v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31 Talk:Pasture

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)
 
If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)
 
:Given that the feed required is (currently) strictly proportional to size, any species growing up in the same time (i.e. most pasturable creatures) will yield the same mass ''per feed tile''. Plus, due to quirks in the butchering yields, smaller animals may do better. E.g. you should be able to feed ~22 capybara  (based on size/grazer value) in the space of one water buffalo's feed lot; that's potentially >240 meat or >700 total edible in 2 years, versus the buffalo's ~47 meat or ~70 total edible. There are other factors to consider too, such as buffalo parts (currently) causing maximal clutter in any workshop they go into, whether adolescent critters produce reasonable yields or nothing but a skull (*cough*cats*), bone/skin/fur supplies for other industries, and so on. [[Special:Contributions/218.186.8.11|218.186.8.11]] 03:18, 2 September 2011 (UTC)
 
 
== Added Pasture Size Suggestions ==
 
Based off !science! in the forums and tested these approximate suggestions will feed the animal and allow for regrowth and handle the trample. They are per-animal valued as best as they were tested. Further improvements could be made with better research into the distance a specific animal will cover.
 
  
 
==Meaning of GRAZER value==
 
==Meaning of GRAZER value==
Line 15: Line 10:
 
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing "tantrums"
 
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing "tantrums"
 
:::Ahhh, that explains why I suddenly got a "The Stray Horse (tame) has become enraged" message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)
 
:::Ahhh, that explains why I suddenly got a "The Stray Horse (tame) has become enraged" message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)
:::: This is probably the most annoying new feature. I keep getting these random animals getting bones broken. Even got 1 of them who bled to death after suffering major wounds in practically every body part. And an angry mule KO-ed a pig with a kick to the head. They even rip ears off. My dog's ear has been lying in the meeting hall for 4 years now. And when I trained the dog about 2 years back, the Stray Dog ear became a Stray war Dog ear. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)
 
  
 
==Removal of Grazer Tag==
 
==Removal of Grazer Tag==
Line 29: Line 23:
 
==Feeding of pets==
 
==Feeding of pets==
 
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)
 
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)
 
:Update: The pet owner really feeds pets. I just saw him walk to his pet with a "give food" job active. Where would be the best place to put this info? Here (pets need not be pastured) or under pet? [[User:Qwertyu|Qwertyu]] 18:47, 26 April 2011 (UTC)
 
 
 
== Starving water buffalo ==
 
 
I had a water buffalo starve to death for some reason, despite it being in a pasture with plenty of grass (that it appeared to be eating).  With a grazer value of sixty, it should easily be able to feed itself, no?  Any idea what might have gone wrong? [[Special:Contributions/99.251.236.39|99.251.236.39]] 01:18, 18 April 2011 (UTC)
 
:I had a massive pasture (max size, but theres a couple of farm plots in it) assigned to about 50 animals, out of these maybe 3-4 were Water Buffaloes. After a while , I saw that many animals were hungry and transferred the water buffaloes to another pasture. Then the remaining 45+ animals all became satisfied (and this includes horses, donkeys, llamas, alpacas, cows, reindeer, mules, sheep and pigs). On the other hand a couple of water buffaloes, despite having a dedicated, untouched pasture to themselves, starved. The ones that survive are permanently hungry. I think this is the way they are built. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)
 
Grazing values are counter-intuitive. The number represents how many "ticks" of time passes before an animal grazes. The smaller the number, the more it eats in any given span of time. Water buffalo are extremely hard to keep well-fed, even in huge pastures. You're much better off with many smaller grazers, both in milk production and meat production compared to grass intake(you'll also be able to shear many other types.) And if you're lucky enough to acquire pigs, they don't graze at all. --[[User:Struck Down|Struck Down]] 13:05, 6 March 2012 (UTC)
 
 
== Self serve ==
 
anyone know if animals will feed themselves outside of a pasture? or will they just starve to death?[[User:Cpad|Cpad]] 04:01, 2 May 2011 (UTC)
 
:I haven't explicitly confirmed it, but I believe they will if they happen to be standing on grass for other reasons. If they're just congregating with dwarves in a meeting area with no grass then they will starve to death even with grass a few tiles away, but if they happen to be milling around in some place with grass they will eat even if there's no pasture zone there. --[[User:Ral|Ral]] 05:33, 2 May 2011 (UTC)
 
 
== Overcrowding ==
 
 
I've just added a section to the article titled Overcrowding.  It seems like it's worth mentioning beyond just here on the talk page.  But, it's a very slim section right now.  My hope is that someone has done some experimenting or has more details and will expand it.  From my own experience, all I can add is that I've seen tame animals even attack my dwarves.  I assume this was due to overcrowding angst.  If others can verify, that could be added. [[User:Vitriolum|Vitriolum]] 01:02, 3 June 2011 (UTC)
 
:I slightly expanded the overcrowding section based on my own experience. After some testing, I discovered animals will only fight with animals which they compete for territory. I had one pasture zone overlapping a single tile of a 4x1 pasture zone, and the creatures in each pasture got in a fight a few times. I moved the second pasture over a single tile, and although the size of the pasture was the same, the animals stopped fighting. In conclusion, if your pastures are not 'contested', then your animals will not 'compete'. -- [[User:RadGH|RadGH]] 04:35, 15 June 2011 (UTC)
 
::The most frequent fights seem to be over food. Animals tend to eat out their pasture in a specific pattern (working from top-left) until some of the grazed-over area regrows; two animals in the same pasture frequently pick the same square to feed from, and this often results in fights between two heavy grazers in one pasture, no matter how large the pasture. That being said, even non-grazers (e.g. poultry) can have the occasional spat in very crowded pastures. [[Special:Contributions/218.186.8.11|218.186.8.11]] 03:18, 2 September 2011 (UTC)
 
 
== Artificial pasture? ==
 
 
Can fungi, lichens, etc grow on irrigated cavern floors (i.e. mud), clay, and soil levels? Can I basically make a massive underground pasture for my pets for them to feed on forever? [[User:Mgrinshpon|Mgrinshpon]] 06:02, 19 August 2011 (UTC)
 
 
:moss (fungi, etc) grow on dry (or wet?) soil, or on muddy rock, like other plants. There's one quirk, though; from what I've seen, on dug, muddied stone moss grows ''under'' the mud, so visually, it just looks like mud (compared to dry soil layers or caverns, where the growing moss is obvious). If you loo{{key|k}} at specific muddy tiles, you can see the moss is there. [[Special:Contributions/218.186.8.11|218.186.8.11]] 03:18, 2 September 2011 (UTC)
 
 
==Non-grazing Animals in Pastures==
 
 
The article should have a small discussion on non-grazing animals using pastures. Guard dogs are mentioned quite a bit, and I'm not sure if they'll go find food when they're hungry.
 
 
:dogs don't eat ._. --[[User:Introprospector|Introprospector]] 10:43, 1 January 2012 (UTC)
 
 
==animal hauling - Incorrect==
 
any idle dwarf will haul animals to pasture, not just dwarfs with animal hauling enabled.
 
see: http://www.bay12games.com/dwarves/mantisbt/view.php?id=4072
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)