- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Modification:Expanded Plants"
(→Necessary Reactions: edited varnish to use classes) |
|||
Line 129: | Line 129: | ||
* Drink | * Drink | ||
− | ** Brew plant: requires 1 item with DRINK_MAT, DRINK_SEED_MAT. Also a barrel. | + | ** Brew plant: requires 1 item with DRINK_MAT, DRINK_SEED_MAT, POMACE_MAT. Also a barrel. |
** Brew from juice: requires 1 barrel with a liquid with DRINK_MAT. | ** Brew from juice: requires 1 barrel with a liquid with DRINK_MAT. | ||
Revision as of 20:52, 12 June 2015
MOD | This page includes mods. The content is not part of normal DF as released. Changing game files can sometimes cause unexpected results, and should always be done with care and caution. |
Expanded Plants | ||
---|---|---|
Version | 0.40.24-3 | |
Updated | January 16, 2015 | |
For DF Version | 0.40.24 | |
Out of date for current version | ||
Download |
Expanded Plants (formerly Plant Fixes) is a French Vanilla/Modest Module-style mod which seeks to provide more true-to-life versions of plants present in the vanilla game.
This includes modifying plants' available biomes; modifying seasonal availability & growing seasons; adding growths to plants where appropriate (e.g. seedheads); and adding new plant products. It does not include adding new plants at this time.
The Mod So Far
Work on the mod so far has been under the name Plant Fixes. In the future, Expanded Plants will be released in standalone and Modest Module formats.
Nonstandard Growths Obtainable
The following edible plant growths are not harvestable in fortress mode in vanilla Dwarf Fortress, but are harvestable in Expanded Plants.
- Feather tree eggs
- Walnuts
- Almonds
- Hazelnuts
- Pecans
- Cacao beans
- Coffee beans
- And more!
No Crops with Unobtainable Seeds
The following plants have (plantable) seeds that are unobtainable in vanilla Dwarf Fortress, but are obtainable in Expanded Plants:
- Lettuce
- Onion
- Cabbage
- Garlic
- Acacia seeds
- Bitter vetch
- Broad beans
- Green beans
- Red beans
- Peanuts
- Bambara groundnuts
- String beans
- Lentils
- And more!
Additionally, all plants which are processed to bag produce 2 seeds each, since farmers are just as likely to gather the bag item as to gather the whole shrub.
No Useless Seeds
In vanilla, dwarves store all seeds in bags, regardless of whether any stockpiles can receive them, or whether they can be used in any way. In Expanded Plants, seeds with absolutely no use - not edible, not millable, not plantable - simply disintegrate. Here are some of the seeds you don't need to deal with anymore:
- Cherry pits
- Apple seeds
- Orange seeds
- Plum pits
- Avocado pits
- Banana seeds
- Bayberry seeds
- And more!
Seasonal Grains
Who ever heard of brewing a stalk of grain whole, after picking it in the spring? In Expanded Plants, seedheads are growths in their own right. This change applies to more than just the traditional grains! Some affected plants are:
- Cave wheat
- Longland grass
- Spelt
- Artichoke
- Hemp
- And more!
Once a seedhead is harvested, it can be brewed or milled whole, producing no seeds**; or it can be threshed to produce seeds, which can then be planted, cooked, or (in the case of hemp) pressed for oil.
Be careful! If you fall behind on your threshing, you might find yourself drinking the last of your wheat!
Adventure-usable Plants
In vanilla adventure mode, the caverns are a food desert. Plump helmets, plump helmets everywhere, and not a bite to eat!
In Plant Features, plump helmets can be picked and eaten. So can pig tail stalks and rope reed blades, for spinning to thread, for use by other mods.
New uses for existing plants!
- Pineapple fiber fabric
- Apricot kernel oil & soap
- Avocado oil & soap
- Abaca fiber fabric
- Oat beer
- Saguaro wine
- Candlenut oil & soap
- Almond oil & soap
- And more!
These are all uses that these plants are put to in real life!
The Future of the Mod
Biomes & Growing Seasons Update
The next big push in Expanded Plants is the big biome & growing season overhaul. You may have noticed that in vanilla, all the plants flower and fruit at the same time, regardless of species.
This requires a lot of information to be collected and organized before I can even start making changes. Expanded Plants needs your help! If you're interested in helping to collate the real-life information the mod is based on, please see the Plants table.
Accommodating different kinds of plants
Some plants don't produce seeds. So I'mma make a reaction to "Prepare tuber for planting" or something, that will turn a tuber into a "seed tuber" (this is a real thing), with the same graphic as the tuber, but unusable for anything but planting. I could make it edible, but since it'll be by material/logically a seed, that would make it show up in the seeds tab of the kitchen menu, which would be weird.
Necessary Reactions
Not putting straw or basketry into this release.
- Transformation
- Hull seeds: requires 1 growth with SEED1_MAT, SEED2_MAT (allowing different quantities of seeds for different growths.)
- Husk fruit: requires 1 growth with HUSK_MAT, FLESH_MAT. Also a barrel?
- Convert fruit shell to jug: requires 1 growth with JUG_MAT.
- Separate plant into growths: requires 1 plant with BAG_ITEM1, BAG_ITEM2, BAG_ITEM3, BAG_ITEM4?. No actual bag.
- Cut seed tubers: requires 1 growth with SEED_TUBER_MAT. Also a bag?
- Food
- Make plant preserves: requires 1 item of class SUGAR_CLASS, 1 item with PRESERVE_MAT. Also a barrel.
- Boil juice to syrup: requires 1 barrel with a liquid with SYRUP_MAT.
- Drink
- Brew plant: requires 1 item with DRINK_MAT, DRINK_SEED_MAT, POMACE_MAT. Also a barrel.
- Brew from juice: requires 1 barrel with a liquid with DRINK_MAT.
- Textiles
- Process thread to growth: requires 1 growth with THREAD_MAT and THREAD_SEED_MAT.
- Spin fuzz to thread: requires 10? growths of class FUZZ_CLASS with THREAD_MAT.
- Wood
- Debark log: requires 1 wood with BARK_MAT, LUMBER_MAT.
- Pressing
- Press for oil: requires 1 item with PRESS_OIL_MAT, POMACE_MAT, PRESS_CAKE_MAT, UNPRESSED_SEED_MAT. Also a jug.
- Press plant for juice: requires 1 item with PRESS_JUICE_MAT, POMACE_MAT, PRESS_WAX_MAT. Also a barrel.
- Compress resin to young amber: requires 1 growth with AMBER_MAT.
- Milling
- Mill plant to dye: requires 1 item with DYE_MAT and DYE_SEED_MAT. Also a bag.
- Mill plant to flour: requires 1 item with FLOUR_MAT. Also a bag.
- Mill nuts to paste: requires 4? items with PASTE_MAT. Also a jug?
- Mill plant to sugar: requires 1 item with SUGAR_MAT. Also a bag.
- Tar
- Burn wood for tar: requires 1? log with TAR_MAT. Also a jug.
- Burn bark for tar: requires 12? bark with TAR_MAT. Also a jug.
- Varnish
- Mix wood varnish: requires 1 liquid of class SOLV_CLASS, 1 item of class LACQ_CLASS. Also a jug.
- Finish wooden pot: requires 1 item of class VARNISH_CLASS, 1 unfinished wooden pot.
- Finish wooden jug: requires 1 item of class VARNISH_CLASS, 1 unfinished wooden jug.
- Finish wooden barrel: requires 1 item of class VARNISH_CLASS, 1 unfinished wooden barrel.
New Buildings
- Tar kiln
- Debarking station (needs new name)
Peanut Butter & Jelly
Nut butters and fruit preserves are something I'd like to add.
Bark & Bark Dyes
A lot of dyes are sourced from the barks of different plants. Implementing tiers of wood with and without bark would allow the creation of these dyes. This could also be used to overhaul the leather industry, as tannin is usually sourced from bark as well.
Basketweaving
It would make sense to also add basketry as a way of constructing furniture, baskets (bags and large pots), hats, etc.
Terminology:
- Grasses & rushes produce "coiled" products.
- Palms & yucca produce "plaited" products.
- Roots & bark produce "twined" products.
- Reed (palm core), canes, and wood strips produce "splint" products.
Cereal/grass crops produce straw, and all kinds of vines can also be used in basketmaking. Baskets can be woven tight enough to hold water, so no worries there.
Value rebalancing
With additional processing of fruits to create preserves, it would make sense to rebalance the material values of different plant products.
Hard Brewing
Brewing and dying are extremely simplified in vanilla DF. (That's dying as in dye, not death!) A Hard Crafting module would add additional steps to both:
Dying
Different dyes generally require separate facilities, because they require specific equipment made of specific materials. Then there are mordants, aka fixatives, which differ according to the fabric being dyed and the source of the dye.
Brewing
Fruit Wines
Wines are made from fruits.
Fruits should first be pressed to juice or pulp, then aged in the open air for a few weeks. If a pulp, it is then pressed to liquid after this first aging. Then it's aged for a few months more in closed casks.
Ales/Beers
Ales are made from starch, usually seeds. Non-seed starches must usually be brewed in combination with seeds, as the fermentation of starch is facilitated by enzymes from the seeds which convert starches to sugars.
Will continue this later, see wiki page though.
Starch Wines
These are alcohols made from starches which have been broken into sugar by microbes rather than by malt enzymes. The starch source is milled not quite to flour, but down to small starchy bits, then washed, then soaked, then steamed, then set for a week to mold. Water & yeast are added to the moldy rice, forming the "main mash." This ferments for 2-3 weeks and is then filtered/pressed to remove the solids. Then it's left to age for 9-12 months.
Kilju
Kilju is undistilled moonshine made with pretty much pure sugar. It is brewed extremely quickly & easily: sugar + water + yeast + flavoring + 3-7 days of aging. Mead is a kilju under this definition.
Distillation
Fruit wines are distilled to brandies. Ales are distilled to whiskeys & vodkas. Kiljus are distilled to rums. Starch wines are distilled to arracks.