Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
287 Comments
Doubleforte 9 Oct @ 5:31pm 
That makes sense then, even though I generated this world yesterday the mods were still on something like 3.14, just deleted and resubscribed so hopefully that should fix it. Really wish the modlist was more aggressive about checking updates even if it says it does during worldgen/loads sometimes.
Droseran  [author] 9 Oct @ 5:20pm 
The last version of AA to use milling for dyes was 4.6, and it can't be updated on an existing save beyond that due to the new system in 4.7 introducing new materials and reactions.
Doubleforte 9 Oct @ 5:00pm 
Yep, mill dyes and mill in bulk have always both been there. Could be that the mod didn't update in my save but it's usually pretty good about it. Unsure why only part of the orders would be there otherwise.
Droseran  [author] 9 Oct @ 4:42pm 
"Concentrate dyes" and "Concentrate dyes in bulk" are entirely missing in the dyer's workshop? Do you have "Mill dyes" in the quern or "Mill dyes in bulk" in the millstone menu?
Doubleforte 9 Oct @ 4:24pm 
Yeah, I've never seen "concentrate" at all, and on this save the "make" reactions 'are' gone, which is odd, but I've seen it in previous saves.

In the dye station everything is either under mix dye or dying a specific colour. Manually setting millstones to grind dye from stuff like hideroot seems to work, it's just work orders that seem to not see it for the "mill plants/growths" but the specific per-plant orders do see them from what I can find.

I don't think I've noticed anything but plants have this drift if that's what's happening sometimes.
Droseran  [author] 9 Oct @ 3:31pm 
What are the specific reaction names you're seeing? If it's "make <name> dye" and not "concentrate <name> dye" something has gone wrong and the vanilla reactions are not being removed.

However, the reactions should still produce the correct dye powder, as AA keeps the vanilla material IDs for the dyes. Since the reactions are hardcoded to produce the specific powder material, I'm not sure how it's even possible for it to create STRUCTURAL material powders.

The only way I can think of this being possible is a material array shift. Actually, looking at the raws, the LEAF_DYE definition for rhubarb is immediately after the STRUCTURAL definition. A shift would change the array index from DYE to STRUCTURAL once it's de-referenced, creating this exact behavior.

Have either of you seen any other oddities like items changing materials in these saves?
Doubleforte 8 Oct @ 7:33pm 
I'm noticing hideroot doesn't seem to be counting as a dye-producing plant or growth for work orders, I have probably 100 roots and it won't see them. Same with hideroot dye not being counted, I think. Unsure if it's AA related but it's the only plant related thing I use. I've been getting those "plant plant" products same as Duck as well when I tried using "make rhubarb dye" vs milling.
Droseran  [author] 8 Oct @ 1:56pm 
I tested making dyes from almonds, bilberries, and onions. Almonds and onions made byproducts correctly when milled. I tested small dye reactions, generic reactions, and bulk dye reactions. All of the dyes appeared in the dyemaking menu with the correct colors. The dye powders produced are correctly stating what color they will dye fabric.

Though it appears I forgot to account for globs being in units of 150 each, so I ended up with 100x more dye than I should have (50 was deleted due to stack size limit.) I also forgot to change the generic bulk reactions from the mill to the dyer's workshop. I've released an update to fix those issues.

I think you may have a another mod causing conflicts. Do you have any other mods installed that affect plants?
Duckastaroth 8 Oct @ 10:29am 
Forget to say 2 things. First i think the dye may be the vanilla ones not the ones you added, but i am not sure since i don't remember all of the vanilla ones, and second, the reactions at the dyer workshop say they produce dye, but it produce a powder (with the sprite of a dye but colorless) and isnt named a "watermelon dye" for watermelon for example, but "watermelon vine plant"
Duckastaroth 8 Oct @ 10:21am 
i tried plenty in the dyer shop, qsh bark, bilberry, blackberry, cherry bark, pear bark, watermelon, willow bark. It was dye of the dyer workshop only. The ones in the mill, like hideroot, safflower or willow (the one from leaves). also the colors in the workshop order is displayed for mill ones and not for dye shop one. I tested with an extra mod on a new save (mushroom tree dyes), and the dye of this mod worked even though they were in the dyer workshop, but the one from your mod still didnt. So not all dyes of your mod are not working, it seems its the ones from the dyer workshop.
Droseran  [author] 8 Oct @ 8:01am 
Do you remember exactly which plants you tried, and which reactions you used to make the dyes? I can't see any issues in the raws. The powders have the necessary tokens and the reactions should be producing the correct powder. My best guess is that something is going wrong with the reaction and it's producing a powder with an incorrect material.
Duckastaroth 8 Oct @ 3:36am 
i just used the mod on the latest update. i tried dying cloths, but it seems that most dye don't work. The dye made from plants at the dyer workshop arent considered dye, and in the description it lacks the "it produce [color]". It works for hideroot and dimplecup tho
Droseran  [author] 7 Oct @ 7:20am 
You can just copy AA_embark_profile.txt to the prefs folder as embark_profiles.txt. You simply haven't made any custom profiles, so the game hasn't made the file.

Note that the AA profile only contains the seeds, plants, and fruits, so you'll want to add any tools, animals, building materials, etc. to it before you embark. I usually embark with all of the stuff in AA (and my other plant mods), three picks, an axe, an anvil, a granite block for a quern, and a copper block for the first still.
WalrusMan 6 Oct @ 5:57pm 
There is no embark_profile.txt in my prefs folder, not sure how to add the mod's profile
PunkRockVampire 28 Sep @ 3:52am 
So, if anybody's wondering, I figured out a workaround for the missing plant growths. If a plant has growths, you can use 'process plants' (magnifying glass for type of plant to process) to get them...eg. instead of using 'spin pig tail thread', use 'process pig tails' and you'll get the grains along with the threads so you can keep growing them. Process unusable things like bushes/vines gives you their growths. Things like carrots/beets/parsnips/etc where you want to keep some of the unprocessed version for brewing, set a work order to only process them when low on seeds.

Everything works fine in the current version if I just have a bunch of process plants work orders set up for each type of crop that needs it.
darknutter 22 Sep @ 1:35pm 
Ah gotcha, now I understand, so we take dimple cup and "Concentrate dye Powder from plants" to get the dye. I don't know why they couldn't put a note on the wiki page saying this process is wrong/been changed
Droseran  [author] 22 Sep @ 12:39pm 
That page hasn't been updated for post-52.03. Of the 72 dyes in vanilla, only four are made at the quern/mill, the rest are made at the dyer's workshop. The only reason vanilla still uses the quern/mill for the four outliers is legacy save compatibility. AA standardizes the reactions to all be made at the dyer's workshop, in the "Concentrate dyes" category. Since the dye items are powders instead of the normal way of using the extraction bath directly, it stands to reason that the DF method of dying is to first concentrate the dyes then apply them in standard amounts.
darknutter 22 Sep @ 8:09am 
I'm Running 52.04 and I turned Dimple Cups into dye powder at the Quern Via Manual "Mill Plants" the Dye Workshop only shows it can concentrate, dye cloth, and mixes dyes; even the DF Wiki says to mill via a millstone/Quern to turn plants into dyes Wiki page [dwarffortresswiki.org]
Droseran  [author] 22 Sep @ 7:05am 
Dyes are made in the dyemaker's workshop as of DF 52.03.
darknutter 22 Sep @ 1:39am 
I just tried with the mod disabled and still missing the work order version. I thought this or one of the other AA mods added Dyes to work orders?
darknutter 22 Sep @ 12:18am 
I did find something strange, A Quern has no ability to make a work order for "Mill Plants" it can be done manually only; a Mill, however has the ability to make a work order for "Mill Plants". I'm trying to convert Dimple cups to Dye, and it seems I can only do it manually until I have power.

Unless i'm missing something about the Quern's work order options.
darknutter 21 Sep @ 12:24am 
NVM, figured out, I think I just need sleep...
darknutter 21 Sep @ 12:05am 
So I remade the links and demoed the press, rebuilt/linked and things work now; no idea what caused the press/links to bug. Thanks for the help.

Now to just figure out how/why nothing is consuming Pig Tail Grains, sigh...
darknutter 20 Sep @ 11:33pm 
Thanks for the info, still running into an issue, Linked Storage for: Rock nut paste + barrels, 9 paste and a few barrels present; Can't manually select option to press/turn into oil, shows as red saying no non-pressed rock nut pods.
Droseran  [author] 20 Sep @ 8:48pm 
No, it will only require five, but they need to be milled into paste first. Paste (GLOB) items are stored by the game as 150 units per item. The game usually hides this technicality (bars are the same way), but it shows up at odd times.

Mill the rock nuts into paste, and the reaction should show up as available.
darknutter 20 Sep @ 7:30pm 
Question, I'm trying to turn Rock nut pods into Oil Via "Press 5 Rock nut Pods into Barrel" and it rejects the order saying it needs "750 Non-pressed Rock nut pods"; does it really need 750 "rock nut pods" aka Quarry bush\Rock Nut seeds? I'm just trying to use up all my "Rock nuts"
Droseran  [author] 20 Sep @ 9:21am 
The way DF harvesting works is that when a plant is harvested from a farm plot everything is dropped. Even growths that aren't in season, lack harvesting tokens, or are designed to never appear. This means the PLANT item is dropped from berry bushes, vines, and stalks even if the material they're made from doesn't have any uses, and leaves, flowers, and other useless growths are always dropped when growths are working normally.
PunkRockVampire 20 Sep @ 4:25am 
Update: it's not just vines/bushes, maize also harvets as maize plants instead of maize ears, not sure what else is affected.
PunkRockVampire 19 Sep @ 6:26pm 
Is it also an intended change that things that grow on vines/bushes, like grape vines and berry bushes, are harvested as a vine/bush item rather than the fruit? They were harvested as fruit before.
Droseran  [author] 18 Sep @ 6:52am 
@Infinite Eyes: When I told Putnam about it she said she would fix it. I may have assumed something so important would make it into the next patch. I guess it was too close to release for additional changes at that point.

@PunkRockVampire The dye reactions now appear in the dyer's workshop instead of the mill. This seems to be the new vanilla standard for making dyes.
PunkRockVampire 18 Sep @ 12:56am 
In addition to the plants like pig tails not producing growths, I also have the issue that the reactions to make dyes aren't showing up at all.
Infinite Eyes 17 Sep @ 5:51pm 
I don't think 52.04 fixed the growths bug, where did you see the devs say that?

I just tried this mod again and can confirm that pig tails still don't produce growths.
Droseran  [author] 15 Sep @ 7:07am 
Can you give more details about the issues you're encountering in the Bug Reports discussion?

Note that AA can't change anything about stockpile behavior other than assigning certain materials to specific categories (and it follows vanilla convention for that). If something isn't working correctly there, I'd recommend you report it on the Kitfox Discord. Putnam's really good about working with players to find the root cause of issues. She can even fix broken saves sometimes.

I'd like to know more about the issues you're seeing with growths, those should have been fixed in 52.04.

Known DF 52.04 bugs I've seen reported on the Discord:
Issues with unit/item corruption still occurring due to army stuff.
Work orders don't respect assigned materials and produce random plant products. Seems to affect carpentry specifically.
Audio crashes in Adventure Mode.
Kombewa 14 Sep @ 3:09pm 
Any more news about how the mod works with 52.04? From what I can tell, still not working properly regarding the growths, and I'm not fully sure but I think it messes something related to the stockpiles and the drinks
Infinite Eyes 24 Aug @ 4:49pm 
Quite a number of bugs this DF update, I've noticed specifying the type of wood at carpenters no longer works either.
ryno 24 Aug @ 2:42pm 
oh god
Droseran  [author] 24 Aug @ 1:44pm 
Alright, I can confirm that farming does not produce any growths from any plants. I've tested a fully vanilla world and it's behaving the same. This seems to be an issue introduced in 52.03. I'm reporting it to Putnam on the Kitfox Discord.
Droseran  [author] 24 Aug @ 11:03am 
I'll start a test world to see if I can figure out what's going on with those.
Infinite Eyes 24 Aug @ 11:00am 
I tried making a new game with the new 4.7 update and no other mods, and pig tail grains are still not harvested from farms for me.
huskyy 24 Aug @ 9:49am 
Missed last half sentence there lol, I don't have portable mode enabled
huskyy 24 Aug @ 9:43am 
I'm on the latest DF version 52.03; Windows 10. Sorry, didn't realise this wasn't a mod-specific issue, thank you for looking into it :)
Droseran  [author] 24 Aug @ 6:42am 
Also, which operating system you're on?
Droseran  [author] 24 Aug @ 6:41am 
I've seen this reported a few times in the DF bug-discussions on the Kitfox Discord, and it's something going wrong in DF loading the mod, not the mod itself. The forward slash used in the tilepage is the same format as vanilla uses, and I've not changed anything in the tilepage since February. Previously this occurred only when updating a mod in an existing save, so to see it happening on fresh worlds is new.

I'll report to Putnam that this is still occurring, can you tell me which version of DF you're on, and whether you have portable mode enabled or not?
huskyy 24 Aug @ 6:08am 
Thank you so much for the continued updates! However, I'm getting this error on world gen: "Not Found: data/installed_mods/advanced_agriculture (407)/graphics\images/aa_shrubs.png", and then it crashes.

No other mods loaded, tried verifying files for both DF and DFHack, tried reinstalling the mod; I can see the file in the folder and it seems to match the size and name in tile_page txt file. The only thing I can see is maybe the backslash between "graphics" and "images"? But I'm not knowledegeable on how the game reads these files so idk. Any ideas?
Infinite Eyes 23 Aug @ 8:32pm 
I had a dwarf with 5 in the Planter skill and no herbalism do everything.

I'm giving them 14 in HERBALISM and PLANT with dfhack, will see if another harvest has different results.

Nope, still no pig tail grains. Side note, am able to ask for pig tail grains from the caravan requests.
Droseran  [author] 23 Aug @ 7:42pm 
What are the farming and herbalist levels of your planters, and does increasing either of them with DFHack cause the grains to begin appearing?
Infinite Eyes 23 Aug @ 7:38pm 
I am only using this mod. Pig tail grains do appear for me as an option to take when embarking, just not when harvesting from farm plots.
Droseran  [author] 23 Aug @ 6:57pm 
I did some quick testing of pig tail while doing the testing for the update just released. Pig tail grains appeared in the embark menu and on wild pig tail plants. Are you using any other mods that also affect the pig tail plant?
Infinite Eyes 23 Aug @ 6:26pm 
I tried a complete reinstall but still no pig tail grains are being harvested. I guess I will wait and see if anyone else has this issue, I have no clue what to do if this is in fact a problem on my end.
Infinite Eyes 23 Aug @ 5:43pm 
I've tried a new game with just Advanced Agriculture 4.6 and no pig tail grains are being harvested, only pigtails.

I guess I should try reinstalling the mod or something, if I'm the only one having this issue.