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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 35180 times)

Button

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Expanded Plants (nee Plant Fixes) v 0.40.24.3
« on: July 29, 2014, 11:46:40 am »

A minor/bugfix mod for people who want to play vanilla DF, but without all the broken plants.

This version is appropriate for DF versions 0.40.14-0.40.24 .

Anyone who wants to bundle/incorporate this into their own mod may do so. I'd appreciate it if you'd drop me a line in the thread if you do, so I can feel special.  ;)

http://dffd.wimbli.com/file.php?id=9195

Additions for the most recent version are marked in red.

Bug Fixes
  • All but one of the new (0.40.x) plants are now usable in fortress mode!
  • Fixed double strawberry items
  • Seed pods picked in any mode can now be opened for their seeds.
  • Feather tree eggs are harvestable in fortress mode, and are solid/not drinkable in adventure mode.
  • Tree nuts are harvestable in fortress mode, and there are reactions to hull them in both fortress and adventure mode.
  • Plants with growths that don't drop seeds (e.g. lettuce, onion) can be processed to bag like quarry bushes, making their seeds obtainable. This is now working again.
  • Made the usable part of the plump helmet the helmet, so that they can be picked in adventure mode. As a result, plump helmets are now brewed as fruits. In fortress mode, a plump helmet fungus which has already had its helmets harvested displays as a purple 'broken arrow' graphic.
Remaining Bugs
  • Papyrus is still useless, as paper isn't implemented yet in vanilla DF.

Grain Implementation Changes
  • Grain alcohols and flours are created from seedhead growths, which are usually called 'ears,' 'panicles,' 'heads' or 'spikes.'
  • Brewing or milling seedheads does not produce seeds.
  • Seedhead growths can be threshed to produce plantable seeds. Threshing grain generates 2-3 seeds per plant. Once threshed, the seeds cannot be brewed or milled.
  • Seedhead growths for most plants are currently available only during the autumn harvest season.
  • Cave wheat is now a grain, and dwarven beer a grain alcohol.
  • Longland grass is now a grain, and longland beer a grain alcohol.

New uses for existing plants
  • Grape leaves are now edible cooked.
  • Added cassava flour.
  • Added saguaro wine and oat beer.
  • Flax and blood amaranth plants are now edible.
  • Pig tail stalks and rope reed blades can be spun to thread in adventure mode. Pineapple leaves, cotton bolls, banana leaves, abaca leaves, and kapok seed pods can be spun to thread in both adventure and fortress modes.
  • Added oils, soaps, pastes and press cakes for pine nuts, hazelnuts, candlenuts, kapok seeds, coconut seeds, apricot pits, almonds, and paradise nuts.
  • Added oil, soap and press cakes for avocados.

Growth timing/season changes
  • Adjusted cotton's flowering & crop seasons to match real life values.

Quirks
  • Disabling the hardcoded milling reaction for grain plants had the unintended side effect of preventing grain flours from being available for purchase as trade goods. (You should still be able to export them just fine.)
  • Disabling the hardcoded plant processing reaction for cotton had the unintended side effect of preventing cotton fiber & fabric from being available for purchase as trade goods. Pineapple plant fiber fabric is also affected. (You should still be able to export them just fine.)

Plug-And-Play Tileset Variations Included
  • Default ASCII
  • Phoebus
« Last Edit: February 24, 2015, 05:47:41 pm by Button »
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samanato

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Re: 0.40.x Plant Bugfix/Minor Mod
« Reply #1 on: July 29, 2014, 05:33:56 pm »

This looks rather interesting, I like the idea of fixing the unfinished plants in vanilla.  I'm doing something similar in my (unfinished for perpetuity) mod, though my changes are much more involved and more suited to a major mod. (it involves long growing times and cultivation among other things)

Have you tried playing about with the growth seasons? Making them more restricted in season might help with the discontinuity between growth times of fruits for example and the time of harvest, and be more realistic.  This still doesn't solve the problem of picking fruits in the springtime, but it is at least better for planted crops.
« Last Edit: July 29, 2014, 05:45:41 pm by samanato »
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Button

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Re: 0.40.x Plant Bugfix/Minor Mod
« Reply #2 on: July 30, 2014, 10:09:16 am »

Yeah, my idea for this was to be as close to vanilla as possible while still working & being internally consistent. (The grain alcohol change was actually a result of certain cereals not having alcohols - since I needed to thresh them to grain to use them, it seemed weird to not thresh the other cereals.)

I'm a little leery about messing with growth seasons. The growth season tags used for timing underground crops seem to make aboveground plants appear only in that season even in the wild, cf Valley Herbs. To accommodate that I'd have to remove all of the unusable growth stages from wild plants - have e.g. blackberries just spring up in summer for the harvest, then wither away. And even that wouldn't work for plants with different usable growths in different seasons, like capers.
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Mephansteras

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Re: 0.40.x Plant Bugfix/Minor Mod
« Reply #3 on: August 05, 2014, 11:59:58 am »

Sounds handy. I might want to incorporate some of this into Civilization Forge, if you don't mind.

As a suggestion for the grapes/watermelon quirk, maybe make it a bushel or whatever of the fruit (Not sure what the appropriate size is) so that it's less a reflection of the number of fruit but a reflection of the amount of fruit you have.
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Button

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Re: 0.40.x Plant Bugfix/Minor Mod
« Reply #4 on: August 08, 2014, 05:26:59 pm »

New version! I tweaked grape leaves, added cassava flour, and made grain flours use seeds instead of generating them.

Sounds handy. I might want to incorporate some of this into Civilization Forge, if you don't mind.

By all means.

Quote
As a suggestion for the grapes/watermelon quirk, maybe make it a bushel or whatever of the fruit (Not sure what the appropriate size is) so that it's less a reflection of the number of fruit but a reflection of the amount of fruit you have.

Yeah, that's how I generally interpret most things related to food in DF. Even in vanilla, eating a grape and eating a watermelon sate the same amount of hunger.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.08.1
« Reply #5 on: August 15, 2014, 11:52:49 am »

Made a minor update today. Multi-grain brewing wasn't working out, as the dwarves would mix seeds from different plant types in the same reaction. So, I reduced the brew grain reaction to only require 1 seed and produce 5 alcohol, and reduced the output of threshing accordingly.
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Minnakht

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Re: Plant Bugfix/Minor Mod v 0.40.08.1
« Reply #6 on: August 15, 2014, 01:54:05 pm »

How does this affect flour quantities?

Also, I'm using your mod, and modding in some new plants - using yours as bases for knowing what to do, so they should adhere to your seed-milling where needed. I'll be happy as a something if you take a look at it when I release it!
« Last Edit: August 16, 2014, 05:14:33 am by Minnakht »
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Re: Plant Bugfix/Minor Mod v 0.40.08.1
« Reply #7 on: August 16, 2014, 11:12:24 am »

How does this affect flour quantities?
I considered upping flour quantities to compensate, but ultimately decided not to, because the amount of flour you could get from grain previously was overpowered. Originally I was OK with excessive flour because it's historically been flour-producing plants that have been staple crops; but when I thought about it, I realized that's because flour doesn't rot, not because flour has better yields.

tl;dr it's still 1 flour per seed. I'm open to arguments to increase this, though.

Quote
Also, I'm using your mod, and modding in some new plants - using yours as bases for knowing what to do, so they should adhere to your seed-milling where needed. I'll be happy as a something if you take a look at it when I release it!

I'm glad you're enjoying it! I'll take a look if you like, but it shouldn't be necessary - if you can use them in reactions, it's working :).
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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #8 on: August 18, 2014, 11:35:57 am »

Pulled in Toady's improvements to pineapples. Removed some Phoebus tileset stuff that I'd overlooked. (It's what I play with, but poor form to release a mod in tileset form).
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Deon

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #9 on: August 19, 2014, 08:00:01 pm »

I just took a look at this and it's really cool. Thanks a lot for making this! By reading the raws of your mod I was able to create proper plants for my Total Conversion with all the new GROWTH features.
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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #10 on: August 20, 2014, 01:51:53 pm »

I'm curious about the lines like this ...

Code: [Select]
(MILL:LOCAL_PLANT_MAT:MILL] *** ear is threshed to spikelets, milled down to flour

Is the ( ] thing intended?
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Untrustedlife

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #11 on: August 20, 2014, 02:13:01 pm »

I'm curious about the lines like this ...

Code: [Select]
(MILL:LOCAL_PLANT_MAT:MILL] *** ear is threshed to spikelets, milled down to flour

Is the ( ] thing intended?


looks like a typo...
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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #12 on: August 25, 2014, 11:42:59 am »

I'm curious about the lines like this ...

Code: [Select]
(MILL:LOCAL_PLANT_MAT:MILL] *** ear is threshed to spikelets, milled down to flour

Is the ( ] thing intended?

Yes, that's intended. That's the default millable tag which makes the plant available for the hardcoded milling reaction, which takes the plant as input, and outputs both flour and seeds. Switching to ( disables it.

Btw, the current version of the mod should be fine for 0.40.10.
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Minwaabi

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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #13 on: August 25, 2014, 05:12:38 pm »

So how do you install this thing?  Do you just add the text files to the raws and replace where there are duplicates?
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Re: Plant Bugfix/Minor Mod v 0.40.09.1
« Reply #14 on: August 25, 2014, 08:37:26 pm »

So how do you install this thing?  Do you just add the text files to the raws and replace where there are duplicates?

If your game is otherwise un-modded, you can just paste the included text files in to your raw/objects file, overriding the default where applicable.

If your game is modded already, you'll need to do a little more work. If you're on Windows, I recommend using WinMerge; if you're on a mac, I can't help you; and if you're on linux, you probably know how to diff and merge and are pulling my leg :P.
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