Dwarf Fortress

Dwarf Fortress

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(Deprecated) Advanced Brewing Greenhouse
   
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Jan 25, 2023 @ 2:56pm
Dec 1, 2023 @ 2:35pm
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(Deprecated) Advanced Brewing Greenhouse

Description
This mod is still functional as of 50.11, but it will no longer receive updates. It has been replaced by Advanced Agriculture.
Advanced Agriculture fixes many of the issues encountered by this mod, with wild foraged plants retaining their native biomes while allowing all farmable plants to be planted in any arable biome ([BIOME:NOT_FREEZING].)

Changes brewable plant biomes to allow them to grow in all temperate and tropical biomes.
Changes underground plants to grow year-round.

This mod should be compatible with most other crop mods, as the changes are simple additions to the plant objects.

These changes are made due to the fact that plants can only be planted in farm plots if the farm plots are in that plant's native biome. This mod changes plants to accept any temperate or tropical biome as "native" (so they will also grow wild and can be foraged). With this mod, you can build a "greenhouse" to supply your taverns, or just ignore silly things like winter and grow plants year-round outdoors without protection. The choice for immersion is yours!

Sliver barb still requires evil surroundings to appear naturally, but seeds can be planted in any non-freezing biome.
Sun berry still requires good surroundings to appear naturally, but seeds can be planted in any non-freezing biome.
Whip vine still requires savage surroundings to appear naturally, but seeds can be planted in any non-freezing biome.

Sun berry and sliver barb are changed by Remove Plant Alignment, as these plants have to be re-written to remove their surroundings token, which can cause mod incompatibility. These plants are unavailable in trade due to elves missing a necessary entity token and humans not settling in areas they grow. Enhanced Trading fixes the issue that these plants are not traded by elves.

This mod is intended for use with Advanced Brewing and Advanced Milling.


!!WARNING!!: Due to the default fortress seed cap, seeds in your fortress stockpiles and farm plots may be deleted when merchants arrive with seeds. This is not due to this mod, but the mechanics of vanilla dwarf fortress. This is how it works:

Each species has a specific seed cap in vanilla of 200. Once this limit is reached, new seeds of that species cannot be produced by brewing, eating, or milling. However, you will still keep any seeds you have of that species, and you can go over this limit if you buy more of these seeds from merchants.

Your fortress has a total seed (all species) of 3,000. When this cap is reached, seeds are deleted starting from the oldest first, regardless of species or storage location. This includes seeds planted in farm plots. Seeds in merchant caravans also count towards this fortress limit as soon as they enter the map. If you are at or near the fortress cap of 3,000 seeds, and a merchant brings 300 seeds to offer, 300 of your already collected seeds will disappear, because your seeds are older than the seeds the merchant is bringing.

Some math: There are 157 species with seeds in vanilla Dwarf Fortress. The species seed cap is 200. The fortress seed cap is 3,000. You can safely farm only 15 (3,000/200) species of plants with the default settings. Furthermore, there is no safety cap for merchants, so if a merchant brings 200 seeds (of any type), you could potentially lose all of your seeds for one type of plant (including ones planted in farm plots).

To fix this, navigate to your Dwarf Fortress install folder (typically C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress), go into the prefs folder, and find these lines:

[SPECIFIC_SEED_CAP:200]
[FORTRESS_SEED_CAP:3000]

Change the specific seed cap to something lower. The more varieties of plants you farm, the lower you can safely keep this and still produce enough food.

Change the fortress seed cap to something higher. I recommend [number of types of seeds in your game (vanilla is 157)] times [your chosen specific seed cap] + [buffer for merchant caravans (I'm not sure how many they can bring maximum)].

The settings I use are:
[SPECIFIC_SEED_CAP:30]
[FORTRESS_SEED_CAP:7000]


This effectively makes the fortress seed cap ignored by the game, allowing specific seed cap to be the determination of the maximum number of seeds you can store. I don't want to worry about losing the ability to grow entire species because of merchants showing up with extra seeds.

This isn't something that can be altered by a mod, or I would upload one to fix it.


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.
11 Comments
Droseran  [author] Oct 8, 2023 @ 7:12am 
It might be due to DFHack's prioritize, but I've actually witnessed my citizens stopping in the middle of brewing jobs to help haul food to stockpiles and then resume the job. I haven't made any reactions that take long enough to test starving, and thanks to your comment I'll make sure I don't, lol.
Trabber Shir Oct 7, 2023 @ 3:06pm 
Regarding: "I don't know if the reaction simply pauses or is completely interrupted if they step away for drink/sleep/eat."

It pauses if they step away, but only that dwarf can finish the job. If the dwarf dies the job is canceled.

However, I think it has been a lot of versions since they were able to step away mid job at a workshop, now days I am pretty sure that if the reaction takes long enough they will starve to death rather than leave a job half done.

In very old versions it was not uncommon to need to cancel jobs to free up workshops because the worker got arrested, or was injured and hauled to the hospital, etc.
Absurdides Jan 26, 2023 @ 6:31pm 
Righto. Would definitely be hard to balance if it was just seeds in, plants out without a balanced crafting time, and keeping the dorf there a month doesn't sounds quite right.

Then again, if it's just one plant per day per workshop, that might be doable. In any case, mod-making is out of my realm, so I'm grateful for your work and dedication to improving the game. :D
Droseran  [author] Jan 26, 2023 @ 5:15pm 
It's something I'm looking into, but so far all of my investigations have indicated it's not possible, for a few reasons:

1. Plants only grow in biomes they are native to, so something based on farm plots still won't let non-native plants grow in other areas.

2. Custom reactions can turn seeds into plant products, but reactions require the dwarf to be at the workshop performing the reaction. I don't know if the reaction simply pauses or is completely interrupted if they step away for drink/sleep/eat. If the reaction resets, either your farming dwarves kill themselves to "grow" crops, or the reaction is so quick it's still not quite right.

3. If the plants remain only in native biomes, it's very unlikely you would ever obtain certain plants like buckwheat, tomato, tomatillo, bloated tuber, or muck root. I'm in the process of making a mod for sliver barb, sun berry, and whip vine due to their requirements making these three inaccessible through trade.
Absurdides Jan 26, 2023 @ 4:51pm 
This is a bit of a journey away from the mod you've made, but is there any way this could be made into a workshop style of building with an appropriate graphic? Perhaps require sand, potash and glass with a 5x5 footprint to build it? It would certainly help with the immersion, but I like that you found a way to mod it for RP purposes anyway ;)
Droseran  [author] Jan 26, 2023 @ 4:12pm 
I was originally going to try to make something like that, (modified farm plots that ignored biomes) but found out that the plants themselves are hardcoded to only grow in what they considered their native biomes. So the only way to have a "greenhouse" that grows everything is to either embark in an extremely unlikely meeting of multiple biomes, or just modify the plants to accept most biomes as native.
Lizy_Sticks Jan 26, 2023 @ 4:09pm 
nice ty
i was just kinda confused on how it worked not seeing a green house grow zone
Droseran  [author] Jan 26, 2023 @ 4:06pm 
Kind of, yes. The way Dwarf Fortress planting works is that plants have native biomes in which they can grow, and farm plots are held to the same framework. This means you can't grow tomatoes unless you embark in a Tropical Dry Broadleaf Forest biome, or artichokes unless you embark in a Temperate Grassland. This mod simply adds the "Any Temperate" and "Any Tropical" biomes to brewable plant species, which allows them to grow in most biomes. There isn't a separate system for plant growth in Dwarf Fortress, so if you want to be able to provide every type of drink to your dwarves, you have to embark in a location containing: Tropical Dry Broadleaf Forest, Tropical Savanna, Tropical Grassland, Temperate Grassland, Good surroundings, Evil surroundings, and Savage Wilds. I made this mod so I could build a greenhouse and create a tavern that produces every drink available in the game.
Lizy_Sticks Jan 26, 2023 @ 3:56pm 
so its just like the underground crops all year round mod ? but for other plants ?
Droseran  [author] Jan 26, 2023 @ 3:55pm 
No, sorry if that caused confusion. I was just implying you can do that for immersion.