Armageddon General Discussion Board

General => General Discussion => Topic started by: Halcyon on February 20, 2009, 08:54:33 PM

Title: Plants changes
Post by: Halcyon on February 20, 2009, 08:54:33 PM
Thanks for the changes to the plants.  The syntax for the ones I have run into today have been much simpler, and have supplied some pleasant opportunities for research.
Title: Re: Plants changes
Post by: Vanth on February 20, 2009, 09:52:01 PM
You're welcome.

For those who haven't run into this, I've been making some invisible plants visible, virtual plants un-virtual, and transferring more plants to the 'pick <object> plant' system rather than containers.  Work in progress.
Title: Re: Plants changes
Post by: Gunnerblaster on February 20, 2009, 09:56:31 PM
Ah, I see. Had no idea what Halcyon was talking about, at first.

Thanks!

:)
Title: Re: Plants changes
Post by: amish overlord on February 22, 2009, 08:58:49 PM
Yes, thank you vanth.

Amish Overlord  8)
Title: Re: Plants changes
Post by: tortall on February 22, 2009, 09:06:27 PM
Wow, that's NIFTY!

I'm really glad trees arn't containers anymore. You won't BELIEVE the stuff I've found in trees... I mean, a chair? REALLY!?
Title: Re: Plants changes
Post by: Ammut on February 22, 2009, 09:10:29 PM
Ha! A chair in a tree is pretty strange...

...I like the changes I've read about.  Haven't gotten to check them out just yet but will provide feedback soon enough.
Title: Re: Plants changes
Post by: Vessol on February 22, 2009, 11:20:56 PM
Awesome. Now I have the urge to make a ranger.
Title: Re: Plants changes
Post by: Armaddict on February 23, 2009, 02:08:55 AM
Work much appreciated, Vanth.  Always been a little nuance that could get irritating. :)
Title: Re: Plants changes
Post by: Gunnerblaster on February 23, 2009, 02:44:39 AM
I'm loving everything that I'm coming across.

:)
Title: Re: Plants changes
Post by: Twilight on February 26, 2009, 12:55:22 PM
Now that we have more plantlife, I'd like to see perfumes looked at like seasonings were, as far as being able to craft more of them with the new plantlife.
Title: Re: Plants changes
Post by: Vanth on February 26, 2009, 01:01:54 PM
That is planned for the future.
Title: Re: Plants changes
Post by: Thunkkin on February 26, 2009, 01:07:02 PM
Quote from: Vanth on February 26, 2009, 01:01:54 PM
That is planned for the future.

Don't forget sensitive masculine scents!

Also, LOVE all the changes and so forth. Many thanks.
Title: Re: Plants changes
Post by: Majikal on February 26, 2009, 01:45:29 PM
Quote from: Vessol on February 22, 2009, 11:20:56 PM
Awesome. Now I have the urge to make a ranger.

I've always loved playing with the herb helpfile docs, I'm so happy it's represented in the world now. It's a whole new facet of the game to explore that was widely ignored.
Title: Re: Plants changes
Post by: elvenchipmunk on February 26, 2009, 06:46:35 PM
Hey Vanth, have you made any changes to what items can be brewed or not? As there is a particular item I've picked off of a plant that could be brewed even a week ago, I think, and can no longer be done. I've bugged it in game, but thought it might just have to do with the changes you've made. Any idea? Or do I need to be more specific with the item I picked?
Title: Re: Plants changes
Post by: Twilight on February 26, 2009, 08:35:57 PM
Rock on.
Title: Re: Plants changes
Post by: Ammut on February 27, 2009, 04:31:53 AM
I like what I've seen so far.  I stumbled upon a few plants I had no idea were there before (they were containers in the room previously).  I've not tested out the ability of watering plants yet, but will give it a try sooner or later.  Maybe I'll make a plant-loving dwarf.

Woohoo, 777 posts.
Title: Re: Plants changes
Post by: Ashes on February 27, 2009, 04:36:28 AM
I've had a front-row seat to the ongoing growing and the appearance of certain plants lately.

All I have to say is, it's much appreciated, and keep up the good work.
Title: Re: Plants changes
Post by: Ourla on February 27, 2009, 01:34:36 PM
Quote from: Twilight on February 26, 2009, 12:55:22 PM
Now that we have more plantlife, I'd like to see perfumes looked at like seasonings were, as far as being able to craft more of them with the new plantlife.

This goes for floristry, too... the red-headed stepchild of crafting skills.  Will staff currently take recipes for the new plant products?
Title: Re: Plants changes
Post by: Vanth on February 27, 2009, 03:34:02 PM
Quote from: elvenchipmunk on February 26, 2009, 06:46:35 PM
Hey Vanth, have you made any changes to what items can be brewed or not? As there is a particular item I've picked off of a plant that could be brewed even a week ago, I think, and can no longer be done. I've bugged it in game, but thought it might just have to do with the changes you've made. Any idea? Or do I need to be more specific with the item I picked?

Yes, there is one item, and will be a few more, that will not be valid for brewing anymore.  On the other hand, there are a number of new or previously not findable objects that can replace the ones I remove.
Title: Re: Plants changes
Post by: Vanth on February 27, 2009, 03:40:42 PM
Quote from: Ourla on February 27, 2009, 01:34:36 PM
Quote from: Twilight on February 26, 2009, 12:55:22 PM
Now that we have more plantlife, I'd like to see perfumes looked at like seasonings were, as far as being able to craft more of them with the new plantlife.

This goes for floristry, too... the red-headed stepchild of crafting skills.  Will staff currently take recipes for the new plant products?

Please wait until a staff member posts a request for submissions. I am still busily going through all the plants, checking out their scents, tastes, and descriptions, and seeing what seems like it would be good for which purpose.
Title: Re: Plants changes
Post by: Vanth on February 27, 2009, 04:41:00 PM
Quote from: Vanth on February 27, 2009, 03:34:02 PM
Quote from: elvenchipmunk on February 26, 2009, 06:46:35 PM
Hey Vanth, have you made any changes to what items can be brewed or not? As there is a particular item I've picked off of a plant that could be brewed even a week ago, I think, and can no longer be done. I've bugged it in game, but thought it might just have to do with the changes you've made. Any idea? Or do I need to be more specific with the item I picked?

Yes, there is one item, and will be a few more, that will not be valid for brewing anymore.  On the other hand, there are a number of new or previously not findable objects that can replace the ones I remove.

Just to clarify, I didn't feel that this particular item was something that you could effectively crush with a mortar/pestle.
Title: Re: Plants changes
Post by: Potaje on March 01, 2009, 06:31:08 PM
Aye a Physician's wet dream...wet plant dream...For you physicians and rangers that love to sit around a tweak your herbs. Excellent work you all.
Title: Re: Plants changes
Post by: Vanth on March 13, 2009, 03:51:23 PM
Quote from: Twilight on February 26, 2009, 12:55:22 PM
Now that we have more plantlife, I'd like to see perfumes looked at like seasonings were, as far as being able to craft more of them with the new plantlife.

Shalooonsh took this on.

03/12/2009: 10 scent messages for new perfumes -- Shalooonsh
03/12/2009: 10 vials of perfume for new scents -- Shalooonsh

Those are all craftable by florists, too.  And while they will occasionally randomly load on the current perfume-sellers, you'll want a PC crafter in order to make a regular supply.
Title: Re: Plants changes
Post by: Twilight on March 13, 2009, 06:01:36 PM
Awesome.

And now that we have more plantlife (and perfumes), I'd like to see soaps looked at like seasonings (and perfumes) were, as far as being able to craft more of them with the new plantlife (and perfumes).

Heh.

edited to add:

I'd even be willing to write up a few if you run out of unwilling volunteers.  Although I would rather have someone else do them so I could discover them.

And maybe the couple of soap recipes that make no sense whatsoever could be fixed too.
Title: Re: Plants changes
Post by: Ourla on March 13, 2009, 07:12:22 PM
Quote from: Vanth on March 13, 2009, 03:51:23 PM
Those are all craftable by florists, too.

Aaaawesome.  Have florists always been able to make perfumes?  I don't remember seeing perfume recipes in the florist helpfile before now.
Title: Re: Plants changes
Post by: Vanth on March 13, 2009, 07:15:08 PM
Not -always- but I think I implemented the first few recipes around the time that House Dasari became playable.

Then again, I could be smoking crack and misremembering things.
Title: Re: Plants changes
Post by: Ourla on March 14, 2009, 06:58:33 PM
Quote from: Vanth on March 13, 2009, 07:15:08 PM
Then again, I could be smoking crack and misremembering things.

The Portland APM was made for you. 
Title: Re: Plants changes
Post by: Vanth on March 14, 2009, 07:30:17 PM
By the way...

03/14/2009: Plantlife documentation vastly updated (view (http://www.armageddon.org/general/plantlife.html)) -- Vanth

8)
Title: Re: Plants changes
Post by: SMuz on March 14, 2009, 09:02:28 PM
Quote from: Vanth on March 14, 2009, 07:30:17 PM
By the way...

03/14/2009: Plantlife documentation vastly updated (view (http://www.armageddon.org/general/plantlife.html)) -- Vanth

8)
<3

I've always wondered what so many of those plants were... love the new documentation. Too bad I'm not playing an outdoorsy character right now.
Title: Re: Plants changes
Post by: palomar on March 14, 2009, 09:18:28 PM
Awesome! I couldn't help but notice that yypr and thuja wood were missing, though.
Title: Re: Plants changes
Post by: FuSoYa on March 14, 2009, 11:34:44 PM
Quote from: Vanth on March 14, 2009, 07:30:17 PM
By the way...

03/14/2009: Plantlife documentation vastly updated (view (http://www.armageddon.org/general/plantlife.html)) -- Vanth

8)

Dude...

I'm absolutely speechless at the amount of visible work I've seen lately.  You are really gods amongst men.

Brandon
Title: Re: Plants changes
Post by: Ourla on March 15, 2009, 01:11:21 AM
Quote from: FuSoYa on March 14, 2009, 11:34:44 PM
Quote from: Vanth on March 14, 2009, 07:30:17 PM
By the way...

03/14/2009: Plantlife documentation vastly updated (view (http://www.armageddon.org/general/plantlife.html)) -- Vanth

8)

Dude...

I'm absolutely speechless at the amount of visible work I've seen lately.  You are really gods amongst men.

Brandon

*coughgoddessestoo*
Title: Re: Plants changes
Post by: FantasyWriter on March 15, 2009, 03:41:42 AM
It is such an awesome feeling seeing objects you wrote IG.
Title: Re: Plants changes
Post by: AmandaGreathouse on March 15, 2009, 05:09:41 AM
I'm loving the plants changes... my PC doesn't like anything though. :(
Title: Re: Plants changes
Post by: SMuz on March 15, 2009, 05:15:19 AM
I read through half the list. I want to make a Tuluki ranger-winemaker now.
Title: Re: Plants changes
Post by: Potaje on March 15, 2009, 06:03:11 AM
most amazingly wonderful... And the information on a larger veriaty of plants being available is a Vanth (GOD) send.

Thank you thank you...from the bottom of my characters heartleaf.
Title: Re: Plants changes
Post by: Agent_137 on May 05, 2009, 06:58:17 PM
getting more into plants lately. i have to say, this is spectacular.