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Editing v0.34:Farming

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Fertilizing a farm plot improves its yield, increasing the stack size of each grown plant by up to 4. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}
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Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, 7x9.{{verify}}
 
 
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9.
 
  
 
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.
 
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.
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To grow the six "dwarven" plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.
 
To grow the six "dwarven" plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.
  
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.
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Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.
  
 
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.
 
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.
  
 
=== Above Ground Farming ===
 
=== Above Ground Farming ===
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Those are "land" biomes excluding the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] [[biome]]s. [[Ocean]] biomes are also excluded, since they are not "land". The biomes where above ground farming is possible are internally referred to as NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with "freezing" temperatures allows farming above ground plants.
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*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other "freezing" biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.
  
 
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.
 
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.
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Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}
 
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}
 
Note that when creating an above ground plot, the interface may incorrectly display "No mud/soil for farm", even though mud is present. {{bug|249}} The message can be ignored.
 
  
 
== Farm plots in action ==
 
== Farm plots in action ==
  
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.
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Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.
  
 
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option "Only Farmers Harvest" {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.
 
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option "Only Farmers Harvest" {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.
 
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In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.
 
  
 
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.
 
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.
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== Management ==
 
== Management ==
  
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.  
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Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. You may want to make it a couple tiles larger and disable barrels, to avoid having your dwarves carry off all of the seeds when they collect seeds at the stills and dining hall. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].
 
 
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].
 
  
 
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.
 
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.
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Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant "Cook" setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed "Cook" setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.
 
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant "Cook" setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed "Cook" setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.
  
===Managing Seeds===
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==Bugs==
[[Seed]]s are what are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[mill|milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +wild strawberry roast+ without the ability to make more.
 
  
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.
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* Haulers will frequently take a full, heavy seed barrel from a stockpile to go pick up a single seed, having the unfortunate side effect of making all those seeds unusable for planting and spamming job cancelations. {{bug|5964}}
  
Each plant has a seed cap set at 200. [[Brewing]], [[mill]]ing, and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although your [[trader]] may still barter for additional seed bags and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.
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Seeds produced in your fortress can be kept in the workshop that produced them by setting the workshop to give to a stockpile that doesn't accept seeds.
 
 
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.
 
 
 
===Managing Crops===
 
When your [[crop]]s are ripe, your dwarves will [[farming|harvest]] them from the [[farm plot]]s. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.
 
 
 
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[mill|windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.
 
 
 
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.
 
 
 
==Bugs==
 
  
* Haulers will frequently take a full, heavy seed barrel from a stockpile to go pick up a single seed bag, having the unfortunate side effect of making all of the hauled seeds unusable for planting and spamming job cancellations. {{bug|5964}}
 
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to "anywhere" temporarily to gather up all the loose seeds.
 
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still take a whole bag to gather individual seeds, but this is better than taking a whole barrel full of seed bags.
 
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links.
 
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.
 
  
 
{{Farming FAQ}}
 
{{Farming FAQ}}

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