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Author Topic: Seasonal Crops Mod v2.1 (Updated for DF 0.34.11+)  (Read 22657 times)

dennislp3

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #15 on: November 17, 2010, 10:17:18 pm »

prolly cause its for .10 =P to make it adjusted for .18 you would have to find the affected entries and adjust them manually using the mod files as a reference or copy/paste source (if that works)....lots of work
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vadia

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #16 on: November 17, 2010, 11:18:25 pm »

what would cause it to make space elevators, magma falls and a adamantium vein that goes down 110 levels?
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dennislp3

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #17 on: November 17, 2010, 11:36:30 pm »

no clue...I assume somethings got changed like stone layers or something...never dealt with that issue myself...
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InsanityPrelude

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #18 on: November 17, 2010, 11:43:33 pm »

Sounds like something a different mod would be doing. This one only alters the plants raw.
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Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

vadia

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #19 on: November 17, 2010, 11:55:53 pm »

Yeah, the only comfort I have for that oddity is that my space elevator works (slowly) but it can be dug -- don't know if that has to do with the oddness also.
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Xenxe

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Re: Seasonal Crops Mod v0.1 for 0.31.10
« Reply #20 on: October 22, 2011, 04:22:34 am »

I love the idea of this mod and was dismayed to find that it was not updated for the latest version. So I took it upon myself to update it for 31.25.

heres a link.
http://dffd.wimbli.com/file.php?id=5093
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RavingManiac

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Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.08)
« Reply #21 on: May 16, 2012, 10:03:32 am »

Updated
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

Pan

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Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.09)
« Reply #22 on: May 20, 2012, 12:54:19 am »

 :o Great idea here.
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Xen0n

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Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
« Reply #23 on: June 04, 2012, 11:59:14 pm »

Have loved this mod ever since coming across it, thanks a lot!

One suggestion:  what I always add to this mod is a tweak to the Farmer skill rate to account for the fact that your farmers will be doing far less plant/harvest jobs than normal, and only be doing it a few months out of the year.  So I boost up the skill rate and disable skill decay, so they learn at a decent pace, and don;t get rusty over the winter etc.

Spoiler: E.G. (click to show/hide)

I'm hoping the net effect is that it should take around the same number of months/years for a farmer to get to Legendary skill level with the mod and this tweak as in vanilla DF.

Anyway, thanks again for the fun (and realistic!) mod! :D
« Last Edit: June 05, 2012, 03:19:08 pm by Xen0n »
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Igfig

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Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
« Reply #24 on: June 24, 2012, 09:50:17 am »

May I borrow this mod to add to my own Modest Mod? I'd like to include an optional farming rebalance, and Seasonal Crops already does exactly what I need.

Thanks in advance.

RavingManiac

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Re: Seasonal Crops Mod v2.0 (Updated for DF 0.34.10)
« Reply #25 on: June 28, 2012, 07:29:56 am »

NO, I HATE PEOPLE.

Just kidding! You can use the mod. :D

Also, Xen0n, I've incorporated your suggestion into V2.1 of the mod. Thanks!
« Last Edit: June 28, 2012, 07:32:15 am by RavingManiac »
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

skatterbrainz

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Re: Seasonal Crops Mod v2.1 (Updated for DF 0.34.11+)
« Reply #26 on: November 25, 2012, 10:40:43 pm »

I just installed this with modest mod, looks cool, I can't wait to have vast sprawling fields of plump helmets in the soil layers...

The one thing I'm wondering is how potash fertilizing works with the mod.  Should I fertilize at the beginning of the grow cycle, or at the end?  Does fertilization only increase yields if it's done in the same season that the crop is harvested? Come to think of it I'm not even sure how it works in the base game...
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