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Author Topic: Flower harvestables & applications  (Read 406 times)

FantasticDorf

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Flower harvestables & applications
« on: October 13, 2017, 07:23:00 am »

As a suggestion orientated follow on from this thread talking about the possiblity of changes to jug mechanics i thought i would hold onto this though and just put it aside for a moment to reference later because botanical sources such as flowers & herbs are the main source of where we get our current extracts within the game.

There are many types of real world edible flower, indeed the only currently edible one is the date-palm flower, but a change to make more flowers harvestable either for decoration (want to put a rose in your bonnet or sell them to elves) food or otherwise (see points below) it would not require a change of the herbalism profession.

  • Particularly of interest is plants with particular properties, such as nightshades which are deadly, extracts would be collected from the thresher station or elsewhere // linking this back to the opening paragraph another option to choose between a barrel OR a vial would be good for extractable substances like this.
  • Another fun little avenue are creatures that either ARE vegetation or grow vegetation as extra BP drops, as to give some variety to the world with large amounts of pitcher plants/venus flytraps killing vermin, as well as larger savage variants which are kept static by a lack of legs & [PLANT] tags, but attack creatures in range like traps
- Little happy flower plant people in good biomes for example being a example of plant structure creatures breaking the rules but still being plant physiology with plant BP & creature variation. A ever growing Ent or a treeman is another example, with a child state of a sapling.

- In terms of giant man-eating fly traps & pitcher plants, they would be killed & butchered for edible parts (plant material BP drops) and seeds in which to grow more of them if you desire for defence. Rule of thumb being that all plant creatures bear seeds when butchered, since its technically their geldables, meaning that sentient fully adult creatures *could* be farmed.

A proposition for growing flowers is that initially they are very seasonally dependant, and many may be inedible with no obvious bearing seeds, so to seed more plants to grow dwarves would have to compost & almost 'infect' a outdoor exposed farm plot with the chance to spontaneously grow the flowers in the season, and then by the high skill farmers collecting more they can propogate the amount of flowers that will arrive next season by composting again.
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