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− | {{Quality| | + | {{Quality|Masterwork|23:04, 8 April 2015 (UTC)}} |
{{av}} | {{av}} | ||
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] | [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] | ||
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'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements. | '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements. | ||
− | Farming is done at a '''farm plot''' building {{ | + | Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the "Farming (Fields)" [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key. |
− | Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor {{ | + | Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid for planting them. |
− | Note that although you can construct a farm plot anywhere there | + | Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. |
− | The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}} This warning may be ignored. Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}) | + | The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}} This warning may be ignored. Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). |
− | + | See the article on [[crop]]s for details on the conditions needed to grow the available plants. | |
== Introduction to Farming == | == Introduction to Farming == | ||
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− | First, | + | First, build a farm plot "building" ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock. Keep your farms ''small'' — 2x2 up to 4x4 or so. Farms are surprisingly productive. You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops. (Each farm plot can only grow one kind of plant per season.) |
− | + | Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season. | |
− | + | You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}). | |
− | + | Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. | |
− | + | Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds. | |
− | + | Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer. | |
− | + | === Yield and Fertilization === | |
− | + | {| class="wikitable" style="float:right; margin: 1em" | |
− | + | ! Farm Size !! Potash !! Per Square | |
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− | == Yield and | ||
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− | {| class="wikitable | ||
− | ! Farm Size !! Potash !! Per Square | ||
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− | | | + | | 1 || 1 || 1.000 |
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− | | | + | | 2 || 1 || 0.500 |
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− | | | + | | 3 || 1 || 0.333 |
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− | | | + | | 4 || 2 || 0.500 |
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− | | | + | | 5 || 2 || 0.400 |
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− | | | + | | 6 || 2 || 0.333 |
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− | | | + | | 7 || 2 || 0.286 |
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− | | | + | | 8 || 3 || 0.375 |
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− | | | + | | 11 || 3 || 0.272 |
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− | | | + | | 15 || 4 || 0.266 |
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− | | | + | | 19 || 5 || 0.263 |
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− | | | + | | 23 || 6 || 0.260 |
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− | | | + | | 27 || 7 || 0.259 |
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− | Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. | + | Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. |
− | + | 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}} | |
− | Fertilizer may be applied to a plot by | + | 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 yields per tile are multiples of 4; if one plants to optimize harvest yield, 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. If one plans to optimize farmer experience, plots of size 2 or 4 can fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between. |
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+ | 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. | ||
'''Potash Production Chain:''' | '''Potash Production Chain:''' | ||
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Note: 5 bars are stored in a [[bin]]. An [[Ashery]] requires a [[block]], barrel, and bucket as components. | Note: 5 bars are stored in a [[bin]]. An [[Ashery]] requires a [[block]], barrel, and bucket as components. | ||
− | === | + | === Subterranean Farming === |
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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. | |
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− | + | 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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− | + | 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 === | |
+ | Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants "native" to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference 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. | ||
− | + | 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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The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants. They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds. | The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants. They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds. | ||
− | The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]]. Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges). However, any land which has ever been exposed to sunlight becomes permanently marked as "above ground". So, if you have multiple Z-layers of soil | + | The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]]. Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges). However, any land which has ever been exposed to sunlight becomes permanently marked as "above ground". So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was. The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil. |
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. | The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. | ||
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− | Once a farm plot has been built and crops have been selected for the current season, dwarves with the "[[Grower|Farming (Fields)]]" labor enabled will begin planting the selected seeds. One seed is used per tile. The higher a | + | Once a farm plot has been built and crops have been selected for the current season, dwarves with the "[[Grower|Farming (Fields)]]" 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, | + | 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. |
<div style="float:right"> | <div style="float:right"> | ||
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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. | 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. | ||
− | If harvested plants are not moved to a stockpile in time, they will wither | + | If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are "aware" of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. |
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+ | Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. | ||
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+ | Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes. | ||
− | === | + | == Management == |
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− | + | 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. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) 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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− | + | 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. | |
− | + | 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 [[ | ||
− | === Managing | + | ===Managing Seeds=== |
[[Seed]]s 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, [[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 +strawberry roast+ without the ability to make more. | [[Seed]]s 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, [[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 +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. | + | 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. |
− | + | Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated. | |
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− | Each plant has a | ||
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. | There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. | ||
− | Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[ | + | 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 | + | ===Managing Crops=== |
− | When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. 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 | + | When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. 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 [[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== |
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* "Store item in container" jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}} | * "Store item in container" jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}} | ||
− | ** Workaround #1: set your seed stockpile to only take from links. When seed supplies run low, toggle it back to "anywhere" temporarily to gather up all the loose seeds. | + | ** 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: | + | ** 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 lock a whole bag to gather individual seeds, but this is better than locking 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 #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. | ** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam. | ||
+ | |||
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}} | * Fortress-wide seed cap counts seeds carried by traders {{bug|8108}} | ||
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}} | * Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}} | ||
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** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too) | ** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too) | ||
− | == | + | == Troubleshooting and FAQ == |
+ | |||
=== Red crops === | === Red crops === | ||
− | Crops will sometimes be displayed as red in the field listing. This | + | |
+ | Crops will sometimes be displayed as red in the field listing. This is believed to mean:{{verify}} | ||
+ | * Your farmers do have the required seeds to plant this, ''but'' | ||
+ | * There is not enough time left this season for the crop to grow before next season, ''and'' | ||
+ | ** This crop can not be grown next season, ''or'' | ||
+ | ** It is winter, because crops don't wrap around year to year. | ||
+ | See [[DF2014 Talk:Farming#Red Crops|the discussion on the talk page]] for more details. | ||
+ | |||
+ | {{Farming FAQ}} | ||
== See also == | == See also == | ||
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* [[Crops]] | * [[Crops]] | ||
* [[How large a farm do i need|How large a farm do I need?]] | * [[How large a farm do i need|How large a farm do I need?]] | ||
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{{Category|Buildings}} | {{Category|Buildings}} | ||
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{{Industry}} | {{Industry}} | ||
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