Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
225 Comments
Nactarune 17 Jul @ 2:04pm 
Thank you!!
Droseran  [author] 17 Jul @ 1:19pm 
AA is already compatible with Arsenal and Cultural Overhaul unless playing as the cold biome humans. I've just released version 3.5 of the compatibility patch to address that.
Nactarune 16 Jul @ 4:24pm 
will there be a compatibility patch for Arsenal and Cultural Overhaul ?
weirdchildren 28 Jun @ 6:09pm 
good mod, thank you!
GatlingSheep 28 Jun @ 1:53pm 
Shouod He the latest but i woll check once i am home butbthe issue i am having is the following

I have pig tail grains set to not be used for brewing, only for cooking but when i use "brew plants and keep seed" they use the pig tail grains anyway
Droseran  [author] 28 Jun @ 10:12am 
Do you mean fruits that have been marked as forbidden, or fruits that shouldn't be eligible for the reaction? Which version of AA do you have installed?
GatlingSheep 28 Jun @ 5:30am 
when i tell my dorfs to brew some fruit and keep the seeds they still use forbidden from brewing items
Droseran  [author] 20 Jun @ 10:12am 
Are you replacing vanilla entities with Human Fortress by Nautilus? It doesn't mark vanilla entities as incompatible or mention that it's a full replacement in the description, but it's not using CUT to change the entities. If both vanilla entities and that mod are loaded at the same time, the entities are duplicated and recipes won't be added to the entities added by Human Fortress.
Gravenwitch 19 Jun @ 10:25pm 
Can you provide advice / support for enabling this mod to work with human fortress by nautilus? I am loading the mod before AA and AACP but recipes aren't showing up. If the mod is not supported could you provide guidance on how I could make a compatibility patch for it?

This mod is essential to all my playthroughs from here on out, fantastic work!
Halvarca 13 Jun @ 3:18pm 
Thank you so much for the reply and the update! Love the mod!
Droseran  [author] 12 Jun @ 4:50pm 
It should be possible to grow beets, but I'm realizing the timing is a bit tighter than I intended. Currently they take two months to grow, giving two weeks at the start of the season to plant them and two weeks at the end of season to harvest them. Given the issues with job priorities, I can see that if you don't have a couple of dedicated farmers they might not get planted in time or end up left in the field too long.

I'll cut the growth time on cool season (spring and autumn) crops to a month and a half. It's a bit short compared to real life, but in real life they'd also still be able to be harvested a week late instead of dying instantly.
Halvarca 12 Jun @ 3:12pm 
Certain crops in this mod don't grow in adjacent seasons. For instance, beets only grow in spring and fall, so there's not a long enough continuous period to actually bring them to harvest. Is this user error or is it not possible to farm certain crops?
PorcelainSplint 1 Jun @ 9:19am 
No worries, i enjoy your mods a great deal none the less and have inspired me to maybe dabble a bit myself ^^
Droseran  [author] 31 May @ 8:12am 
Yes, this issue has been reported and I'm still trying to find the cause of it. Based on a developer's explanation of how biome generation works with plant frequency, every arable biome should have at least one eligible plant guaranteed. However, this doesn't seem to be working and I haven't been able to narrow down the cause.
PorcelainSplint 30 May @ 10:07am 
Has anyone noticed more world generation Denials with this mod? I find on large worlds i can cycle through a hundred before one snags; the given reason being farming civs being unable to spawn. It could be another mod causing this interaction but I figured I should mention because this and advance botanical variety are the only ones in my loadout that i think to be causing this.
Droseran  [author] 6 May @ 5:32pm 
No problem, glad I could help. There are some improvements to this aspect coming ?soon? where reactions can be specified to always be available to fortress mode players and/or civilizations. Not sure when that will leave experimental, and I can't add it to my mods until it does. At that point most of the compatibility patches will be deprecated and load order will be a bit simpler.
Drunk Skeleton 6 May @ 5:09pm 
Oh right, i'm not used to DF modding, thanks for the explanation :)
Droseran  [author] 6 May @ 2:23pm 
Any civilization mod will need to be before AACP (and recommended to be before AA). Additions can only be made to already defined entities (civilizations). It's generally advised that mods that add or CUT/redefine civilizations are the first mods loaded after the vanilla mods.
Drunk Skeleton 6 May @ 9:17am 
Yep, Lupines. Just tested creating a dwarf embark in the same world and works fine, but Lupines even with the Compat Patches it don't show. Does it need to be in a specific load order? I'm loading
AA
AA CP
Lupines
Droseran  [author] 6 May @ 6:46am 
They should be showing up in the still if the mod is installed in the world. Are you playing with a custom civilization?
Drunk Skeleton 5 May @ 8:46pm 
I may be being dumb but, do i need to move any files or anything to use the new reaction orders? Like, i can only import them from DFH, but not select them directly in the Still
Slippy 3 May @ 8:42am 
@Droseran Thanks - makes sense. I had a tropical saltwater marsh and I clear cut the trees on year 1, so pretty sure the game was trying to spam out the only tree it could grow which was causing none of the saplings to grow.
Droseran  [author] 3 May @ 8:07am 
Temperate saltwater marshes have wild beet, bloated tuber, wild celery, bayberry, and willow. Tropical saltwater marshes have bloated tuber and coconut palm. There simply aren't a lot of plant species that survive being inundated by saltwater, so these areas are usually dominated by a few species of grasses. Sadly the game doesn't have a way of representing this accurately, as it just keeps placing new plants without regard to the natural sparseness of a biome.
Slippy 3 May @ 1:28am 
A quick question: are salt water marshes supposed to only have 1 type of tree and 1 type of wild plant growing? Thats a pretty big change from vanilla. If it is intended the downside is that the biomes quickly get covered in tree saplings (50%+ of outside tiles) which I think block each other from growing.
Jascha 27 Apr @ 1:10am 
Got it, thanks for the detailed explanation.
Droseran  [author] 21 Apr @ 9:37am 
Due to the way Dwarf Fortress allocates organisms and the very small number of biome types it is very difficult to find a balance between "this organism is impossible to find" and "this organism appears too frequently." I do feel that fruit trees are too common, but reducing them runs the risk of not being able to find them, even in trade.

One of the issues causing this is that most of the trees in the vanilla game are fruit trees (as these were the trees requested by players when Toady was still adding plants.) So, when each region is rolling the dice for its seven types of trees, the odds are that most of them will be fruit.

As for shrubs (ground plants), they're all some type of edible/useful plant in vanilla.

The mod Advanced Botanical Variety helps alleviate this somewhat as it adds a few purely aesthetic plants, and just increases plant diversity in general.
Jascha 21 Apr @ 7:23am 
Really cool mod, thanks a lot for putting it (and the companion mods) together!

I have a question / suggestion: I really enjoy that conifer forests are less smash full of fruit trees. Do you plan on / is it possible to make other biomes as well as ground plants less dominated by fruits and veggies? That's a huge realism bummer for me personally, so I'd enjoy that (and am sure I'm not alone there).
stuporstar 20 Apr @ 12:17pm 
I suppose for now then not making blanket gathering zones, but selective ones is the answer. I did notice your mod has made it possible to gather from fruit bushes as soon as the fruits ripen, so I guess I just shouldn't use zones for those, just place them under trees.
Droseran  [author] 20 Apr @ 8:55am 
I've seen a similar bug report (standing on one tile, not returning plants to stockpiles, stuck in infinite gathering loops) with harvesting farm plots on the Kitfox Discord. That was in vanilla, so I'm wondering if the recent pathfinding changes have broken something with regards to resource collection.
stuporstar 20 Apr @ 8:47am 
Thank you so much, this is great!

I'm seeing some weird behavior after installing this mod though. I set up a zone for plant gathering and was wondering why my dwarves were doing such a poor job collecting plants. Well, they're scouring every square of grass whether it has plants on it or not. They stand on a bare patch of grass for several seconds at a time "gathering plants" and of course pick up nothing.

Also children refuse to plant gather entirely, when without this mod they used to. But I can't see anything in your mod files to explain these changes in behavior.
Droseran  [author] 17 Apr @ 12:41pm 
I've uploaded a patch mod that adds reactions for creating cocoa drink from powder: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3465635364 .

If you wish to replace the AA cocoa brewing reactions with these for an existing save, you can copy and paste the reagents over the AA reagent lines in your local copy (either in mods or installed_mods folder). Sadly, new reactions cannot be added to an existing save. Please read that mod's description, as there are some caveats to reactions that use powders and liquids.
stuporstar 16 Apr @ 8:45pm 
Your changes make a lot of sense. One thing I'd like is to be able to brew cocoa from cocoa powder as well as whole beans, because traders carry the powder a lot more than the beans. What lines would I add to the reaction list to make that happen?
Droseran  [author] 16 Apr @ 7:57am 
Being able to cook the grains is from vanilla. It's also accurate to real life, as oats and maize are frequently eaten without any milling. Maize is often eaten without even cooking it first. There are many examples of using unmilled grains in cooking, typically by soaking or sprouting them.

The point of milling is to increase the food's value and thus happiness gained when citizens eat the meals.
Moon Mind 15 Apr @ 11:11pm 
I dislike the changes which allow flour-bearing grains to be cooked without processing, so that bothering to grind the flour is rendered unnecessary and arguably pointless.
Droseran  [author] 14 Apr @ 7:15am 
Yes, ginkgo seeds are toxic so I removed [EDIBLE_COOKED] from them. Cooking them only reduces the toxicity, so they're not something you could use as a staple food or a meal. I could find no preparation for them that eliminated the toxic compounds, and their traditional "food" use seems to be as a very infrequent and small (only 2 or 3 seeds per day) snack for specific events.
stuporstar 14 Apr @ 1:01am 
Did this mod changes ginkgo seeds so they're no longer harvested? My dwarves have just been leaving them on the ground since I installed this.
Droseran  [author] 13 Mar @ 9:50am 
No, reactions can only produce an exact amount of product. When you plant a seed, the farming skill will determine how many plants and/or growths you get at harvest.
LisanAlGaib 12 Mar @ 10:44pm 
Does a high thresher skill have any impact on the number of seeds produced when they perform the "collect seeds" reaction?
Droseran  [author] 23 Feb @ 6:52am 
I use the load order:
Vanilla Mods
Civilization Mods
Advanced Agriculture
AA Comp Patches
Advanced Orchards
AO Comp Patches
Advanced Botanical Variety
Advanced Botanical Orchards
Plant Leather
Moonwarden64 23 Feb @ 6:46am 
hmm... Do you have a specify mod load order that you use with the "Advanced...." mods just to know If im not messing up that part and if it's causing the map rejections becuz of it.
Droseran  [author] 23 Feb @ 6:28am 
You'd probably have to ask Tarn or Putnam. My expectation would be that since elevation is part of the biome requirements, the areas of higher elevation would be a different biome and thus region.
Moonwarden64 23 Feb @ 6:18am 
ah no, Im meaning like biome region with significant elevation diference with "itself" like the same forest region having tiles with elevation above 50 and other parts with around 20 elevation.
Like when a volcano creates a high elevation area within a biome
Droseran  [author] 23 Feb @ 5:51am 
To my knowledge, world generation works specifically on the region, and a region is a contiguous block of a particular biome. I don't know the exact specifics of it other than "it should be physically impossible for a settlement to placed outside of the exclusive list of biomes they are allowed." I.E., elevation above a certain value forms a MOUNTAIN region, and civilizations without that in their list won't be placed in that region. I'm not sure how exact the world map is at displaying region borders, but I don't think it's incredibly precise.
Moonwarden64 23 Feb @ 5:41am 
even if the world tile says it's a biome they can settle in (e.g. grasslands that are above 50 elevation when you start a fortress there)
Droseran  [author] 23 Feb @ 5:38am 
A civilization won't be placed there unless they have START_BIOME or SETTLEMENT_BIOME:MOUNTAIN.
Moonwarden64 23 Feb @ 4:52am 
Dro the thing you mentioned abou the tree line and every biome being considered a mountain at high elevations, does that mean that a farming civ placed on a tile with high enough elevation would not have acess to farmable crops and trees?
Droseran  [author] 23 Feb @ 1:42am 
Oh, no, that's a problem in vanilla as well. It's usually not encountered because the standard playable Dwarves don't have entity access to above ground crops and most players engage in limited trade with other civilizations, but it can occur if you actively recruit trade with lots of other civilizations on the map. It's enough of a problem that the wiki mentions it in several places. I try to point it out so blatantly because many players are going to encounter it for the first time when they start trying to collect all of the now easily farmable plants with this mod.
Mechanos 22 Feb @ 10:38pm 
"I recommend lowering the individual seed cap to 50 and raising the fortress total seed cap to 30000 in the game settings to prevent planted and stockpiled seeds from disappearing when traders arrive."

That's what I was referring to as the seed problem. I've never had seeds disappear with default 3000 cap AFAIK (and didn't read the entire mod description), so I immediately wondered how AA is doing this. When a mod suggests I change my global game settings to work around a situation it creates, I tend to get suspicious lol.

But now that I'm thinking about it - presumably, since you added seeds to traders, there's probably a chance for them to bring so many seeds at once, it's exceeding the cap in a burst - hence the 50 per. Which isn't that big of a deal, and I'll probably change that setting regardless now - I bet that's useful if you add more crop types to the game as well.

I think I still have Skyrim mod PTSD, from them forcing me to configure 20 mods just to play. My bad.
Mechanos 22 Feb @ 10:20pm 
I'm already using some of those mods (like for bees/royal jelly). But those don't really add new content, just QoL or bug fixes.

I particularly like biome mods, which was the main thing that drew me to AA. Sounds really cool.

The other features were less on my radar - already had "Days to Harvest" in my sights lol. But more importantly, while recently looking for new mods to try, I kept running into a lot of comments mentioning AA incompatibility. Which made me worried I'd have to watch out for that. I didn't have confidence that some of the mods would be made compatible or get compatibility patches (and I didn't plan on bugging anyone for them), hence why a "lite" version became appealing to me - checks a couple boxes, and would make mod shopping easier.

But I understand if that's too soon, or too much extra work, or too much to ask, etc etc - again, was just thinking out loud, and I may just try regular AA at some point anyway.
Droseran  [author] 22 Feb @ 5:18pm 
Also, what are you referring to with "the seed problem?"