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Editing Fishing industry

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[[File:fish_industry_preview.png|right]]'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance, available as long as you have access to some form of fish-bearing water (''piscine spawning grounds?'') and, say, a cheesemaker or two looking for something to do between breaks.
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'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance, available as long as you have access to some form of fish-bearing water and a cheesemaker or two looking for something to do between breaks.
  
 
==Fishing==
 
==Fishing==
 
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.
 
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.
  
If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there. While stocks of fish in bodies of water that do not [[flow]] are now renewable, unlike in the past{{bug|2780}}, a fisherdwarf can still have lots of [[fun]] at their secret fishing hole next to the goblins' favorite arrival area. Zoning is highly recommended, but keep in mind an agile Urist McFisherdwarf assigned to an out-of-the-way fishing spot, with a nearby lockable escape tunnel, can make an excellent sentry.
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If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there. While stocks of fish in bodies of water that do not [[flow]] are now renewable, unlike in the past{{bug|2780}}, a fisherdwarf can still have lots of [[fun]] at his secret fishing hole next to the goblin's favorite arrival area. Zoning is highly recommended, but keep in mind an agile Urist McFisherdwarf assigned to an out-of-the-way fishing spot with a nearby lockable escape tunnel can make an excellent sentry.
  
 
== Fishing Zone==
 
== Fishing Zone==
Fishing [[zone]]s are preferred areas to fish, and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tiles adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] "There is nothing to catch in <some area>", and designating a zone next to water in that region will show "0" for fishing.
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Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] "There is nothing to catch in the [region] swamps", and designating a zone next to water in that region will show "0" for fishing.
  
 
Fishing zones are also an effective way to temporarily disable all fishing without changing labor preferences, particularly if your fisheries already have trouble keeping up. Activate zone-only fishing as described above, and create a fishing zone. Then you can toggle the zone's active flag to control fishing. However, dwarves that had already made up their mind about it will still carry out a single fishing task.
 
Fishing zones are also an effective way to temporarily disable all fishing without changing labor preferences, particularly if your fisheries already have trouble keeping up. Activate zone-only fishing as described above, and create a fishing zone. Then you can toggle the zone's active flag to control fishing. However, dwarves that had already made up their mind about it will still carry out a single fishing task.
 
The only way to catch "river fish" is to fish from the exact tiles the river originally occupied; similarly, any other biome-specific fish can only be caught from tiles originally belonging to that biome. Any other body of water will be treated as a murky pool, so you'll just get stuff like pond turtles.
 
  
 
==Fish cleaning==
 
==Fish cleaning==
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==Shells==
 
==Shells==
Animals with shells (like [[pond turtle]]s) will also leave them behind, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Since cooking unprepared shelled creatures loses the shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s) until after the fish cleaner is done with them. In addition to being used to create low value crafts and some passingly useful/sellable shell armor, ''every'' item type can be [[decoration|decorated]] with shells. Given that any halfway decent fishing industry in a location with [[mussel]]s or [[oyster]]s will keep a craftdwarf or five swimming in shells, this can be VERY lucrative. Setting up a few craftsdwarf workshops next to a dedicated shell stockpile near your fishery with constant repeating orders of "decorate with shell" and assigning bone carving to all dwarves with spare time lets them quickly train bone carving to legendary levels, while delighting your dwarves as every statue, door, and sock they encounter is bedazzled with shell images of shell items decorated with shells and guaranteeing that merchants will pay top dollar for your masterful craftsdwarfship.
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Animals with shells (like [[pond turtle]]s) will also leave them behind, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Since cooking unprepared shelled creatures loses the shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s) until after the fish cleaner is done with them. In addition to being used to create low value crafts and some passingly useful/sellable shell armor, ''every'' item type can be [[decoration|decorated]] with shells. Given that any halfway decent fishing industry in a location with [[mussel]]s or [[oyster]]s will keep a craftdwarf or five swimming in shells, this can be VERY lucrative. Setting up a few craftsdwarf workshops next to a dedicated shell stockpile near your fishery with constant repeating orders of "decorate with shell" and assigning bone carving to all dwarves with spare time lets them quickly train bone carving to legendary levels, while delighting your dwarves as every statue, door, and sock they encounter is bedazzled with shell images of shell items decorated with shells and guaranteeing that merchants will pay top dollar for your masterful craftsmanship.
  
 
[[Pearl]]s are an as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
 
[[Pearl]]s are an as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.
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[[File:fishing_docks.jpg|thumb|320px|center|Not the greatest smelling location.]]
 
 
==Bugs==
 
==Bugs==
 
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}
 
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}
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{{Category|Industry}}
 
{{Category|Industry}}
 
{{Industry}}
 
{{Industry}}
[[ru:Fishing industry]]
 

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