not being able to find their woods by their default names. (Also, IIRC, apple wood for some reason.) So, the fact that a given material is defined in the raws, doesn't mean that it isn't hardcoded as part of embark logic.

The mod is linked in my sig if you want to verify.
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Dirst

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Re: Plant Question
« Reply #14 on: July 27, 2015, 10:01:47 am »

It may be that the seeds available at embark are hardcoded, then.
It cannot possibly be hardcoded, since the plants are all defined in the raws (and can be removed and replaced with other ones).

The underlying assumption you're making isn't true.

In the Accelerated module of the Modest Mod I replaced all woods (except Nether-cap) with generic wood. When you go to prepare carefully for embark, the game spits out errors about not being able to find their woods by their default names. (Also, IIRC, apple wood for some reason.) So, the fact that a given material is defined in the raws, doesn't mean that it isn't hardcoded as part of embark logic.

The mod is linked in my sig if you want to verify.
But were these errors due to the game or due to the embark profile?  The latter uses specific material names but is not technically hardcoded.

Embark profiles also irritatingly refer to your embark party by position number with no chance to re-order them... but that's a completely unrelated rant that I totally don't bring up at every opportunity... ;)
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