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Editing 23a:Food
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'''Plants''' must be grown underground on muddy stone, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses. The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cook]]ing. Further processing plants leads to greater amount delivered as an end product. The small disadvantage is its potential for continuous growth - when you do produce more plants than your dwarves eat, food [[stockpile]]s will eventually fill up with plants, potentially leaving no room for other foods such as meat, fish, or prepared meals. If you end up with a surplus of food, consider letting [[farm plot|plots]] lie [[farming|fallow]] for some time. | '''Plants''' must be grown underground on muddy stone, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses. The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cook]]ing. Further processing plants leads to greater amount delivered as an end product. The small disadvantage is its potential for continuous growth - when you do produce more plants than your dwarves eat, food [[stockpile]]s will eventually fill up with plants, potentially leaving no room for other foods such as meat, fish, or prepared meals. If you end up with a surplus of food, consider letting [[farm plot|plots]] lie [[farming|fallow]] for some time. | ||
− | '''Meat''' can be obtained from [[Ambusher|hunting]] and [[fishing]], as well as raising livestock. | + | '''Meat''' can be obtained from [[Ambusher|hunting]] and [[fishing]], as well as raising livestock. If vermin are left unchecked, uncooked meat and fish will succumb to [[wear]] and eventually rot, even on stockpiles, and even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butcher]]ing meat or [[fish cleaner|cleaning]] fish than planting a seed, harvesting, eating or processing the crop, and storing the seed in a stockpile. Cleaned fish leave behind [[bone]]s, and [[turtle]]s also leave behind [[shell]]s. Animals, when butchered, leave behind large stacks of [[bone]]s, [[tallow]], and usually [[skin]]s and [[skull]]s. An export industry devoted to bone [[Bone carver|crafts]] can be worthwhile, and [[marksman|marksdwarves]] always benefit from a cheap supply of [[bolt]]s made from bone. Unfortunately, there is no way to make alcohol from animals, so without trading, some plants are necessary. Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down. |
==Storage== | ==Storage== |