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Re: Real grass
Posted: Fri Oct 06, 2017 6:47 pm
by Biboran
Oh we can finnaly pick plants? Awesome!
Now we need separate Herbalism skill
Re: Real grass
Posted: Fri Oct 06, 2017 6:54 pm
by Narf the Mouse
..."Faction Decrease: Spriggans"? Heh.
Re: Real grass
Posted: Sat Oct 07, 2017 8:24 pm
by AlexanderSig
Holy crap that's awesome! Great work!
Re: Real grass
Posted: Sat Oct 07, 2017 9:17 pm
by Jay_H
Now to begin with the food and drink mods
Re: Real grass
Posted: Sun Oct 08, 2017 5:18 pm
by VMblast
I cant remember, this wasn't in the original/vanilla DF game right?
Re: Real grass
Posted: Sun Oct 08, 2017 8:22 pm
by TheLacus
Vanilla vs all mods
Re: Real grass
Posted: Mon Oct 09, 2017 7:02 am
by Arctus
Damn, look at all that foliage
Re: Real grass
Posted: Mon Oct 09, 2017 8:35 am
by Interkarma
Your harvesting looks incredible, TheLacus! It's hard not to get carried away with ideas of mobile potions, poisons, cooking, distilling, pacifistic gathering quests, and so on. So much could be done with this at the core of it all.
Re: Real grass
Posted: Mon Oct 09, 2017 3:25 pm
by Sun's Dawn
Yes, great feature TheLacus!
This may be off topic, although it relates to foraging, but making all the shelves and crates in dungeons and towns searchable would also be a nice feature. (Maybe this should be discussed in another tread.)
Re: Real grass
Posted: Mon Oct 09, 2017 7:34 pm
by StarMadeKnight
Could the grass system be used to render AlexanderSig's remodeled shelves so that they can be marked as harvestable the same way that the plant containers are?