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Which of these plant-related reagent requirements would you like to see? (Select all that apply)

Require wooden pots & barrels to be treated with a sealant before holding liquids
- 14 (40%)
Require tanbark to make leather
- 11 (31.4%)
None of the above
- 10 (28.6%)

Total Members Voted: 29


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Author Topic: Expanded Plants (nee Plant Fixes) v 0.40.24.3  (Read 35356 times)

Minwaabi

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #15 on: August 25, 2014, 09:15:40 pm »

Okay.  So I think I installed it correctly (I did all that), but I don't see any difference.  How can I check to see if it is working correctly?  Does something special have to happen for it to take effect?
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Minnakht

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #16 on: August 26, 2014, 04:31:36 am »

Okay.  So I think I installed it correctly (I did all that), but I don't see any difference.  How can I check to see if it is working correctly?  Does something special have to happen for it to take effect?
Installed how? If you have replaced your old raws with the new ones from here (and have the new reaction_plantfix raw), then just generate a new world. To check if it worked, build a farmer's workshop (b-w-w) and see if you have like five new reactions in there.
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Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
A Kea has stolen a coke!

Minwaabi

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #17 on: August 26, 2014, 08:59:51 am »

That's the problem.  I didn't generate a new world.  This is the first mod I've ever installed for DF - which is a great compliment to Toady since I mod all my other games  a ridiculous amount. 
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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #18 on: August 26, 2014, 09:44:42 am »

That's the problem.  I didn't generate a new world.  This is the first mod I've ever installed for DF - which is a great compliment to Toady since I mod all my other games  a ridiculous amount.

Ah, sorry, I've been modding so much I forgot I'd need to tell you that. Which is also a compliment to Toady - I don't mod pretty much any other game, but his is so moddable! :P

Don't worry, though - this mod should become obsolete sometime in the next few months, when Toady gets around to making plants work in vanilla.
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I used to work on Modest Mod and Plant Fixes.

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Minnakht

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #19 on: August 26, 2014, 09:59:34 am »

Even if he does make plants work in vanilla, this mod will remain a grain plants implementation that I generally like, unlike all the other 'hard farming' mods.

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Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
A Kea has stolen a coke!

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #20 on: August 26, 2014, 05:12:12 pm »

In the spirit of being newb-friendly, I've uploaded a new version with installation instructions and pre-Phoebus'd raws.

If anyone would like me to include other graphics packs let me know - I went with Phoebus because someone was doing a Let's Play and was sad at losing his pretty plants.
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I used to work on Modest Mod and Plant Fixes.

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samanato

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #21 on: September 01, 2014, 11:25:27 am »

Have you tried making the grains thresh into plant growths?  I've found out just now that for grain plants, threshing the grains into growths rather than seeds helps a lot with the present issues with processing grains.  Alcohol and flour stacks process correctly (which means less barrels to make) and the grains themselves show in the kitchen screen to mark for brewing.  It also lessens the micromanaging quite a bit, and is a bit more realistic too - farmers would reserve some of the seeds for planting, rather than using.  One side-effect of this is that dwarves can bring grains of wheat and so on. 

Here's a sample from my spelt raws and the reactions using grains for reference.

Spoiler: Spelt raws (click to show/hide)

Spoiler: Reactions (click to show/hide)
« Last Edit: September 01, 2014, 11:42:29 am by samanato »
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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #22 on: September 02, 2014, 12:40:42 pm »

Ooh, that's a good idea. D'you mind if I fold it in? With credit, of course.

This would also make grains more useful in adventure mode, since you'd actually be able to pick them and eat them.

This'll mean beans will need a separate reaction & reaction class that works more like the current threshing. That's fine; I'm just thinking aloud.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

samanato

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #23 on: September 02, 2014, 01:35:38 pm »

Sure, you can use it if you would like.  :)

On further testing, the brewing and grinding reactions would work better without taking the whole bag, where the grains are stored.

The grains as growths might also play themselves into adventure mode reactions too, for example taking a small stone and using it as a mini-quern to grind them into flour.
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Dirst

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #24 on: September 02, 2014, 02:00:50 pm »

In the spirit of being newb-friendly, I've uploaded a new version with installation instructions and pre-Phoebus'd raws.

If anyone would like me to include other graphics packs let me know - I went with Phoebus because someone was doing a Let's Play and was sad at losing his pretty plants.

I'm interested to see how this works out with per-graphics-pack versions.  I have a similar issue myself and my current plan is to ask the player to do a search-and-replace.  The raws looks like:

Code: [Select]
[INORGANIC:HIDDEN AMBER OPAL] Mimics sandstone.
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:40]
[IS_GEM:hidden amber opal:STP:OVERWRITE_SOLID]
(CLA)TILE_COLOR:6:7:0]
(CLA)TILE:'#']
(debug)TILE_COLOR:2:2:1]
(debug)TILE:42]
(Ironhand)TILE_COLOR:6:15:1]
(Ironhand)TILE:130]
(Mayday)TILE_COLOR:6:7:0]
(Mayday)TILE:28]
(Phoebus)[TILE_COLOR:6:7:0]
(Phoebus)[TILE:133]
(Spacefox)TILE_COLOR:6:7:0]
(Spacefox)TILE:133]
(Vanilla)TILE_COLOR:6:7:0]
(Vanilla)TILE:'#']
[BUILD_COLOR:6:7:0]
[BASIC_COLOR:6:0]
[ENVIRONMENT_SPEC:SANDSTONE:CLUSTER_SMALL:100]
[SOLID_DENSITY:2115]
[STATE_COLOR:ALL_SOLID:AMBER]

where swapping (Phoebus)[ into (Phoebus) and (Mayday) into (Mayday)[ switches the appearance of the minerals to match the graphics pack.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #25 on: September 03, 2014, 05:39:50 pm »

Plant Fixes is small enough that I included completely separate directories for the different tilesets. /shrug

Though come to think of it, a batch script which does that find-and-replace throughout the raws could be a handy addition to the modding starter pack, so that someone wouldn't have to re-merge the raws if they decided they wanted to change tilesets.



I'm having/have had second thoughts about that grain [GROWTH]. Processing it into separate plantable seeds and usable-for-food-things seeds kind of defeats what I was going for: the ability to multiply future crops by foregoing your first crop; or to use up all of your seed if you're not careful. The idea was that grains and fruits should feel different - that you shouldn't have to be on top of your brewing to have usable seed corn!

However, since seeds' enforced unstacking is annoying, I'm considering moving the grain reactions back to the plant level - but producing no extra seeds. Threshing for seed would be mutually exclusive with brewing for alcohol or milling for flour, so you could still accidentally (or purposefully) brew up your next year's crop.

Thoughts?
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #26 on: September 04, 2014, 01:00:21 pm »

I see there are some changes to plant_crops.txt, plant_garden.txt and plant_standard.txt in DF40.11. So I guess this needs an update to be compatible now.
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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #27 on: September 04, 2014, 01:12:29 pm »

I see there are some changes to plant_crops.txt, plant_garden.txt and plant_standard.txt in DF40.11. So I guess this needs an update to be compatible now.

I looked at the changes and unless Toady's given unique-case handling to those materials in the code, without designating it anywhere in the raws, 40.10's plant fixes should still be fine. I will be updating this shortly just in case, though.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

samanato

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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #28 on: September 05, 2014, 07:28:16 pm »

the ability to multiply future crops by foregoing your first crop

That is a good point. The main reason that I've made grains-as-corn separate from grains-as-planting-seeds is actually because of the stacking issues with seeds. I do like the idea of foregoing the first crop (or on the more Fun side, using all the grain and having no seed-corn left!) and what I have now doesn't quite allow that.

Maybe the reaction could be adjusted to produce only grains-as-growths, which you would need to "convert" to seed-corn through a simple reaction, before planting it?  That way, the player would need to balance the stocks of grain and seed-corn, or maybe bring some barley on embark to plant right away.  I'm just thinking of some ideas.
« Last Edit: September 05, 2014, 07:44:51 pm by samanato »
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Re: Plant Bugfix/Minor Mod v 0.40.10.1
« Reply #29 on: September 05, 2014, 08:07:38 pm »

the ability to multiply future crops by foregoing your first crop

That is a good point. The main reason that I've made grains-as-corn separate from grains-as-planting-seeds is actually because of the stacking issues with seeds. I do like the idea of foregoing the first crop (or on the more Fun side, using all the grain and having no seed-corn left!) and what I have now doesn't quite allow that.

Maybe the reaction could be adjusted to produce only grains-as-growths, which you would need to "convert" to seed-corn through a simple reaction, before planting it?  That way, the player would need to balance the stocks of grain and seed-corn, or maybe bring some barley on embark to plant right away.  I'm just thinking of some ideas.

That's a great idea! That's totally a thing with a lot of crops - they may need to be soaked in water, or smoked, or what have you, to break dormancy. There doesn't seem to be a generic name for the process of inducing germination, though.  :-\

Unfortunately I didn't read your comment until I already updated the mod for 0.40.11 :D. So, by the way, the mod is updated and threshing-before-brewing is currently done implicitly in the brew reaction. Same with flour.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
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