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Editing v0.31 Talk:Farming
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== General == | == General == | ||
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:Have same problem... did you dig out the level below your "aboveground" farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC) | :Have same problem... did you dig out the level below your "aboveground" farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC) | ||
::I just encountered this issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are "No seeds available for this location", despite having just embarked with many seeds. Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC) | ::I just encountered this issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are "No seeds available for this location", despite having just embarked with many seeds. Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC) | ||
− | ::: | + | :::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC) |
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly). It seems that DF 2010 is supposed to allow farms on soil regardless of mud. (Am I right, or is this actually intended behaviour?) I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case. You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built. | ::::Technically, it’s the bug that requires it (if I’m reading all the information correctly). It seems that DF 2010 is supposed to allow farms on soil regardless of mud. (Am I right, or is this actually intended behaviour?) I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case. You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built. | ||
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC) | ::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC) | ||
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::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC) | ::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC) | ||
− | ::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for | + | ::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC) |
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== Merge == | == Merge == | ||
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]]. Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC) | I don't see why we need a separate page for [[Farm Plot]] and [[Farming]]. Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC) | ||
− | :Also, labors are typically described in their respective skill page. In this case, [[ | + | :Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC) |
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page. This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC) | ::Both pages exist as full pages in the 40d namespace, in addition to a farmer page. This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC) | ||
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[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] | [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] | ||
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page. | I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page. | ||
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== Harvesting == | == Harvesting == | ||
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set "Only Farmers harvest").--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC) | Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set "Only Farmers harvest").--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC) | ||
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== Indication of buggy behaviour == | == Indication of buggy behaviour == | ||
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It's been reverted multiple times whenever someone adds the "due to a bug" statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC) | It's been reverted multiple times whenever someone adds the "due to a bug" statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC) | ||
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC) | :Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC) | ||
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