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Editing 40d Talk:Farming

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::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)
 
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)
 
'''Irrigation above ground''' seems bugged, and is certainly deceptive.  Muddied ground is not a problem, and a farmplot can be designated and will get created.  However, "no seeds available" is the only option for planting - usually.  If the farmplot overlaps even a single tile of soil, you get the option to ''designate'' any available AG seeds for all 4 seasons - but they never get planted. (I designated two side-by side farmplots with identical seeds (in season), one over mud + soil, one over pure soil (and placed the soil to the right, just because). The latter was planted immediately (and replanted next season), the mixed-muddy was not planted in 2 seasons.  --[[User:Albedo|Albedo]] 17:26, 10 August 2009 (UTC)
 
  
 
== Mixed Plots ==
 
== Mixed Plots ==
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It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~
 
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~
 
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)
 
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)
:: I'm pretty sure this has nothing to do with food hauling, since plants in farm fields have to be harvested by someone with the Farming labor before they're even recognized as usable items, and farmers always store food in a stockpile immediately after it's harvested, even if they don't even have food hauling enabled. I'm also pretty sure I've seen dwarves grab meals off of the trade depot even when there's available stockpile space (I've ''definitely'' seen them drink booze straight from the depot and even fresh from the stills), so it should just be a matter of the "store item in stockpile/barrel" task being '''active''' (i.e. a dwarf is on his way to pick up the item, or he's already carrying it to the destination). --[[User:Quietust|Quietust]] 02:25, 7 October 2009 (UTC)
 
  
 
== Flowchart ==
 
== Flowchart ==
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I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)
 
I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)
 
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)
 
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)
::I have this too, with the latest build, too. There also seems to be a slight variation in the red text. Perhaps one shade is for out of season, another for having grown too many of that same crop or something. [http://img18.imageshack.us/i/redtext.jpg/] [http://img222.imageshack.us/i/redtext2.gif/] I suggest the latter because all game I had planted just wild strawberries and prickle berries outside.
 
:::The bright red shade just denotes that it's the currently assigned crop for that season. --[[User:Quietust|Quietust]] 13:53, 4 November 2009 (UTC)
 
::In Late Winter, my plump helmets were red. As soon as Early Spring arrived, they returned to normal and planting resumed. --[[User:Ozymandias|Ozymandias]] 16:01, 26 December 2009 (EST)
 
  
 
== Fertilization ==
 
== Fertilization ==
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:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)
 
:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)
 
:::'Irrigation' in DF doesn't mean having moats or channels, you actually have to get the ground wet.  --[[User:Arkenstone|Arkenstone]] 09:01, 12 August 2009 (EST)
 
::::My own testing shows that indoor farm plots won't respond to the {{k|f}}ertilize command unless at least one tile is muddy (tested with dtil's tile editor). --[[User:Quietust|Quietust]] 17:57, 3 September 2009 (UTC)
 
:::::Additionally, a freshly irrigated 5x5 indoor soil farm plot originally only indicated needing 1 potash, but after several seasons it started wanting 7, just as my aboveground plots. --[[User:Quietust|Quietust]] 15:49, 4 September 2009 (UTC)
 
  
 
== Greenhouse ==
 
== Greenhouse ==
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::It seems he and I disagree - I'll hold off until one or the other is confirmed.  I said "one/season/plot" - one per farmplot (regardless of size, it's designated as only 1 crop type for each growing season), and one crop maturation per season, both.   
 
::It seems he and I disagree - I'll hold off until one or the other is confirmed.  I said "one/season/plot" - one per farmplot (regardless of size, it's designated as only 1 crop type for each growing season), and one crop maturation per season, both.   
  
::(Edit - I was Wrong, Ignore!) Ime, if you plant a "fast" crop early in the season, it grows to maturity and can be harvested earlier - but if replanted you don't get a 2nd crop that same season, no matter how fast.  More (and this I'm ''not'' 100% sure about), if you plant something that grows all 4 seasons, like plump helmets, you'll only get 400 crops in 100 years - fast growth doesn't "carry over" to speed up later harvests.  But I've never done a long-term experiment that focuses ''solely'' on crops, so this is only from casual observation - namely, I've ''never'' noticed a crop ready to be harvested early in a season that wasn't left over from the last.  Doesn't mean it didn't escape my notice, but that's what I've seen.--[[User:Albedo|Albedo]] 22:46, 9 August 2009 (UTC)
+
::Ime, if you plant a "fast" crop early in the season, it grows to maturity and can be harvested earlier - but if replanted you don't get a 2nd crop that same season, no matter how fast.  More (and this I'm ''not'' 100% sure about), if you plant something that grows all 4 seasons, like plump helmets, you'll only get 400 crops in 100 years - fast growth doesn't "carry over" to speed up later harvests.  But I've never done a long-term experiment that focuses ''solely'' on crops, so this is only from casual observation - namely, I've ''never'' noticed a crop ready to be harvested early in a season that wasn't left over from the last.  Doesn't mean it didn't escape my notice, but that's what I've seen.--[[User:Albedo|Albedo]] 22:46, 9 August 2009 (UTC)
 
:::I suggest you do just that experiment - crop grow time carries over to both the next month '''and''' the next season. --[[User:Höhlenschreck|Höhlenschreck]] 23:51, 9 August 2009 (UTC)
 
:::I suggest you do just that experiment - crop grow time carries over to both the next month '''and''' the next season. --[[User:Höhlenschreck|Höhlenschreck]] 23:51, 9 August 2009 (UTC)
 
::::Have to agree with HS on that one. You also seem to confuse month and season. And calculating from yield is just not working because thats determined by skill. --[[User:Birthright|Birthright]] 00:00, 10 August 2009 (UTC)
 
::::Have to agree with HS on that one. You also seem to confuse month and season. And calculating from yield is just not working because thats determined by skill. --[[User:Birthright|Birthright]] 00:00, 10 August 2009 (UTC)
 
:::::Just to clarify something Albedo said. He said 400 crops in 100 years. As in, 400 harvests of a single tile in 100 years. Which you seemed to have thought he meant 400 plants harvested in 100 years. [[User:Shardok|Shardok]] 00:07, 10 August 2009 (UTC)
 
:::::Just to clarify something Albedo said. He said 400 crops in 100 years. As in, 400 harvests of a single tile in 100 years. Which you seemed to have thought he meant 400 plants harvested in 100 years. [[User:Shardok|Shardok]] 00:07, 10 August 2009 (UTC)
::::::I see. That would, less dramatically put, make 4 harvests in a year per tile and that is not true. At all. Make that 12 per year and tile for plumps. Or 10 to 11, if your farmer is bad, lazy or otherwise occupied too. --[[User:Birthright|Birthright]] 00:38, 10 August 2009 (UTC)
 
:I was, indeed, dead ass wrong on that point - how embarrassing.  It seems because I rotate crops, I've never had that "carry over" effect - bah.  BR - thanks for removing the "arable" soil bits, and the other correction/repairs - Holenschreck needs to learn what "vandalism" really means (and/or just stop being lazy.)--[[User:Albedo|Albedo]] 17:13, 10 August 2009 (UTC)
 
 
 
::"'''''borders''''' on vandalism"; You were hiding a revert under a misleading summary. Afterwards you admitted on the disc that you never did actually check on the topic...once again you were acting overhasty --[[User:Höhlenschreck|Höhlenschreck]] 22:00, 10 August 2009 (UTC)
 
:::Stop being silly, that doesn't count as vandalism at all.--[[User:Richards|Richards]] 22:48, 10 August 2009 (UTC)
 
I rewrote that sub-section ([[Farming#Finding_farmland]]) - hopefully it's both clear ''and'' correct now.--[[User:Albedo|Albedo]] 22:59, 10 August 2009 (UTC)
 
 
== deepwater cultivation ==
 
 
Is there any effect on crops that grow in a 1/7 water tile, like higher harvest and/or faster growth? --[[User:Gnarker|Gnarker]]
 
:Hydroponics? Hmmm - might drown the plants - dunno. I know water will drown saplings (and sometimes wild shrubs?).  (Also, some plant types only grow as wild shrubs when near water, either a river bank or wetted area.) The game is rarely as simple as one would guess, and there are hidden mechanics everywhere. Try it and find out, report back?--[[User:Albedo|Albedo]] 07:33, 31 October 2009 (UTC)
 
:OK, I just thought about something like the rice terraces as in asia. Further report when I have results. --[[User:Gnarker|Gnarker]]
 

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