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Difference between revisions of "Seed"

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:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
 
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''
+
:''For information on seed management, see [[How do I manage my seeds and crops]]?''
  
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.
+
'''Seeds''' are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).
  
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.
+
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.
  
 +
Tree seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable.
 +
 +
__TOC__
 
==Seed List==
 
==Seed List==
  
The following seeds of 155 plants can be stockpiled:
+
The seeds of the following 155 plants can be stockpiled:
  
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds
+
* [[Abaca]] seeds
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds
+
* [[Acacia]] seeds
* [[DF2014:Soft wheat|Soft Wheat]] Seeds
+
* [[Oak|Acorns]]
* [[DF2014:Hard wheat|Hard Wheat]] Seeds
+
* [[Alfalfa]] seeds
* [[DF2014:Spelt|Spelt]] Seeds
+
* [[Almond]]s
* Barley Seeds
+
* [[Apple]] seeds
* Buckwheet Seeds
+
* [[Apricot]] pits
* Oat Seeds
+
* [[Artichoke]] seeds
* Alfalfa  Seeds
+
* [[Asparagus]] seeds
* Rye Seeds
+
* [[Avocado]] pits
* Sorghum Seeds
+
* [[Bambara groundnut]]
* Rice
+
* [[Banana]] seeds
* Maize
+
* [[Barley]] seeds
* Quinoa Seeds
+
* [[Bayberry]] seeds
* Kaniwa Seeds
+
* [[Beet]] seeds
* Bitter Vetch Seeds
+
* [[Bilberry]] seeds
* Pendant Amaranth Seeds
+
* [[Bitter melon]] seeds
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds
+
* [[Bitter orange]] seeds
* Purple Amaranth Seeds
+
* [[Bitter vetch]] seeds
* Red Spinach Seeds
+
* [[Blackberry]] seeds
* Elephant-head Amaranth Seeds
+
* [[Blade weed]] seeds
* Pearl Millet
+
* [[Blood amaranth]] seeds
* White Millet
+
* [[Blueberry]] seeds
* Finger Millet
+
* [[Broad bean]]
* Foxtail Millet
+
* [[Buckwheat]] seeds
* Fonio
+
* [[Cabbage]] seeds
* Teff
+
* [[Cacao tree|Cacao]] beans
* Flax Seeds
+
* [[Candlenut]]s
* Jute Seeds
+
* [[Caper]] seeds
* Hemp Seeds
+
* [[Carambola]] seeds
* Cotton Seeds
+
* [[Cashew]]s
* Ramie Seeds
+
* [[Cassava]] seeds
* Kenaf Seeds
+
* [[Cave wheat]] seeds
* Papyrus Seeds
+
* [[Celery]] seeds
* [[DF2014:Artichoke|Artichoke]] Seeds
+
* [[Cherry]] pits
* Asparagus Seeds
+
* [[Chestnut]]s
* Bambara Groundnuts
+
* [[Chickpea]]
* String Beans
+
* [[Chicory]] seeds
* Broad Beans
+
* [[Citron]] seeds
* Beet Seeds
+
* [[Coffee]] beans
* Bitter Melon Seeds
+
* [[Cotton]] seeds
* Cabbage Seeds
+
* [[Cowpea]]
* Caper Seeds
+
* [[Cranberry]] seeds
* Carrot Seeds
+
* [[Cucumber]] seeds
* Cassava Seeds
+
* [[Custard-apple]] seeds
* Celery Seeds
+
* [[Date palm]] seeds
* Chickpeas
+
* [[Desert lime]] seeds
* Chicory Seeds
+
* [[Dimple cup]] Spawn
* Cowpeas
+
* [[Durian]] seeds
* Cucumber Seeds
+
* [[Eggplant]] seeds
* Eggplant Seeds
+
* [[Elephant-head amaranth]] seeds
* Garden Cress Seeds
+
* [[Finger lime]] seeds
* Garlic Seeds
+
* [[Finger millet]]
* Horned Melon Seeds
+
* [[Fisher berry]] seeds
* Leek Seeds
+
* [[Flax]] seeds
* Lentils
+
* [[Fonio]]
* Lettuce Seeds
+
* [[Foxtail millet]]
* Mung Beans
+
* [[Garden cress]] seeds
* Muskmelon Seeds
+
* [[Garlic]] seeds
* Onion Seeds
+
* [[Ginkgo]] seeds
* Parsnip Seeds
+
* [[Grape]] seeds
* Peas
+
* [[Guava]] seeds
* Peanuts
+
* [[Hard wheat]] seeds
* Pepper Seeds
+
* [[Hazel]] nuts
* Potato Seeds
+
* [[Hemp]] seeds
* Radish Seeds
+
* [[Hide root]] seeds
* Red Beans
+
* [[Horned melon]] seeds
* Rhubarb Seeds
+
* [[Jute]] seeds
* Soybeans
+
* [[Kaniwa]] seeds
* Spinach Seeds
+
* [[Kenaf]] seeds
* Squash Seeds
+
* [[Kumquat]] seeds
* Sweet Potato Seeds
+
* [[Leek]] seeds
* Taro Seeds
+
* [[Lentil]]
* Tomato Seeds
+
* [[Lesser yam]] seeds
* Tomatillo Seeds
+
* [[Lettuce]] seeds
* Turnip Seeds
+
* [[Lime]] seeds
* Urad Beans
+
* [[Long yam]] seeds
* Watermelon Seeds
+
* [[Longland grass]] seeds
* Winter Melon Seeds
+
* [[Lychee]] seeds
* Lesser Yam Seeds
+
* [[Macadamia]] nuts
* Long Yam Seeds
+
* [[Maize]]
* Purple Yam Seeds
+
* [[Mango tree|Mango]] pits
* White Yam Seeds
+
* [[Mung bean]]
* Passion Fruit Seeds
+
* [[Muskmelon]] seeds
* Grape Seeds
+
* [[Oats]] seeds
* Cranberry Seeds
+
* [[Olive]] pits
* Bilberry Seeds
+
* [[Onion]] seeds
* Blueberry Seeds
+
* [[Orange]] seeds
* Blackberry Seeds
+
* [[Papaya]] seeds
* Raspberry Seeds
+
* [[Papyrus sedge]] seeds
* Pineapple Seeds
+
* [[Paradise nut]]s
* Abaca Seeds
+
* [[Parsnip]] seeds
* Banana Seeds
+
* [[Passion fruit]] seeds
* Carambola Seeds
+
* [[Pea]]
* Cashews
+
* [[Peach]] pits
* Coffee Beans
+
* [[Peanut]]
* Durian Seeds
+
* [[Pear]] seeds
* Guava Seeds
+
* [[Pearl millet]]
* Papaya Seeds
+
* [[Pecan]]s
* Paradise Nuts
+
* [[Pendant amaranth]] seeds
* Rambutan Seeds
+
* [[Pepper]] seeds
* Tea Seeds
+
* [[Persimmon]] seeds
* Avocado Pits
+
* [[Pig tail]] seeds
* Lime Seeds
+
* [[Pineapple]] seeds
* Pomelo Seeds
+
* [[Plum]] pits
* Citron Seeds
+
* [[Plump helmet]] spawn
* Orange Seeds
+
* [[Pomegranate]] seeds
* Bitter Orange Seeds
+
* [[Pomelo]] seeds
* Finger Lime Seeds
+
* [[Potato]] seeds
* Round Lime Seeds
+
* [[Prickle berry]] seeds
* Desert Lime Seeds
+
* [[Purple amaranth]] seeds
* Kumquat Seeds
+
* [[Purple yam]] seeds
* Custard-apple Seeds
+
* [[Quinoa]] seeds
* Date Palm Seeds
+
* [[Radish]] seeds
* Lychee Seeds
+
* [[Rambutan]] seeds
* Macadamia Nuts
+
* [[Ramie]] seeds
* Olive Pits
+
* [[Raspberry]] seeds
* Pomegranade Seeds
+
* [[Rat weed]] seeds
* Almonds
+
* [[Red bean]]
* Apple Seeds
+
* [[Red spinach]] seeds
* Apricot Pits
+
* [[Rhubarb]] seeds
* Bayberry Seeds
+
* [[Rice]]
* Cherry Pits
+
* [[Quarry bush|Rock nuts]]
* Ginkgo Seeds
+
* [[Rope reed]] seeds
* Hazel Nuts
+
* [[Round lime]] seeds
* Peach Pits
+
* [[Rye]] seeds
* Pear Seeds
+
* [[Sand pear]] seeds
* Pecans
+
* [[Single-grain wheat]] seeds
* Persimmon Seeds
+
* [[Sliver barb]] seeds
* Plum Pits
+
* [[Soft wheat]] seeds
* Sand Pear Seeds
+
* [[Sorghum]] seeds
* Walnuts
+
* [[Soybean]]
* [[DF2014:Plump helmet|Plump Helmet]] Spawn
+
* [[Spelt]] seeds
* [[DF2014:Pig tail|Pig Tail]] Seeds
+
* [[Spinach]] seeds
* [[DF2014:Cave wheat|Cave Wheat]] Seeds
+
* [[Squash]] seeds
* [[DF2014:Sweet pod|Sweet Pod]] Seeds
+
* [[Strawberry]] seeds
* [[DF2014:Quarry bush|Rock Nuts]]
+
* [[String bean]]
* [[DF2014:Prickle berry|Prickle Berry]] Seeds
+
* [[Sun berry]] seeds
* [[DF2014:Strawberry|Strawberry]] Seeds
+
* [[Sweet pod]] seeds
* [[DF2014:Longland grass|Longland Grass]] Seeds
+
* [[Sweet potato]] seeds
* [[DF2014:Rat weed|Rat Weed]] Seeds
+
* [[Taro]] seeds
* [[DF2014:Fisher berry|Fisher Berry]] Seeds
+
* [[Tea]] seeds
* [[DF2014:Rope reed|Rope Reed]] Seeds
+
* [[Teff]]
* [[DF2014:Dimple cup|Dimple Cup]] Spawn
+
* [[Tomatillo]] seeds
* [[DF2014:Blade weed|Blade Weed]] Seeds
+
* [[Tomato]] seeds
* [[DF2014:Hide root|Hide Root]] Seeds
+
* [[Turnip]] seeds
* [[DF2014:Sliver barb|Silver Barb]] Seeds
+
* [[Two-grain wheat]] seeds
* [[DF2014:Sun berry|Sun Berry]] Seeds
+
* [[Urad bean]]s
* [[DF2014:Whip vine|Whip Vine]] Seeds
+
* [[Walnut]]s
* Acorns
+
* [[Watermelon]] seeds
* Acacia Seeds
+
* [[Whip vine]] seeds
* Chestnuts
+
* [[White millet]]
* Candlenuts
+
* [[White yam]] seeds
* Mango Pits
+
* [[Wild carrot]] seeds
* Cacao Beans
+
* [[Winter melon]] seeds
  
 
==Seed Production==
 
==Seed Production==
  
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Below is a table showing the various seed production methods for all seed-producing plants.
+
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). For information on where to grow, gather, or process specific plants consult the specific plant's page or the general [[crop]]s page.
  
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.
+
In order to prevent your fortress becoming cluttered with millions of seeds there is a cap of 200 seeds for each type of plant and a global cap of 3000 seeds. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. Seed production is not affected by the global cap; rather, the oldest seeds in the fortress will be periodically removed to remain at or around 3000. Note that this removal may affect "strategic seed stockpiles" (i.e. seeds forbidden for use in case of dwarf stupidity), any crops that you grow only occasionally, and potentially any crops which have been prevented from producing seeds by the specific type cap. Both of these limits can be modified in the [[d_init.txt]] file.  
  
For information on where to grow and/or collect plants, consult the page on [[crops]].
+
'''Note:''' In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant seeds: Needs [seed name]", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.
  
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
+
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that.  
|+Seed Production Methods
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:0.2em;"|Plant Name
 
!style="border:1px #AAA solid;padding:0.2em;"|Type
 
!style="border:1px #AAA solid;padding:0.2em;"|Brewing
 
!style="border:1px #AAA solid;padding:0.2em;"|Eating Raw
 
!style="border:1px #AAA solid;padding:0.2em;"|Milling
 
!style="border:1px #AAA solid;padding:0.2em;"|Process Plants
 
|-
 
|[[Plump helmet]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Dwarven wine
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Pig tail]]
 
|style="text-align:center"|Drink/Cloth
 
|style="text-align:center"|Dwarven ale
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|-
 
|[[Cave wheat]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Dwarven beer
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Sweet pod]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Dwarven rum
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|Barrel
 
|-
 
|[[Quarry bush]]
 
|style="text-align:center"|Food/Oil
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|Bag
 
|-
 
|[[Dimple cup]]
 
|style="text-align:center"|Dye
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Prickle berry]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Prickle berry wine
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Wild strawberry]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Strawberry wine
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Longland grass]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Longland beer
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Rat weed]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Sewer brew
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Fisher berry]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Fisher berry wine
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Rope reed]]
 
|style="text-align:center"|Drink/Cloth
 
|style="text-align:center"|River spirits
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|-
 
|[[Blade weed]]
 
|style="text-align:center"|Dye
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Hide root]]
 
|style="text-align:center"|Dye
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Sliver barb]]
 
|style="text-align:center"|Drink/Dye
 
|style="text-align:center"|Gutter cruor
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|-
 
|[[Sun berry]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Sunshine
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|style="text-align:center"|
 
|-
 
|[[Whip vine]]
 
|style="text-align:center"|Food/Drink
 
|style="text-align:center"|Whip wine
 
|style="text-align:center"|
 
|style="text-align:center"|X
 
|style="text-align:center"|
 
|}
 
  
 +
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ({{k|a}}).  Set the secondary (smaller) pile to take from {{k|a}}nywhere and {{k|g}}ive to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam.
  
'''Note:''' In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant Seeds: Needs %seedname%", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.
+
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.
  
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that.
+
{{Translation
 +
| dwarven = lenod
 +
| elvish  = are
 +
| goblin  = ösmosp
 +
| human  = ase
 +
}}
  
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam.
+
==Bugs==
  
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.
+
*Dwarves compulsively store seeds in bags.{{bug|7869}}
 +
*Planted seeds removed from field by seed cap.{{bug|8107}}
 +
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}}
 +
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}}
 +
*Dye stored in barrels without bags.{{bug|9219}}  This bug is believed to apply to seeds as well, based on the [http://www.bay12games.com/dwarves/ 01/19/2016 dev-log note]: "stop dumping dye/flour/seed/etc. bags out into barrels improperly".
 +
[[ru:Seed]]

Revision as of 18:35, 2 February 2019

This article is about the current version of DF.
Note that some content may still need to be updated.

Looking for information on world generation seeds? See Advanced world generation.
For information on seed management, see How do I manage my seeds and crops?

Seeds are used in farming to grow crops. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels or pots (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).

Seeds can be brought on embark or obtained by trading. They can also be produced from plants (acquired by plant gathering or growing the respective crops). When a plant is eaten or used in brewing, milling or plant processing, it leaves one or two plantable seeds (see below for details). The exceptions are valley herb, bloated tuber, kobold bulb, and muck root, which will not leave behind seeds after processing. Cooking plants in a kitchen never produces seeds.

Tree seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable.

Seed List

The seeds of the following 155 plants can be stockpiled:

Seed Production

Seeds are produced by brewing (at a still), milling (at a millstone or quern), processing (at a farmer's workshop), or by dwarves eating the plants raw (uncooked). For information on where to grow, gather, or process specific plants consult the specific plant's page or the general crops page.

In order to prevent your fortress becoming cluttered with millions of seeds there is a cap of 200 seeds for each type of plant and a global cap of 3000 seeds. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. Seed production is not affected by the global cap; rather, the oldest seeds in the fortress will be periodically removed to remain at or around 3000. Note that this removal may affect "strategic seed stockpiles" (i.e. seeds forbidden for use in case of dwarf stupidity), any crops that you grow only occasionally, and potentially any crops which have been prevented from producing seeds by the specific type cap. Both of these limits can be modified in the d_init.txt file.

Note: In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant seeds: Needs [seed name]", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.

You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that.

Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links (a). Set the secondary (smaller) pile to take from anywhere and give to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile. Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam.

As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.

"Seed" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: lenod
Elvish: are
Goblin: ösmosp
Human: ase

Bugs

  • Dwarves compulsively store seeds in bags.Bug:7869
  • Planted seeds removed from field by seed cap.Bug:8107
  • Seeds carried by merchants count against fortress seed cap.Bug:8108
  • Conflict between the two seed caps can remove an entire type of seed.Bug:8091
  • Dye stored in barrels without bags.Bug:9219 This bug is believed to apply to seeds as well, based on the 01/19/2016 dev-log note: "stop dumping dye/flour/seed/etc. bags out into barrels improperly".