Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
Droseran  [developer] Nov 24, 2023 @ 12:56pm
Crop Changes from Vanilla
Many crops have new growths, and many existing growths have had their timings changed to correspond more closely to real-world flowering and fruiting. Seeds are not always available from the plant material, but instead appear on appropriate growths. When gathering wild plants, sometimes a choice must be made whether to gather something useful now, or wait for seeds to appear to be able to farm the plant. Likewise, the useful parts of plants may not always produce seeds when used to make a product, and gathering the seeds will require an extra job. This mod includes a work order file which can automate these seed collecting tasks.

To make seed collecting somewhat less of a headache, and much more consistent between jobs, citizens will now set aside enough seeds to continue farming operations when performing the following tasks: brewing, extracting, milling, and spinning; as long as the material being worked with is seed bearing. (Only when using Advanced Agriculture reactions, this is not guaranteed for vanilla jobs!)

In addition, seeds are no longer cookable. This prevents job cancellation spam due to the way seeds are stored and accessed for jobs, as well as adding a measure of replanting security. The items previously giving cookable seeds are now cookable. This fits the abstract nature of farming in Dwarf Fortress, as "plants" are more a representation of the harvested crop.

There are new reactions in the farmer's workshop to collect seeds from all seed-bearing growths and plants. This can allow quick expansion of farming without the need to make small batches of products just to acquire more seeds. It also allows keeping a steady supplies of seeds for materials that are used in cooking and would otherwise not have obtainable seeds.

All species of crops can now be grown in any non-freezing biome. However, wild crops are still only found in their native habitats. When harvested, wild crops will give the same growths as their domestic counterparts. This makes stockpiles much easier to manage. Otherwise, there would be two types of every plant and growth to stockpile! I typically build a glass greenhouse for my tropical crops, but they will grow unprotected just fine. Most of the originally tropical plants in game are grown as temperate annuals anyways.

Drink changes:
  • Removed artichoke wine - artichoke drinks are made by steeping them in distilled spirits, not fermenting artichoke hearts
  • Renamed barley wine to barley beer - historically (in the time period of the game), ales and beers were made from grains, wines from fruit
  • Added chicory coffee - a popular coffee substitute, non-caffeinated
  • Added muskmelon wine - a very old and popular drink
  • Added oat beer
  • Removed purple amaranth beer and flour - Purple amaranth (A. blitum) is not a grain crop
  • Removed tomatillo wine - tomatillos are used to make salsas, but I could find no references to drinks
  • Added watermelon wine - also a very old and popular drink
  • The value of most alcohols was increased by 1, drinks with a value over 3☼ keep vanilla value

Cotton now produces a growth called bolls, which are processed into thread. This reaction gives cotton seeds. Pineapple leaves can now be used to make pina cloth.

Many plants have changes to what is edible and what isn't, with a few new edible growths added, and many changed to be edible.

Milling changes:
  • Lowered the value of most millable products significantly - flour is now 5☼
  • Raised the value of redroot dye to 20☼ to match the other dyes
  • Redroot dye now appears red in menus instead of brown thanks to Juniper & Friends
  • Added plant milks, with a value of 6☼
  • Milling only uses growths or plants, not seeds. Absolutely never trying that again.
  • Milling paste now gives seeds for the plant just like milling flour

Added dyes:
  • Rhubarb (maroon, from plant)
  • Sorghum (ochre, from leaves)

Added powders:
  • Cassava (tapioca)
  • Celery seed powder
  • Garlic powder
  • Leek powder
  • Mung bean starch
  • Onion powder
  • Powdered pepper
  • Potato starch

Added flours:
  • Bambara groundnut
  • Broad bean
  • Cassava
  • Chickpea
  • Cowpea
  • Lentil
  • Mung bean
  • Pea (peasemeal)
  • Pig tail
  • Soybean
  • Sweet potato
  • Taro
  • Yams (lesser, long, purple, white)

Added plant milks (made by milling, worth 6☼) for the following plants:
  • All grain crops (barley, fonio, maize, millets, rice, rye, sorghum, wheats)
  • All pseudograins (amaranths, buckwheat, kaniwa, quinoa)
  • Bambara groundnut
  • Flax
  • Hemp
  • Mung bean
  • Pea
  • Peanut
  • Soybean

Added tofu (8☼) for peanut and soybean, made from plant milk in a kitchen.

Oil changes:
  • Cotton oil is no longer available. Cotton oil contains the toxin gossypol, which wasn't able to be removed until chemical refinement became available in the 1800s. The seeds were a waste product until then.
  • Added grapeseed oil - made from grapes, because processing seeds was a nightmare in testing
  • Added peanut oil
  • Added soybean oil
  • Added watermelon seed oil - made from watermelons, again because of seed reaction issues

Plant soap values increased to 6☼.

Syrup can be extracted from beet, rope reed, sorghum, and sweet pod plants in a farmer's workshop.

Sugar can be milled from sweet pods, or crystallized from rope reed syrup.
Last edited by Droseran; Jan 20, 2024 @ 8:13pm