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First Mod: Seafood Hey all, I'm having a blast modding this game for myself. (Also I'm new to the forums in case I do something dumb.) I have a question and thought I'd share something I'm working on: adding seafood to the coasts. This was inspired by the bee hive mod that made me realize I could simulate a bunch of stuff as 'plants.' The thing I'm most proud of is realizing that the mussel symbiosis of rocky on sea terrain looks pretty cool: mussels litter the rocks along the coast.

Question: Does anyone know if there are different times of the year that ice freezes and unfreezes depending on whether you're in the northern, western, or southern/eastern part of the map? I don't want the seafood to pop up on ice, so I need to make sure most of them only 'sprout' once the ice melts. I tested it today in the north: month 5 was ice-free, month 4 was not. But is that how it works everywhere and each year?

Here's my mod so far:
Code: [Select]
 
.Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:5]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:50]
[COMMONNESS:1]
[HERB_KNOWN:all]

.Mussels.   [mushroom] (3)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:10]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:watery_soil]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Clams.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:4]
[MATURE:10]
[WITHER:11]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:3]
[MATURE:30]
[WITHER:9]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:3]
[MATURE:2]
[WITHER:10]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:5]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

.Northern Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:8]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:30]
[COMMONNESS:4]
[HERB_KNOWN:all]

.Northern Mussel.   [mushroom] (2)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:11]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:rocky]
[POPULATION:10]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Northern Clam.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:5]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:2]
[FREQUENCY:20]
[COMMONNESS:5]
[HERB_KNOWN:all]

.Northern Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:6]
[MATURE:2]
[WITHER:8]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Northern Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:6]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:4]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

May 29, 2018, 07:20:12 AM
4
Re: First Mod: Seafood Today's lesson: Plant Limits. After going on a plant and not-really-a-plant creating spree today (beyond just seafood), I realized there is a limit on the number of plants/new items you can create--thought first I spent about 20 minutes troubleshooting and checking for typos, hah. The create_object file is my new best friend.

So it looks like I need to scale back my ambitions. Sorry "northern clams," you're just going to have to make do as "clams". And now I'm looking askance at arrows, which are taking up nine items slots in the game.

After cutting out a ton of stuff, I think I'll be able to still have all of the following:

Misc: Oyster, Seaweed, Mussels, Clams, Crabs, Snails, Frogs, Iron Slick, Peat Deposit, Clay Bank, Beehive
Berries: Nightshade, Holly, Elderberry, Rose Hips, Mountain Crowberry, Whortleberry, Arctic bramble,
Plants: Carrot, Cabbage, Onion, Deer Moss, Wild Garlic, Wolfsbane, Fennel, Ghost Pipe, Henbane, Mandrake, Hemlock, Clover, Foxglove, Mustard, Sage, Wild Celery

That should be...enough.

May 30, 2018, 07:49:52 AM
1
Re: First Mod: Seafood Hi ModernNorseman,

Thanks! And that still puts you several steps ahead of my own current artist capabilities!

February 02, 2019, 03:50:36 PM
1