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Author Topic: DF:2014 New plants  (Read 2054 times)

Urist McShire

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DF:2014 New plants
« on: August 12, 2014, 07:05:00 pm »

I'm curious about the new plants that have been unleashed upon us in the latest version of DF and how their integration allows for the building of our agricultural industry. For instance, in the current fortress I've started up (a volcano fortress in a tropical forest that gets surprisingly little rain. It's been a year and I haven't seen it rain once) I've got passionfruits growing outside my fort as well as potatoes and numerous other plants. The thing is, when I try to grow the passionfruit myself, my dwarves are immediately harvesting it once the vines show up, leaving me with no fruit to work with. Does anyone know how to stop the dorfs from harvesting vines and just leave them be until I can get the fruit?
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Cattani

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Re: DF:2014 New plants
« Reply #1 on: August 12, 2014, 08:45:31 pm »

AFAIK, we are not allowed to harvest fruits at the time being. Toady said he will implement it on the nearby future, but I would wait until all the bugfixing is done to expect actual features.
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ImagoDeo

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Re: DF:2014 New plants
« Reply #2 on: August 12, 2014, 11:06:42 pm »

The new plants are kind of weird.

Some grow as vines and must be processed to yield edible/cookable/brewable fruit.
Some grow as vines and cannot be processed, but must be directly eaten/cooked/brewed.
Some grow as individual fruits, and have the same two outcomes.
Some grow as plants requiring processing into usable plant thread and cloth.
Some, like rice, are both seeds and usable food materials at the same time. Potatoes also seem a little odd.

Overall, there are a ton of different ways to use the new plants and fruits. Experimentation is required to narrow down how each functions, exactly. Plenty of room for science.
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AMTiger

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Re: DF:2014 New plants
« Reply #3 on: August 12, 2014, 11:25:57 pm »

 at a stab in the dark guess
 
 lock the door until it's fully grown?
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Solon64

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Re: DF:2014 New plants
« Reply #4 on: August 13, 2014, 08:30:40 am »

Experimentation is required to narrow down how each functions, exactly. Plenty of room for science.

Oh goodness no, that would be completely silly.  Just go look it up in the raws; the file is called plants_crops.txt.  All of the new plants are in there and all of their fort functions are listed.  Easy peesy!
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Dame de la Licorne

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Re: DF:2014 New plants
« Reply #5 on: August 13, 2014, 08:36:13 am »

Hiya,

Experimentation is required to narrow down how each functions, exactly. Plenty of room for science.

Oh goodness no, that would be completely silly.  Just go look it up in the raws; the file is called plants_crops.txt.  All of the new plants are in there and all of their fort functions are listed.  Easy peesy!

The problem with this is that most of these plants are currently broken because ToadyOne hasn't finished implementing them yet.  There are work-arounds (e.g. making the new raws resemble the older ones to a certain extent), but vanilla versions simply won't work until he finishes the fruit/plant harvesting that he decided to put off in order to get .40.01 released as soon as it was.

-Dame de la Licorne
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vjek

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Re: DF:2014 New plants
« Reply #6 on: August 13, 2014, 08:52:58 am »

At the very least, there's alternatives to pig tails..

[PLANT:FLAX] Linum usitatissimum
        [DRY][BIOME:GRASSLAND_TROPICAL][BIOME:SAVANNA_TROPICAL]

[PLANT:JUTE] Corchorus capsularis / Corchorus olitorius
        [DRY][BIOME:ANY_TROPICAL]

[PLANT:HEMP] cannabis sativa
        [DRY][BIOME:ANY_TEMPERATE]

[PLANT:COTTON] Gossypium hirsutum / sp.
        [DRY][BIOME:ANY_TROPICAL]

[PLANT:RAMIE] Boehmeria nivea
        [DRY][BIOME:ANY_TROPICAL]

[PLANT:KENAF] Hibiscus cannabinus
        [DRY][BIOME:ANY_TROPICAL]

All of those can be processed into thread and subsequently cloth.  Looks like, for the moment, TROPICAL biomes would have an overabundance of thread-bearing crops, while hemp in temperate biomes would be ideal.  Personally, I've used hemp for flour and cloth and it works great in 40.0x.

EDIT:
From a mixed 3x3 tropical/temperate shrubland embark with 49 rain/100 drain..
Shrubs:
                   COTTON :        13 Z: 143
                     JUTE :        12 Z: 143
                    KENAF :        10 Z: 143
                    RAMIE :         9 Z: 143
                     HEMP :         7 Z: 143
>>> TOTAL = 947

Certainly enough to get a thriving above ground textile industry started.
« Last Edit: August 13, 2014, 09:27:11 am by vjek »
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Urist McShire

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Re: DF:2014 New plants
« Reply #7 on: August 13, 2014, 09:59:36 am »

Well right now I've also got cotton in my dry tropical forest region at a volcano site, but my main problem is that I'm three years into my fortress and I haven't received a single immigrant wave. Not one. Fortress' third year and I've only got my starting seven suffering through two goblin sieges and elf ambushes.
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Button

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Re: DF:2014 New plants
« Reply #8 on: August 13, 2014, 10:07:18 am »

Not to toot my own horn, but I've made a mod to make plants usable in dwarf mode.

http://www.bay12forums.com/smf/index.php?topic=141440.0
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vjek

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Re: DF:2014 New plants
« Reply #9 on: August 13, 2014, 10:12:47 am »

Well right now I've also got cotton in my dry tropical forest region at a volcano site, but my main problem is that I'm three years into my fortress and I haven't received a single immigrant wave. Not one. Fortress' third year and I've only got my starting seven suffering through two goblin sieges and elf ambushes.
This has been typically/recently caused by copying over init files from a previous version.  In particular,
[STRICT_POPULATION_CAP:220]
missing from
d_init.txt
will cause zero migrants.

Of course, it doesn't have to be 220, that's the default, but some non-zero value will permit migrants.
Personally, for testing, I use
[POPULATION_CAP:40]
[STRICT_POPULATION_CAP:41]
and it works great, especially with
[BABY_CHILD_CAP:0:0]
I get exactly 40 population, total, in every fort so far.

Baffler

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Re: DF:2014 New plants
« Reply #10 on: August 13, 2014, 11:18:14 am »

Hemp is a particularly useful plant.

Anyway this may seem like a silly question, but there are a number of plants that are only [EDIBLE_COOKED], mostly garden vegetables like string beans. How can I get a viable crop of these things? Cooking still destroys the seeds, right?
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Buttery_Mess

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Re: DF:2014 New plants
« Reply #11 on: August 13, 2014, 11:31:59 am »

Well right now I've also got cotton in my dry tropical forest region at a volcano site, but my main problem is that I'm three years into my fortress and I haven't received a single immigrant wave. Not one. Fortress' third year and I've only got my starting seven suffering through two goblin sieges and elf ambushes.

If you've copied d_init.txt over from a previous version, your [STRICT_POPULATION_CAP:220] tag may be missing. This defaults to zero, meaning no migrant waves. It should be added to the init file directly below [POPULATION_CAP:200].
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flameaway

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Re: DF:2014 New plants
« Reply #12 on: August 13, 2014, 12:38:09 pm »

"Personally, for testing, I use
[POPULATION_CAP:40]
[STRICT_POPULATION_CAP:41]
and it works great, especially with
[BABY_CHILD_CAP:0:0]
I get exactly 40 population, total, in every fort so far."

Thank you vjek.  I shoot for 40 in my games, as well. But haven't managed to always achieve that number. So this info helps.
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greycat

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Re: DF:2014 New plants
« Reply #13 on: August 13, 2014, 02:04:51 pm »

Shrubs:
                   COTTON :        13 Z: 143
                     JUTE :        12 Z: 143
                    KENAF :        10 Z: 143
                    RAMIE :         9 Z: 143
                     HEMP :         7 Z: 143
>>> TOTAL = 947


Is that... DFHack?  For 0.40?!  Usable by people who are not named Quietust?
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vjek

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Re: DF:2014 New plants
« Reply #14 on: August 13, 2014, 05:39:58 pm »

Sure yep, an experimental .zip was posted yesterday.

As always, huge disclaimer, the use of that software may end the world, melt your computer, strike you down with unknown forces, and so on.  Use at your own risk.  No support expected or implied, etc, etc.  Bugs & crashes are almost certain.

Having said that, prospect, reveal and unreveal appear to work ok, for me.  I'm content with that, for now.