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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 35179 times)

wuphonsreach

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #45 on: October 01, 2014, 05:30:40 pm »

Despite everything, I find farming a somewhat frustrating process.

One workaround for that is setting up special farmer workshops (or stills) to just handle that task along with dedicated stockpiles with just the inputs that need to be processed all the time.  I just have to make sure to queue up "process fruited plants" and "thresh" once per game month so that I have seeds for the next planting season.

With Toady making plants have more steps between farming and consumption and replanting, managing that chaos is going to require new tricks.  DFHack "workflow" or "stockflow" seems like it might help reduce that tedium.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #46 on: October 03, 2014, 09:48:04 am »

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.

I'm... somewhat baffled by this request? A reaction is a reaction - in the time it would take to extract seeds from a fruit while ruining the fruit, you could just brew the fruit to alcohol instead.
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #47 on: October 04, 2014, 08:58:32 am »

I'm... somewhat baffled by this request? A reaction is a reaction - in the time it would take to extract seeds from a fruit while ruining the fruit, you could just brew the fruit to alcohol instead.

But you can only brew the fruit to alcohol if you have barrels ready, and sometimes you just don't need any more alcohol / thread / whatever. It's not about time, it's about control.
« Last Edit: October 04, 2014, 09:07:30 am by ptb_ptb »
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TomiTapio

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #48 on: October 09, 2014, 01:16:39 pm »

Downloaded. I'll take a look what exactly you are fixing, and if I need to incorporate the fixes into OldGenesis. (may take a few weeks, busy gaming)

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.
"Feed fruit to animals (but keep the seeds)". I got get-rid-of-tallow and get-rid-of-meat "FAKE feed our animals" reactions in me kitchens.
« Last Edit: October 09, 2014, 01:18:45 pm by TomiTapio »
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ptb_ptb

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #49 on: October 25, 2014, 07:18:13 am »

I guess really I just want to keep the farm plots full and the farmers busy.
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Button

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #50 on: October 27, 2014, 05:04:15 pm »

OK folks,

It looks like the existing plant fix mod is still usable in 40.14 - they just cause herbalists to pick entire berry plants, which then force you to use my reactions to turn them into usable fruits.

I'm looking at the new plant changes, and it looks like there's still some room for improvement upon vanilla, particularly wrt growing seasons, and grains and legumes. It's going to take me a little while to make these improvements, as I'll be moving to an ear-of-grain approach since that is now viable with the new harvesting model.

Now that growths are available only in season, the fact that wild growth seasons line up with each other is a significant bottleneck to the herbalism industry. Researching the growth seasons for every single plant & plant product is going to be tedious, so I've put a page up on the wiki in case anyone wants to help out.

Don't worry - this is a longer-term enhancement project. Functional legumes won't be waiting on growth seasons for release :P.
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I used to work on Modest Mod and Plant Fixes.

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Button

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Re: Plant Bugfix/Minor Mod v 0.40.14.1
« Reply #51 on: November 03, 2014, 06:59:57 pm »

OK, I've uploaded 0.40.14.1, which should be compatible with the vanilla way of picking fruits. There're still a few enhancements I've got my eye on, but they're going to require some research.

Because of the sheer number of plants I had to overhaul for this version - since tree growths are finally gatherable - I wasn't able to test every plant to make sure it worked. If you run into a bug, please post it here.
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #52 on: November 06, 2014, 06:40:06 am »

The current release of Plant Fixes should be good to go for 0.40.15.
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ptb_ptb

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #53 on: November 09, 2014, 12:13:33 pm »

Hey there, just noticed

... cancels plant seeds: Needs cave wheat berries.

I guess that should be 'Needs cave wheat grains'. Although I don't know if that's anything covered by your mod, or if it's down to the DF hardcoded stuff.
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #54 on: November 10, 2014, 11:02:36 am »

No, that's Plant Fixes. Wheat Berries are a thing :), though arguably I should settle down and change all of the grains to use "kernels" or something.
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I used to work on Modest Mod and Plant Fixes.

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Vattic

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Re: Plant Bugfix/Minor Mod v 0.40.13.1
« Reply #55 on: November 10, 2014, 01:44:05 pm »

Nice work. Will be folding this into my own raws for my next fort.

Researching the growth seasons for every single plant & plant product is going to be tedious, so I've put a page up on the wiki in case anyone wants to help out.

I am willing to help out, but I was wondering how you are dealing with individual plants having differing growth patterns depending on climate? Basically if I'm going to help fill out the list I'd like to know what standard should be worked by.

Edit: random words removed.

« Last Edit: November 11, 2014, 02:51:03 am by Vattic »
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #56 on: November 10, 2014, 04:56:26 pm »

Thanks for your interest Vattic! :)

It's probably best to use the numbers for the plant's wild range for now.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Baffler

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #57 on: November 28, 2014, 11:40:39 pm »

Will this still work with the newest version, if it's even necessary? I like the milling changes in particular.
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #58 on: December 01, 2014, 11:31:08 am »

It's definitely working as of 0.40.16, and should be working in the newest version as there haven't been any plant changes. (I'm still waiting on a Dwarf Therapist update before I upgrade my own games). But, it's not necessary by any stretch of the imagination.

Please note that there are some oddities with processable-to-bag plants - your quarry bushes, your onions, your lettuces, etc. Since Toady's fix for unusable growths was having plants yield a random (present) usable plant part, you'll sometimes just get the growth, without any seeds. In the next release I intend to increase the seed drop rate from the process-to-bag reaction to compensate for this.
« Last Edit: December 01, 2014, 11:34:16 am by Button »
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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 Fixes (Minor Mod) v 0.40.14.1
« Reply #59 on: December 03, 2014, 04:30:07 am »

Maybe ripening could be a feature of the fruit growths? It's not yet a feature of vanilla DF, but modding it can be done by introducing new growths that would come before the ripe fruits, to the beginning of the vanilla fruit growth time (somewhere around 120000:149999 or so) while the ripe fruits have the rest.  Unripe fruits would be mostly unusable (I just make them use the same STRUCTURAL material), but a few like bananas and mangos could be used for cooking while unripe, but not brewing.
« Last Edit: December 03, 2014, 04:31:38 am by samanato »
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