Dwarf Fortress

Dwarf Fortress

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Advanced Agriculture
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Advanced Agriculture

In 1 collection by Droseran
Agricultural Expansion Pack
20 items
Description
Advanced Agriculture is a complete overhaul of vanilla plants and agricultural systems. No new plants are added by this mod. This mod should be installed after any mods that change the vanilla civilizations, and is likely not compatible with other mods that affect vanilla plants.

Advanced Agriculture uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!

I recommend lowering the individual seed cap to 50 and raising the fortress total seed cap to 30000 in the game settings to prevent issues caused by the limitations of the default seed caps.
If you hit the global seed cap, merchants will not have seeds available for trade. This can prevent collecting new species.

Realistic Biomes!
This mod places wild (forageable) plants and trees into their native wild biomes. This means that grasslands have no trees except around water sources, and conifer forests are no longer dominated by deciduous fruit trees. Biomes feel more distinct and natural. Wild plants produce seeds at the correct time of year. For many plants, this may mean choosing to forage a plant for food now or waiting to forage it for seeds later. Wild plants will visibly show when seeds are available. This spreadsheet[docs.google.com] contains all of the information for plants in this mod. Biomes, seasons, items, products, it's all there.
Increased Crop Variety!
All farmable crops can be be planted in any non-freezing biome - and some are hardy enough to survive in the taiga! Crops take a realistic time to grow, so plant them as soon as possible. Underground crops can be grown year-round due to the constant temperature of the earth, but provide little variety. Seeds for new plants can be obtained from traders, so be sure to establish trade networks from many lands!
Improved Production!
Production lines for plant products are mostly similar to vanilla, but now you can select exactly which plants and items you wish to use for each product! Note that for some plants, the seeds are obtained from growths without a production use. Be sure to winnow those seedheads to save seed for next year's crops, ere the planting be late. (This mod contains work orders that can be imported with DFHack to make seed saving easier.) Bulk recipes are available for many products, such as completely filling barrels with alcohol instead of meager cups. Cooking ingredients are made in batches of five to ensure prepared meals fit into barrels properly.

Beekeeping is much more streamlined, as royal jelly is no longer a royal headache to deal with. Hives only produce honeycombs, more in line with real beekeeping. Hives produce two honeycombs when harvested. Honey and mead are a bit more valuable.

Animal wools and their products are no longer offensive to elves - no sheep were harmed in the making of this cloth!

Want Even More Features?
Advanced Botanical Variety adds 87 new plants and mushrooms to the game. It was designed from the ground up to work with the new systems introduced by Advanced Agriculture.
Advanced Orchards adds farmable tree-like plants for every vanilla tree. Wood, fruits, other tree items from AA are all available by growing saplings for a couple of years.

The discussions section for this mod contains more detailed information about the changes included in this mod.

This mod includes several files for use on embark and in DFHack utilities:
  • An embark profile for starting with:
    • All of the seeds available to your starting civilization
    • 20 of each brewable plant or growth to produce one full barrel of drinks
    • Five of each plant or growth that is millable to an edible powder
    • This can be used by copy and pasting the desired (or entire) list into an existing or new embark profile.
  • DFHack work order files for keeping seeds, drinks, and powders in stock
  • An autofarm file that allows selecting specific categories of plants to keep in stock
    • Please note that autofarm only tracks stock of plant items, not growths.
    • These autofarm commands are used by copy and pasting them into the DFHack terminal in-game.
These files can be found in the Embark Profile and DFHack subfolders in the mod's install location. Please read the discussion pages for more information.

This mod also includes a modified AA-ban-cooking script that works with the changes to plants made by this mod and expands the categories of banned items. Use 'AA-ban-cooking -h' in the DFHack console for more information.

Companion Mods and Compatibility Patches
This companion mod allows you to farm all plants in every season: AA All Year Patch.
And this companion mod reverts the plant growth duration if you prefer multiple harvests per season: Days Till Harvest.

Invisible Filled Jugs Fix can be installed to fix the vanilla bug that jugs become invisible when filled with oil or honey.

These are compatibility patches for other mods containing plants on the workshop:


Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.
Popular Discussions View All (12)
93
26 Jul @ 8:26am
PINNED: Bug Reports
Droseran
19
16 Feb @ 3:14pm
PINNED: Suggestions
Droseran
4
2 Jan @ 1:44pm
Work Order rules chopped off
Nilserrich
225 Comments
daveyjones235 27 Jul, 2024 @ 6:48am 
Which labor is associated with the seed-generating reactions?
daveyjones235 27 Jul, 2024 @ 6:21am 
Is there a table of the growing seasons for surface crops?
Droseran  [author] 17 Jul, 2024 @ 10:31pm 
Thanks for the report, fixed it for maize and a few other plants.
The Fate of Ten Thousand Years 17 Jul, 2024 @ 8:59pm 
maize ears don't produce seeds when eaten raw in 212, not sure if this was intended.
Droseran  [author] 10 Jun, 2024 @ 5:54am 
Great Lakes Wildebeest 10 Jun, 2024 @ 12:23am 
Is there any way to make the milling inputs compatible with the dyes from this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914628276

Great mod though I love the changes it makes to how processing plants is handled so you can be specific
Droseran  [author] 2 May, 2024 @ 5:53pm 
I've removed the growth timing from pig tail panicles and rock nut pods, they are available year-round now.
Droseran  [author] 2 May, 2024 @ 5:46pm 
They should be producing grains. I'll look into it, I probably forgot to remove the growth timing from the underground crops.
cheetah7071 2 May, 2024 @ 10:36am 
One slight suggestion: Is it possible to make gathering wild pig tails produce pig tail grains alongside pig tail plants? In the new system, you get both when you farm them, and the grain is what holds the seeds. I lost all my pig tail grains (probably to cooking, I wasn't being super careful) and tried to get myself going again by gathering wild pig tails, but they only produced the plants. It allowed me to make some cloth but not get my farming moving again.
Droseran  [author] 8 Apr, 2024 @ 9:28am 
No problem, glad you got it working!