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Author Topic: What can I do with plant growths?  (Read 2515 times)

AceSV

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What can I do with plant growths?
« on: February 23, 2015, 10:18:39 am »

I had the idea of making some rare fantasy plants that drop weird materials when harvested, and I'd like to pick some brains before I dive in with an experiment.  I'm hoping to have plants drop materials such as wood, leather, gems, meat, wax, tallow, cheese, pearl and maybe some kind of custom metal. 

On the plant token page, I see two promising tokens, [MATERIAL] and [GROWTH] and subsequently [GROWTH_MATERIAL].  I can't really tell from the wiki or raws how those things are supposed to work, since the example crops are all built with templates.  Could I just add [MATERIAL:INORGANIC:STEEL] or something like that and collect a bunch of steel every season?

« Last Edit: February 23, 2015, 10:20:29 am by AceSV »
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Button

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Re: What can I do with plant growths?
« Reply #1 on: February 23, 2015, 03:25:23 pm »

Yes and no.

At the moment, growths need to be made out of plant materials in order to be picked by herbalists. Herbalists ignore growths that aren't made out of plant materials. Adventurers can pick them just fine, though.

However, what you can do is make a plant growth that you can then transform into your desired item with a reaction. Call it a "steelfruit" or something, and then add a reaction to the farmer's workshop to transform steelfruit into a steel bar.
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AceSV

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Re: What can I do with plant growths?
« Reply #2 on: August 10, 2015, 03:12:55 pm »

I've been trying this idea again.  I wanted to make a plant (cave bamboo) that would grow wooden logs, but it's just not working.  GROWTH_ITEM sounds so promising, but it does jack as far as I can tell. 

I tried a couple of things, the last one was:

Code: [Select]
[GROWTH:BAR]
[GROWTH_NAME:cave bamboo iron:cave bamboo irons]
[GROWTH_ITEM:BAR:INORGANIC:IRON]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]
[GROWTH:WOOD]
[GROWTH_NAME:cave bamboo log:cave bamboo logs]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]

to see if either would work.  Neither of the growths were harvested or showed up anywhere.  There is a wood material elsewhere, copied from a tree.  Quarry Bushes have growths that are harvested, right?  I can't tell what's different about them.  I tried copying and renaming the tags from Quarry Bushes, but they said they couldn't plant cave bamboo: out of seeds, even though there was a bag of 20 waiting in the wagon.  They also didn't want to haul the bag to the food stockpile.  Feather Trees also have non-plant growths, but I didn't notice anything different about those either. 
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Button

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Re: What can I do with plant growths?
« Reply #3 on: August 10, 2015, 03:56:00 pm »

As I said before, non-plant material growths simply aren't harvested in fortress mode. Even vanilla feather tree eggs aren't. I had to change their materials to get them picked.

Incidentally, if you pick feather tree eggs in adventure mode, they're liquid. Non-plant materials growing on plants are just full of wtf in this version of Dwarf Fortress, and I would recommend against trying to use them - especially when converting proper plant growths into usable whatsits with reactions is such an easy workaround.

As for the dwarves not planting your cave bamboo, please post up the full cave bamboo raw.
« Last Edit: August 10, 2015, 03:58:51 pm by Button »
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AceSV

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Re: What can I do with plant growths?
« Reply #4 on: August 10, 2015, 07:12:18 pm »

It seems you are right, I just really really really wish you weren't.  I'm sure a reaction will work, it's just that I'm not familiar with those yet and I was hoping to not have to be. 

Don't worry about the cave bamboo, I copied something else and the plant worked fine. 
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Dirst

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Re: What can I do with plant growths?
« Reply #5 on: August 11, 2015, 09:48:12 am »

Take a look at MATERIAL_REACTION_PRODUCT for the fruits.  That way growths can be made of plant material (though I'd recommend not making them edible), and a single reaction can process all of the special plants.

Here's a peek at how I made gem vines in The Earth Strikes Back mod.  There are 24 different plants that use one reaction.  In my case the products for each plant form a theme, but that's not required.  Yes, the fruit is ridiculously expensive, that's intentional.

Code: [Select]
[PLANT:VINE_EMERALD]
[NAME:emerald vine][NAME_PLURAL:emerald vines][ADJ:emerald vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:SPIRIT_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEEDS_MAT:LOCAL_PLANT_MAT:SEED]
[MATERIAL_REACTION_PRODUCT:GEM_MAT:INORGANIC:HIDDEN EMERALD]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_VALUE:333]
[PICKED_TILE:'%'][PICKED_COLOR:2:6:0][DEAD_PICKED_TILE:182]
[WET][DRY][BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:4:4]
[VALUE:3]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen emerald spirits]
[STATE_NAME_ADJ:LIQUID:emerald spirits]
[STATE_NAME_ADJ:GAS:boiling emerald spirits]
[STATE_COLOR:ALL:EMERALD]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:2:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:333]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:emerald seed:emerald seeds:6:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:emerald clusters]
[SHRUB_TILE:18]
[DEAD_SHRUB_TILE:18]
[SHRUB_COLOR:2:2:1]
[DEAD_SHRUB_COLOR:6:0:0]
[GROWTH:FRUIT]
[GROWTH_NAME:emerald cluster:emerald clusters]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:200000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:18:'%':2:14:1:120000:200000:3]

Code: [Select]
[REACTION:PROCESS_GEM_CLUSTER]
[NAME:brew gem cluster]
[BUILDING:STILL:CUSTOM_G]
[REAGENT:cluster:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:SPIRIT_MAT]
[UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:cluster:SPIRIT_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:cluster:SEEDS_MAT]
[PRODUCT:20:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:cluster:GEM_MAT]
[SKILL:BREWING]

I intentionally used non-standard material names to keep these things out of standard reactions.  The inedible fruit can go thru this custom reaction at the still to produce some booze, a seed, and a 20% chance of making a rough gem.

You can go a step further and store the finished item data in the fruit along with the material data.  That way one fruit can make a bar of steel and another can make a log of oak, all using the same reaction.  The details for that are on the wiki.

Edit: The underground_depth of 4:4 ensures that they never spawn naturally, which is a quirk of the mod (you extract the initial seed from a special kind of mined gem).  For your purposes, you probably don't want to copy that bit.
« Last Edit: August 11, 2015, 09:53:27 am by Dirst »
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zilpin

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Re: What can I do with plant growths?
« Reply #6 on: September 07, 2015, 01:50:08 pm »


The plant token ITEM_REACTION_PRODUCT and reaction token GET_ITEM_DATA_FROM_REAGENT are far more useful and versatile.
Fruit to produce (almost) any item type and material you want, all on the same plant, all with the same "process fruit" reaction.

I was thinking about making an example of it and updating the wiki, but never got around to it.

This thread is a little old.

Anybody interested?
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AceSV

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Re: What can I do with plant growths?
« Reply #7 on: September 08, 2015, 10:34:05 am »


The plant token ITEM_REACTION_PRODUCT and reaction token GET_ITEM_DATA_FROM_REAGENT are far more useful and versatile.
Fruit to produce (almost) any item type and material you want, all on the same plant, all with the same "process fruit" reaction.

I was thinking about making an example of it and updating the wiki, but never got around to it.

This thread is a little old.

Anybody interested?

I would love to see an example. 
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Meph

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Re: What can I do with plant growths?
« Reply #8 on: September 08, 2015, 11:00:08 am »

Example (with inorganics, not plant growth, but same idea)

Code: [Select]
[REACTION:FINISH_RESTORING]
[NAME:Restore found item]
[BUILDING:ARCHEOLOGIST:CUSTOM_E]
[REAGENT:fossil/relic/treasure:1:NONE:NONE:NONE:NONE][REACTION_CLASS:ARCHEOLOGY]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_1]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_2]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_3]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_4]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_5]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_6]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_7]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_8]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_9]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_10]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_11]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_12]
[PRODUCT:100:25:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_13]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_14]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_15]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_16]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_17]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_18]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_19]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:FOSSIL_20]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_1]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_2]
[PRODUCT:100:500:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_3]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_4]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_5]
[PRODUCT:100:500:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_6]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_7][PRODUCT_DIMENSION:150]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_8][PRODUCT_DIMENSION:150]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_9][PRODUCT_DIMENSION:150]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_10][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_11]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_12]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_13]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_14]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_15]
[PRODUCT:100:3:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_16]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_17]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_18]
[PRODUCT:100:10:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_19]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_20]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_BOX_GOLD]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_BOX_SILVER]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_BOX_PLATINUM]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:TREASURE_BOX_ALUMINUM]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_1]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_2]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_3]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_4]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_5]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_6]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_7]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_8]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_9]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_10]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_11]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_12]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_13]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_14]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_15]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_16]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_17]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_18]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_19]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:fossil/relic/treasure:RELICT_20]
[SKILL:CUTGEM]
[AUTOMATIC]
This is from my archeology system. One reaction with 60 products, and it only accepts BOULDERs with a specific tag. There are 60 different boulders. This way this reaction works like 60 unique reactions, because boulder #23 will only create product #23, boulder #59 will only create product #59, etc.

Examples for the inorganics:
Code: [Select]
[INORGANIC:FOSSIL_1]
[STATE_NAME:ALL_SOLID:fossil]
[MATERIAL_VALUE:10][SPECIAL][NO_STONE_STOCKPILE]
[REACTION_CLASS:ARCHEOLOGY]
[ITEM_REACTION_PRODUCT:FOSSIL_1:TOTEM:NONE:INORGANIC:SLADE] item:subtype:material:subtype

[INORGANIC:FOSSIL_2]
[STATE_NAME:ALL_SOLID:fossil]
[MATERIAL_VALUE:10][SPECIAL][NO_STONE_STOCKPILE]
[REACTION_CLASS:ARCHEOLOGY]
[ITEM_REACTION_PRODUCT:FOSSIL_2:TOTEM:NONE:INORGANIC:ADAMANTINE] item:subtype:material:subtype

[INORGANIC:FOSSIL_3]
[STATE_NAME:ALL_SOLID:fossil]
[MATERIAL_VALUE:10][SPECIAL][NO_STONE_STOCKPILE]
[REACTION_CLASS:ARCHEOLOGY]
[ITEM_REACTION_PRODUCT:FOSSIL_3:DOOR:NONE:INORGANIC:SLADE] item:subtype:material:subtype

[INORGANIC:FOSSIL_4]
[STATE_NAME:ALL_SOLID:fossil]
[MATERIAL_VALUE:10][SPECIAL][NO_STONE_STOCKPILE]
[REACTION_CLASS:ARCHEOLOGY]
[ITEM_REACTION_PRODUCT:FOSSIL_4:DOOR:NONE:INORGANIC:ADAMANTINE] item:subtype:material:subtype

[INORGANIC:FOSSIL_5]
[STATE_NAME:ALL_SOLID:fossil]
[MATERIAL_VALUE:10][SPECIAL][NO_STONE_STOCKPILE]
[REACTION_CLASS:ARCHEOLOGY]
[ITEM_REACTION_PRODUCT:FOSSIL_5:STATUE:NONE:INORGANIC:SLADE] item:subtype:material:subtype
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milo christiansen

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Re: What can I do with plant growths?
« Reply #9 on: September 08, 2015, 11:19:40 am »

It look like you are missing the point. You don't need that many products, you only need one (or possibly two if some need a dimension).
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Meph

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Re: What can I do with plant growths?
« Reply #10 on: September 09, 2015, 03:44:33 am »

It look like you are missing the point. You don't need that many products, you only need one (or possibly two if some need a dimension).
With get_material_from_reagent, yeah, I know. I like to have it written out, so that I can see how many reagents I have max.
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