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Author Topic: Plant Overhaul  (Read 1771 times)

ungulateman

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Plant Overhaul
« on: August 29, 2010, 11:22:29 am »

Hi everyone. I have some problems with the current way farming works, so I'm overhauling the whole thing to create a new, more difficult, and more 'accurate' (in its own way) farming system.

Plans at the moment:
- Remove all of the current plants, and replace most of them with similar ones. Plants will be deleted from the list when finished.
 Muck Root - Swamp Rye
 Bloated Tuber - Potato
 Prickle Berry - Grape
 Wild Strawberries - Strawberries
 Longland Grass - Wheat
 Valley Herb - Hemp
 Rat Weed - Rat Weed
 Fisher Berry - Blackberries
 Rope Reed - Flax
 
- Make underground plants grow year-round, and surface plants seasonal. LOGIC!

- Slow underground plant growth significantly. GROWDUR on standard plants is 700, and 500 on Cave Potatoes and Dwarven Cotton.

- Make more plants for more colours of dye (all the primary and secondary colours, plus black & white).
Dwarven Tormentil - red dye
Cave Elderberry - blue dye
Cave Mignonette - yellow dye
Dwarven Dubh - black dye
Bleachroot - white dye (couldn't find a natural white dye.)

A dye-blending job will let you make secondary colours, once I work that out. :D

http://dffd.wimbli.com/file.php?id=3041 - here's the download, follow the instructions on the page.

Comments, criticism, questions or advice is welcome!
« Last Edit: September 02, 2010, 04:23:10 am by ungulateman »
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Urist Mcinternetuser

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Re: Plant Overhaul
« Reply #1 on: August 29, 2010, 01:25:55 pm »

Sounds cool, I've been modding in new plants too  :)
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Deon

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Re: Plant Overhaul
« Reply #2 on: August 29, 2010, 06:41:46 pm »

Don't forget to remake plump helmet men into cave potato men.
« Last Edit: August 30, 2010, 03:22:25 am by Deon »
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ungulateman

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Re: Plant Overhaul
« Reply #3 on: August 30, 2010, 12:18:16 am »

Of course!

"Dastot Veinmeshed likes cave potato men for their green eyes."

Edit: I'm putting the finishing touches on the cave potato. Pretty much I increased the GROWDUR to the default and changed the colour.
« Last Edit: August 30, 2010, 04:14:02 am by ungulateman »
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cameron

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Re: Plant Overhaul
« Reply #4 on: August 30, 2010, 07:01:26 pm »

there was a big plant mod a while ago, maybe it could be used as a basis for a lot of newer ones
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ungulateman

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Re: Plant Overhaul
« Reply #5 on: August 31, 2010, 03:36:46 am »

Dwarven Cotton and Cave Wheat is done.

The new standard [GROWDUR] is 700. Cave Potatoes and Dwarven Cotton grows at the old standard rate.
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ungulateman

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Re: Plant Overhaul
« Reply #6 on: September 01, 2010, 03:27:17 am »

Bump.

Still working on remaking the standard plants.
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mLegion

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Re: Plant Overhaul
« Reply #7 on: September 01, 2010, 10:09:12 pm »

- Make underground plants grow year-round, and surface plants seasonal.

I have never understood why it's the other way around.
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Acanthus117

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Re: Plant Overhaul
« Reply #8 on: September 01, 2010, 11:18:47 pm »

Watchan'
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sockless

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Re: Plant Overhaul
« Reply #9 on: September 01, 2010, 11:58:37 pm »

Rope reeds should become flax, not cotton. Because flax grows about everywhere, and cotton doesn't. Also since rope reeds can only be found around water, that makes them seem more like flax. Sweet Pods would be better renamed to Hydnum, a family of sweet mushrooms. Plump Helmets should be renamed to shi'take mushrooms or something. Basically, all the underground plants should be fungus or moss or something, instead of being something that relies on light. Making a workshop that combines dyes would be cool too.
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Derekristow

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Re: Plant Overhaul
« Reply #10 on: September 02, 2010, 01:31:14 am »

Be careful with increasing the time things take to grow, there was a bug floating around for DF2010 where any plant not ready for harvest but still planted was destroyed at season change.  I'm not sure if this affects year-round plants though, and it may have been fixed.  Test it out by planting 1 month before season change.
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ungulateman

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Re: Plant Overhaul
« Reply #11 on: September 02, 2010, 03:37:43 am »

Okay, rope reeds will now be flax. I just figured it would be cotton because there aren't that many fiber-producing plants in the world.

I am not a fan of mushrooms for underground farming. They aren't plants, for a start.

I might make the coloured dyes created by mixing together the primary coloured dyes instead.
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RavingManiac

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Re: Plant Overhaul
« Reply #12 on: September 02, 2010, 09:46:18 am »

A while back, I made a similar mod that made vanilla crops seasonal: http://www.bay12forums.com/smf/index.php?topic=61293.0

The basic mechanism behind it was the growing season of the crop being three seasons long, and the time taken for the crop to grow being two seasons long. Hence, the crop had to be planted the first season (e.g.spring) and harvested in the third season (e.g. autumn), just like in real-life farming cycles. Hence, exactly one crop per year.

Unfortunately, I never had the time to fully test out the mod (though an earlier version made in 40d worked well). There have been no problems reported, but I can't be sure that it works perfectly.
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ungulateman

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Re: Plant Overhaul
« Reply #13 on: September 02, 2010, 08:36:45 pm »

I find making the planting take too long is discouraging, and people just go the broken-as-all-hell path of animal farming and importing all their booze/using a well.

I want to make farming attractive, but also make it take longer so that you aren't drowning in redundant food as often.
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Re: Plant Overhaul
« Reply #14 on: September 02, 2010, 08:40:16 pm »

What you might want to try is creating a series of reactions that supply a secondary purpose for each plant species. I'm not sure what you'd actually make that purpose, but if it's a good enough one, it'll both encourage people to be more considerate when it comes to using plants and actually be motivated to grow them in the first place.
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