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Grand Botanical Overhaul I: Cacti

I've recently begun my most ambitious project yet: the Grand Botanical Overhaul for Creatures 2. The plan here is to do something similar to my Creatures 1 Herb Update, to improve consistency in plant behaviors and streamline their use for creatures, while also including some quality of life improvements for the player. This includes:

  • Including launchers for the plants that don't have them
  • Making sure the main plants (pear, triffid, trumpet, aubergine, tomato, and acorn) have proper life cycles including plants, fruits, seeds, and detritus. This includes fixing any bugs in their life cycle.
  • Ensuring that anything inedible is invisible - both plants that are naturally inedible and plants that simply aren't ready to eat yet.
  • Implementing behavior similar to my updated C1 Herbs: creatures eat directly off the plant, hand pushes plant to pluck the fruit.
  • Reclassifying harmful members of edible classes into badplants.

As I go through this process, I'm thoroughly analyzing the code for each plant, so this will be a series of in-depth looks at the CAOS involved. I will be going into the changes I've made, but won't put anything up for download until the project is finished. I'm beginning with the cacti - technically badplants, but still in need of some fixes.