Dwarf Fortress

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Tekkud's Farmstead
   
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balance, fix, item
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422.167 KB
May 4 @ 9:10am
May 4 @ 10:06am
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Tekkud's Farmstead

Description
This mod reworks almost every plant and adds new products to make at the Farmer's Workshop, Kitchen, Mill, and Screw Press. This allows for sustainable farming of almost every plant. It also adds dairy products like cream and butter, flour and oil from tree nuts, wax from bayberries, new sugars, new dyes, coffee, and chocolate!

Bags, jugs, and buckets are much more important with this mod as they are needed to contain a variety of products. Farms are less productive in raw output but have a much larger array of practical options now that seeds can be recovered from non-brewable plants.


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#### Plant Modifications ####
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The Farmer's workshop can ferment and preserve vegetables and fruits respectively. These processes yield seeds, allowing for productive farming of previously cook/eat only foods like asparagus and cabbage. Vegetables are commonly made into pickles, while fruits are typically made into jams (requiring the addition of sugar). Other forms exist, such as sauces. Some examples are...

- Ferment asparagus --> Pickled Asparagus
- Ferment (into sauce) Chili Pepper --> Hot Sauce
- Preserve Desert Lime --> Desert Lime Marmalade
- Ferment Cabbage --> Sauerkraut

The Farmer's Workshop is also used to prepare seeds from tree fruit, which is currently cacao pods, coffee cherries, and chestnut burrs.

The Kitchen is part of new production chains such as roasting seeds (coffee, cacao, and chestnut) and brewing coffee. The Kitchen can also boil bayberries for bayberry wax.

The Mill can process tree nuts to make slurry by using the existing vanilla reaction ("mill seeds/nuts into paste") or use a new reaction to mill most tree nuts into flour. In some cases, the slurry is itself a culinary product (e.g. almond butter). The Mill also grinds roasted coffee beans into coffee grounds, roasted cacao beans into chocolate liquor, and roasted chestnuts into chestnut flour. Also, the mill can process beets and sugar cane into sugar.

Some new dyes exist, made from carrots and various amaranth species. Amaranth will drop their inflorescence either during the correct season in the wild or when farmed. The Mill can process these items into dye.

The Screw Press can press oil from new tree nut slurries as well as cocoa butter from chocolate liquor. Additionally, some plants can be pressed for liquids, such as soy beans into soy milk.

Chocolate production is more complex than any vanilla product, allowing a certain kind of DF player to enjoy setting up a more demanding and elaborate production area with a delicious reward. I should eventually write a wiki article on how to produce chocolate.

Coffee satisfies the need for alcohol, allowing for sober forts if you take care to leave coffee trees alone and gather enough.

All above-ground plants have had growing seasons and duration modified such that crops will have to be selected with some thought in order to keep farms productive all year. Growth duration is increased for virtually all plants as well, ultimately making above-ground plants less overpowered and giving reason to build larger farms.

Trees have had their flowering and fruiting seasons modified. Now different trees will drop fruit at different times of the year.


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#### Animal Modifications ####
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Certain domestic animals count as "dairy" and their milk can be made into more products. These are cows, sheep, goats, and purring maggots. Their milk can be cultured at the Farmer's Workshop into yogurt or skimmed to product cream and skimmed milk. Cream can then be used to make butter and buttermilk. This process can triple the value of milk, allowing for dairy animals to shine as a major calorie source for citizens.


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#### Brand New Stuff ####
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Sugar cane is a brand new plant found near water in the tropics and can be processed into sugar.

Mandrake is an uncommon root vegetable that the elves brew into a potion known to the world as "Elven Elixir". This elixir is only produced by elves and puts a creature to sleep when drunk. It causes several happy thoughts via mystical dreams, making at a useful thing to buy for mood boosting at the cost of productivity.


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#### Notes ####
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This mod is NOT intended to provide any greater strategy for trade value or mood improvement than what already exists in the game. If anything, it asks the player to build more infrastructure for the same value as before, or less. Food has always been a trivial matter in Dwarf Fortress and this mod seeks to make it both more diverse and more demanding.

Meat and egg products may arrive in the future depending on reception of the mod.

THIS MOD IS CURRENTLY IN A PLAY-TEST STATE. Please comment with any bugs, balance concerns, or ideas that you have so I can correct or add them in the future. Graphics are underway and will take some time to complete.

WARNING: This mod erases virtually all plant entries and rewrites them. Expect it to conflict with any other plant mods. You can try loading this mod first and see if the next mod plays nice, but chances are slim.
8 Comments
Tekkud  [author] Jul 4 @ 1:08pm 
@MindlessTofu, all products should have a preference string, allowing them to have a preference for any added item (i.e. "likes pickled muck root for its gritty texture"). If I missed any, let me know.
Tekkud  [author] Jul 4 @ 1:06pm 
@상자, Chocolate is valuable for trading and can make meals very valuable, and the process will result in more than one product (i.e. chocolate, cocoa butter, and cocoa powder), increasing the value of cacao pods.

Coffee is valuable and fulfills the need for alcohol, allowing you to have a sober fort. Not a big reward for most but some will appreciate this.
MindlessTofu Jul 2 @ 12:14pm 
Question: does this mod also add these new items to the dwarf preferences? For instance, will people see a dwarf who prefers to consume coffee when possible? Or one who loves hot sauce?
상자 Jun 27 @ 9:32pm 
I like every single change in this mode! I love farming!
But I also wonder if there are more rewards for complicated processes, like coffee or chocolate.
I'm gonna try this right now
leonardodiasm Jun 13 @ 6:31pm 
This mod is indeed what I once expected from what is already in the game. It gives food and agriculture relevancy and complexity, without being overwhelming. I just wish I had more time to test it thoroughly... Keep up the good work.
Tekkud  [author] May 21 @ 5:44pm 
Indeed, Alyfox, this mod is intended to only add new food options for existing (except a few) plants, with an emphasis on making above ground plants farmable, working properly, and not so stupidly powerful. Some additions are taken straight from Tarn's RAW file notes, and material values compare fairly with existing options. I don't want to make new experiences with this mod, I just want fulfill reasonable expectations for what's already here...and maybe offer a few more complex production chains for the industry nuts like myself.
Alyfox May 11 @ 6:11pm 
Mmm... new agriculture mod. Will have to play around with it and see how it compares with Advanced Agriculture. This one seems like might have its fingers in fewer pies, which I hope will make it more compatible with things/easy to tweak
尘玉枢 May 10 @ 8:43pm 
nice!