Dwarf Fortress

Dwarf Fortress

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Advanced Botanical Variety
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2.387 MB
1 月 20 日 上午 8:36
11 月 7 日 下午 2:53
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Advanced Botanical Variety

在 Droseran 的 1 个合集中
Agricultural Expansion Pack
20 件物品
描述
Advanced Botanical Variety does what it says on the cover: adds many new plants to the game. From agave to woad and baobab to yew, there's 87 new plants to discover!

Plants in this mod use the Advanced Agricultural System, allowing exact plant-to-product processing and an increased variety of products! All farmable crops can be grown in any non-freezing biome, wild plants appear only in their native biomes, all the good stuff. This does mean Advanced Agriculture is required to be installed above this mod in the load order. A few plants are not able to be cultivated, and those may offer slightly more valuable products - provided you can find them. Don't worry, though, you can grow everything that provides a drink, so your citizens' most important demands can still be met.

Most wild plants will only have the seed-producing growth at the correct time of year, and the appearance will change to indicate ripeness. Please thank ryno for all graphics contained in this mod. It wouldn't exist without him!

Known Issues:
Dead plants do not rot away when they die due to season changes. These dead plants can be removed with either of these DFHack commands:
plant remove -spd
tiletypes-command filter shape shrub ; filter sp dead ; paint shape floor ; paint mat grass_light ; paint special normal ; range 192 192 1 ; run
Note that for the tiletypes command the keyboard cursor must be placed in the top-left tile of the map on the level of the plants. If your surface is not flat, the 1 can be increased, and the keyboard cursor must be placed on the lowest surface level. 192x192 is the size of the standard 4x4 embark. Thanks to Decomposey for finding that this command can specifically filter for dead plants!

The Details
Warning, spoilers!
If you want to see all of the available plants added by Advanced Botanical Variety, this spreadsheet[docs.google.com] has all the information. Names, plant items, biomes, seasons of growth, products and what they're made from - it's all there.

This mod uses the WORLDGEN_ENABLED and FORTRESS_MODE_ENABLED reaction tokens to easily integrate with all modded civilizations!

Companion Mods
Advanced Botanical Orchards allows farming tree saplings for the trees from this mod.
ABV Crops All Year allows surface crops to be grown in every season.
ABV Days Till Harvest reduces the growth durations of surface crops to the vanilla default value of 300, making them grow very quickly.


Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop
Check out ryno's other Dwarf Fortress mods: ryno's Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.
55 条留言
Droseran  [作者] 11 月 17 日 上午 8:22 
The growths are supposed to drop when the plant is harvested, but there's been a bug in the game since 52.03 causing the growths to not appear. Processing plants is a work around, but not the intended mechanic.
TPark 11 月 16 日 上午 11:07 
Never mind. I found it. I use the generic "Process Plant" order at a Farmer's workshop and I get leaves, pods and seeds from an Okra plant. I was looking for an Okra Plant specific reaction.
TPark 11 月 16 日 上午 10:59 
Thanks, Droseran!
And I'm correct that Horsetail has no use other than being cooked?

Also, I'm doing a run through where my dwarfs have planted Okra but all I get from the farm is the Okra plant (no pods, no leafs). Am I supposed to be processing the plants to get the pods and leafs? if so, how?
Droseran  [作者] 11 月 16 日 上午 7:43 
Fixed, thanks! I went back and forth a few times on making it edible. In real life eating too much of it is toxic due to compounds which block the uptake of certain vitamins. It's edible, but only in small amounts and not over extended periods of time. In game, you can only make something edible or not, so originally it wasn't going to be edible and I forgot to update the sheet when I was convinced to change it.
TPark 11 月 15 日 上午 11:19 
I found a minor issue with the spreadsheet for Advanced Botanical Variety. For the Horsetail the only use listed in the spreadsheet is to get seeds from the plant (which would be a pretty pointless exercise). But when I went into the mod files I saw that the plant is also edible when cooked which is not noted in the spreadsheet.

Great mod set!
Wilx 10 月 8 日 下午 3:20 
Thank you. Even with getplant, it took me awhile to figure out Nettle. Prickly Pear was now easy.
createitem PLANT_GROWTH ABV_PRICKLY_PEAR:FRUIT 10
createitem PLANT ABV_NETTLE:STRUCTURAL 10
The issues was the plant was the seed. No where in the DFHack wiki does in mention PLANT by it's self as an option. So trial and error, with lots of errors.
Droseran  [作者] 10 月 8 日 下午 2:09 
Embark plant availability is determined by the entity. If the entity does not have [OUTDOOR_FARMING], they won't have access to surface plants or seeds (neither in the embark menu nor arriving in trade). The vanilla dwarves don't have that token, so they will always only have access to underground plants for farming. And, for some reason, surface berries (not plants or seeds) due to them having OUTDOOR_GARDENS.

Plants that aren't edible also don't show up in embark selection nor trade stock, and that isn't something that can be changed with mods as it's hardcoded in the game's logic.

You can use DFHack's getplant to obtain plant IDs, or read the mod's raws. They're plaintext and should be pretty easy to find what you want.
Wilx 10 月 8 日 下午 1:35 
My plan was to use only above ground crops especially strawberries. The variety mod looked awesome, however I now have no access to thread crops. After embark I could always gather rope reed, but now it doesn’t show up. None of your thread crops showed up in embark or after embark. It would be nice if you made some thread crops, other than pig tails, available in every embark.

I managed to cheat in Rope Reed with DH hack:
createitem SEED PLANT_MAT:REED_ROPE:SEED 10

But I have no idea how to do it with your plants. So the only one of your plants I will be trying is Elderberry, which is similar to Strawberry, but I would have liked to try Wild Nettle or maybe Prickly Pear. Oh and I can’t resist Sun Berries from embark even if it feels a little cheaty.
Droseran  [作者] 10 月 7 日 上午 7:11 
Yes, they're categorized in "wild plants" in the raw files and the spreadsheet.
WalrusMan 10 月 6 日 下午 5:12 
are puffball fungi added by this mod? I cant seem to find them in the material but they're all over the place in my games. It's not a problem I just cant figure out where the hell they come from