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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Claije on February 14, 2016, 02:03:25 am

Title: [42.06] Claije's Seasonal Farming
Post by: Claije on February 14, 2016, 02:03:25 am
Extends the time from planting to harvest for (almost) every crop in game also alters the seasons they're available. I spent about 5 hours researching each crop one at a time to find the proper season for planting and harvesting (although perennials aren't really viable, so most of those just ended up being a once a year annual.) as well as the days to harvest after planting. The average is about 1.3 seasons, but there are a number of them that reach 7 or 8 months or longer. Garden cress was an outlier, as it was the only plant that grows faster. Afew material values might have been modified, I can't remember, but I didn't edit any plants beyond that so far.

Subterranean crops are available year round. Above ground crops are now planted seasonally, if you plant in the first season they're available they should be able to grow to harvest at least once. Overwinter and Longer-than-a-year growth works as intended.

Crops will not be planted in seasons you don't mark them active, but they will continue to grow and be harvested. A good idea is to mark the first season they're available as active so they plant them then, and will harvest that batch when it's done. Be careful about late plantings, as it may disallow you to plant in that season next year if the crop doesn't mature in time.

I have phoebus graphics, so if you're not using them the tiles may look odd with your set.

http://dffd.bay12games.com/file.php?id=11770

Modified Expanded plants 40.24.03 version (http://www.bay12forums.com/smf/index.php?topic=141440.0) to work with 42.06 and contain these changes. Although their research is more robust it wasn't implemented yet, also adds paper-making to it.

Added three Optional subterranean plants of my own design, they are all in cavern layers 2-3:
Spoiler (click to show/hide)
V3 Uploaded (Also 2/15/2016, sorry xD)
Adds plant milks, cheeses, and missing oils/soap to Almonds, Cashews, Walnuts, Peanuts, Soybeans, Rice, Quinoa, Flax, Hemp, Barley, Oat, and Spelt.
Adds Reaction to Quern and Millstone to mill beans/nuts that don't have oil so you can make milk from them, also mills oilable ones as long as they have milk.
Adds Reaction to Still to make plant milks from their paste
Cheese is made the same way as animal cheese, no new reaction needed.
All of those changes are only available in the expanded plants version, as the vanilla version lacks a viable way to get seeds from a lot of those.
On the side I'm looking to add herbs and spices, but black pepper is really complex and it's the one I started with seeing as it's one of the most important historically.

V2 Uploaded (2/15/2016)
Spoiler (click to show/hide)

Table of Seasons and Growth Times:
Spoiler (click to show/hide)
Title: Re: [42.06] Claije's Seasonal Farming
Post by: jwest23 on February 14, 2016, 08:26:49 am
Very nice.  I've wanted for something like this but haven't gotten around to doing it myself.  Thank you!
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 14, 2016, 12:45:56 pm
The old Expanded Plants was actually for 40.24 - the '3' was because it was the 3rd release for 40.24. That said, I believe it should be compatible with 42.06.

There's a couple of common plant modding pitfalls it looks like you missed:

Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on February 14, 2016, 01:05:25 pm
Spoiler (click to show/hide)
Alright, so as far as I've seen overwinter and longer-than-a-year growth works no problems. I didn't even have to fix anything for that. You were right about the seasons though, so I'm changing the timers on all growths to fit the plants growing seasons and harvest times. I've already got that done for the expanded plants version, but I'm gonna hold off until I do the vanilla one too. I'll work on that tomorrow. Oh, and I also added paper products to the expanded plants stuff, since they were missing.

Uploaded latest version with both vanilla and expanded plants having proper growth seasons for plant gathering.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 15, 2016, 06:19:02 pm
Thanks for re-testing the overwintering bug! I wonder when that was fixed :).
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on February 15, 2016, 08:35:15 pm
Yeah, I have no idea. But everything works right. So that's good!
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Orange Wizard on February 15, 2016, 08:39:11 pm
Oh, neat. Thanks for putting this together.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on February 15, 2016, 08:44:22 pm
I'm mostly doing it for me! xD

I just think it's polite to put it here so no one else has to go do all this themselves.
I got lots of free time especially while I wait for Dwarf Therapist to get to 42.06.

When my brain evens out from all the work, I'm probably gonna work on adding herbs and spices, like pepper, cinnamon, tea, etc. I was hoping I could make a reaction to decorate prepared meals with spices... but decorating is hard coded D:
Might even add salt deposits if I can but that'd be a stretch for the initial point of this haha. Which when I think of it is just an edible rock. I wonder if there's any other edible rocks I could add...

OOH. An underground crop that makes salt deposits, yesssss.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 16, 2016, 12:14:32 pm
Btw Claije here is a reference table mapping growth_timing and growth_print tick values to their real-life, northern hemisphere equivalents: http://dwarffortresswiki.org/index.php/Modification:Expanded_Plants/Timing

I made it for myself but if you're dealing with plant timings it's likely to be useful to you too.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on February 16, 2016, 02:39:46 pm
I just kinda guess and by-goshed it knowing that a season was 1008 hundred ticks, but thanks, this is indeed more precise.

The way I figured it was using the crop data I scrubbed up from the internet, namely the planting season and days to maturity of the crops (most of which were in months or weeks, so easy to use as a multiplier of the 1008 hundred ticks), I made sure that the wild plants had their important growths starting at the point that the first possible harvest would be if it were grown as a crop and left them until a little before their last season ends, and put the flowers just before the growths show (usually). This does mean that some crops are indeed harder to get wild, as they may have a very short period of time that their growths are available (I think as an example, there were afew that only had their growths for about 35000 ticks - but that's still more than one month), and like you said before if they are there when it isn't their season they die out and have to be replaced. It should atleast be possible to get any wild plants that grow in your area, though.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 16, 2016, 06:32:23 pm
By the way, thank you for the idea of using different plant objects for wild & farmed plants. It solves a few problems I was wrestling with. :)
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on February 16, 2016, 08:42:31 pm
I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 17, 2016, 11:17:45 am
I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.

Shouldn't be a problem w/ the final version of Expanded Plants. Seeds almost always come in pods, spikes, or other seed-containing growths :).
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Dirst on February 17, 2016, 11:31:52 am
I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
Can you make the wild plant's seed out of the cultivar's SEED material?  I wonder if that would make wild-gathered seeds produce cultivars when farmed.  The wild ones will just respawn regardless.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Button on February 17, 2016, 11:45:29 am
I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
Can you make the wild plant's seed out of the cultivar's SEED material?  I wonder if that would make wild-gathered seeds produce cultivars when farmed.  The wild ones will just respawn regardless.

EDIT: Actually, could I just give the wild cultivar (with proper vanilla seasons from Spring-Winter) the SEED_MAT of another plant instead of LOCAL_PLANT
i.e. [MATERIAL_REACTION_PRODUCT:SEED_MAT:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED], would give plump helmet seeds regardless of the plant that you were getting the seed from
I gotta go do some !!SCIENCE!! for this...

That's what they said didn't work.

Might be able to do it with ITEM_REACTION_PRODUCTs instead of MATERIAL_REACTION_PRODUCTs though.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Dirst on February 17, 2016, 02:15:35 pm
That's what they said didn't work.
Sorry didn't read the stuff under the strikethrough in the spoiler.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Mephansteras on April 27, 2017, 11:27:54 am
Bit of a necro, but does anyone know if this mod works for 0.43.05?

If not, is there a more recent mod that has this sort of overhaul to the plants? So far this is the most comprehensive I've found searching the forums.
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on May 06, 2017, 05:35:07 pm
I'm not sure how it interacts with the changes to work-orders and job specifications. I wouldn't want to just say "yeah it should work" because it might prevent or alter those new additions from toady. Lemme do some !!Science!!

Actually, looking again at the install instructions and files edited - Should work just fine.
the Vanilla version *only* changes the plants, not the reactions.
the extended version mostly adds new files; but does edit reaction_other; I saw no changes to reaction other from 42.6 to 43.3 and 43.4-5 is just bugfixes.
adding the extra plants manually edits the only file changed (while adding afew others).
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Mephansteras on May 08, 2017, 02:48:47 pm
Cool, thanks.

Also, assuming this does what I need, would you mind if I included it in Civilization Forge? (With credit, of course).
Title: Re: [42.06] Claije's Seasonal Farming
Post by: Claije on May 09, 2017, 10:51:12 am
Feel free, man.