The agricultural revolution modBy Xilian
downloadThe agricultural revolution mod aims to overhaul the current farming system. The current system allows you to feed a fort of 200 people with scarcely any dedicated farming land whatsoever. Furthermore, growth times of plants are unrealistic and can be grown year round. Near every process that involves plants net seeds to allow for replanting, yet no systems are in place to increase selectivity of what plants are processed. The agricultural revolution mod changes all that within the capacity of the current hard coded model. In doing so more land will have to be dedicated to farming and will allow for food and drink scarcities to occur more rapidly thus incorporating a more challenging survival approach to Dwarf fortress. The mod focusses mostly on above ground crops as those are the more numerous, yet subterranean plants have also been changed according to the new system.
Features:
- Radically increased growth times of plants to be more in tune with real life growth.
- Plants are now seasonal and can no longer be grown year round, an excel sheet is available for planting and harvesting months.
- Plants are now shifted to be more in line with their native locations, hence many plants have been moved from tropical to temperate climates.
- Herbalism efficiency has been drastically reduced.
- Plants have been placed into one of five categories to allow for more selective reactions: Cereal, Vegetable, Fruit, Fibre, Dye crops.
o Cereal plants in general have milleable and fermentable seeds, the plant is used to gain seeds.
o Vegetable plants in general have edible growth parts or seeds, the plant is used to gain seeds.
o Fruit plants in general have grown fruits that can be fermented or eaten, the fruit is used to gain seeds.
o Fibre plants in general are used to gain thread, the plant is used to gain seeds.
o Dye plants in general are milled into dyes used by a dyer’s shop, the plant is used to gain seeds.
- New reactions allow for the recovery of seeds from plants for new crops, seeds are no longer gained from processing plants.
- Amount of food required for fermenting has been increased.
- More natural dyes have been added, more in tune with historical dyes (including kermes red and tyrian purple).
Existing known problems:
- Fruit taken upon embark cannot be used in new reactions, seeds gained from eaten the fruit raw can be used to plant new crops that can be used in the new reactions.
- Milling and plant processing jobs still exist to allow the products to be traded, however it is advised not to use these anymore for the milling and threshing of plants.
- Trees still provide insane amounts of fruit.
New reactions:
- Ferment grains: replaces the old brew from drink, requires cereal seeds to ferment.
- Ferment fruits: replaces the old brew from fruit, requires fruits to ferment.
- Recover seeds from [crop_type]: recovers seeds for planting from harvested plants.
- Mill seeds to flour: mills cereal seeds to flour.
- Produce [colour] dye: mills the new and old dye plants into dye powder.
- Produce tyrian purple/kermes red: dry kermes or murex extract into dye powder.
- Process plant to fibre: thresh fibre plants into thread.
This is my first mod, any criticism is welcome.
Patch notes:
v1.0.1:
- Fixed Cave wheat and Sweet pods being unbrewable and unmilleable.
v.1.1.0
#General rule of thumb: feeding a dwarf on average for a year requires 1 tile, providing alcohol also requires 1 tile, providing sufficient clothing requires 1 tile. More skilled farmers will require less land, while unskilled farmers will require more land.
- Gave unprocessable fruits and vegetables the appropriate tags to process them
- Added reactions to process fruits and vegetables into their appropriate growths
- Overhauled the balance of reactions creating food and drink
- Cereal crops are now the best source of food
- Fruits and Vegetables can supplement a diet, but require a lot more land to provide a single dwarf with a year's worth of needs.