Although it's not implemented in the game because there are no poisonous plants,
Interesting tangent. I'm not advocating for who whole truckload of poisonous plants, of course, but it does seem odd that seemingly every single plant in DF is useful. If we've got obscure (and even somewhat controversial) plants like fonio & durian, then why not also have a few of the more well-known nuisances, such as stinging nettles, kudzu, poison oak, monkey puzzle, and jumping cactus? It would certainly make for a more gradual transition to things like staring eyeballs & wormy tendrils.
On a similar note, there are also no weeds. Sure, we have rat weed & blade weed, but they always stay nicely in their farm plots and only grow when planted in season. Currently, Planters have nothing to occupy their time between planting & harvesting--regular weedings would be a realistic requirement to maintain high yield, and would incidentally give children something useful to do.
in real life there was a strong link between herbalists and foragers.
Yes and no, albeit admittedly mostly yes. Foragers mainly had to know which berries, roots, and mushrooms NOT to eat. (Or which
parts, in cases like rhubarb.) But the important difference is, even legitimately medicinal plants are frequently toxic if you eat them in meal-sized quantities, so where the herbologist goes the extra mile is in knowing which of the
bad plants can actually be good when used correctly. And not only do they have to tell the difference between
yarrow and
hemlock, they also have to know what yarrow is good for, and how to use it. Also, both professions would be useful for keeping poisonous plants out of animal pastures, particularly if your livestock is not native to the area and thus wouldn't know which plants to avoid.
in post-farming societies pretty much the only reason a person would be gathering wild plants is for finding herbs that are not usually farmed
Um, and poverty. That's a pretty big reason.
. . . since Tea is made from water it wouldn't make sense for Dwarves to drink it unless there's no alcohol
Except for the fact that all booze (except when of very high proof) is
also primarily composed of water. Tea also has the advantage of a near-instantaneous prep time, unlike alcohol, which would realistically require a fermentation & aging period of months, if not years.
why would dwarves waste the scarce energy in their underground environment on yeast?
1. Because beer,
2. Because yeast is a fungus,
3. Because the dwarven environment isn't limited to the underground, and
4. Because you're not turning
this thread into another "caverns can't support life" debate.
The ALCOHOL_DEPENDENT tag is pretty gamey though. What, every dwarf at every age needs alcohol to not be depressed? I'd support a decision to remove it, but give dwarves a personality that encourages drinking for most dwarves (like a higher propensity for insanity due to bad moods along with a resistance to the harmful effects of alcohol) without it being straight up hard-coded in their biology.
Agreed. It would be far more realistic to say that either booze makes them happy, or (harsher) they can't be happy
without booze to flip the endorphin switch.