Dwarf Fortress

Dwarf Fortress

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24 Nov, 2023 @ 9:14am
26 Sep @ 7:39am
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Agricultural Expansion Pack
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Description
This mod adds the ability to farm tree saplings in crop plots. This mod requires the mods Advanced Agriculture installed before it. Sadly, there are many issues with the way vanilla trees currently work that make a mod like this very difficult to implement without the changes made by Advanced Agriculture.

Tree saplings grow to harvestable size in one year. At harvest, any growths the tree produces will be harvested alongside a sapling plant. The sapling can be further processed into a structural material (thread from abaca, wood from most other trees) and a sapling seed.

Sapling seeds can be obtained in several ways. Brewing and milling most tree fruits will provide seeds, the exceptions being cacao, cashews, and coffee since these seeds are obtained from the roasting process. There is also a category of reactions in the Farmer's Workshop which provides seeds from all trees. Edible fruits and nuts can be processed into seeds, or if a tree does not have those the wood can be sacrificed to collect the sapling seeds. The exception is abaca, as it does not have wood or edible fruits, so the leaves can be used to obtain seeds. The reactions for processing the sapling plants also produces a seed. Sapling seeds can be bought in trade from other civilizations, allowing access to exotic tree materials.

This mod uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!


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Popular Discussions View All (3)
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14 Feb @ 12:51pm
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45 Comments
KordoL 15 hours ago 
I will share this here because I wouldn't know where else to share it. I downloaded this mod and find it very hopeful and a huge quality of life booster for my games. However, whenever harvesting season came around, my ready saplings would simply wither away in the field, since my woodcutters wouldn't be fast enough to process them all. So I constructed a lot of farmer workshops and had whole squadrons ready at a moments notice to help process the saplings as quickly as possible before they withered, although some still did... then I realized I could just enable the saplings being put into a plant stockpile. I assumed priorly that saplings were some new modded plants and new modded plants wouldn't be put into stockpiles, but I was wrong and I felt mighty stupid.

I doubt anyone else will have the situation going on, but just in case, hope my mistake helped you after reading this ;D
Jesse 28 Sep @ 3:22pm 
Ah. I found a really cool embark location but the new tree generation with AA has only two types of tree growing here. I was hoping this would let me grow new tree types in the area.
Droseran  [author] 28 Sep @ 10:19am 
The issue with feather tree eggs is simply that their material has a melting point below ambient temperature (and they count as an animal kill material, which causes problems with elves.) AA fixes these issues at the material level, I'm not sure how DFHack does it.

If you mean actual trees, as in the multiblock structures, no. There is no way to grow those in the game. DFHack's gui/sandbox can create them, but that's the only way I know to generate those intentionally. The feather tree eggs do produce seeds with this mod installed, but that only allows growing "saplings," which are mechanically just shrubs with the tree sapling sprites and names.

There could be some way to grow trees from seeds with a DFHack script, but from what I've read about, that would be complicated and prone to bugs due to the weird mechanics behind tree growth.
Jesse 28 Sep @ 3:29am 
Question, iirc, DFHack fixes the Feather Tree eggs breaking at a trade depot. Can those eggs be used to grow more feather trees?
Droseran  [author] 25 Apr @ 11:15am 
They should be under "Plants."
Direwolf 25 Apr @ 11:11am 
what type of item are the grown saplings counted as? i want to make a stockpile just for them to go into but i cannot find where they are sorted
stuporstar 22 Apr @ 4:26pm 
I just did a content search (wish I could edit posts) and found [SELECT_ENTITY:MOUNTAIN][OUTDOOR_FARMING] added to the enhanced trade mod, so that must be it. I must have another mod doing a cut on the mountain entity overriding it.
stuporstar 22 Apr @ 4:17pm 
Huh, that's really strange. When I first made a map with AA, dwarf civs suddenly had access to above ground crops and it automatically dumped five of each type of available seed into the default embark profile. I thought it was a feature since there is an embark profile in the mod with a list of all the seeds. I'm not using any other agricultural mods, just AA and AO. But I just removed AO and tried generating another map, and the embark profile is back to the vanilla default.
Droseran  [author] 22 Apr @ 4:08pm 
Dwarven civilizations don't have access to above ground seeds in vanilla, as they lack the token [OUTDOOR_FARMING]. If dwarves had those in your previous saves, it was added by a different mod. Neither AA nor AO remove anything from entities.
stuporstar 22 Apr @ 3:56pm 
Since I installed this only sapling seeds for cave trees are available on embark. I have it loaded after Advanced Agriculture and it's removed all the seeds for above ground plants from dwarven civilizations.