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Editing Fishing industry
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− | {{av}} | + | {{quality|Masterwork|12:59, 28 April 2012 (UTC)}}{{av}}{{Buggy}} |
− | + | '''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance. Unfortunately, fishing is not sustainable; due to a [[#Bugs|bug]] fish populations will eventually be depleted and your fishing industry will grind to a halt. | |
==Fishing== | ==Fishing== | ||
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing. | [[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing. | ||
− | If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there | + | If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there; stocks of fish in bodies of water that do not [[flow]] are currently non-renewable.{{bug|2780}} Even large [[lake]]s may eventually run dry because of this bug, so the best source of fish is a [[river]], into which fish are constantly both arriving and leaving, giving you a rolling stock to catch. |
== Fishing Zone== | == Fishing Zone== | ||
− | Fishing [[zone]]s are preferred areas to fish | + | Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there. If there are no fish in a particular region, you will get the [[announcement]] "There is nothing to catch in the [region] swamps", and designating a zone next to water in that region will show "0" for fishing. |
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==Fish cleaning== | ==Fish cleaning== | ||
Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers "Prepare a raw fish" to be queued up at the nearest fishery. So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't. | Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers "Prepare a raw fish" to be queued up at the nearest fishery. So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't. | ||
− | Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting. A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly. | + | Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting.{{verify}} <!-- Since when do fish in a stockpile rot?? --> A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly. |
− | Once a fish is cleaned, it is known as a "prepared" fish, and can be immediately eaten. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]]. | + | Once a fish is cleaned, it is known as a "prepared" fish, and can be immediately eaten. Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]]; since this loses your shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s). |
− | + | [[Pearl]]s are a as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a. | |
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− | [[Pearl]]s are | ||
==Trading== | ==Trading== | ||
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==Fish hunting== | ==Fish hunting== | ||
− | Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, | + | Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[Menu|unit list]], and must be [[butcher]]ed, producing dozens or, in the case of [[whale]]s, hundreds of meat products. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like. |
Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by dwarves seeking their extremely valuable innards. | Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by dwarves seeking their extremely valuable innards. | ||
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==Bugs== | ==Bugs== | ||
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}} | *If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}} | ||
+ | *Stocks of fish are not renewable. Even with moderate fishing, the fish on the map will go [[extinct]] {{bug|2780}}. | ||
{{Category|Guides}} | {{Category|Guides}} | ||
{{Category|Industry}} | {{Category|Industry}} | ||
{{Industry}} | {{Industry}} | ||
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