I believe in general the question of can DS or LPC in general do -this- and is it capable of doing -that- comes up fairly often in discussion, and just about always, to some extent or other, the answer is yes.
http://dead-souls.net/ds-faq.html#11That's obviously the short answer, since if you decide to pursue a less than menial ambition any further, you'll find that it is less trivial than you hoped, filled with snags, compromises, and unforeseen consequences. At least, that usually seems to be the case when I attempt some new concept.
Code isn't usually the ultimate snafu, but design.
One problem with inventing a design concept is knowing how players will respond and play along with such a design. A great deal of factors may play a role in how successful your concept is, such as the player power in your MUD.
How many players do you hope to host?
How influential do you want your players to be?
How easily do you want players to wipe out a certain crop?
How important of a concept are crops?
And so on...
You may also be forced to weigh in factors such as system resources or even time you're willing to spend on such an idea.
At one point, I had the notion that I was going to have a MUD where every plant in the game was represented by an object, and these plants would have a less than basic life cycle. Each room would have nutrients variables, and plants would grow from seed to maturity and in turn go to seed as well. Various species would compete for survival, and as in real life, would find some sort of mutual balance with one another. As plants died and rotted away, these nutrients would be returned to the room and recycled for other plants to use. Interestingly, through migration, clusters of nutrients would move to various parts of the MUD, and certain species of plants would overcome others through a freak combination of MUD design, room layout, plant behavior, and plain luck.
Then, through the inspiration of another coder who designed and posted a crafting system, I went to work on designing my own, using as broad of a base as I could imagine and plenty of detail for flexibility. This system would essentially allow for a player to start from the basic tools of stone and wood, and with skills and time, eventually work their way up to brewing their own potions, building their own homes and cooking their own food, all essentially generated from the growth and natural resources around them.
It didn't take long to realize that designing the system the way I did was a complete hog of resources and having 50,000 objects all with heartbeats was generally not a good idea.
While there are probably workarounds for such a problem, I ultimately ended up with basically a fun science experiment and a nice crafting system.
So really, it isn't a question of if DS can do it, but whether it will actually work for -your- MUD.