Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: [42.06] Claije's Seasonal Farming  (Read 4832 times)

Claije

  • Bay Watcher
    • View Profile
[42.06] Claije's Seasonal Farming
« on: February 14, 2016, 02:03:25 am »

Extends the time from planting to harvest for (almost) every crop in game also alters the seasons they're available. I spent about 5 hours researching each crop one at a time to find the proper season for planting and harvesting (although perennials aren't really viable, so most of those just ended up being a once a year annual.) as well as the days to harvest after planting. The average is about 1.3 seasons, but there are a number of them that reach 7 or 8 months or longer. Garden cress was an outlier, as it was the only plant that grows faster. Afew material values might have been modified, I can't remember, but I didn't edit any plants beyond that so far.

Subterranean crops are available year round. Above ground crops are now planted seasonally, if you plant in the first season they're available they should be able to grow to harvest at least once. Overwinter and Longer-than-a-year growth works as intended.

Crops will not be planted in seasons you don't mark them active, but they will continue to grow and be harvested. A good idea is to mark the first season they're available as active so they plant them then, and will harvest that batch when it's done. Be careful about late plantings, as it may disallow you to plant in that season next year if the crop doesn't mature in time.

I have phoebus graphics, so if you're not using them the tiles may look odd with your set.

http://dffd.bay12games.com/file.php?id=11770

Modified Expanded plants 40.24.03 version (http://www.bay12forums.com/smf/index.php?topic=141440.0) to work with 42.06 and contain these changes. Although their research is more robust it wasn't implemented yet, also adds paper-making to it.

Added three Optional subterranean plants of my own design, they are all in cavern layers 2-3:
Spoiler (click to show/hide)
V3 Uploaded (Also 2/15/2016, sorry xD)
Adds plant milks, cheeses, and missing oils/soap to Almonds, Cashews, Walnuts, Peanuts, Soybeans, Rice, Quinoa, Flax, Hemp, Barley, Oat, and Spelt.
Adds Reaction to Quern and Millstone to mill beans/nuts that don't have oil so you can make milk from them, also mills oilable ones as long as they have milk.
Adds Reaction to Still to make plant milks from their paste
Cheese is made the same way as animal cheese, no new reaction needed.
All of those changes are only available in the expanded plants version, as the vanilla version lacks a viable way to get seeds from a lot of those.
On the side I'm looking to add herbs and spices, but black pepper is really complex and it's the one I started with seeing as it's one of the most important historically.

V2 Uploaded (2/15/2016)
Spoiler (click to show/hide)

Table of Seasons and Growth Times:
Spoiler (click to show/hide)
« Last Edit: February 15, 2016, 08:33:18 pm by Claije »
Logged

jwest23

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #1 on: February 14, 2016, 08:26:49 am »

Very nice.  I've wanted for something like this but haven't gotten around to doing it myself.  Thank you!
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #2 on: February 14, 2016, 12:45:56 pm »

The old Expanded Plants was actually for 40.24 - the '3' was because it was the 3rd release for 40.24. That said, I believe it should be compatible with 42.06.

There's a couple of common plant modding pitfalls it looks like you missed:

  • Dwarves currently won't plant seeds if the year will roll over before they mature. This makes overwintering plants, as seems to be necessary with at least onions, leeks, and purple yams, impossible.
  • For aboveground plants, the [SPRING][SUMMER][FALL][WINTER] tags do double duty not only for planting seasons but also for seasons they'll appear above ground. This is a potential problem for a couple reasons:
    • Plants with fruit only get seeds from their fruit (with the exception of strawberries, which are bugged to be usable both as whole plants and as fruits), and in the wild, fruit is only available during the summer. For the vanilla version this shouldn't be a problem because IIRC, all the affected plants are bugged so that their seeds aren't available from wild plants anyway. For Expanded Plants it would affect strawberries, soft wheat, hard wheat, kaniwa, asparagus, broad beans, peas, and urad beans.
    • Possibly a bigger problem is that when an aboveground plant goes out of season in the wild, all instances of it immediately disappear off the map. New plants continue spawning during the seasons it's away, and a species that is only available one season of the year isn't prioritized for spawning during that season. The result of this is that plants which aren't available year-round are crowded out in the wild very quickly - in the case of plants that aren't available in the spring, they'll be quite rare from the very beginning.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Claije

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #3 on: February 14, 2016, 01:05:25 pm »

Spoiler (click to show/hide)
Alright, so as far as I've seen overwinter and longer-than-a-year growth works no problems. I didn't even have to fix anything for that. You were right about the seasons though, so I'm changing the timers on all growths to fit the plants growing seasons and harvest times. I've already got that done for the expanded plants version, but I'm gonna hold off until I do the vanilla one too. I'll work on that tomorrow. Oh, and I also added paper products to the expanded plants stuff, since they were missing.

Uploaded latest version with both vanilla and expanded plants having proper growth seasons for plant gathering.
« Last Edit: February 15, 2016, 12:49:57 pm by Claije »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #4 on: February 15, 2016, 06:19:02 pm »

Thanks for re-testing the overwintering bug! I wonder when that was fixed :).
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Claije

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #5 on: February 15, 2016, 08:35:15 pm »

Yeah, I have no idea. But everything works right. So that's good!
Logged

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: [42.06] Claije's Seasonal Farming
« Reply #6 on: February 15, 2016, 08:39:11 pm »

Oh, neat. Thanks for putting this together.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Claije

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #7 on: February 15, 2016, 08:44:22 pm »

I'm mostly doing it for me! xD

I just think it's polite to put it here so no one else has to go do all this themselves.
I got lots of free time especially while I wait for Dwarf Therapist to get to 42.06.

When my brain evens out from all the work, I'm probably gonna work on adding herbs and spices, like pepper, cinnamon, tea, etc. I was hoping I could make a reaction to decorate prepared meals with spices... but decorating is hard coded D:
Might even add salt deposits if I can but that'd be a stretch for the initial point of this haha. Which when I think of it is just an edible rock. I wonder if there's any other edible rocks I could add...

OOH. An underground crop that makes salt deposits, yesssss.
« Last Edit: February 15, 2016, 08:49:30 pm by Claije »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #8 on: February 16, 2016, 12:14:32 pm »

Btw Claije here is a reference table mapping growth_timing and growth_print tick values to their real-life, northern hemisphere equivalents: http://dwarffortresswiki.org/index.php/Modification:Expanded_Plants/Timing

I made it for myself but if you're dealing with plant timings it's likely to be useful to you too.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Claije

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #9 on: February 16, 2016, 02:39:46 pm »

I just kinda guess and by-goshed it knowing that a season was 1008 hundred ticks, but thanks, this is indeed more precise.

The way I figured it was using the crop data I scrubbed up from the internet, namely the planting season and days to maturity of the crops (most of which were in months or weeks, so easy to use as a multiplier of the 1008 hundred ticks), I made sure that the wild plants had their important growths starting at the point that the first possible harvest would be if it were grown as a crop and left them until a little before their last season ends, and put the flowers just before the growths show (usually). This does mean that some crops are indeed harder to get wild, as they may have a very short period of time that their growths are available (I think as an example, there were afew that only had their growths for about 35000 ticks - but that's still more than one month), and like you said before if they are there when it isn't their season they die out and have to be replaced. It should atleast be possible to get any wild plants that grow in your area, though.
« Last Edit: February 16, 2016, 02:47:59 pm by Claije »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #10 on: February 16, 2016, 06:32:23 pm »

By the way, thank you for the idea of using different plant objects for wild & farmed plants. It solves a few problems I was wrestling with. :)
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Claije

  • Bay Watcher
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #11 on: February 16, 2016, 08:42:31 pm »

I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
« Last Edit: February 16, 2016, 08:45:19 pm by Claije »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #12 on: February 17, 2016, 11:17:45 am »

I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.

Shouldn't be a problem w/ the final version of Expanded Plants. Seeds almost always come in pods, spikes, or other seed-containing growths :).
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #13 on: February 17, 2016, 11:31:52 am »

I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
Can you make the wild plant's seed out of the cultivar's SEED material?  I wonder if that would make wild-gathered seeds produce cultivars when farmed.  The wild ones will just respawn regardless.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [42.06] Claije's Seasonal Farming
« Reply #14 on: February 17, 2016, 11:45:29 am »

I tried it, but something went wrong. Like I said if you put the seed of one plant in another, that seed is considered part of (I'm assuming) the first plant you have in your area regarding that seed, which in this case was wild. So having the seed didn't let me plant the cultivar that wasn't wild - only the wild one (even though it grew another plant) but at the same time, since the wild plant had no actual seed it wasn't allowed to be planted :P It was really really weird stuff!

I'm sure you could get something useful out of that styling though, it just didn't help my problem at ALL xD

But yeah, it's not a huge stretch to be honest, wild plants are rarely very similar to their cultivated kin - there's a lot of genealogy going on there.
Can you make the wild plant's seed out of the cultivar's SEED material?  I wonder if that would make wild-gathered seeds produce cultivars when farmed.  The wild ones will just respawn regardless.

EDIT: Actually, could I just give the wild cultivar (with proper vanilla seasons from Spring-Winter) the SEED_MAT of another plant instead of LOCAL_PLANT
i.e. [MATERIAL_REACTION_PRODUCT:SEED_MAT:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED], would give plump helmet seeds regardless of the plant that you were getting the seed from
I gotta go do some !!SCIENCE!! for this...

That's what they said didn't work.

Might be able to do it with ITEM_REACTION_PRODUCTs instead of MATERIAL_REACTION_PRODUCTs though.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
Pages: [1] 2