Dwarf Fortress

Dwarf Fortress

Advanced Botanical Variety
31 Comments
Droseran  [author] 26 Jul @ 4:35pm 
I've seen reports of this before with the vanilla plants. I recommend using DFHack's tiletypes to deal with them, the command is:

tiletypes-command filter shape shrub ; filter mat any ; paint shape floor ; paint mat grass_light ; paint special normal ; range 192 192 1 ; run

This will replace any shrubs with grass. 192x192 will cover the entire standard 4x4 embark if the keyboard cursor is in the top-left corner of the map. If there are multiple surface elevations (the map has slopes/cliffs), the 1 is the vertical distance going up from the current layer.
Snowstar837 26 Jul @ 4:12pm 
Hey so I could just be dumb, maybe this is normal/intended, but the surface of my map is getting filled up with dead versions of the plants like horsetail and chicken of the woods even way into summer in a temperate climate. Do they eventually despawn?
ParasiticSquid 29 Jun @ 8:16am 
You're awesome, thanks
Droseran  [author] 28 Jun @ 1:37pm 
I've uploaded two new companion mods that do these things for ABV. Check the description for links.
ParasiticSquid 27 Jun @ 1:13pm 
Unfortunate. There going to be patch for this as some point to achieve the same effect? Currently when using those to acheive a similar growth speed as vanilla or to allow all plants to grow all seasons like vanilla with the logical addition of the underground ones these ones are extremely out of place. The shorter plant growth makes things more fun from a gameplay standpoint in my personal opinion but im still somewhat new to the game so maybe im wrong
Droseran  [author] 27 Jun @ 9:49am 
Yes, those only affect the vanilla crops. As long as they are loaded after Advanced Agriculture they will take affect. Note that they don't change the timings or seasons for any other plants.
ParasiticSquid 27 Jun @ 8:04am 
Do Days Till Harvest and Advanced Agriculture Crops All Year Patch work with this?
Mobbstar 18 May @ 12:41am 
oh, so it's deliberate, and the only real "bug" is that the marshes are way too densely forested. OK, thanks for explaining!
Droseran  [author] 17 May @ 1:42pm 
In temperate saltwater marshes there should be bayberry and willow trees as well as beets, bloated tubers, and celery. In tropical saltwater marshes there should be coconut palm trees and bloated tubers. There aren't many plant species that live in saltwater environments in general. Marshes are flooded grasslands, swamps are flooded forests, so there won't be many trees in marshes in general.
Mobbstar 14 May @ 12:51pm 
is there any chance this mod (or AA) mess up the saltwater marsh plants? I only find Bayberry there.
killy 17 Apr @ 4:12pm 
i love this mod. thank you. sunflowers an roses? so good
mike 16 Feb @ 6:46pm 
That was fast, thanks!
Droseran  [author] 15 Feb @ 7:42pm 
Thanks for the report, I've uploaded an update to fix it!
mike 15 Feb @ 4:15pm 
I just discovered this mod and advanced agriculture and I'm enjoying them a lot, but I'm struggling a little. I have a bunch of barberry bushes and berries, which I've brewed and milled dye from, but I haven't gotten any seeds, and don't see any other ways to get them. My map has sumac and whitecurrants too and those both work fine.
Droseran  [author] 12 Feb @ 2:55pm 
Pineapples take over a year (18 months) to mature. Sugar cane requires two years. The growth durations use real life values for the plants.
CocoBat 29 Jan @ 2:36pm 
I've been really enjoying this, especially the giant surface mushrooms, they're great, I hope there's more plans for this.
haljarrett 29 Jan @ 12:54pm 
@ryno thanks so much, I shall continue my quest. I dont mind them not doing anything just a big carnivorous plants fan :)
ryno 29 Jan @ 6:49am 
@haljarrett can confirm pitcher plants are definitely in the game :) ur swamps have just been unlucky, and keep in mind theyre not harvestable for any kind of useful products! theyre just there to look pretty for you
haljarrett 29 Jan @ 6:42am 
i love the pitcher plant. i want the pitcher plant. trouble is, i have scoured every swamp possible and still cant find it, maybe ill give jungles a go. also, its not noted in the list of plants spreadsheet so im just asking if it really is in the mod still? (please help me out with my pitcher plant dreams lol)
Bart C.Bem 28 Jan @ 1:21am 
Another great addition, thank You!
Black-Talon 25 Jan @ 1:44pm 
Wonderful! Recently discovered your mods on this iteration of my dive into DF and couldn't help but be very impressed! Thanks for the quality content!
Droseran  [author] 25 Jan @ 9:58am 
It's fixed in ABV 1.2, wild kiwifruit was referencing an obsolete ID and ban-cooking couldn't reference the material list for a plant that didn't exist.
Droseran  [author] 25 Jan @ 8:22am 
I was not aware, I'll start looking into that. Thanks for the report!
Black-Talon 24 Jan @ 9:45pm 
@Droseran I'm guessing you're aware that the DFHack ban-cooking all (and AA-ban-cooking all ) scripts throws an error once ABV is installed? I haven't dug into it much further but happy to help/test if you would like.
Droseran  [author] 24 Jan @ 10:19am 
@FishPanda To add some nuance to that, AA and ABV should also be after any mods that change or add civilizations to ensure you get all of the production recipes added to the workshops.
ryno 23 Jan @ 10:46pm 
@FishPanda you just load it in at the default very bottom position, as long as it's after Advanced Agriculture (the game wouldn't let you get it wrong anyways, though.) You can experiment with incorrect orders to see what i mean, the module would turn orange and world creation would be disallowed
FishPanda 23 Jan @ 9:52pm 
Thank you! Where should this be placed in the load order?
ryno 21 Jan @ 4:17pm 
COCOBAT #1 SUPPORTER
CocoBat 21 Jan @ 11:19am 
I'm really glad to see catnip in here actually, haha.
CocoBat 21 Jan @ 11:07am 
Wow this seems so awesome!
Digganob 20 Jan @ 7:57pm 
Very cool! I especially the proper art done for these. And the inclusion of the shrub with the coolest name: The barberry. Named for its barbs. And berries. At the same time.