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Editing 40d:Food
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− | + | '''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die. The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]]. Each dwarf has a [[preference]] for certain foods. | |
− | '''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die. The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]]. | ||
− | + | ==Types of Food== | |
− | + | Food comes in two main varieties: meat and [[plants]], with cooked food possibly mixing the two. | |
− | + | Plants can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses. The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cooking]]. Further processing plants leads to greater amount delivered as an end product. The disadvantage is it's exponential growth; without control, [[seed]]/plant [[stockpile]]s will envelop all available space. | |
− | + | Meat can be obtained from [[hunting]] and [[fishing]], as well as raising livestock. Uncooked meat and fish is subject to [[wear]] and will eventually rot if it is not cooked, even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butchering]] meat than planting a seed, waiting for it to grow, eating it, moving the seed back, etc. [[Turtle]]s leave behind [[bone]]s and [[shell]]s when consumed raw, and [[animal]]s, when butchered, leave behind large stacks of [[bone]]s, and usually [[raw hide]]s and [[skull]]s. An export industry devoted to bone [[craft]]s can be profitable, and [[marksdwarf|marksdwarves]] always benefit from a cheap supply of [[bolt]]s. The disadvantages are a limited supply of food; in the current version, animals are eventually depleted from a map, and even though aquatic life restocks, there are limited numbers present at a particular time, so larger fortresses usually cannot be supported with hunting alone. There is also no way to make alcohol from animals, so some plants are always necessary. Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down. | |
− | + | On occasion, if you have a trapper that has captured a [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food. | |
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==Eating== | ==Eating== | ||
− | A dwarf with the "Eat" task will pick up a unit of food, often according to his or her dietary preferences | + | A dwarf with the "Eat" task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption. A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's mood. |
− | + | ==Storage== | |
+ | Food is stored in food [[stockpile]]s and can be placed in barrels and, in the case of [[seed]]s, [[bags]]. Food should be stored indoors, as it will rot if left outside for too long, rendering it inedible and your dwarves hungry. | ||
− | == | + | ==Cooked food== |
− | + | Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal. Additionally, some foods must be cooked before they can be eaten. | |
− | + | ==Obtaining food== | |
− | + | The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]]. Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life. If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food. | |
− | + | ==Processing food== | |
− | + | Some food is inedible raw, and needs processing first. For example: | |
− | + | * [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]]) | |
− | + | * Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]]) | |
− | + | * [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]]) | |
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− | + | Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of "food" you have in the [[stocks]] screen. | |
+ | [[Category:Food]] |