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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.
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
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.
i was just kinda confused on how it worked not seeing a green house grow zone