Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: RavingManiac on July 12, 2010, 04:58:09 am

Title: Seasonal Crops Mod v2.1 (Updated for DF 0.34.11+)
Post by: RavingManiac on July 12, 2010, 04:58:09 am
Now updated for 0.34.11  :D

This mod makes farming more realistic by adjusting the growth durations and growing seasons such that crops are grown on an annual basis.

The growing seasons of the crops are roughly similar to those of their real-life counterparts.


HOW TO USE

IMPORTANT: Farm plots should be set such that the desired crop is planted only in the FIRST season of its cycle (e.g. A farm plot is set only to grow plump helmets in Spring, with NOTHING set in any of the other seasons). Planting a crop in the wrong season (e.g. Planting plump helmets in Summer) will result in wasted seeds and no harvest, as the crop will not have enough time to germinate.

As crop yield per tile is now lower, a larger farm area will be required to adequately provide for the fortress.

Genning a new world or starting a new save is probably not required.


CROPS

Spring crops - Planted in Spring and harvested in Autumn:

- Plump helmets
- Pig tails
- Cave wheat
- Muck roots
- Bloated tubers
- Longland grass
- Rope reed
- Hide roots
- Silver barbs
- Whip vines

Winter crops - Planted in Winter and harvested in Summer:

- Quarry bushes
- kobold bulbs
- rat weeds
- blade weeds
- dimple cups

Berries/herbs - Planted in Spring and harvested in Summer:

- Sweet pods
- Valley herbs
- Prickle berries
- Fisher berries
- Wild strawberries
- Sun berries


INSTALLATION

Download (http://dffd.wimbli.com/file.php?id=6314)

After unzipping the archive, copy plant_standard.txt to your raws folder (for an existing game/region, use the raws folder within the region's save folder). Optionally, entity_default.txt may also be copied over to give dwarves access to aboveground crops from embark.



Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: shibdib on July 12, 2010, 07:45:27 pm
bump for awesomeness.. farming in this game is to easy right now, this will make it more realistic
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: Alcoholic on July 12, 2010, 08:07:24 pm
I agree farming in this game is wayyyy to easy, I never ever have to worry about food at all. Ill have to try this.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: s20dan on July 12, 2010, 08:49:32 pm
I'll be trying this when I start my next fortress. I like the idea of crops taking longer to grow, however underground the seasons should be less of an issue as sunlight levels dont change and temps would be more constant.

 Do you think mud could be made to dry much faster? This would make irrigattion more useful, its always bothered me how  a farm will run indeffinately with no soil degredation.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: WormSlayer on July 13, 2010, 11:09:50 am
Nice work! Will be trying this out :)

I'll be trying this when I start my next fortress. I like the idea of crops taking longer to grow, however underground the seasons should be less of an issue as sunlight levels dont change and temps would be more constant.

 Do you think mud could be made to dry much faster? This would make irrigattion more useful, its always bothered me how  a farm will run indeffinately with no soil degredation.

Agree with the first point, seasons wouldnt really affect subterranean plants.

As for the second point; I have a weird situation in my current fort where the mud under my farm plots disappears within minutes so I have to irrigate it constantly or farming grinds to a halt - it's super annoying!
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: s20dan on July 13, 2010, 01:58:52 pm
I have a weird situation in my current fort where the mud under my farm plots disappears within minutes so I have to irrigate it constantly or farming grinds to a halt - it's super annoying!

 I have actually had this happen too, it may have something to do with built floors or murky pools, but I'm just guessing. On the fort where I had that happen, that area was forever useless. I just expanded my farm area and reflooded it which gave me another area with perma-mud :)
 I think thats a bug, but I was hoping it could be tweaked to allow or require yearly irrigation...
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: KFK on July 13, 2010, 03:21:13 pm
Mods like these help, but I've been playing with very long growing durations for about 6 weeks now. I have plants that take a whole year (GROWDUR:4032) and others that take 18 months (6048). These are much larger values than the ones you're using. I also disabled booze cooking. What I've found is that this doesn't make the kind of dent in food production you might expect. I just turned to other food sources: Fishing, Hunting, Plant Gathering, Livestock... . I didn't run up the crazy surpluses I had from farming, but it was still too easy to overproduce.

Based on my research in this area, I conclude that every food source needs this kind of treatment; farming is just the first step.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: ChickenLips on July 13, 2010, 03:38:18 pm
Ah, excellent!  Yeah, vanilla above-ground farming seems incomplete.  No seasonal dynamic, too easy, and all that.  This is very welcome.  I'll try it out.

And yes, true on other sources of food.  It's pretty easy all around, but my plant storage is bursting, all 300 tiles of it, and so great first step.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: Patchouli on July 13, 2010, 03:46:23 pm
Mods like these help, but I've been playing with very long growing durations for about 6 weeks now. I have plants that take a whole year (GROWDUR:4032) and others that take 18 months (6048). These are much larger values than the ones you're using. I also disabled booze cooking. What I've found is that this doesn't make the kind of dent in food production you might expect. I just turned to other food sources: Fishing, Hunting, Plant Gathering, Livestock... . I didn't run up the crazy surpluses I had from farming, but it was still too easy to overproduce.

Based on my research in this area, I conclude that every food source needs this kind of treatment; farming is just the first step.

Plant Gathering is easy enough to fix up by altering the FREQUENCY token.

However, butchery is based on the size of the creature and the relative size of its parts, I believe. I think you'd have to make everything smaller.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: RavingManiac on July 14, 2010, 03:47:39 am
Mods like these help, but I've been playing with very long growing durations for about 6 weeks now. I have plants that take a whole year (GROWDUR:4032) and others that take 18 months (6048). These are much larger values than the ones you're using.
The crops have a growing season of three seasons(usually from spring to autumn), and take two seasons to grow. This means that crops have to be sown in the spring and harvested in autumn, and only one crop can be grown per year. Its meant to mimic actual farming cycles.

I'll be trying this when I start my next fortress. I like the idea of crops taking longer to grow, however underground the seasons should be less of an issue as sunlight levels dont change and temps would be more constant.
Yeah, seasons would not affect plants underground, but since subterranean crops are the main staple of the fortress diet, I thought that making them grow like surface crops was the best way to make seasonal farming more relevant to the player.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: KFK on July 14, 2010, 04:38:45 am
Mods like these help, but I've been playing with very long growing durations for about 6 weeks now. I have plants that take a whole year (GROWDUR:4032) and others that take 18 months (6048). These are much larger values than the ones you're using.
The crops have a growing season of three seasons(usually from spring to autumn), and take two seasons to grow. This means that crops have to be sown in the spring and harvested in autumn, and only one crop can be grown per year. Its meant to mimic actual farming cycles.

I guess from a gameplay perspective one harvest a year is one harvest a year, any way you slice it. So yeah, in retrospect, the fact that I'm using larger values isn't relevant. Though I feel that other food sources are still an issue.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: elfhater on July 16, 2010, 03:48:14 pm
I'd sure like to see this mod merged with Herman's Plant Mod http://www.bay12forums.com/smf/index.php?topic=60995.0 (http://www.bay12forums.com/smf/index.php?topic=60995.0) . That would make extensive above-ground farming worthwhile.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: shibdib on July 16, 2010, 04:50:24 pm
I'd sure like to see this mod merged with Herman's Plant Mod http://www.bay12forums.com/smf/index.php?topic=60995.0 (http://www.bay12forums.com/smf/index.php?topic=60995.0) . That would make extensive above-ground farming worthwhile.

DOO IT
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: Arkenstone on October 23, 2010, 05:38:51 pm
Um.... I seem to remember one of the quirks of the game is that if there isn't sufficient time left in the year for something to grow, then you can't plant it.  That applies to growing seasons as well, so if you don't put all three [SEASONS] for a plant with an eight-month grow period then you won't be able to plant it at all...

But as for the general concept of making crops take longer to grow, I think that's an excellent idea.  It wouldn't stop syrup spamming, but it encourages large fields of crops, which in my opinion look nice.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: vadia on November 17, 2010, 10:13:31 pm
It seems to act odd for .18
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: dennislp3 on November 17, 2010, 10:17:18 pm
prolly cause its for .10 =P to make it adjusted for .18 you would have to find the affected entries and adjust them manually using the mod files as a reference or copy/paste source (if that works)....lots of work
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: vadia on November 17, 2010, 11:18:25 pm
what would cause it to make space elevators, magma falls and a adamantium vein that goes down 110 levels?
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: dennislp3 on November 17, 2010, 11:36:30 pm
no clue...I assume somethings got changed like stone layers or something...never dealt with that issue myself...
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: InsanityPrelude on November 17, 2010, 11:43:33 pm
Sounds like something a different mod would be doing. This one only alters the plants raw.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: vadia on November 17, 2010, 11:55:53 pm
Yeah, the only comfort I have for that oddity is that my space elevator works (slowly) but it can be dug -- don't know if that has to do with the oddness also.
Title: Re: Seasonal Crops Mod v0.1 for 0.31.10
Post by: Xenxe on October 22, 2011, 04:22:34 am
I love the idea of this mod and was dismayed to find that it was not updated for the latest version. So I took it upon myself to update it for 31.25.

heres a link.
http://dffd.wimbli.com/file.php?id=5093 (http://dffd.wimbli.com/file.php?id=5093)
Title: Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.08)
Post by: RavingManiac on May 16, 2012, 10:03:32 am
Updated
Title: Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.09)
Post by: Pan on May 20, 2012, 12:54:19 am
 :o Great idea here.
Title: Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
Post by: Xen0n on June 04, 2012, 11:59:14 pm
Have loved this mod ever since coming across it, thanks a lot!

One suggestion:  what I always add to this mod is a tweak to the Farmer skill rate to account for the fact that your farmers will be doing far less plant/harvest jobs than normal, and only be doing it a few months out of the year.  So I boost up the skill rate and disable skill decay, so they learn at a decent pace, and don;t get rusty over the winter etc.

Spoiler: E.G. (click to show/hide)

I'm hoping the net effect is that it should take around the same number of months/years for a farmer to get to Legendary skill level with the mod and this tweak as in vanilla DF.

Anyway, thanks again for the fun (and realistic!) mod! :D
Title: Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
Post by: Igfig on June 24, 2012, 09:50:17 am
May I borrow this mod to add to my own Modest Mod (http://www.bay12forums.com/smf/index.php?topic=105871.0)? I'd like to include an optional farming rebalance, and Seasonal Crops already does exactly what I need.

Thanks in advance.
Title: Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
Post by: RavingManiac on June 28, 2012, 07:29:56 am
NO, I HATE PEOPLE.

Just kidding! You can use the mod. :D

Also, Xen0n, I've incorporated your suggestion into V2.1 of the mod. Thanks!
Title: Re: Seasonal Crops Mod v2.1 (Updated for DF 0.34.11+)
Post by: skatterbrainz on November 25, 2012, 10:40:43 pm
I just installed this with modest mod, looks cool, I can't wait to have vast sprawling fields of plump helmets in the soil layers...

The one thing I'm wondering is how potash fertilizing works with the mod.  Should I fertilize at the beginning of the grow cycle, or at the end?  Does fertilization only increase yields if it's done in the same season that the crop is harvested? Come to think of it I'm not even sure how it works in the base game...