Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
253 Comments
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.
Droseran  [author] 23 Aug @ 5:27pm 
Spinning pig tails uses the stems of the plant (the PLANT item), the seeds are indeed produced on the grain growth. I just checked and it's still in the AA plant raws, and it's available year-round even on wild plants. Since it's a growth, it's stockpiled under Leaves and Fruit.
Infinite Eyes 23 Aug @ 4:26pm 
Is spinning pig tails into thread not meant to produce seeds in this mod?

I seem to recall there being a seperate pig tail grain item in the past with this mod but I'm not seeing it anymore.
fallout2077 16 Aug @ 8:24pm 
I also eagerly antipate the future of this mod... Based on what you laid out it sounds very interesting.
fallout2077 16 Aug @ 8:22pm 
Thank you for the update to this and Advanced Botanical Variety... Now I can play DF again!
Droseran  [author] 16 Aug @ 7:14pm 
AA 4.0 is now released. The new dye reactions have been converted to milling instead of the new vanilla mechanic. This is temporary until I can overhaul the dye making process. I wanted to get something released immediately for those wanting to use the new dyes and AA processes.

Future plans for dye processing include more intermediate materials where applicable. For example, stripping bark chips from logs, allowing logs to be kept for building; except on species where the dye is obtained from the wood itself, like acacia. Or removing the hulls, husks, rinds, and skins from fruits, nuts, and grains as a waste product of other reactions instead of grinding the food away when making dye. Currently this is somewhat implemented by giving both flour and dye when making small batches of dye. Bulk dye batches don't give flour because it would produce six bags of flour at once - if you're making bulk dye, it's for the dye alone.
fallout2077 7 Aug @ 3:46pm 
Okie-dokie, thanks for the quick response! And thank you for the fun mods!
Droseran  [author] 7 Aug @ 3:43pm 
I try to release things that are in dependency chains at the same time so that people don't get caught in weird version-mismatch dependency loops.
fallout2077 7 Aug @ 3:41pm 
@Droseran Thanks! Will you be releasing the update for AA before Advanced Botanical Variety, or will you be releasing the updates for both around the same time?
Droseran  [author] 7 Aug @ 11:49am 
Update for 52.03 in progress.
Hawara 2 Aug @ 4:39pm 
I don't know anymore. I tried it with at least 5 worlds to be sure before i posted and never had creatures, then i removed it and had them back since on every single one. Maybe its because of a combination with other mods i use. Maybe a fluke.
Droseran  [author] 2 Aug @ 3:42pm 
This mod doesn't make changes to any of the cavern creatures except trolls, and that's only to modify their hair material. AA should not be affecting the existence or lack thereof with the limited creature changes it makes. You may want to submit a bug report on the Kitfox Discord if you're not seeing any cavern creatures at all.

Cavern invasions were removed by Toady in DF 51.11 until they can be reworked due to them being incredibly buggy.
Hawara 2 Aug @ 11:49am 
It seems when i use this mod there are no cavern creatures in embarks. No rats, trolls, troglodytes or crundles. Also no invasions in caverns but here i'm not sure if it's something other. Megabeasts and other animals on the surface seem to work though.
Nactarune 17 Jul @ 2:04pm 
Thank you!!
Droseran  [author] 17 Jul @ 1:19pm 
AA is already compatible with Arsenal and Cultural Overhaul unless playing as the cold biome humans. I've just released version 3.5 of the compatibility patch to address that.
Nactarune 16 Jul @ 4:24pm 
will there be a compatibility patch for Arsenal and Cultural Overhaul ?
weirdchildren 28 Jun @ 6:09pm 
good mod, thank you!
GatlingSheep 28 Jun @ 1:53pm 
Shouod He the latest but i woll check once i am home butbthe issue i am having is the following

I have pig tail grains set to not be used for brewing, only for cooking but when i use "brew plants and keep seed" they use the pig tail grains anyway
Droseran  [author] 28 Jun @ 10:12am 
Do you mean fruits that have been marked as forbidden, or fruits that shouldn't be eligible for the reaction? Which version of AA do you have installed?
GatlingSheep 28 Jun @ 5:30am 
when i tell my dorfs to brew some fruit and keep the seeds they still use forbidden from brewing items
Droseran  [author] 20 Jun @ 10:12am 
Are you replacing vanilla entities with Human Fortress by Nautilus? It doesn't mark vanilla entities as incompatible or mention that it's a full replacement in the description, but it's not using CUT to change the entities. If both vanilla entities and that mod are loaded at the same time, the entities are duplicated and recipes won't be added to the entities added by Human Fortress.
Gravenwitch 19 Jun @ 10:25pm 
Can you provide advice / support for enabling this mod to work with human fortress by nautilus? I am loading the mod before AA and AACP but recipes aren't showing up. If the mod is not supported could you provide guidance on how I could make a compatibility patch for it?

This mod is essential to all my playthroughs from here on out, fantastic work!
Halvarca 13 Jun @ 3:18pm 
Thank you so much for the reply and the update! Love the mod!
Droseran  [author] 12 Jun @ 4:50pm 
It should be possible to grow beets, but I'm realizing the timing is a bit tighter than I intended. Currently they take two months to grow, giving two weeks at the start of the season to plant them and two weeks at the end of season to harvest them. Given the issues with job priorities, I can see that if you don't have a couple of dedicated farmers they might not get planted in time or end up left in the field too long.

I'll cut the growth time on cool season (spring and autumn) crops to a month and a half. It's a bit short compared to real life, but in real life they'd also still be able to be harvested a week late instead of dying instantly.
Halvarca 12 Jun @ 3:12pm 
Certain crops in this mod don't grow in adjacent seasons. For instance, beets only grow in spring and fall, so there's not a long enough continuous period to actually bring them to harvest. Is this user error or is it not possible to farm certain crops?
PorcelainSplint 1 Jun @ 9:19am 
No worries, i enjoy your mods a great deal none the less and have inspired me to maybe dabble a bit myself ^^
Droseran  [author] 31 May @ 8:12am 
Yes, this issue has been reported and I'm still trying to find the cause of it. Based on a developer's explanation of how biome generation works with plant frequency, every arable biome should have at least one eligible plant guaranteed. However, this doesn't seem to be working and I haven't been able to narrow down the cause.
PorcelainSplint 30 May @ 10:07am 
Has anyone noticed more world generation Denials with this mod? I find on large worlds i can cycle through a hundred before one snags; the given reason being farming civs being unable to spawn. It could be another mod causing this interaction but I figured I should mention because this and advance botanical variety are the only ones in my loadout that i think to be causing this.
Droseran  [author] 6 May @ 5:32pm 
No problem, glad I could help. There are some improvements to this aspect coming ?soon? where reactions can be specified to always be available to fortress mode players and/or civilizations. Not sure when that will leave experimental, and I can't add it to my mods until it does. At that point most of the compatibility patches will be deprecated and load order will be a bit simpler.
Drunk Skeleton 6 May @ 5:09pm 
Oh right, i'm not used to DF modding, thanks for the explanation :)
Droseran  [author] 6 May @ 2:23pm 
Any civilization mod will need to be before AACP (and recommended to be before AA). Additions can only be made to already defined entities (civilizations). It's generally advised that mods that add or CUT/redefine civilizations are the first mods loaded after the vanilla mods.
Drunk Skeleton 6 May @ 9:17am 
Yep, Lupines. Just tested creating a dwarf embark in the same world and works fine, but Lupines even with the Compat Patches it don't show. Does it need to be in a specific load order? I'm loading
AA
AA CP
Lupines
Droseran  [author] 6 May @ 6:46am 
They should be showing up in the still if the mod is installed in the world. Are you playing with a custom civilization?
Drunk Skeleton 5 May @ 8:46pm 
I may be being dumb but, do i need to move any files or anything to use the new reaction orders? Like, i can only import them from DFH, but not select them directly in the Still
Slippy 3 May @ 8:42am 
@Droseran Thanks - makes sense. I had a tropical saltwater marsh and I clear cut the trees on year 1, so pretty sure the game was trying to spam out the only tree it could grow which was causing none of the saplings to grow.