v50 Steam/Premium information for editors
- 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.
This notice may be cached—the current version can be found here.
Editing 40d:Seed
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | {{av}} | |
− | :''You may be looking for world generation seeds, listed at | + | :''You may be looking for world generation seeds, listed at {{L|Pregenerated worlds}}.'' |
− | Dwarves can use '''seeds''' to grow | + | Dwarves can use '''seeds''' to grow {{L|crops}} in {{L|farm plot|farm plots}}. Almost every plant in the game* produces seeds. 1-2 seeds are created when a plant is {{L|Plant processing|processed}}/{{L|Miller|milled}}, {{L|brewing|brewed}}, or eaten (but not when {{L|cook|cooked}}!). Seeds are stockpiled with {{L|food}}. |
− | :''(* The exceptions are | + | :''(* The exceptions are {{L|bloated tuber}}, {{L|muck root}}, {{L|valley herb}}, and {{L|kobold bulb}}, which cannot be grown, but can only be acquired by {{L|plant gathering}} or {{L|trading}}.)'' |
− | The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see | + | The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see {{L|Starting build|Starting Builds}}). |
__TOC__ | __TOC__ | ||
Line 14: | Line 14: | ||
All seed types can be cooked, producing one unit of edible food per seed. Cooking seeds has the danger of cooking all seeds, sabotaging your own farming. So better only cook seed types you cannot or want not to plant. Seeds have the further disadvantage that they tend to produce small meals thus using up lots of barrels. | All seed types can be cooked, producing one unit of edible food per seed. Cooking seeds has the danger of cooking all seeds, sabotaging your own farming. So better only cook seed types you cannot or want not to plant. Seeds have the further disadvantage that they tend to produce small meals thus using up lots of barrels. | ||
− | Even though your dwarves will do a decent job of consolidating seeds into as few | + | Even though your dwarves will do a decent job of consolidating seeds into as few {{L|bag}}s as possible, massive seed stocks will still use up a huge number of bags. This can be controlled somewhat by {{L|dump}}ing surplus seeds from inside bags, especially if a single seed sits in a bag. You can also use the {{L|stocks}} screen to dump all of a seed type that you do not intend to plant. You will however hardly ever need more than 40 bags and that is for more than, say, 2000 seeds. So buy some cheap leather soon, get your leatherworker to it and make those bags, so you can forget about one more micromanage thing. |
== Seeds plantable only indoors == | == Seeds plantable only indoors == | ||
There are six types of seeds that can be used to plant crops underground (in [[soil]] or in stone that has been muddied by [[irrigation]]): | There are six types of seeds that can be used to plant crops underground (in [[soil]] or in stone that has been muddied by [[irrigation]]): | ||
− | * | + | * {{L|Plump helmet|Plump Helmet}} spawn |
− | * | + | * {{L|Sweet pod|Sweet Pod}} seeds |
− | * | + | * {{L|Pig tail|Pig Tail}} seeds |
− | * | + | * {{L|Cave wheat|Cave Wheat}} seeds |
− | * | + | * {{L|Dimple cup|Dimple Cup}} spawn |
− | * | + | * {{L|Rock nut|Rock Nuts}} (which are used to grow {{L|Quarry bush|Quarry Bushes}}) |
− | These are the only plants (aside from Tower Caps) that will grow inside the cave; all other (gatherable) plants can only be found and grown aboveground. Most (but not all) aboveground plants will produce seeds (see | + | These are the only plants (aside from Tower Caps) that will grow inside the cave; all other (gatherable) plants can only be found and grown aboveground. Most (but not all) aboveground plants will produce seeds (see {{L|List of crops}}), which in turn can be planted to grow crops. {{L|Trade}}rs will almost always bring seeds with them (if the {{L|biome}} fits) which can be used for farming if you cannot find any yourself. |
== Seeds plantable only outdoors == | == Seeds plantable only outdoors == | ||
− | There are several types of seeds that are grown aboveground. They generally work the same way as underground crops: plant them in a farm plot, wait for them to grow, harvest them, and then process/mill, brew, cook, and/or eat them raw. Note that there is an important distinction between "inside" and "aboveground": these crops can be grown in any space marked "Above Ground", regardless of whether it's inside or outside. This means that via the usage of a skylight or | + | There are several types of seeds that are grown aboveground. They generally work the same way as underground crops: plant them in a farm plot, wait for them to grow, harvest them, and then process/mill, brew, cook, and/or eat them raw. Note that there is an important distinction between "inside" and "aboveground": these crops can be grown in any space marked "Above Ground", regardless of whether it's inside or outside. This means that via the usage of a skylight or {{L|Farming#Greenhouses|greenhouse}}, they can be grown in a secure location, perhaps even adjacent to your underground crops. |
Aboveground crops include: | Aboveground crops include: | ||
− | * | + | * {{L|Wild strawberry}} |
− | * | + | * {{L|Rope reed}} |
− | * | + | * {{L|Prickle berry}} |
− | * | + | * {{L|Sun berry}} |
− | * | + | * {{L|Sliver barb}} |
− | * | + | * {{L|Hide root}} |
− | * | + | * {{L|Whip vine}} |
− | * | + | * {{L|Blade weed}} |
− | * | + | * {{L|Fisher berry}} |
− | * | + | * {{L|Rat weed}} |
− | * | + | * {{L|Longland grass}} |
==Cooking with seeds== | ==Cooking with seeds== | ||
− | Cooking seeds can be an effective way of | + | Cooking seeds can be an effective way of {{L|experience|training}} a new {{L|cook}}. |
− | :1) In the {{k|z}}- | + | :1) In the {{k|z}}-{{L|Status#Kitchen_Status_Screen|Kitchen}} sub-menu, only allow the seeds you want to have cooked ({{k|c}}) |
− | :2) Limit a | + | :2) Limit a {{L|kitchen}} workshop in the workshop profile so only your new cook will use that kitchen (by limiting the skill level, or assigning it by name, or both.) |
:3) Set that kitchen on "Easy Meal - Repeat" | :3) Set that kitchen on "Easy Meal - Repeat" | ||
Line 57: | Line 57: | ||
'''Disadvantages''' | '''Disadvantages''' | ||
− | *Once 200 seeds for a particular plant have been accumulated, additional seeds will not be produced when eating, | + | *Once 200 seeds for a particular plant have been accumulated, additional seeds will not be produced when eating, {{L|brewer|brewing}}, {{L|miller|milling}}, or {{L|thresher|threshing}}, saving a considerable amount of work for food haulers. By cooking them, haulers will always be gathering additional seeds. |
− | *For new forts, cooking your seeds can leave your | + | *For new forts, cooking your seeds can leave your dwarfs without anything to eat. |
− | + | [[Category:Agriculture]] |