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Poll

Which of these plant-related reagent requirements would you like to see? (Select all that apply)

Require wooden pots & barrels to be treated with a sealant before holding liquids
- 14 (40%)
Require tanbark to make leather
- 11 (31.4%)
None of the above
- 10 (28.6%)

Total Members Voted: 29


Pages: 1 ... 3 4 [5] 6 7 8

Author Topic: Expanded Plants (nee Plant Fixes) v 0.40.24.3  (Read 36918 times)

Button

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Re: Plant Fixes (Minor Mod) v 0.40.14.1
« Reply #60 on: December 03, 2014, 12:03:56 pm »

Maybe ripening could be a feature of the fruit growths? It's not yet a feature of vanilla DF, but modding it can be done by introducing new growths that would come before the ripe fruits, to the beginning of the vanilla fruit growth time (somewhere around 120000:149999 or so) while the ripe fruits have the rest.  Unripe fruits would be mostly unusable (I just make them use the same STRUCTURAL material), but a few like bananas and mangos could be used for cooking while unripe, but not brewing.

I see some potential problems with this approach with the current plants implementation:

Case 1. Unusable unripe fruits. If the fruit is unusable while unripe, this is functionally equivalent to just reducing the available time of the fruit. I do plan to reduce the available time of a number of fruits, but adding a "unripe fruit" growth doesn't seem to have much value.

Case 2. Wild plants with usable unripe fruits. This would provide double yield - a full crop of unripe fruits, and a full crop of ripe fruits. There's currently no way to have growths replace each other - only occur in sequence. Picking bananas before they're ripe because you need food now is interesting. Picking bananas before they're ripe and then having fully ripe bananas pop in anyway is not.

Case 3. Farmed plants with usable unripe fruits. This would provide lower-quality yield than vanilla. Farmed plants drop usable products randomly - you can't choose which growth to pick, so you would get half ripe plants, and half unripe plants. This is pretty much the opposite of how farming should be: your dwarves planted them in neat rows to keep an eye on them and be able to pick them at the right time with a minimum of fuss.
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I used to work on Modest Mod and Plant Fixes.

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Button

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Re: Plant Fixes (Minor Mod) v 0.40.23.1
« Reply #61 on: January 01, 2015, 05:11:36 pm »

I've uploaded 0.40.23.1, which is a far more polished version of what 0.40.14.1 should have been.
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I used to work on Modest Mod and Plant Fixes.

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notfood

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Re: Plant Fixes (Minor Mod) v 0.40.23.1
« Reply #62 on: January 02, 2015, 12:21:04 am »

Is there a reason why you change the [ to ( in these instances?

Phoebus edit btw.
Code: [Select]
[MILL:LOCAL_PLANT_MAT:MILL] *** ear is threshed to spikelets, milled down to flour

(MILL:LOCAL_PLANT_MAT:MILL] *** ear is threshed to spikelets, milled down to flour
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.23.1
« Reply #63 on: January 02, 2015, 02:55:03 am »

Changing an initial [ to ( disables that tag. Where I've disabled the [MILL tag, it's because I'm replacing the default (hardcoded) milling reaction with a variation of my own.
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.23.2
« Reply #64 on: January 06, 2015, 11:13:11 am »

0.40.23.2 is out.

Sorry for such a small release, but I had an epiphany about how to solve bug #6750 and was excited to get it in.
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ptb_ptb

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Re: Plant Fixes (Minor Mod) v 0.40.23.2
« Reply #65 on: January 06, 2015, 12:16:27 pm »

Oooh, didn't notice this had been updated.  I've been running vanilla for bug checking, but this is going on the list for my next worldgen. :)
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.24.1
« Reply #66 on: January 07, 2015, 05:52:39 pm »

Version 0.40.24.1 uploaded. Toady decided to make bloated tubers and muck roots farmable to fix bug #6750, so I've reverted my previous solution.

I also undid a bug I introduced accidentally, which was preventing dwarves from having the Gelder job.

EDIT: Aaand now 0.40.24.2 is uploaded, because I was silly and introduced another bug. Keeping my personal raws and this mod separate gets confusing sometimes. So, have Igfig's specific milling reactions.
« Last Edit: January 07, 2015, 06:30:33 pm by Button »
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Meph

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #67 on: January 07, 2015, 10:02:05 pm »

I didnt quite follow the latest releases regarding plants, but I saw your poll... so... what exactly does the mod still do, if Toady made plants useable?

The specific milling reactions and the balance changes (more edible/brewable plants?)
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Zarathustra30

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #68 on: January 08, 2015, 03:39:33 am »

It's just a few changes to make plants and farming more accurate. Milling grain should use seeds, not give them back.

Philosophical question for Button: How would you feel if Toady integrated all of your changes into vanilla? (with attribution, of course)
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #69 on: January 08, 2015, 11:16:58 am »

I didnt quite follow the latest releases regarding plants, but I saw your poll... so... what exactly does the mod still do, if Toady made plants useable?

The specific milling reactions and the balance changes (more edible/brewable plants?)

I keep the first post up to date with each release.

The only really important change IMO is the tree nuts. I believe almonds, pecans etc. still aren't harvestable in vanilla fortress mode.

Philosophical question for Button: How would you feel if Toady integrated all of your changes into vanilla? (with attribution, of course)

Pretty great! I'd probably be a little disappointed/wistful because I wouldn't have an "important" mod to maintain anymore, but it would be more than made up for by pride and fangirling at, "OMG, Toady noticed my work and liked it enough to incorporate it into vanilla Dwarf Fortress!"
« Last Edit: January 08, 2015, 11:21:10 am by Button »
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #70 on: January 15, 2015, 01:53:43 pm »

Note to self, lest I forget: peanut butter.
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Vattic

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #71 on: January 15, 2015, 03:26:58 pm »

Note to self, lest I forget: peanut butter.

Might be worth adding other apropriate nut butters also.
« Last Edit: January 15, 2015, 05:09:13 pm by Vattic »
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Baffler

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Re: Plant Fixes (Minor Mod) v 0.40.24.2
« Reply #72 on: January 15, 2015, 05:08:02 pm »

I think something's borked with the quarry bushes. I ordered my crop processed to bags, and after a little bit I noticed that the farmers were taking it to the workshop and processing them to a bag, but there were no products. They were able to use the same -jute fiber bag- for every job.
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Button

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Re: Plant Fixes (Minor Mod) v 0.40.24.3
« Reply #73 on: January 16, 2015, 11:54:54 am »

Good catch! When Toady did his big vanilla plant bugfix, I reverted to the vanilla bagging reaction, but forgot to change the reagents to match. I've uploaded the fixed version.

You shouldn't need to generate a new world to apply this fix.
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I used to work on Modest Mod and Plant Fixes.

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Button

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Re: Plant Fixes (Minor Mod) v 0.40.24.3
« Reply #74 on: February 03, 2015, 05:30:17 pm »

I've picked up custodianship of the Modest Mod, Igfig's old project. The new Modest Mod will include all of the pure bugfix features of Plant Fixes - most notably the tree nuts, legumes, strawberries, and adventure-mode-ready plump helmets - but none of my grain work or new plant products.

This raises the question of what to do with the features of Plant Fixes that aren't going into the Modest Mod. My choices are listed in the new poll at the top of the thread *points up*. I would appreciate your input.

(A Modest Module is a minor mod which is packaged as part of the Modest Mod, and assumes that all the features of the base Modest mod are in place.)
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