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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 35372 times)

0x517A5D

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #30 on: September 10, 2014, 02:20:17 pm »

I've been trying this mod (in 0.40.11).

It feels good overall; I'm a bit uncomfortable with the speed of growing food, but it matches plump helmets I think.

Actually I don't like the easiness of getting food, either by gathering or growing.  It might be feasible to feed your starting 7 for a year just by gathering part-time; that seems unreasonable.

Maybe it should take 2 or 3 units of unprocessed plants to make 1 edible food?  Hmm.

Maybe a dwarf's meal should require more than 1 food?  Of different types, even, like a meat and a fruit instead of 2 meats.  Or a stew and a biscuit.  (DFHack required!)

I don't really like the way I have to queue up four or five different types of jobs in the farmer's workshop, and suffer the job cancellation spam for the ones that run out of resources.  But maybe the extra job balances out the ease of getting the plants.

It looks like strawberry and raspberry fruits are leaves internally.  In that case, why do strawberry leaves and raspberry leaves exist?  They're in the leaf list, but not in the kitchen cookable list or the stockpile accepted-foods list.  They just clutter up the workshop.

Anyway, these issues make it sound like I don't like the mod.  I do.  I just think it could be better.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #31 on: September 11, 2014, 04:50:18 pm »

Thanks for the feedback 0x517A5D :)

I've been trying this mod (in 0.40.11).

It feels good overall; I'm a bit uncomfortable with the speed of growing food, but it matches plump helmets I think.

Actually I don't like the easiness of getting food, either by gathering or growing.  It might be feasible to feed your starting 7 for a year just by gathering part-time; that seems unreasonable.

Maybe it should take 2 or 3 units of unprocessed plants to make 1 edible food?  Hmm.

Maybe a dwarf's meal should require more than 1 food?  Of different types, even, like a meat and a fruit instead of 2 meats.  Or a stew and a biscuit.  (DFHack required!)

The Plant Fixes mod isn't intended to address balance issues present in the vanilla game - just to fill the functionality gap between now and when Toady gets around to making his new plants usable in Fortress Mode. (Yeah, I did tweak functionality a little with the grain plants, but mainly because the alternatives - threshing only grains that couldn't be brewed/milled; or being able to thresh plants that you would have no practical reason to thresh - both seemed awkward.)

The only hard farming mod I'm aware of in 40.xx is the Blackthumb Mod.

If you (or anyone!) would like to make a hard farming mod based on the basic Plant Fixes, you're more than welcome :). But I prefer to keep the basic bugfix as French Vanilla as reasonable, for newbs and purists.

It looks like strawberry and raspberry fruits are leaves internally.  In that case, why do strawberry leaves and raspberry leaves exist?  They're in the leaf list, but not in the kitchen cookable list or the stockpile accepted-foods list.  They just clutter up the workshop.

The fruit leaves situation has to do with the fact that some fruits (e.g. grapes) have edible/usable leaves, and some don't. So I had two options: either I use one reaction which will produce usable leaves for fruits with usable leaves, and unusable leaves for fruits with unusable leaves; or, I split it into two different reactions, one of which is used for raspberries etc., and one of which is used for grapes etc. I decided to go with the unusable leaves version so you wouldn't have quite as many different reactions to deal with/queue up.

It's been my experience that the useless leaves rot away harmlessly before too long. Let me know if they're hanging around for a long time/causing any problems.
« Last Edit: September 11, 2014, 04:57:50 pm by Button »
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I used to work on Modest Mod and Plant Fixes.

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0x517A5D

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #32 on: September 11, 2014, 06:37:57 pm »

[strawberry leaves and raspberry leaves]

The fruit leaves situation has to do with the fact that some fruits (e.g. grapes) have edible/usable leaves, and some don't. So I had two options: either I use one reaction which will produce usable leaves for fruits with usable leaves, and unusable leaves for fruits with unusable leaves; or, I split it into two different reactions, one of which is used for raspberries etc., and one of which is used for grapes etc. I decided to go with the unusable leaves version so you wouldn't have quite as many different reactions to deal with/queue up.

It's been my experience that the useless leaves rot away harmlessly before too long. Let me know if they're hanging around for a long time/causing any problems.

They're just sitting in my first farmer's workshop.  No sign of rot in 6 to 9 months.  Maybe that building is immune to rot?

Anyway, it's just clutter, not a real problem.
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #33 on: September 12, 2014, 03:29:59 am »

I think this is still 'good to go' in DF 40.12
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #34 on: September 12, 2014, 10:32:08 am »

Maybe that building is immune to rot?

Anyway, it's just clutter, not a real problem.

The building is not immune to rot. I'll take a look and see what I can do.

I think this is still 'good to go' in DF 40.12

Should be!
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0x517A5D

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #35 on: September 13, 2014, 01:08:34 pm »

The Plant Fixes mod isn't intended to address balance issues present in the vanilla game - just to fill the functionality gap between now and when Toady gets around to making his new plants usable in Fortress Mode. (Yeah, I did tweak functionality a little with the grain plants, but mainly because the alternatives - threshing only grains that couldn't be brewed/milled; or being able to thresh plants that you would have no practical reason to thresh - both seemed awkward.)

Do you intend to change more plants to use your new types and reactions?  E.g. onions and garlic are now ROOT_ITEMs, but not potatoes or yams.

Maybe Toady is going to tackle plants soon.  He worked on pastures yesterday.  But I get the feeling that he's tackling actual bugs instead of non-finished stuff.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #36 on: September 14, 2014, 07:40:11 pm »

Do you intend to change more plants to use your new types and reactions?  E.g. onions and garlic are now ROOT_ITEMs, but not potatoes or yams.

For your particular example, that's a maybe. The reason onions and garlic are ROOT_ITEMs instead of just a part of the plant like potatoes, is that they exist as separate GROWTHs in the vanilla raw. It'd honestly be more likely that I'd just fold the BULB growths into the base plant like potatoes are. Them existing as separate growths adds a layer of complexity, but not one that's particularly compelling. (And it's weird to be able to pick onions off an onion plant like berries off a bush, as you currently can in adventure mode.)

I do intend to keep refining the plants & reactions, though. I'm currently looking at making processable-to-thread plants available for processing in adventure mode - cotton bolls, rope reed blades, pig tail stalks, that sort of thing.

Quote
Maybe Toady is going to tackle plants soon.  He worked on pastures yesterday.  But I get the feeling that he's tackling actual bugs instead of non-finished stuff.

Yeah, I don't expect he'll get to it in 2014.
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #37 on: September 15, 2014, 03:24:56 am »

Hey, I've an idea. Could you have a farmers workshop action to turn x amount of useless leaves into fertilizer for fields? e.g. a compost heap?
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.11.1
« Reply #38 on: September 17, 2014, 03:48:23 pm »

Welp, DF 0.40.13 is out.

entity_default.txt UNCHANGED
reaction_other.txt UNCHANGED
reaction_plantfix.txt N/A
plant_crops.txt UNCHANGED
plant_garden.txt UNCHANGED
plant_standard.txt UNCHANGED

So this mod should be OK for the new version as is.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #39 on: September 19, 2014, 12:32:39 pm »

Released a new version with the thread work I've been doing.

Hey, I've an idea. Could you have a farmers workshop action to turn x amount of useless leaves into fertilizer for fields? e.g. a compost heap?

Maybe! I don't really know much about how fertilization works - if it's hardcoded to take only potash, or if potash has some token on it that lets it be used as fertilizer. Could make it work either way, really - if it has to be potash proper, could let dwarves burn the leaves to ash at the wood furnace.



When I was testing cotton bolls, it occurred to me that it's really neat to see different plants flowering and fruiting at different times, especially in fortress mode. Would y'all be interested in a version of this mod that had plants flowering and fruiting at the appropriate times?

And more importantly, would anyone be interested in helping me research when those times are? There's a lot of plants and some of this info is hard to find. Nobody on the internet seems to care when wheat flowers.

If there's interest, I'll commandeer my second post on this thread to keep track of the info, and which plants haven't yet been claimed for research.
« Last Edit: September 19, 2014, 12:40:32 pm by Button »
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wuphonsreach

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #40 on: September 25, 2014, 03:33:22 pm »

Yeah, I appreciate that you are trying to stick as close as possible to vanilla, while allowing us to use all the new surface plants in our forts.

(Goes and generates a few new worlds to test it out.)
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wp

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #41 on: September 27, 2014, 11:40:46 am »

I just noticed that when a dwarf takes Red Bean Vine to the still it doesn't produce any dwarf fuel. Instead it just makes an empty barrel. 
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wuphonsreach

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #42 on: September 29, 2014, 09:30:24 pm »

What skill controls "process fruiting plant"?  Shouldn't that be linked to the Thresher skill?  Maybe a bug on blueberry bushes?

My grower (nearly all other labors turned off) is busy doing the "process fruiting plant" job in the Farmer's Workshop on a blueberry bush. 

Jobs that dwarf has turned on: Healthcare, Farming (Fields), Food Hauling, Trade Good Hauling, Lever Operation.

Edit: Never mind... Farming (Fields) is talked about on the first page.  I do feel that Thresher would not be a better skill choice, if that's more in line with Toady's original raws.
« Last Edit: September 29, 2014, 09:32:45 pm by wuphonsreach »
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #43 on: September 30, 2014, 02:43:58 pm »

I just noticed that when a dwarf takes Red Bean Vine to the still it doesn't produce any dwarf fuel. Instead it just makes an empty barrel.

...Red bean vines shouldn't be able to be taken to the still. I'm looking at the modded raw and doesn't have a DRINK_MAT defined. It should only be able to be threshed.

Did you install other mods as well?

I do feel that Thresher would not be a better skill choice, if that's more in line with Toady's original raws.

Thresher would be more streamlined, certainly.

I'll put a poll at the top of the thread.
« Last Edit: September 30, 2014, 02:45:30 pm by Button »
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #44 on: October 01, 2014, 03:27:18 pm »

Despite everything, I find farming a somewhat frustrating process. On reflection I think the thing that bugs me most is running out of seeds - which happens because the seeds aren't available until the fruits are eaten / brewed (or whatever). What about a farm workshop reaction to specifically extract the seeds from the plant or fruit (while discarding the rest)? Sure, it would be wasteful but it would also simplify management IMO. Dedicated stockpiles for specific plants / seeds and process a bunch each season to get enough seeds to plant your fields.
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