Dwarf Fortress

Dwarf Fortress

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24 Nov, 2023 @ 9:14am
22 Jul @ 5:20pm
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Agricultural Expansion Pack
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Description
This mod adds the ability to farm tree saplings in crop plots. This mod requires the mods Advanced Agriculture installed before it. Sadly, there are many issues with the way vanilla trees currently work that make a mod like this very difficult to implement without the changes made by Advanced Agriculture.

Tree saplings grow to harvestable size in one year. At harvest, any growths the tree produces will be harvested alongside a sapling plant. The sapling can be further processed into a structural material (thread from abaca, wood from most other trees) and a sapling seed.

Sapling seeds can be obtained in several ways. Brewing and milling most tree fruits will provide seeds, the exceptions being cacao, cashews, and coffee since these seeds are obtained from the roasting process. There is also a category of reactions in the Farmer's Workshop which provides seeds from all trees. Edible fruits and nuts can be processed into seeds, or if a tree does not have those the wood can be sacrificed to collect the sapling seeds. The exception is abaca, as it does not have wood or edible fruits, so the leaves can be used to obtain seeds. The reactions for processing the sapling plants also produces a seed. Sapling seeds can be bought in trade from other civilizations, allowing access to exotic tree materials.

This mod uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!


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Popular Discussions View All (3)
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14 Feb @ 12:51pm
PINNED: Suggestions
Droseran
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19 Jan, 2024 @ 11:56am
PINNED: Work Orders For Import
Droseran
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24 Nov, 2023 @ 9:41am
PINNED: Bug Reports
Droseran
41 Comments
Droseran  [author] 25 Apr @ 11:15am 
They should be under "Plants."
Direwolf 25 Apr @ 11:11am 
what type of item are the grown saplings counted as? i want to make a stockpile just for them to go into but i cannot find where they are sorted
stuporstar 22 Apr @ 4:26pm 
I just did a content search (wish I could edit posts) and found [SELECT_ENTITY:MOUNTAIN][OUTDOOR_FARMING] added to the enhanced trade mod, so that must be it. I must have another mod doing a cut on the mountain entity overriding it.
stuporstar 22 Apr @ 4:17pm 
Huh, that's really strange. When I first made a map with AA, dwarf civs suddenly had access to above ground crops and it automatically dumped five of each type of available seed into the default embark profile. I thought it was a feature since there is an embark profile in the mod with a list of all the seeds. I'm not using any other agricultural mods, just AA and AO. But I just removed AO and tried generating another map, and the embark profile is back to the vanilla default.
Droseran  [author] 22 Apr @ 4:08pm 
Dwarven civilizations don't have access to above ground seeds in vanilla, as they lack the token [OUTDOOR_FARMING]. If dwarves had those in your previous saves, it was added by a different mod. Neither AA nor AO remove anything from entities.
stuporstar 22 Apr @ 3:56pm 
Since I installed this only sapling seeds for cave trees are available on embark. I have it loaded after Advanced Agriculture and it's removed all the seeds for above ground plants from dwarven civilizations.
Droseran  [author] 17 Apr @ 2:06pm 
No, the sapling plants added by this mod are not considered trees.
[Evil Pyro] Ohnana 17 Apr @ 1:53pm 
dumb question: does harvesting tree shrubs count as "chopping" a tree? the elves are not happy with me :P
Droseran  [author] 9 Apr @ 7:56am 
What happens at the end of civilization generation is finalizing the world and preparation to save to disk. Everything this mod touches should happen much earlier in world generation. This sounds like a crash that was (and apparently still is?) occurring in the vanilla game. If you have crash logs, I'd recommend posting on the DF bug discussion channel of the Kitfox DIscord.
TaxiCabs 8 Apr @ 4:07pm 
Hi again!

Yes, Z-Levels were changed as well as erosion as well as a few others regarding river start points.
I had a lot of rejected worlds when testing, but the crashes always happened at the end of the civilization generation, after the historical events.

I do have a lot of other (Mostly niemst's mods) that use SELECT_ENTITY, btw - I just checked with VScode. But I had a crash before with only the Agriculture and Orchard mods (And subsequent compatches).