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Editing v0.34:Beekeeping industry

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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 targeting 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 labor. Additionally, there is no way to tell beekeepers to prioritize fortress hives over wild ones for colony installation (except perhaps by using a [[burrow]]) - 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.
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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 targeting 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 (except perhaps by using a [[burrow]]) - 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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