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Editing v0.34:Fishing industry
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− | {{quality| | + | {{quality|Exceptional|21:11, 9 August 2010 (UTC)}}{{av}}{{Buggy}} |
− | '''The fishing industry''' is one of | + | '''The fishing industry''' is one of four industries (along with [[farming]], the [[meat industry]], and the [[beekeeping industry]]) that primarily creates edible [[food]] to sustain your hungry dwarfs, as well as producing non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing in an area rich in the resource is an excellent way to keep your dwarfs fed that requires very little setup or maintenance. |
==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 | + | [[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire said fish. Fishing is a bit unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull them 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, and 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 | + | If you simply tell your fisherdwarfs to go fish, they will do so out of the nearest source of water. Most water sources more then a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there; stocks of fish in bodies of water that do not [[flow]] are currently non-renewable.{{bug|2780}} Even large [[lake]]s may eventually run dry because of this bug, so the best source of fish is a [[river]], into which fish are constantly both arriving and leaving, giving you a rolling stock to catch. For this reason it is good practice to establish a few tile fishing [[zone]] using {{k|i}}-{{k|f}}, and then changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}} and then setting fishing to zone-only. |
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==Fish cleaning== | ==Fish cleaning== | ||
− | Freshly caught | + | Freshly caught "raw" fish cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers "Prepare a raw fish" to be queued up at the nearest fishery, so as long as the amount of and skill of your fish cleaners is equivalent to the yields of your fisherdwarves, fish cleaning should be an automated process. |
− | Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting. | + | Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting. A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster then cleaners can process them. To this effect, advanced fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrels]] and/or [[rock pots]] in stock if you have a fishing industry, as openly stored fish rot very quickly. |
− | Once a fish is cleaned, it is known as a "prepared" fish, and can be immediately eaten. Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[ | + | Once a fish is cleaned, it is known as a "prepared" fish, and can be immediately eaten. Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[bonecrafting]] and appeasing [[strange mood|moody]] dwarves. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]]; since this loses your shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s). |
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==Trading== | ==Trading== | ||
− | You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never | + | You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never preparation or have a shell. Buying fish from [[caravans]] is often a good idea if you do not have a strong fishing industry, as it adds to the dwarven diet variety, always a good thing. |
==Fish dissection== | ==Fish dissection== | ||
− | Fisheries can also queue up a "capture a live fish" task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no | + | Fisheries can also queue up a "capture a live fish" task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no cage is available the task will occupy the fishery forever, preventing its other functions from taking page. [[Captured live fish]] can serve as an attraction in an [[aquarium]], or be made into [[extract]]s with the "dissect a live fish" task at the fishery, using the [[fish dissection]] skill. In particular, dissected [[moghopper]]s yields five units of [[mog juice]], each worth 50☼, making it quite lucrative for something that would otherwise have served little more than a single meal. |
==Fish hunting== | ==Fish hunting== | ||
− | Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[ | + | Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[unit list]], and must be [[butcher]]ed, producing dozens to, in the case of [[whale]]s, hundreds of meat products. The easiest way to capture these animals is to query up "capture a live fish" tasks, however this is more likely to capture vermin fish then actual large fish. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like. |
− | Advanced fortresses located near the [[ocean | + | Advanced fortresses located near the [[ocean]] may make use of so-called [http://www.bay12forums.com/smf/index.php?topic=25967.0 genocidal chambers], large rooms lined with all sorts of traps into which water is allowed to filter through via [[water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by players seeking their extremely valuable innards. |
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==Industry management== | ==Industry management== | ||
− | For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile | + | For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile. The process of building an artificial river is out of the scope of this article, but creating an internal fishery is easy once you have the [[pressure]] worked out: simply [[channel]] down to your river, just like with a well, and build some [[floor grate]]s, as dwarfs have no trouble fishing through them. Doing so removes the danger of being far from home in case of a potential siege or ambush and keeps your fisherdwarfs happily inside at all times. |
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==Industry Flowchart== | ==Industry Flowchart== | ||
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| |E| | | | | |E| | | | ||
}} | }} | ||
− | {{Industry Block|industry= | + | {{Industry Block|industry=Food industry |
|background=#fff| | |background=#fff| | ||
}} | }} | ||
− | {{Industry Block|industry= | + | {{Industry Block|industry=Craft industry |
|background=#fff| | |background=#fff| | ||
}} | }} | ||
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==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}} | ||
− | *Stocks of fish | + | *Stocks of fish in the water is not renewable {{bug|2780}} |
+ | ==See also== | ||
+ | *[[Industry]] | ||
+ | |||
+ | {{Workshops FAQ}} | ||
{{Category|Guides}} | {{Category|Guides}} | ||
{{Category|Industry}} | {{Category|Industry}} | ||
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