Dwarf Fortress

Dwarf Fortress

Advanced Orchards
62 条留言
Droseran  [作者] 11 月 14 日 上午 8:47 
No problem, I'm glad I could help!
Fohcs 11 月 13 日 下午 9:41 
Well that explains that. Thanks for taking the time to help me figure out what was going on and for the various mods!
Droseran  [作者] 11 月 13 日 下午 7:45 
Yes, Mountain is part of the freezing biome list (hardcoded, mods can't change that.) It's meant to be an alpine habitat with no soil and very cold temperatures, but it can end up on lower altitude tiles that have soil and don't freeze.
Fohcs 11 月 13 日 下午 5:57 
DFHack is reporting that loam is in the Mountains Biome and the fire clay is in a Tropical Forest (Forest_Tropical_Moist_Broadleaf). I also found a tiny bit of sand in that biome and I was able to plant saplings on it as well. So yeah, it seems to be a biome thing and not a soil type thing.

The other save I have is the same way. Mountain biome doesn't allow for saplings; Temperate Freshwater Marsh does. Now that I look at the list again I think the mountain biome is actually blocking a lot seeds. Only 10 seed types can be planted in the Mountains vs like 30+ otherwise.

I don't think either get freezing temp (both have a river that does not freeze in winter). Do mountains just count as a freezing biome by default maybe?
Droseran  [作者] 11 月 13 日 上午 7:29 
Which species of saplings are you trying to plant, and do you know what biome(s) the different soils are in? DFHack has a tool (I can't remember which one) that can highlight the biome assignments for the tiles.
Fohcs 11 月 12 日 下午 4:38 
I have another save on a different world with a similar mod list. Most of the surface is fire clay and I can plant trees on it just fine as well. However I found a spot of "Sandy Clay" and I can not plant trees on that.

So between my two saves I can only plant trees on fire clay.
Fohcs 11 月 12 日 下午 4:26 
On my current map I can't plant trees on any of the surface farms plots that gets listed as "Furrowed Loam" But I can plant on the small patches of fire clay I have.
Droseran  [作者] 11 月 12 日 下午 4:18 
Surface saplings should be plantable in any farm plots that have been exposed to surface light. I'm not aware of any mechanics that prevent planting based on soil type, only light exposure (which is permanent - once exposed to sunlight building roofs does not turn them back to subterranean) and biome.
Fohcs 11 月 12 日 下午 4:12 
Is it intentional that you can't plant surface trees in loam soil?
Dr. Paul Church 11 月 9 日 上午 11:42 
Huh. Processing saplings into longs apparently requires Carpentry. I think failed to see that. Anyway, problem solved I think.
Dr. Paul Church 11 月 9 日 上午 11:25 
Also, just wanting to say both this and the Advanced Agriculture mods are really, really great. I wish they were the default in the game.
Dr. Paul Church 11 月 9 日 上午 11:25 
Particularly on fungiwood saplings. I know the order to proccess stacks into barrels work normally among others. IIRC, I didn't make any changes when the sapling stacks stopped being proccessed, it happened only after I got stacks of five. They're also not rotten, since they've been all put into stockpiles. The farmer workshops are also taking from anywhere.
Droseran  [作者] 11 月 9 日 上午 8:57 
There's nothing in the sapling processing reactions that prevents using stacks. If there were, it would still take one at a time from the stack and process it. The only restriction is that the saplings aren't rotten. Are you seeing this behavior on a particular species, and have you seen it in any other reactions using plants?
Dr. Paul Church 11 月 8 日 下午 6:15 
So, I figured out the seed issue, but now there's something else. I used fertilizer on my fungiwood saplings and they've yielded stacks of 2 and 5 units. For some reason, my dwarves refuse to proccess the stacks of 5 while all the other stacks of 2 were processed without issue
Dr. Paul Church 11 月 4 日 下午 4:12 
Huh, I neglected that part entirely about the seed cap. Whoops. I'll report back after changing it and trying again, thanks!
Droseran  [作者] 11 月 4 日 下午 2:55 
Processing saplings should give both a log and a seed. If you are not receiving seeds from processing saplings, you may be at the fortress seed cap or the specific seed cap for fungiwood. You'll probably want to set the fortress seed cap to its max in the game's settings if farming anything beyond the usual six underground crops. I usually set specific seeds to cap at 50 and set the fortress cap to 30000.
Dr. Paul Church 11 月 4 日 下午 12:39 
Fungiwood saplings only yield a single log, and processing said log into its seed only produce one seed. Is that intended?
KordoL 10 月 13 日 上午 1:12 
I will share this here because I wouldn't know where else to share it. I downloaded this mod and find it very hopeful and a huge quality of life booster for my games. However, whenever harvesting season came around, my ready saplings would simply wither away in the field, since my woodcutters wouldn't be fast enough to process them all. So I constructed a lot of farmer workshops and had whole squadrons ready at a moments notice to help process the saplings as quickly as possible before they withered, although some still did... then I realized I could just enable the saplings being put into a plant stockpile. I assumed priorly that saplings were some new modded plants and new modded plants wouldn't be put into stockpiles, but I was wrong and I felt mighty stupid.

I doubt anyone else will have the situation going on, but just in case, hope my mistake helped you after reading this ;D
Jesse 9 月 28 日 下午 3:22 
Ah. I found a really cool embark location but the new tree generation with AA has only two types of tree growing here. I was hoping this would let me grow new tree types in the area.
Droseran  [作者] 9 月 28 日 上午 10:19 
The issue with feather tree eggs is simply that their material has a melting point below ambient temperature (and they count as an animal kill material, which causes problems with elves.) AA fixes these issues at the material level, I'm not sure how DFHack does it.

If you mean actual trees, as in the multiblock structures, no. There is no way to grow those in the game. DFHack's gui/sandbox can create them, but that's the only way I know to generate those intentionally. The feather tree eggs do produce seeds with this mod installed, but that only allows growing "saplings," which are mechanically just shrubs with the tree sapling sprites and names.

There could be some way to grow trees from seeds with a DFHack script, but from what I've read about, that would be complicated and prone to bugs due to the weird mechanics behind tree growth.
Jesse 9 月 28 日 上午 3:29 
Question, iirc, DFHack fixes the Feather Tree eggs breaking at a trade depot. Can those eggs be used to grow more feather trees?
Droseran  [作者] 4 月 25 日 上午 11:15 
They should be under "Plants."
Direwolf 4 月 25 日 上午 11:11 
what type of item are the grown saplings counted as? i want to make a stockpile just for them to go into but i cannot find where they are sorted
stuporstar 4 月 22 日 下午 4:26 
I just did a content search (wish I could edit posts) and found [SELECT_ENTITY:MOUNTAIN][OUTDOOR_FARMING] added to the enhanced trade mod, so that must be it. I must have another mod doing a cut on the mountain entity overriding it.
stuporstar 4 月 22 日 下午 4:17 
Huh, that's really strange. When I first made a map with AA, dwarf civs suddenly had access to above ground crops and it automatically dumped five of each type of available seed into the default embark profile. I thought it was a feature since there is an embark profile in the mod with a list of all the seeds. I'm not using any other agricultural mods, just AA and AO. But I just removed AO and tried generating another map, and the embark profile is back to the vanilla default.
Droseran  [作者] 4 月 22 日 下午 4:08 
Dwarven civilizations don't have access to above ground seeds in vanilla, as they lack the token [OUTDOOR_FARMING]. If dwarves had those in your previous saves, it was added by a different mod. Neither AA nor AO remove anything from entities.
stuporstar 4 月 22 日 下午 3:56 
Since I installed this only sapling seeds for cave trees are available on embark. I have it loaded after Advanced Agriculture and it's removed all the seeds for above ground plants from dwarven civilizations.
Droseran  [作者] 4 月 17 日 下午 2:06 
No, the sapling plants added by this mod are not considered trees.
[Evil Pyro] Ohnana 4 月 17 日 下午 1:53 
dumb question: does harvesting tree shrubs count as "chopping" a tree? the elves are not happy with me :P
Droseran  [作者] 4 月 9 日 上午 7:56 
What happens at the end of civilization generation is finalizing the world and preparation to save to disk. Everything this mod touches should happen much earlier in world generation. This sounds like a crash that was (and apparently still is?) occurring in the vanilla game. If you have crash logs, I'd recommend posting on the DF bug discussion channel of the Kitfox DIscord.
TaxiCabs 4 月 8 日 下午 4:07 
Hi again!

Yes, Z-Levels were changed as well as erosion as well as a few others regarding river start points.
I had a lot of rejected worlds when testing, but the crashes always happened at the end of the civilization generation, after the historical events.

I do have a lot of other (Mostly niemst's mods) that use SELECT_ENTITY, btw - I just checked with VScode. But I had a crash before with only the Agriculture and Orchard mods (And subsequent compatches).
Droseran  [作者] 4 月 5 日 上午 6:38 
I've generated a dozen worlds on 51.10 using all four mods without any crashes. Are you using any custom world generation parameters?
Droseran  [作者] 4 月 5 日 上午 6:06 
The compatibility patches only add reactions to entities. It uses SELECT_ENTITY, so if the entity doesn't exist the additions just get ignored. I'm beginning to wonder if something has changed with how SELECT_ENTITY is processed, as I'm getting crash reports on another one of my mods that uses it.
TaxiCabs 4 月 5 日 上午 1:34 
Hey again.
I'm at 51.10, but I think I managed to suss out the actual origin (maybe).

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3094096177
I kept testing adding and removing mods - And after adding and removing your mods to mish-mash it, I was able to complete world gens and play without CTDs after loading all your mods with the exception of the compatibility patch (I'm not using modded civs atm).
Does the Orchard Compatibility mod add any skills? Most of the CTDs happened at the final stages of World Gen, when the population is being generated.
Droseran  [作者] 4 月 4 日 上午 11:35 
Crash logs are only readable by Putnam and one or two members of the DFHack team. You can report crash logs on the Kitfox Discord in the bug-discussion channel for Dwarf Fortress and Putnam will look into it. Raw mods shouldn't be able to cause game crashes, so they're helpful to report.

What version of Dwarf Fortress are you using?
TaxiCabs 4 月 4 日 上午 11:24 
Hi Droseran!
I've been trying to make Orchards work but unfortunately, I get a lot of crashes on World Gen.
Here are a few steps I tried:
1. Making sure I'm playing on a 1080 resolution (As per suggestions that bigger resolutions may cause CTDs)
2. Added your mods, attempted World Gen, removing one mod one by one.
3. Removed all other mods and tried with only yours.

I checked the crash logs but I can't make much sense of it. Is anyone else having the same problem? Did you solve it?
Droseran  [作者] 2024 年 12 月 20 日 下午 4:18 
Dwarf Fortress doesn't have a mechanic for planting actual trees, and modding is quite limited in what can be accessed. This mod lets you plant "saplings," which are actually shrubs that give the wood and items available from the tree they are based on. These saplings are able to be grown in any non-freezing biome, and you should be able to obtain the seeds not available to your civilization through trade with other civilizations.

If you are looking for a way to grow actual trees, DFHack has a tool called gui/sandbox that will allow you to create trees of any type at the location of the mouse cursor. The only other way to grow trees is to clear an area of land and wait for saplings to appear, killing any that aren't the desired species.
Dulo 2024 年 12 月 20 日 下午 3:03 
Are you able to plant trees from different biomes? I am also looking for a mod that lets you get animals from other biomes.
Midur 2024 年 10 月 17 日 上午 6:07 
Nvm i figured it out
Midur 2024 年 10 月 17 日 上午 5:47 
Where does tea grow?
Midur 2024 年 10 月 12 日 上午 4:12 
I see thank you
Droseran  [作者] 2024 年 10 月 12 日 上午 3:59 
Yes. The tea sapling gives tea leaves that can be brewed into tea, and the coffee sapling gives coffee cherries than can be roasted into coffee beans and the beans can be brewed into coffee. Both drinks are made in the still, and coffee cherries are roasted at a farmer's workshop.
Midur 2024 年 10 月 12 日 上午 2:39 
Can the tea and coffee trees be used to make tea and coffee or no?
Droseran  [作者] 2024 年 3 月 22 日 上午 4:46 
No, saplings work the same as any other crop plant. The game only has shrubs, trees and grasses. Trees and grasses can't be planted by the player. Shrubs are all other forage and farm plants.
cstoneburner 2024 年 3 月 21 日 下午 11:40 
do the saplings need more vertical space than the z-level on which they are planted?
Droseran  [作者] 2024 年 2 月 13 日 下午 12:57 
No, this does not add seeds nor saplings for trees from other mods. Only the vanilla trees as modified by Advanced Agriculture.
mgla 2024 年 2 月 13 日 上午 10:14 
Will this add seeds for trees added by other mods?
Tyr 2024 年 2 月 11 日 上午 5:49 
Awesome, thanks for the speedy fix !
Droseran  [作者] 2024 年 2 月 11 日 上午 2:45 
That was definitely a bug, and it is now fixed. Update the mod when prompted during world load and saplings should be harvestable. Thanks for the report!
Tyr 2024 年 2 月 10 日 上午 8:44 
Running into an issue where the sapling plant isn't dropping on harvest. Only the fruit. Is this usual behaviour or maybe some kind of conflict?