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Author Topic: Growths replacing growths; also, gathering settings  (Read 1173 times)

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Growths replacing growths; also, gathering settings
« on: December 08, 2014, 06:53:36 pm »

So at the moment, growths appear and disappear without reference to each other. Flowers just appear before fruit, and even if you picked them all for some reason, the fruit would still turn up in its appointed season.

The "for some reason" is why I think this would be a good feature. Right now, doing anything with flowers or different stages of growth (e.g. buds vs flowers vs ripe fruit vs unripe fruit, leaf shoots vs full-grown leaves, etc.) is setting yourself up for brokenness really quickly.

Date flowers are edible (in real life), but we can't make them edible in Dwarf Fortress without breaking the game, because the fruit will grow regardless of whether or not you pick the flowers. Similarly, many kinds of flowers could be enhanced for milling into dyes, but a single tree producing a full crop of dye, and then a full crop of fruit, is a little ridiculous.

I think it would add a little tactical complexity if picking a flower prevented fruit from growing on that tile, is what I'm saying.

Of course, this would require an enhancement to plant harvesting zones to allow the player to designate which growths they want picked, a la stockpiles. This would also be really nice. In the early game, I'd really prefer that the herbalists focus on plants that can be brewed, instead of harvesting a bunch of lettuce.
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Ngosp Umbabok

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Re: Growths replacing growths; also, gathering settings
« Reply #1 on: December 08, 2014, 07:24:38 pm »

Having the harvesting of one part of a tree potentially effecting the harvesting of another part on the same tree that grows from the first part you harvested makes sense.
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Tristan Alkai

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Re: Growths replacing growths; also, gathering settings
« Reply #2 on: January 01, 2015, 10:42:06 am »

I like this idea.  A trade-off between flowers for dye and fruit for food or drink could definitely add more strategy and depth to the game. 

Somewhere in here (seems to be pretty buried at this point) is a more general Improved Farming thread you might want to look at.  This idea might end up getting folded into that general framework. 
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