Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Are aboveground crop farms depending on the right biome now?  (Read 1656 times)

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Are aboveground crop farms depending on the right biome now?
« on: December 21, 2015, 07:49:43 am »

I thought aboveground farms could always grow every aboveground crop, as long as you had the right seeds.
But just now, I bought some jute seeds and some grape seeds from the human traders, but they don't show up in my aboveground farm list.
In fact, the list is pretty short. I am on a rocky biome, and my soil layer is peat (which apparently needs muddying despite being soil, since it had the yellow no mud text when designating the plot, so I muddied it).

This is my complete aboveground crop list:



Is it biome dependent now, or is this a bug?
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Zuglarkun

  • Bay Watcher
  • [ETHIC:MAKE_MEGA CONSTRUCTION:REQUIRED]
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #1 on: December 21, 2015, 08:03:17 am »

Not a bug. It has been biome dependant since 40.24 with the expansion to crops. The aboveground crops that were already in the game before that (prickleberries, longland grass and the like) can be grown in every biome I think.

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #2 on: December 21, 2015, 08:36:01 am »

Ah, good to know. I never really toyed with the new crops until starting up a fort in 42.x.
I guess I'll sell those seeds back to the next caravan then.
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

greycat

  • Bay Watcher
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #3 on: December 21, 2015, 08:46:06 am »

I haven't played with above-ground farm plots in 0.42 yet, but this sounds like an older bug where seeds acquired from traders can't be planted until you do something with the plants... what was it, again?  Oh right, 0004549: Seeds cannot be planted until your fortress has produced something from that plant.


I believe Zuglarkun is simply confused.
« Last Edit: December 21, 2015, 08:48:54 am by greycat »
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Zuglarkun

  • Bay Watcher
  • [ETHIC:MAKE_MEGA CONSTRUCTION:REQUIRED]
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #4 on: December 21, 2015, 10:53:40 am »

Oh right, 0004549: Seeds cannot be planted until your fortress has produced something from that plant.
I believe Zuglarkun is simply confused.

*Takes a look at link on mantis*

Uh, I hate to break this to you but...

*points to the Fixed in version 0.40.10 tag*

To note, I'm speaking from my experience in 40.24. I've been growing aboveground crops in my fortress for some time now, and I am pretty sure that's how it works, as I receive a variety of seeds from the humans (like oats and such) that are simply not available for planting even though I buy out food supplies from the caravans. I'm not sure if there are any further changes in 42.xx other than papyrus and other paper making related plants actually being able to be grown.

Also, minor correction on my part for my previous post, but the aboveground plants that were already in the game before 40.24 can not be grown in EVERY biome. Notably freezing glaciers and such. This link should clarify a few misconceptions. Do note the differences between versions, so yeah this was already a thing from way back.
« Last Edit: December 21, 2015, 10:58:22 am by Zuglarkun »
Logged

Larix

  • Bay Watcher
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #5 on: December 21, 2015, 12:55:29 pm »

To note, farming's been biome-dependent in 0.34 already (possibly even earlier). It's just that before 0.40, the differentiation possible by biome settings wasn't utilised. Anything that was farmable above ground had the exact same biome setting (BIOME:NOT_FREEZING). Anything with other settings simply wasn't farmable (muck root, bloated tuber, kobold bulb, valley herb).

BTW: there's nothing magic about "freezing" biomes that prevents farming there, it's just that no crops have those biomes listed. You can farm crops in mountain biomes simply by adding [BIOME:MOUNTAIN] to a crop (any crop) in the save's raws. No need to generate a new world, just edit and restart the game. I've done it in 0.34 and 0.40.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #6 on: December 21, 2015, 01:17:24 pm »

If (some!) above-ground crops are biome-specific now, then there's a whole lotta 'splainin' that needs to be done.  Starting with that wiki page that you claim "should clarify a few misconceptions" (it doesn't... yet).  And then my stickied farming guide.

This is going to take a lot of science.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Are aboveground crop farms depending on the right biome now?
« Reply #7 on: December 21, 2015, 01:58:47 pm »

My handling of above ground farming is to make a farm plot shortly after embark and then see what's listed. If I'm straddling biomes I try to make one plot in each biome (all plots in my courtyard). I then collect all herbs I can and try to farm all booze and cloth producing plants supported by the biome(s), complementing with missing ones by buying fruits, plants, and seeds from caravans. I also replace plump helmets at the embark for various boozable vegetables/fruits, in the hope the seeds will be viable for my embark (or buy them later from the caravan, of course).

It can be noted that badlands that do not have anything growing in them nevertheless support farming (but every seed has to come from off site, of course). Ocean and mountain are not supporting farming, though.

It can be noted that I haven't seen any significant change from 0.40.24 to 0.42.03 in crop availability or behavior. There was some issue with strawberries(?) in the early 0.40.X that was fixed, but that's about it (Some odd non reproduced cases/rumors about fruits/plants not producing seeds when they should have).
Logged