v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Stonegears/Farming
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 28: | Line 28: | ||
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
− | {{DFtext|Waiting for construction...}} means that no work has been done to turn the tiles into an actual farm plot. {{DFtext|Needs Farming (Fields)|cyan}} indicates the [[labor]] which is used to construct the plot, and that at least one dwarf must have the "Farming (Fields)" labor turned on for the construction to happen; your farmer already has this labor on, so no worries about that. {{DFtext|Construction inactive|yellow}} merely means that no dwarf has yet claimed the "construct plot" job, since the game is paused, and | + | {{DFtext|Waiting for construction...}} means that no work has been done to turn the tiles into an actual farm plot. {{DFtext|Needs Farming (Fields)|cyan}} indicates the [[labor]] which is used to construct the plot, and that at least one dwarf must have the "Farming (Fields)" labor turned on for the construction to happen; your farmer already has this labor on, so no worries about that. {{DFtext|Construction inactive|yellow}} merely means that no dwarf has yet claimed the "construct plot" job, since the game is paused, and dwarfs don't claim new jobs while the game is paused. |
If you've made a mistake in the placement or size of the plot you can use {{K|x}} to remove it. Since it's still just a command to build a plot this will happen instantly. | If you've made a mistake in the placement or size of the plot you can use {{K|x}} to remove it. Since it's still just a command to build a plot this will happen instantly. | ||
Line 66: | Line 66: | ||
== Managing the food and booze supply == | == Managing the food and booze supply == | ||
− | Farming in | + | Farming in Dwarf Fortress is currently overpowered, so you'll soon be swimming in excess food. Unfortunately there's no way to tell the game to automatically stop growing crops whens there's too much food and start up again when there's not enough, so you'll have to keep track of the supply situation on your own. The lower left-hand corner of the [[../Status screen|status screen]]‡ can give you a quick overview of your supplies, and its [[../Status screen#kitchen|kitchen]]‡ and [[../Status screen#stocks|stocks]]‡ sub-screens can give more detailed information. |
− | How much food is too much? Each dwarf eats eight meals a year, and you should probably have enough food to feed your | + | How much food is too much? Each dwarf eats eight meals a year, and you should probably have enough food to feed your dwarfs for two years (plus any [[immigration|migrants]] that show up), since your farmer might end up dead of permanently incapacitated. Also, your farm provides the raw material for brewing your [[booze]] supply, so make sure you have enough booze to last a while; each dwarf drinks 16 units of booze a year. |
When you find yourself with too much food there's several things you can do: | When you find yourself with too much food there's several things you can do: | ||
− | # [[../Examining your dwarves#Labors|Turn | + | # [[../Examining your dwarves#Labors|Turn of your dwarf's farming labor]]‡ ({{K|v}}-{{K|p}}-{{K|l}}) and turn in on for another dwarf, to train the second dwarf into a replacement for your main farmer, should your main farmer ever be put out of commission. |
# Sell all the excess food to the [[caravan]]s. | # Sell all the excess food to the [[caravan]]s. | ||
# Change your plots to grow pig tails and dimple cups. Turn the pig tails into thread, the dimple cups into dye, and use them to make dyed [[cloth]]. Turn the cloth into [[rope]]s, [[bag]]s and [[clothing]]. | # Change your plots to grow pig tails and dimple cups. Turn the pig tails into thread, the dimple cups into dye, and use them to make dyed [[cloth]]. Turn the cloth into [[rope]]s, [[bag]]s and [[clothing]]. | ||
Line 87: | Line 87: | ||
* Underground crops are presumably fungi. However, in spite of being fungal, they have seeds instead of spores. | * Underground crops are presumably fungi. However, in spite of being fungal, they have seeds instead of spores. | ||
* Underground crops, in spite of being underground, are affected by the seasons (except for plump helmets). However, all surface crops are '''un'''affected by seasons. | * Underground crops, in spite of being underground, are affected by the seasons (except for plump helmets). However, all surface crops are '''un'''affected by seasons. | ||
− | * When placing a farming plot on the surface the game will say {{DFtext|No mud/soil for farm|yellow}} {{DFtext|Mud | + | * When placing a farming plot on the surface the game will say {{DFtext|No mud/soil for farm|yellow}} {{DFtext|Mud if left by water|yellow}}. This is a bug which you can ignore. |