I am enjoying the old form which was relisted, to which I added Pickerel's reindeer moss, beehives, and cacao bush. I tried to adjust his plants to Iituem's economic basis, and added mead as a honey-based drink.
I added the reindeer moss because it irritated me that the greenhouse in my arctic colony could grow nothing despite being roofed in and open to the rest of the delving (ie, heated as much as the rest, however much that was, but at least not freezing) because of the game's handling of the outdoor/above-ground/light situation.
I added honey and cacao because I like them.
Yield tile/year=4, 48 per tile raw, 40 per tile drink, 40 per tile milled
[MATGLOSS_PLANT:CLADINA_RANGIFERINA]
[TILE:227][COLOR:3:0:1]
[NAME:reindeer moss][NAME_PLURAL:reindeer moss]
[GROWDUR:1000][VALUE:12]
[SHRUB_COLOR:3:0:1]
[SEEDNAME:cladina bits][SEED:4:0:1]
[WET][DRY]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:MOUNTIAN]
[GENPOWER:2]
[DRINK:Aquavit:3:0:1]
[DRINKVALUE:2]
[MILL:cladina powder:7:0:1]
[MILL_VALUE:10]
[COOKABLE_WHEN_MILLED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:5]
[CLUSTERSIZE:5]
[PREFSTRING:twining branches]
[PREFSTRING:thick mats]
Yield 2/tile/year, 40 per tile raw,90 per tile extracted, 90 per tile drink
[MATGLOSS_PLANT:HONEY1]
[TILE:'B'][COLOR:6:0:0]
[NAME:temperate bee hive][NAME_PLURAL:temperate bee hives]
[GROWDUR:1100][VALUE:20]
[SHRUB_COLOR:6:0:0]
[EXTRACT:Honey:6:0:1]
[EXTRACTVALUE:9]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[DRINK:mead:0:0:1]
[DRINKVALUE:9]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[SEED:6:0:1][SEEDNAME:temperate queen bee]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:5]
[CLUSTERSIZE:5]
[PREFSTRING:droning hum]
[DRY]
[BIOME:ANY_TEMPERATE]
[MATGLOSS_PLANT:HONEY2]
[TILE:'B'][COLOR:6:0:0]
[NAME:tropical bee hive][NAME_PLURAL:tropical bee hives]
[GROWDUR:1400][VALUE:20]
[SHRUB_COLOR:6:0:0]
[EXTRACT:Honey:6:0:1]
[EXTRACTVALUE:9]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[DRINK:mead:0:0:1]
[DRINKVALUE:9]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[SEED:6:0:1][SEEDNAME:tropical queen bee]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:5]
[CLUSTERSIZE:5]
[PREFSTRING:social behavior]
[DRY]
[BIOME:ANY_TROPICAL]
Yield tile/year=4, 40 per tile raw, 80 per tile drink, 80 per tile milled
[MATGLOSS_PLANT:CACAO_BUSH]
[TILE:´&´][COLOR:0:0:1]
[NAME:cacao bush][NAME_PLURAL:cacao bushes]
[GROWDUR:1000]
[DRY][WET]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[VALUE:10]
[GENPOWER:1]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:5]
[MILL:chocolate powder:7:0:1]
[MILL_VALUE:20]
[COOKABLE_WHEN_MILLED]
[DRINK:creme de cacao:0:0:1]
[DRINKVALUE:4]
[EDIBLE_RAW]
[CLUSTERSIZE:5]
[PREFSTRING:flowers]
[PREFSTRING:colored pods]
[SEED:0:0:1]
I do agree that the underground plants should grow in all seasons, and it is definitely feeling different with cave wheat, for instance, having a long growing season. Here, by the way, is a link to a possible picture of cave wheat. Beautiful, isn't it?
http://commons.wikimedia.org/wiki/File:Monotropastrum_humile.jpgSince my currently used embark party supply list consists of nothing but 2 cats, 2 dogs, 1 rope, one axe, two picks, turtles, plump helmets, plump helmet spawn, and 101 barrels of each type of booze, I have been able to adjust to this new model rather easily but it does slow down production which is a nice change and makes it a little more important to plan instead of just making more and more stockpiles for the overwhelming amount of food that is produced from the vanilla model.
I also verified that the plant token processing won't accept any cheese tokens, despite the presence of plant cheese on the stockpile menu.
Edit: corrected BIOME statement errors on Pickerel's plants, and also removed all biomes except mountain, tundra, and taiga forest from the reindeer moss because that is how I play it