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When the season changes to one in which an above-ground plant doesn't grow the plant dies. This seems fine, and is what I expected. Unfortunately plants that die this way don't disappear on their own, they just sit there for years and years. You can build a dirt road over the dead plants and they disappear, but it's pretty tedious after a while.
I tested this by just removing a single season from all above ground crops. If you build dirt roads over all the plants just after they die then you'll get some reasonable regrowth before the next die-off. This isn't a good workaround with this mod because things are dying off in all the different seasons.
ERRORLOG ::
Duplicate Object: plant VINE_WHIP
Duplicate Object: plant BERRY_SUN
Duplicate Object: plant SLIVER_BARB
Duplicate Object: plant ROOT_HIDE
Duplicate Object: plant WEED_BLADE
Duplicate Object: plant MUSHROOM_CUP_DIMPLE
Duplicate Object: plant REED_ROPE
Duplicate Object: plant BERRIES_FISHER
Duplicate Object: plant WEED_RAT
Duplicate Object: plant HERB_VALLEY
Duplicate Object: plant GRASS_LONGLAND
Duplicate Object: plant BERRIES_STRAW
Duplicate Object: plant BERRIES_PRICKLE
Duplicate Object: plant BULB_KOBOLD
Duplicate Object: plant TUBER_BLOATED
Duplicate Object: plant ROOT_MUCK
Duplicate Object: plant BUSH_QUARRY
Duplicate Object: plant POD_SWEET
Duplicate Object: plant GRASS_WHEAT_CAVE
Duplicate Object: plant GRASS_TAIL_PIG
Duplicate Object: plant MUSHROOM_HELMET_PLUMP
Are there two different types of subterranean crops ?
Thanks !
Ah that's a great point! Perhaps having a pasture over a plant gathering zone and assigning a few animals to trample around a bit could help too, then.
Yeah, the dead plant remains lasting so long is definitely a bit of a nuisance. However, so far in my forts I'm still able to find a small amount of wild crops, even 6+ years in, just far fewer than normal. However given this mod also aims to make feeding a fort on crops harder to do, I suppose it somewhat fits into that theme, accidentally. However I would like to look into whether there are any changes I could make in the mod to reduce the amount of dead shrub clutter.
FWIW, it seems like setting a specific plant gathering zone on the surface may help slightly, as I noticed a higher frequency of living crops within that area, possibly due to the shrubs getting harvested before they die? Another possible workaround would be laying a road over a huge area once a year and then removing it, which should remove most plant remains / debris.
In theory this mod could work with other mods which either add ne crops or alter things about the vanilla crops, if this mod is loaded before them and they don't remove the vanilla crop items as part of their modding process (perhaps run a quick test embark to confirm it's working properly).
For context, when this mod is loaded it removes only certain specific vanilla crops (ones in farm plots) and then re-adds a version of them that has the changed seasons / growtimes. If the other mods simply edit the existing crop plants without removing them and is loaded after this one, that should work fine. However if those other mods also fully remove any of the vanilla crop plants before re-adding a different version of them, then only one of the two mods will take effect.
However, either way this means any new crops added by other mods will not get any different season/growtimes from this mod.
Judging by the wiki, this happens sometimes in classic too:
[quote]Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given biome, and some biomes will prevent the planting of all above-ground crops. Even seeds you obtained as a result of plant gathering might not be plantable where you've chosen to put your farm, if they came from a different biome.[/quote]
It is a blank list, it's like the crops don't even exist as a possibility
Ah I see, that stinks.
I guess if it's happening in vanilla there's not much to be done about it, though I am curious if anyone happens to have a vanilla (unmodded) save where this is happening to poke around in.
Glad to hear! By the way, are you still having issues with surface crops not working? Curious whether people affected with that bug simply get no crops listed in the farm plot or some other error.
Thanks! I haven't been able to load that exact save yet (getting some error about Cave Reeds from the Better Instruments mod), but was able to try re-create a fresh save using all the same mods as were in that save. So far have still been able to plant surface crops in those tests, but have heard others say they have had that issue even in vanilla, so it could be an unrelated bug?
Incidentally, what does your farm plot menu look like when you attempt to grow surface crops? Does it still show the list of possible seeds, or are their names in red / orange text, or is it a blank list?
Haha, the ouroboros of modding :D Thanks again for making your mod! (I had sent some messages on the DF forums but like myself, a lot of us haven't used it in ages)
One note if using mine as an example, I think I totally screwed up my info.txt (by using someone else's earlier Steam mod as an example) and was using versioning of DF itself instead of my mod :P
Hmmm, possibly if there's a lot of demand and nobody else makes one?
In the meantime, to change all the harvest size / growing times to vanilla, do a "find & replace" (ctrl+h) to change all " CLUSTERSIZE:6 " & " CLUSTERSIZE:4 " to " CLUSTERSIZE:5 ", then change all " [GROWDUR:2016] " & " [GROWDUR:1008] " to "" (nothing), and find the underground crops which have " GROWDUR:1092 " and change them to " GROWDUR:500 ", except Plump helmets and Cave Wheat get 300.
FYI, Notepad++ with the added "Compare" plugin is what I use for checking for differences in long text files, makes it much faster!
I'm actually using your mod as a reference for how to format redoing mine, haha.
I was excited to see a way to farm seasonally without modding it myself in v50
on a side note, outside crops are just bugged and i were unable to plant them even in vanilla.
Hmmm I ran a few more test embarks in different worlds / regions but still cannot reproduce this error. Do you know what biome you are embarked in, or what other mods may be installed?
If you can post your zipped save file to somewhere like https://easyupload.io/ I could try taking a look at it.
Sorry to hear that! I haven't run into that yet myself, but if you post a link to an upload of your save file I can take a look? In the meantime, something off the top of my head is that for surface crops, they each have a list of specific biomes where they are able to grow. Some biomes on the world map, like glacier, don't allow ANY surface crops to grow there. So perhaps run a quick check by making a copy of that world (or "save to a new timeline" and retire the fort in that new timeline) and try embarking in a temperate / tropical biome and see if things grow there. Or conversely, try making a new world without this mod enabled, and embark in the same biome that your current fort is in, and check whether surface crops are still unavailable.
Ah that sounds quite strange! I haven't encountered anything like that in any of my embarks with this mod yet, it doesn't touch any of the material value, the only edits are to the Season ( [SPRING], [SUMMER], etc. ) & growth duration ( [GROWDUR:xxx] ) of crops, and the dwarf creature skill rate for Planting ( PLANT ). Perhaps make a few test embarks with short world history, each with different mods enabled / disabled to narrow down the possible cause?
I'm not sure if this was caused by this mod, as I didn't have time to investigate and I had to throw my world away. Still, throwing it out there just in case.
Yes it should in my experience. Just copy & paste the "objects" folder from this mod inside any mod currently active on your existing save in the "installed_mods" folder.
Or if your existing save has no mods active, you should be able to copy the "objects" folder into any of the "vanilla" mods in the data\vanilla folder (although you may need to paste it again in the event that Steam updates / verifies the vanilla DF files)