Dwarf Fortress

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Advanced Agriculture
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Advanced Agriculture

In 1 collection by Droseran
Agricultural Expansion Pack
20 items
Description
Advanced Agriculture is a complete overhaul of vanilla plants and agricultural systems. No new plants are added by this mod. This mod should be installed after any mods that change the vanilla civilizations, and is likely not compatible with other mods that affect vanilla plants.

Advanced Agriculture uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!

I recommend lowering the individual seed cap to 50 and raising the fortress total seed cap to 30000 in the game settings to prevent issues caused by the limitations of the default seed caps.
If you hit the global seed cap, merchants will not have seeds available for trade. This can prevent collecting new species.

Realistic Biomes!
This mod places wild (forageable) plants and trees into their native wild biomes. This means that grasslands have no trees except around water sources, and conifer forests are no longer dominated by deciduous fruit trees. Biomes feel more distinct and natural. Wild plants produce seeds at the correct time of year. For many plants, this may mean choosing to forage a plant for food now or waiting to forage it for seeds later. Wild plants will visibly show when seeds are available. This spreadsheet[docs.google.com] contains all of the information for plants in this mod. Biomes, seasons, items, products, it's all there.
Increased Crop Variety!
All farmable crops can be be planted in any non-freezing biome - and some are hardy enough to survive in the taiga! Crops take a realistic time to grow, so plant them as soon as possible. Underground crops can be grown year-round due to the constant temperature of the earth, but provide little variety. Seeds for new plants can be obtained from traders, so be sure to establish trade networks from many lands!
Improved Production!
Production lines for plant products are mostly similar to vanilla, but now you can select exactly which plants and items you wish to use for each product! Note that for some plants, the seeds are obtained from growths without a production use. Be sure to winnow those seedheads to save seed for next year's crops, ere the planting be late. (This mod contains work orders that can be imported with DFHack to make seed saving easier.) Bulk recipes are available for many products, such as completely filling barrels with alcohol instead of meager cups. Cooking ingredients are made in batches of five to ensure prepared meals fit into barrels properly.

Beekeeping is much more streamlined, as royal jelly is no longer a royal headache to deal with. Hives only produce honeycombs, more in line with real beekeeping. Hives produce two honeycombs when harvested. Honey and mead are a bit more valuable.

Animal wools and their products are no longer offensive to elves - no sheep were harmed in the making of this cloth!

Want Even More Features?
Advanced Botanical Variety adds 87 new plants and mushrooms to the game. It was designed from the ground up to work with the new systems introduced by Advanced Agriculture.
Advanced Orchards adds farmable tree-like plants for every vanilla tree. Wood, fruits, other tree items from AA are all available by growing saplings for a couple of years.

The discussions section for this mod contains more detailed information about the changes included in this mod.

This mod includes several files for use on embark and in DFHack utilities:
  • An embark profile for starting with:
    • All of the seeds available to your starting civilization
    • 20 of each brewable plant or growth to produce one full barrel of drinks
    • Five of each plant or growth that is millable to an edible powder
    • This can be used by copy and pasting the desired (or entire) list into an existing or new embark profile.
  • DFHack work order files for keeping seeds, drinks, and powders in stock
  • An autofarm file that allows selecting specific categories of plants to keep in stock
    • Please note that autofarm only tracks stock of plant items, not growths.
    • These autofarm commands are used by copy and pasting them into the DFHack terminal in-game.
These files can be found in the Embark Profile and DFHack subfolders in the mod's install location. Please read the discussion pages for more information.

This mod also includes a modified AA-ban-cooking script that works with the changes to plants made by this mod and expands the categories of banned items. Use 'AA-ban-cooking -h' in the DFHack console for more information.

Companion Mods and Compatibility Patches
This companion mod allows you to farm all plants in every season: AA All Year Patch.
And this companion mod reverts the plant growth duration if you prefer multiple harvests per season: Days Till Harvest.

Invisible Filled Jugs Fix can be installed to fix the vanilla bug that jugs become invisible when filled with oil or honey.

These are compatibility patches for other mods containing plants on the workshop:

Known Issues:
Dead plants do not rot away when they die due to season changes. These dead plants can be removed with either of these DFHack commands:
plant remove -spd
tiletypes-command filter shape shrub ; filter sp dead ; paint shape floor ; paint mat grass_light ; paint special normal ; range 192 192 1 ; run
Note that for the tiletypes command the keyboard cursor must be placed in the top-left tile of the map on the level of the plants. If your surface is not flat, the 1 can be increased, and the keyboard cursor must be placed on the lowest surface level. 192x192 is the size of the standard 4x4 embark. Thanks to Decomposey for finding that this command can specifically filter for dead plants!


Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.
Popular Discussions View All (13)
106
26 Sep @ 7:44am
PINNED: Bug Reports
Droseran
19
16 Feb @ 3:14pm
PINNED: Suggestions
Droseran
4
2 Jan @ 1:44pm
Work Order rules chopped off
Nilserrich
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.