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Editing v0.34:Beekeeping industry
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== Basic setup == | == Basic setup == | ||
− | Before you can have a beekeeping industry you must logically have bees. There are two types of bees in the game: [[honey bee]]s, which (true to their name) can be used for beekeeping, and [[bumblebee]]s, which cannot currently be so applied (this may or [http://www.bay12games.com/dwarves/mantisbt/view.php?id= | + | Before you can have a beekeeping industry you must logically have bees. There are two types of bees in the game: [[honey bee]]s, which (true to their name) can be used for beekeeping, and [[bumblebee]]s, which cannot currently be so applied (this may or [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3990#c15308 may not] change in the future). Honey bee colonies appear in any non-[[Freezing#Climate|freezing]] [[biome]] in some number, but are not necessarily guaranteed to appear in your fortress [[surroundings]] if you [[embark]] on such a biome, especially if a large part of your embark site is incompatible. |
− | + | Honey bee colonies are one of a number of "colony" type tile features, and so it is possible that all of your "slots" are occupied by other, more boring things. If you do not have any honey bee colonies on your screen, then you (obviously) cannot have a beekeeping industry, at least not until a honey bee colony spawns. If you ''really'' want beekeeping you can build [[bridge]]s over existing colonies to "free up" space for honey bee ones (whether or not this is worth the effort is a different story). | |
− | Once you are sure you have a colony of bees, the next step is to create an artificial [[hive]], either from [[stone | + | Once you are sure you have a colony of bees, the next step is to create an artificial [[hive]], either from [[stone]] at a [[craftsdwarf's workshop]], from [[ceramic]]s at a [[kiln]], or from [[metal]] at a [[metalsmith's forge]]. Hives are [[tool]]s stored in the [[finished goods]] [[stockpile]], and can be {{k|b}}uilt by a [[beekeeper]] using the {{k|Alt}}+{{k|h}} [[hotkey]]. In order to house bees, a hive must be constructed on or adjacent to a [[tile]] that is [[Tile attributes|above ground]]. |
− | Once a hive is installed, it is automatically | + | Once a hive is installed, it is automatically togggled to "install colony when ready", which will generate an "Install Colony in Hive" job onto the [[job list]], unless the player specifies otherwise (with {{K|q}}-{{K|c}}). Hives can have colonies installed into them from preexisting wild colonies or from hives that are ready to split (more on that later); the beekeeper will walk to the location of the colony, pick it up and bring it to the built hive. How exactly the beekeepers carry thousands of bees to a hive with their bare hands, that's a mystery for the ages. If there are no wild honey bee colonies on your map, no colony can be installed and nothing can be done about it for the moment. It may be beneficial to build a single hive and then see if your beekeeper can find a colony to fill it with rather than go looking for it beforehand if you're unsure whether or not you have any honey bees on your map. You may need to wait a while until you're sure the beekeeper actually doesn't have a colony available and isn't just busy doing other stuff; if there is no available colony, the "install colony in hive" job will not cancel but rather stay "inactive" indefinitely. |
== Hive management == | == Hive management == | ||
Once there is a colony (of 10 000 to 20 000 bees) in your hive, you have two options: | Once there is a colony (of 10 000 to 20 000 bees) in your hive, you have two options: | ||
* You may toggle the hive (using {{K|q}}-{{K|g}}) so that the product is not automatically gathered. This will prevent your dwarves from collecting the products but at the same time preserves the colony, which will keep growing, so that new colonies can be split off it regularly and placed in additional hives. Assuming you have spare hives built and available, this is the option you set your hives to in order to grow them. | * You may toggle the hive (using {{K|q}}-{{K|g}}) so that the product is not automatically gathered. This will prevent your dwarves from collecting the products but at the same time preserves the colony, which will keep growing, so that new colonies can be split off it regularly and placed in additional hives. Assuming you have spare hives built and available, this is the option you set your hives to in order to grow them. | ||
− | * Or you can choose to have the hive harvested, causing a beekeeper to approach the hive about | + | * Or you can choose to have the hive harvested, causing a beekeeper to approach the hive about three months later to transfer the [[royal jelly]] into an empty [[jug]] and to make the [[honeycomb]] available, so that it can be moved to storage. This is the production option; the hives will produce things for you at a steady rate, but the harvesting destroys the colony in the hive; it can then be repopulated by a colony ready for splitting. |
Note: The colony in a hive set to "collect products" will still grow, but splitting off a new colony only becomes possible shortly before the hive is ripe for harvesting, and harvesting will always destroy the entire colony, whether it is ready to split or not. Consequently, dwarves will sometimes replenish hives from colonies set to "collect", but not reliably. To sustain a beekeeping industry without tedious micro-management, a healthy number of "breeding" hives are needed which are not allowed for collection. | Note: The colony in a hive set to "collect products" will still grow, but splitting off a new colony only becomes possible shortly before the hive is ripe for harvesting, and harvesting will always destroy the entire colony, whether it is ready to split or not. Consequently, dwarves will sometimes replenish hives from colonies set to "collect", but not reliably. To sustain a beekeeping industry without tedious micro-management, a healthy number of "breeding" hives are needed which are not allowed for collection. | ||
− | Beekeeping as an industry is currently extremely buggy, involves a lot of micromanagement on the supply side, and doesn't produce as many products as it really should to be worthwhile. Most annoyingly, there is a bug where multiple empty hives will generate conflicting jobs | + | Beekeeping as an industry is currently extremely buggy, involves a lot of micromanagement on the supply side, and doesn't produce as many products as it really should to be worthwhile. Most annoyingly, there is a bug where multiple empty hives will generate conflicting jobs targetting the same colony which reliably get beekeepers stuck {{bug|3981}}. Consequently, a beekeeping industry must be grown quite slowly and measures must be taken to reduce the number of hives which are empty at the same time, like limiting the number of dwarves who may perform the beekeeping labour. Additionally, there is no way to tell beekeepers to prioritize fortress hives over wild ones for colony installation - they will often wander far out into the map without even the [[ambusher]]'s [[crossbow]]s for self-protection. For these reasons the industry is typically seen as a novelty, at least until the kinks are ironed out. |
===Examining hives=== | ===Examining hives=== | ||
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===Artificial hive limits=== | ===Artificial hive limits=== | ||
− | If your fortress has more | + | If your fortress has 41 or more inhabited artificial hives, but less than 60, then interacting with a hive ({{K|q}}) will show: |
{{Gametext|Too many hives|6:1}} | {{Gametext|Too many hives|6:1}} | ||
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Presumably this means that existing artificial hives grow more slowly. {{Verify}} | Presumably this means that existing artificial hives grow more slowly. {{Verify}} | ||
− | Having more than | + | Having more than 41 or more than 60 inhabited artificial hives does not appear to prevent new wild hives from appearing, and these can still be transferred to empty artificial hives. |
If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show: | If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show: | ||
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==Bugs== | ==Bugs== | ||
− | * Dwarves have a hard time splitting hives. They also have a hard time keeping track of wild colonies of bees that die out.{{bug|3981}}<br/>Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems. The problem is caused by multiple empty hives | + | * Dwarves have a hard time splitting hives. They also have a hard time keeping track of wild colonies of bees that die out.{{bug|3981}}<br/>Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems. The problem is caused by multiple empty hives targetting the same colony for installing. The most effective troubleshooting method is to look up the job of a 'stuck' beekeeper in the job list, then zooming to the building - the hive which issued the job. Toggling the 'c' option (install colony) off, letting the game run for a few seconds and then switching the option back on will usually clear the faulty job and issue a new 'install colony in hive' job with a legal target colony. Removing and rebuilding empty hives usually fixes beekeepers stuck trying to install colonies, but is much more time-consuming than simply toggling the install option. |
− | * Filled [[Jug]]s may be stored in [[bin]]s as [[finished | + | * Filled [[Jug]]s may be stored in [[bin]]s as [[finished good]]s, preventing the use of their contents in the food industry.{{bug|4229}} |
* Stacks of [[honey bee]]s in their hives can be [[wear|mangled]] by [[fire|forest fires]], but will still live, resulting in some odd descriptions.{{bug|4101}} | * Stacks of [[honey bee]]s in their hives can be [[wear|mangled]] by [[fire|forest fires]], but will still live, resulting in some odd descriptions.{{bug|4101}} | ||
− | * [[Screw press]]es | + | * [[Screw press]]es may not allow the "press [[honeycomb]]" job to be added directly; adding the job via the [[manager]] interface will get the work started. This seems to be related to their distance from applicable materials.{{bug|434}} |
{{Category|Guides}} | {{Category|Guides}} | ||
{{Category|Industry}} | {{Category|Industry}} | ||
{{Industry}} | {{Industry}} |