Dwarf Fortress

Dwarf Fortress

Advanced Orchards
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).
Droseran  [author] 5 Apr @ 6:38am 
I've generated a dozen worlds on 51.10 using all four mods without any crashes. Are you using any custom world generation parameters?
Droseran  [author] 5 Apr @ 6:06am 
The compatibility patches only add reactions to entities. It uses SELECT_ENTITY, so if the entity doesn't exist the additions just get ignored. I'm beginning to wonder if something has changed with how SELECT_ENTITY is processed, as I'm getting crash reports on another one of my mods that uses it.
TaxiCabs 5 Apr @ 1:34am 
Hey again.
I'm at 51.10, but I think I managed to suss out the actual origin (maybe).

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3094096177
I kept testing adding and removing mods - And after adding and removing your mods to mish-mash it, I was able to complete world gens and play without CTDs after loading all your mods with the exception of the compatibility patch (I'm not using modded civs atm).
Does the Orchard Compatibility mod add any skills? Most of the CTDs happened at the final stages of World Gen, when the population is being generated.
Droseran  [author] 4 Apr @ 11:35am 
Crash logs are only readable by Putnam and one or two members of the DFHack team. You can report crash logs on the Kitfox Discord in the bug-discussion channel for Dwarf Fortress and Putnam will look into it. Raw mods shouldn't be able to cause game crashes, so they're helpful to report.

What version of Dwarf Fortress are you using?
TaxiCabs 4 Apr @ 11:24am 
Hi Droseran!
I've been trying to make Orchards work but unfortunately, I get a lot of crashes on World Gen.
Here are a few steps I tried:
1. Making sure I'm playing on a 1080 resolution (As per suggestions that bigger resolutions may cause CTDs)
2. Added your mods, attempted World Gen, removing one mod one by one.
3. Removed all other mods and tried with only yours.

I checked the crash logs but I can't make much sense of it. Is anyone else having the same problem? Did you solve it?
Droseran  [author] 20 Dec, 2024 @ 4:18pm 
Dwarf Fortress doesn't have a mechanic for planting actual trees, and modding is quite limited in what can be accessed. This mod lets you plant "saplings," which are actually shrubs that give the wood and items available from the tree they are based on. These saplings are able to be grown in any non-freezing biome, and you should be able to obtain the seeds not available to your civilization through trade with other civilizations.

If you are looking for a way to grow actual trees, DFHack has a tool called gui/sandbox that will allow you to create trees of any type at the location of the mouse cursor. The only other way to grow trees is to clear an area of land and wait for saplings to appear, killing any that aren't the desired species.
Dulo 20 Dec, 2024 @ 3:03pm 
Are you able to plant trees from different biomes? I am also looking for a mod that lets you get animals from other biomes.
Midur 17 Oct, 2024 @ 6:07am 
Nvm i figured it out
Midur 17 Oct, 2024 @ 5:47am 
Where does tea grow?
Midur 12 Oct, 2024 @ 4:12am 
I see thank you
Droseran  [author] 12 Oct, 2024 @ 3:59am 
Yes. The tea sapling gives tea leaves that can be brewed into tea, and the coffee sapling gives coffee cherries than can be roasted into coffee beans and the beans can be brewed into coffee. Both drinks are made in the still, and coffee cherries are roasted at a farmer's workshop.
Midur 12 Oct, 2024 @ 2:39am 
Can the tea and coffee trees be used to make tea and coffee or no?
Droseran  [author] 22 Mar, 2024 @ 4:46am 
No, saplings work the same as any other crop plant. The game only has shrubs, trees and grasses. Trees and grasses can't be planted by the player. Shrubs are all other forage and farm plants.
cstoneburner 21 Mar, 2024 @ 11:40pm 
do the saplings need more vertical space than the z-level on which they are planted?
Droseran  [author] 13 Feb, 2024 @ 12:57pm 
No, this does not add seeds nor saplings for trees from other mods. Only the vanilla trees as modified by Advanced Agriculture.
mgla 13 Feb, 2024 @ 10:14am 
Will this add seeds for trees added by other mods?
Tyr 11 Feb, 2024 @ 5:49am 
Awesome, thanks for the speedy fix !
Droseran  [author] 11 Feb, 2024 @ 2:45am 
That was definitely a bug, and it is now fixed. Update the mod when prompted during world load and saplings should be harvestable. Thanks for the report!
Tyr 10 Feb, 2024 @ 8:44am 
Running into an issue where the sapling plant isn't dropping on harvest. Only the fruit. Is this usual behaviour or maybe some kind of conflict?
Droseran  [author] 29 Jan, 2024 @ 10:08pm 
Yes, underground trees are only able to be grown underground.
seidl 29 Jan, 2024 @ 7:02pm 
Does this mod support underground tree Farming for the underground trees? Or will the saplings it generates for underground trees only grow above ground? I'd prefer to not have double sapling types of I can, but I do want to be able to farm underground trees ... underground.
Barnacle Boy 28 Jan, 2024 @ 1:22pm 
Thank you for clearing that up! sorry I'm a little slow on the uptake definitely should have understood that logs count as tree materials 🤦‍♂️😂
Droseran  [author] 27 Jan, 2024 @ 7:16pm 
The current version includes saplings for every tree in the game, you can process wood into sapling seeds at a Farmer's Workshop (wood is a tree material). Sorry, I could have been clearer on what counted as tree materials. I'll update the description to include seed sources.
Barnacle Boy 27 Jan, 2024 @ 4:15pm 
Okay, thank you for clearing that up for me.

That means we only have cave trees and fruiting trees for now, gotta plan my color schemes accordingly 😂
Droseran  [author] 26 Jan, 2024 @ 6:41pm 
Sapling seeds should be obtainable by anything that processes tree fruits (brewing, milling, roasting, etc.) or by processing tree materials at a Farmer's Workshop.
Barnacle Boy 26 Jan, 2024 @ 6:16pm 
How do you acquire sapling seeds?
Droseran  [author] 10 Dec, 2023 @ 6:19pm 
Correct, there aren't ways to grow the multi-tile trees in a player-determined manner except DFHack's gui/sandbox tool. This mod allows you to grow plants named saplings. When you harvest the saplings, you get the normal tree growths (fruits/nuts/leaves) and a sapling plant item. The sapling plant item can be "chopped" at a woodcutter's workshop to produce a log of that tree's wood.
koimeiji 10 Dec, 2023 @ 12:47pm 
If I'm reading right, this doesn't actually let you grow trees but rather "tree items" that you then process into wood and fruits/nuts (when applicable)?
Droseran  [author] 3 Dec, 2023 @ 11:09am 
Somewhat, if you have very inexperienced farmers. If you have farmers with skill over 10, I don't think fertilizer will help them much. They have a lower yield than normal crops due to being so young when harvested.
TPark 3 Dec, 2023 @ 11:02am 
Do saplings benefit from fertilizer?
JuniferBerries 30 Nov, 2023 @ 12:25pm 
Finally, tree farms can be a reality!