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Editing 23a:Farming

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In the first year, you may want to focus your production on [[plump helmet]]s, as they can be brewed and eaten both raw or cooked. Plump helmets are also one of the 2 fast growing plants ([[Pig tail]]s being the other but they can only be brewed, not eaten). [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. [[Dimple cup]]s are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds [[quality]] levels to your food and, in the case of quarry bushes and sweet pods, quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.  
 
In the first year, you may want to focus your production on [[plump helmet]]s, as they can be brewed and eaten both raw or cooked. Plump helmets are also one of the 2 fast growing plants ([[Pig tail]]s being the other but they can only be brewed, not eaten). [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. [[Dimple cup]]s are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds [[quality]] levels to your food and, in the case of quarry bushes and sweet pods, quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later.  
  
As mentioned, [[plump helmet]]s and [[pig tail]]s grow faster, maturing in about 25 days, all other crops take about 42 days. Since a month has 28 days, you need to get your seeds in really quick to have 2 harvests per season of a slow growing crop, while 3 harvests of plump helmets per season are easier to manage. But don't worry too much if you fail - the seeds and "grow time" will even be carried over to the next season ''if'' the crop can grow in that season. Skill, [[Fertilizer|fertilizing]] or any other factor does not influence grow time, but will increase stack size instead.
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As mentioned [[plump helmets]] and [[pig tail]]s grow faster, maturing in about 25 days, all other crops take about 42 days. Since a month has 28 days, you need to get your seeds in really quick to have 2 harvests per season of a slow growing crop, while 3 harvests of plump helmets per season are easier to manage. But don't worry too much if you fail - the seeds and "grow time" will even be carried over to the next season ''if'' the crop can grow in that season. Skill, [[Fertilizer|fertilizing]] or any other factor does not influence grow time, but will increase stack size instead.
  
Should you wish to plant nothing for a season, you can select {{k|z}} "'''fallow'''" from the farm plot menu; this is useful when your food stockpiles are overflowing. If you possess [[potash]], you can fertilize the field to increase yield (see below).
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Should you wish to plant nothing for a season, you can select {{k|z}} "'''fallow'''" from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).
  
 
== Increasing yield ==
 
== Increasing yield ==
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The yield from a single seed depends on the farmers' [[skill]] and on whether the plot was fertilized.
 
The yield from a single seed depends on the farmers' [[skill]] and on whether the plot was fertilized.
  
* '''Skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, while Legendary growers will often produce stacks of 5 and rarely even stacks of 6 from a single seed on an unfertilized field. The actual yield follows the same basic formula as item [[quality]], though each "quality" level only grants a 50% chance of boosting the stack size by 1 (and the skill level is ''not'' capped at 20).
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* '''Skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, while Legendary growers will often produce stacks of 5 and rarely even stacks of 6 from a single seed on an unfertilized field. The actual yield follows the same basic formula as item [[quality]], though each "quality" level only grants a 50% chance of boosting the stack size by 1.
 
*'''Fertilization''': fertilization increases yield significantly, potentially boosting stack size by up to 4 (50% chance of +1 per 25% of fertilization applied). The amount of [[potash]] needed to fully fertilize a field depends on its size. Using {{k|q}} to view the farm plot, look for the field that looks like "Ft ''n''/''N''" ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. The amount of potash required for a plot of a given size is:
 
*'''Fertilization''': fertilization increases yield significantly, potentially boosting stack size by up to 4 (50% chance of +1 per 25% of fertilization applied). The amount of [[potash]] needed to fully fertilize a field depends on its size. Using {{k|q}} to view the farm plot, look for the field that looks like "Ft ''n''/''N''" ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. The amount of potash required for a plot of a given size is:
 
:: '''(Size/4, rounded down) + 1'''*
 
:: '''(Size/4, rounded down) + 1'''*
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If you chose to turn off "All dwarves harvest" in your {{k|o}}rders menu, only dwarves with the "Farming (Fields)" labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]], even if they do not have the "Food Hauling" labor enabled, unless you have "Dwarves ignore food" set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.
 
If you chose to turn off "All dwarves harvest" in your {{k|o}}rders menu, only dwarves with the "Farming (Fields)" labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]], even if they do not have the "Food Hauling" labor enabled, unless you have "Dwarves ignore food" set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.
  
When a new season begins, any plant which cannot be grown during the new season will disappear from the farm plot if it has not yet been harvested.
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Any plant still awaiting harvesting when winter sets in will disappear along with your farm plots.
  
 
==Placement==
 
==Placement==
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It can be difficult to manage barrels to store food and drink, and [[bag]]s to store seeds and processed foods. Combat this by [[cook]]ing food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. [[Quarry bush|Leaves]], [[sugar]], and [[flour]] are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!
 
It can be difficult to manage barrels to store food and drink, and [[bag]]s to store seeds and processed foods. Combat this by [[cook]]ing food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. [[Quarry bush|Leaves]], [[sugar]], and [[flour]] are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!
  
In this version, when storing seeds in bags, dwarves do '''not''' prefer partially-filled bags over empty ones. This means that if your [[dining room]]s, [[still]]s, and [[farmer's workshop]]s are closer to your bag stockpiles than your seed stockpiles, all of your bags will quickly be filled with 1 seed apiece, overfilling your seed stockpiles and disrupting the production of [[glass]] and [[quarry bush]] leaves. Careful arrangement of stockpiles is required in order to avoid this problem.
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==Bugs==
 
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If you have weather enabled, be sure to move your seeds to an indoor stockpile before you begin planting. A bug in this version causes rain to wash seeds away, as if in a flood, when farmers remove them from bags. When this happens, the farmer will walk to the farm plot to plant the lost seed, and only then will he generate a "Job item lost or destroyed" message.
=== Rain ===
 
If you have weather enabled, be sure to move your seeds to an indoor stockpile before you begin planting, since rain will destroy seeds when farmers remove them from bags. When this happens, the farmer will walk to the farm plot to plant the lost seed, and only then will he generate a "Job item lost or destroyed" message.
 
 
 
=== Red crops ===
 
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.
 
  
 
== See also ==
 
== See also ==

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