Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
301 Comments
Jesse 11 minutes ago 
With the new tree generation mechanics that AA introduces, what biome would I find feather trees in? Obviously it has to be a 'good' area but you know what I mean.
Droseran  [author] Nov 12 @ 8:11am 
@brownwood4 Pig tail seeds come only from pig tail grain, which should be dropping when harvesting pig tails. There has been a bug since version 52.03 that farmed plants don't drop plant growths. I have no idea when it will be fixed, as it seems to not be consistent. I've reported it to Putnam and she said she couldn't get it to happen. If you have a save it's occurring on, you may be able to bring it up in the bug discussions channel on the Kitfox Discord and submit the save for Putnam to look at.
geg Nov 12 @ 7:45am 
You may have hit your total seed cap. You can change the seed caps (total seed cap and individual plant seed caps) in the settings menu.
brownwood4 Nov 11 @ 8:50pm 
Does anyone know why I cant get any Pigtail seeds? Milling into paste and spinning into thread doesnt give the seed and I cant brew ale because I need Pigtail grain, which I do not know how to get
Droseran  [author] Nov 10 @ 6:43pm 
Underground crops no longer require seasons, but the time they take to grow has been increased to match the closest real-life plant or mushroom I could think of. I used portabella mushrooms to calculate the growth time requirement for plump helmets, quarry bush is based on peanuts, pig tails on sorghum, cave wheat on a spring wheat variety, and sweet pod on sweet potato. The sweet pod change is incoming because I just noticed while looking at these that its growdur value was accidentally reverted at some point.
Gaata Nov 10 @ 3:41pm 
Does this nerf underground crops at all? I was kinda disappointed that they seemed to be so easy to nullify any need for aboveground farming.
Droseran  [author] Nov 7 @ 2:41pm 
I've added that to the sheets for AA and Advanced Botanical Variety. Thanks for the suggestion!
Droseran  [author] Nov 7 @ 1:41pm 
Yeah, I can start working on that.
tassadar237 Nov 7 @ 12:52pm 
Can you add a column to the plant product spreadsheet clarifying which products are directly edible (without being cooked)?
Abyss-Mariner Oct 30 @ 9:03am 
oh yea i get that, i meant that i was wondering if they were bugged too!
Droseran  [author] Oct 30 @ 8:12am 
Pressing barrels of honey always requires 20 honeycomb, that's intended since barrels of honey are meant to be used to make full barrels of mead. It avoids a few bugs that pop up with liquid reagents since the game ignores their amounts when dealing with containers of liquids.
Abyss-Mariner Oct 29 @ 4:29pm 
ah ok same for barrels.
Droseran  [author] Oct 29 @ 2:26pm 
I've uploaded a patch to fix that. I missed changing the honeycomb amount when copied from the previous oil pressing reaction, so it was trying to press 750 honeycombs instead of 1.
Abyss-Mariner Oct 28 @ 9:06pm 
I am having an issue with honeycomb, when starting the job "press one honeycomb into a jug" my dwarf will start collection lots of honeycombs and never press anything.
Doubleforte Oct 9 @ 5:31pm 
That makes sense then, even though I generated this world yesterday the mods were still on something like 3.14, just deleted and resubscribed so hopefully that should fix it. Really wish the modlist was more aggressive about checking updates even if it says it does during worldgen/loads sometimes.
Droseran  [author] Oct 9 @ 5:20pm 
The last version of AA to use milling for dyes was 4.6, and it can't be updated on an existing save beyond that due to the new system in 4.7 introducing new materials and reactions.
Doubleforte Oct 9 @ 5:00pm 
Yep, mill dyes and mill in bulk have always both been there. Could be that the mod didn't update in my save but it's usually pretty good about it. Unsure why only part of the orders would be there otherwise.
Droseran  [author] Oct 9 @ 4:42pm 
"Concentrate dyes" and "Concentrate dyes in bulk" are entirely missing in the dyer's workshop? Do you have "Mill dyes" in the quern or "Mill dyes in bulk" in the millstone menu?
Doubleforte Oct 9 @ 4:24pm 
Yeah, I've never seen "concentrate" at all, and on this save the "make" reactions 'are' gone, which is odd, but I've seen it in previous saves.

In the dye station everything is either under mix dye or dying a specific colour. Manually setting millstones to grind dye from stuff like hideroot seems to work, it's just work orders that seem to not see it for the "mill plants/growths" but the specific per-plant orders do see them from what I can find.

I don't think I've noticed anything but plants have this drift if that's what's happening sometimes.
Droseran  [author] Oct 9 @ 3:31pm 
What are the specific reaction names you're seeing? If it's "make <name> dye" and not "concentrate <name> dye" something has gone wrong and the vanilla reactions are not being removed.

However, the reactions should still produce the correct dye powder, as AA keeps the vanilla material IDs for the dyes. Since the reactions are hardcoded to produce the specific powder material, I'm not sure how it's even possible for it to create STRUCTURAL material powders.

The only way I can think of this being possible is a material array shift. Actually, looking at the raws, the LEAF_DYE definition for rhubarb is immediately after the STRUCTURAL definition. A shift would change the array index from DYE to STRUCTURAL once it's de-referenced, creating this exact behavior.

Have either of you seen any other oddities like items changing materials in these saves?
Doubleforte Oct 8 @ 7:33pm 
I'm noticing hideroot doesn't seem to be counting as a dye-producing plant or growth for work orders, I have probably 100 roots and it won't see them. Same with hideroot dye not being counted, I think. Unsure if it's AA related but it's the only plant related thing I use. I've been getting those "plant plant" products same as Duck as well when I tried using "make rhubarb dye" vs milling.
Droseran  [author] Oct 8 @ 1:56pm 
I tested making dyes from almonds, bilberries, and onions. Almonds and onions made byproducts correctly when milled. I tested small dye reactions, generic reactions, and bulk dye reactions. All of the dyes appeared in the dyemaking menu with the correct colors. The dye powders produced are correctly stating what color they will dye fabric.

Though it appears I forgot to account for globs being in units of 150 each, so I ended up with 100x more dye than I should have (50 was deleted due to stack size limit.) I also forgot to change the generic bulk reactions from the mill to the dyer's workshop. I've released an update to fix those issues.

I think you may have a another mod causing conflicts. Do you have any other mods installed that affect plants?
Duckastaroth Oct 8 @ 10:29am 
Forget to say 2 things. First i think the dye may be the vanilla ones not the ones you added, but i am not sure since i don't remember all of the vanilla ones, and second, the reactions at the dyer workshop say they produce dye, but it produce a powder (with the sprite of a dye but colorless) and isnt named a "watermelon dye" for watermelon for example, but "watermelon vine plant"
Duckastaroth Oct 8 @ 10:21am 
i tried plenty in the dyer shop, qsh bark, bilberry, blackberry, cherry bark, pear bark, watermelon, willow bark. It was dye of the dyer workshop only. The ones in the mill, like hideroot, safflower or willow (the one from leaves). also the colors in the workshop order is displayed for mill ones and not for dye shop one. I tested with an extra mod on a new save (mushroom tree dyes), and the dye of this mod worked even though they were in the dyer workshop, but the one from your mod still didnt. So not all dyes of your mod are not working, it seems its the ones from the dyer workshop.
Droseran  [author] Oct 8 @ 8:01am 
Do you remember exactly which plants you tried, and which reactions you used to make the dyes? I can't see any issues in the raws. The powders have the necessary tokens and the reactions should be producing the correct powder. My best guess is that something is going wrong with the reaction and it's producing a powder with an incorrect material.
Duckastaroth Oct 8 @ 3:36am 
i just used the mod on the latest update. i tried dying cloths, but it seems that most dye don't work. The dye made from plants at the dyer workshop arent considered dye, and in the description it lacks the "it produce [color]". It works for hideroot and dimplecup tho
Droseran  [author] Oct 7 @ 7:20am 
You can just copy AA_embark_profile.txt to the prefs folder as embark_profiles.txt. You simply haven't made any custom profiles, so the game hasn't made the file.

Note that the AA profile only contains the seeds, plants, and fruits, so you'll want to add any tools, animals, building materials, etc. to it before you embark. I usually embark with all of the stuff in AA (and my other plant mods), three picks, an axe, an anvil, a granite block for a quern, and a copper block for the first still.
WalrusMan Oct 6 @ 5:57pm 
There is no embark_profile.txt in my prefs folder, not sure how to add the mod's profile
PunkRockVampire Sep 28 @ 3:52am 
So, if anybody's wondering, I figured out a workaround for the missing plant growths. If a plant has growths, you can use 'process plants' (magnifying glass for type of plant to process) to get them...eg. instead of using 'spin pig tail thread', use 'process pig tails' and you'll get the grains along with the threads so you can keep growing them. Process unusable things like bushes/vines gives you their growths. Things like carrots/beets/parsnips/etc where you want to keep some of the unprocessed version for brewing, set a work order to only process them when low on seeds.

Everything works fine in the current version if I just have a bunch of process plants work orders set up for each type of crop that needs it.
darknutter Sep 22 @ 1:35pm 
Ah gotcha, now I understand, so we take dimple cup and "Concentrate dye Powder from plants" to get the dye. I don't know why they couldn't put a note on the wiki page saying this process is wrong/been changed
Droseran  [author] Sep 22 @ 12:39pm 
That page hasn't been updated for post-52.03. Of the 72 dyes in vanilla, only four are made at the quern/mill, the rest are made at the dyer's workshop. The only reason vanilla still uses the quern/mill for the four outliers is legacy save compatibility. AA standardizes the reactions to all be made at the dyer's workshop, in the "Concentrate dyes" category. Since the dye items are powders instead of the normal way of using the extraction bath directly, it stands to reason that the DF method of dying is to first concentrate the dyes then apply them in standard amounts.
darknutter Sep 22 @ 8:09am 
I'm Running 52.04 and I turned Dimple Cups into dye powder at the Quern Via Manual "Mill Plants" the Dye Workshop only shows it can concentrate, dye cloth, and mixes dyes; even the DF Wiki says to mill via a millstone/Quern to turn plants into dyes Wiki page [dwarffortresswiki.org]
Droseran  [author] Sep 22 @ 7:05am 
Dyes are made in the dyemaker's workshop as of DF 52.03.
darknutter Sep 22 @ 1:39am 
I just tried with the mod disabled and still missing the work order version. I thought this or one of the other AA mods added Dyes to work orders?
darknutter Sep 22 @ 12:18am 
I did find something strange, A Quern has no ability to make a work order for "Mill Plants" it can be done manually only; a Mill, however has the ability to make a work order for "Mill Plants". I'm trying to convert Dimple cups to Dye, and it seems I can only do it manually until I have power.

Unless i'm missing something about the Quern's work order options.
darknutter Sep 21 @ 12:24am 
NVM, figured out, I think I just need sleep...
darknutter Sep 21 @ 12:05am 
So I remade the links and demoed the press, rebuilt/linked and things work now; no idea what caused the press/links to bug. Thanks for the help.

Now to just figure out how/why nothing is consuming Pig Tail Grains, sigh...
darknutter Sep 20 @ 11:33pm 
Thanks for the info, still running into an issue, Linked Storage for: Rock nut paste + barrels, 9 paste and a few barrels present; Can't manually select option to press/turn into oil, shows as red saying no non-pressed rock nut pods.
Droseran  [author] Sep 20 @ 8:48pm 
No, it will only require five, but they need to be milled into paste first. Paste (GLOB) items are stored by the game as 150 units per item. The game usually hides this technicality (bars are the same way), but it shows up at odd times.

Mill the rock nuts into paste, and the reaction should show up as available.
darknutter Sep 20 @ 7:30pm 
Question, I'm trying to turn Rock nut pods into Oil Via "Press 5 Rock nut Pods into Barrel" and it rejects the order saying it needs "750 Non-pressed Rock nut pods"; does it really need 750 "rock nut pods" aka Quarry bush\Rock Nut seeds? I'm just trying to use up all my "Rock nuts"
Droseran  [author] Sep 20 @ 9:21am 
The way DF harvesting works is that when a plant is harvested from a farm plot everything is dropped. Even growths that aren't in season, lack harvesting tokens, or are designed to never appear. This means the PLANT item is dropped from berry bushes, vines, and stalks even if the material they're made from doesn't have any uses, and leaves, flowers, and other useless growths are always dropped when growths are working normally.
PunkRockVampire Sep 20 @ 4:25am 
Update: it's not just vines/bushes, maize also harvets as maize plants instead of maize ears, not sure what else is affected.
PunkRockVampire Sep 19 @ 6:26pm 
Is it also an intended change that things that grow on vines/bushes, like grape vines and berry bushes, are harvested as a vine/bush item rather than the fruit? They were harvested as fruit before.
Droseran  [author] Sep 18 @ 6:52am 
@Infinite Eyes: When I told Putnam about it she said she would fix it. I may have assumed something so important would make it into the next patch. I guess it was too close to release for additional changes at that point.

@PunkRockVampire The dye reactions now appear in the dyer's workshop instead of the mill. This seems to be the new vanilla standard for making dyes.
PunkRockVampire Sep 18 @ 12:56am 
In addition to the plants like pig tails not producing growths, I also have the issue that the reactions to make dyes aren't showing up at all.
Infinite Eyes Sep 17 @ 5:51pm 
I don't think 52.04 fixed the growths bug, where did you see the devs say that?

I just tried this mod again and can confirm that pig tails still don't produce growths.
Droseran  [author] Sep 15 @ 7:07am 
Can you give more details about the issues you're encountering in the Bug Reports discussion?

Note that AA can't change anything about stockpile behavior other than assigning certain materials to specific categories (and it follows vanilla convention for that). If something isn't working correctly there, I'd recommend you report it on the Kitfox Discord. Putnam's really good about working with players to find the root cause of issues. She can even fix broken saves sometimes.

I'd like to know more about the issues you're seeing with growths, those should have been fixed in 52.04.

Known DF 52.04 bugs I've seen reported on the Discord:
Issues with unit/item corruption still occurring due to army stuff.
Work orders don't respect assigned materials and produce random plant products. Seems to affect carpentry specifically.
Audio crashes in Adventure Mode.
Kombewa Sep 14 @ 3:09pm 
Any more news about how the mod works with 52.04? From what I can tell, still not working properly regarding the growths, and I'm not fully sure but I think it messes something related to the stockpiles and the drinks
Infinite Eyes Aug 24 @ 4:49pm 
Quite a number of bugs this DF update, I've noticed specifying the type of wood at carpenters no longer works either.
ryno Aug 24 @ 2:42pm 
oh god