Dwarf Fortress

Dwarf Fortress

213 ratings
Seasonish Crops
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
554.731 KB
6 Dec, 2022 @ 1:02pm
14 Aug @ 7:52pm
6 Change Notes ( view )

Subscribe to download
Seasonish Crops

Description
Seasonish Crops
This mod makes surface crops seasonal, and subterranean crops grow year-round (the opposite of vanilla behaviour). Also greatly increases most growing times for better challenge / balance. Finally, it makes dwarves never get rusty at their Planting skill, as they may go many months between plantings / harvests. (Note: fertilizer seems to affect yields at harvest, not during planting)

Changes:

All subterranean crops grow year-round, and take a bit more than one season to mature, and have their default harvest size changed from 5 to 4. Thus, you should set their plots to the same crop all year and expect about 3 harvests per year. To get the same annual yield as vanilla, you will probably need ~4x as much field space.

All surface crops require specific seasons to grow in (usually Spring, Summer, and/or Autumn), and have their default harvest size changed from 5 to 6. This also applies to "wild" crops found on the surface. They either take 2 seasons to mature and have 3 available seasons to grow, or take 1 season to mature and have 2 available seasons to grow. All of the 2 season crops share Summer as a season, so you shouldn't be able to "double up" 2 different crops in the same plot. Thus, you should set their plots to only plant a crop on the earliest season it is available, leaving all other seasons fallow, and expect 1 harvest per year. To get the same annual yield as vanilla, you will probably need ~8x as much field space.

Subterranean Crops pros:
+ Can plant at any time of year
+ Seeds are much easier to acquire
+ Underground farms can be easier to protect & defend than surface farms
+ Shallow crops should get around half the crops-per-tile yield of surface crops over a year, but Deep crops should get about double the crops-per-tile yield of surface crops of a year, requiring less space than surface crops
+ 3 harvests per year means faster training in the Planting skill for dwarves
+ Short growth time means you start getting some crops sooner

Surface Crops pros:
+ Surface farms are easier to construct
+ Surface crops should get around double the crops-per-tile yield of shallow crops over a year, so less space is required compared to shallow crops
+ Fewer but larger harvests means surface crops get better crops-per-dwarf-hour. Shallow crops require 6x as much dwarf-work to produce the same amount of crops, and deep crops still require 1.5x as much dwarf-work.
+ Larger stacksizes from the larger harvests apply down the production chain to food, drink, etc. stacksizes which translates to fewer hauling jobs, fewer items in the fort (which can affect FPS) compared to even deep crops.


Known Issues:
- Shrubs which die due to being out of season will remain on the surface, which after several in-game years results in them cluttering up the ground and blocking new shrubs from growing. Designating a dirt road to be built over the dead shrubs should remove them, however.
I haven't yet found a solution to this, however in the meantime one possible workaround is to use the DFHack command "plant remove -spd" every few in-game years once they begin to clutter the surface, which should delete all dead shrubs/saplings on the entire map.

Thanks to the authors of all the previous mods for making crops seasonal, especially Claije whose "Seasonal Farming" mod I looked at a bit to figure out how to change some things.
73 Comments
chemkid 18 Aug @ 8:46pm 
thanks for the update! :steamthumbsup:
Xenonex  [author] 14 Aug @ 5:06pm 
@Sylvanas_III
Thanks for pointing that out as I haven't had a chance to play the new update yet. It currently works by replacing the vanilla plants in the RAWs with ones with all the same name / ID / etc. other than the changes to seasonality & yield.

It looks like I'll need to add the new data for the dyes for a few of the crops which also now have dyes. Should have it ready by tomorrow.
Sylvanas_III 10 Aug @ 11:51am 
Does this operate by replacing existing plants or does it just modify them? Want to make sure I don't ruin the new dyes with it.
Xenonex  [author] 4 Jul @ 11:17am 
@chief10 I haven't yet found a solution to the "dead shrubs eventually litter the surface" issue, however in the meantime one possible workaround is to use the DFHack command "plant remove -spd" every few in-game years, which should delete all dead shrubs/saplings on the entire map.
chief10 26 Jun @ 4:59pm 
Any updates on if this causes issues?
Draa Gul 21 Feb @ 6:58am 
Dead plants litter the surface in my current playthrough as well. Oh well. It only impacts gathering, since there are less plants to gather from.
Draa Gul 16 Feb @ 1:41pm 
So, does this mod still cause issues or not?
Osempu 6 Oct, 2024 @ 7:29pm 
Cannot remove this mod even without installing any mod this still appears, I even uninstalled DF and installed again, tried removing temp files and all mods folder but this one is still active in every new world that I create, does anyone know how can I entirely remove it from my PC and the game?
Caotical 20 May, 2024 @ 4:56am 
i was unable to reproduce that error as of today. ran a fort with df/hack autofarming for 6 years game time. I did notice that about year 4 my strawberries came in and they dropped on the ground. but the farm plot was still working. the strawberries that dropped like this were not automatically collected, even after setting a gathering zone over the farmplots, so they look like they were just sitting there clogging up the farm plot. however if i went to them and dumped them they would get picked up and taken to a dump site. once unlocked there they would be treated normally.
Darkweave 8 Nov, 2023 @ 2:59am 
Yup. I even tested without any mods installed and just removed [WINTER] from all the above ground crops to test it. It seems fine for the first 2-3 years but from year 4-5+ it becomes a problem.