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Editing 40d:Farming
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− | + | '''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with lots of [[shrubs]], [[animals]] or rivers, [[hunting]], [[plant gathering]] and [[fishing]] can also produce a lot of food. Farming is a highly efficient, reliable, and renewable source of food. [[Plants]] grown on farms are also excellent for [[brewing]] [[alcohol]]. | |
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− | '''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with | ||
− | + | The biggest downside of farming is winter: farms cannot be placed or farmed during the [[seasons|winter season]]. For underground farms, you also need to set up an [[irrigation]] scheme, which this author hasn't figured out how to do yet. Additionally, the starting [[seed]]s your dwarves get can only be planted underground. In the outdoors, only seeds from outdoor shrubs can be planted. | |
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− | + | == Building the farm room(s) == | |
− | + | You cannot plant seeds on a bare rock floor, only on mud or dirt. You can get mud by using an irrigation system, but dirt is available in great quantity outside the fortress. | |
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== Defining the farm plot == | == Defining the farm plot == | ||
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Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled. | Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled. | ||
− | Enter the {{ | + | Enter the {{K|b}}uild menu and place farm {{K|p}}lots ({{K|p}}). Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is the right size in the right position, pressing {{K|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary. |
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+ | How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter. If there's still rubble in the room, leave a little extra space, otherwise the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which can lead to flooding if you're not careful. You can also avoid putting doors right next to the farm. | ||
− | + | Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrubs]] of the same type as your [[crops]]. | |
== Planting == | == Planting == | ||
− | Once a farmer builds the plots, it's time to plant. Go into the plot's {{ | + | Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your famers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so, you have to designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}} from the plot selection screen. You do not have to plant the same thing each season, and some plants are only available during certain seasons. |
− | + | Early on, you should focus your production on edible shrubs. [[Plump helmet]]s, [[quarry bush]]es, [[cave wheat]] and [[sweet pod]]s can only be planted underground, and [[pig tail]]s and [[dimple cup]]s produce cloth and dye respectively, not food. | |
− | + | Should you wish to plant nothing, you may select {{K|z}} "fallow" from the farm plot menu. If you possess [[potash]], you may fertilize the field to speed up the growth rate of your plants. | |
− | + | Depending on the [[Grower]] [[skill]] of the farmer who planted it and whether the plot was fertilized, a crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one "stack" at a time – if (for example) a brewer has "sweet pod [5]" to work with, he will produce "dwarven rum [25]" and somehow squeeze it all into a single barrel. | |
− | + | == Harvesting == | |
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− | + | A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant. | |
− | + | Harvesting plants earns dwarves [[experience]] in the "growing" [[skill]], so do not be surprised if all your dwarves soon become "dabbling" (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earned they will still only plant crops if you allow them to in their individual "labor" menu. | |
− | + | If you chose to turn off "All dwarves harvest" in your {{K|o}}rders menu, only dwarves with the "Farming (Fields)" labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have "Dwarves ignore food" set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither. | |
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− | + | Any plant still awaiting harvesting when [[winter]] sets in will disappear along with your farm plots. | |
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== Caveats (warnings) == | == Caveats (warnings) == | ||
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=== Food hauling === | === Food hauling === | ||
− | If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can | + | If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''. |
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− | + | One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with "Store in Barrel" type jobs. You can also increase the number of dedicated food haulers. | |
== See also == | == See also == | ||
− | * [[ | + | * [[Crops]] |
* [[Irrigation]] | * [[Irrigation]] | ||
− | * [[ | + | * [[Skills#Growing|Farmers]] |
− | + | [[Category:Agriculture]] | |
− | + | [[Category:Jobs]] | |
− | + | [[Category:Food]] | |
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