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Difference between revisions of "Beekeeping industry"

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<div style="margin-right: 15px;">[[File:honey_bee_sprite_preview.png|right]]</div>
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The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is [[Beekeeper|beekeeping]].
  
[[Image:Beekeeping Industry Flowchart.png|right|400px]]
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== Setup ==
The '''beekeeping industry''' is an agricultural process that allows a fortress to produce auxiliary food ([[honey]], [[royal jelly]]), drink ([[mead]]), and craftable materials ([[wax]]) by farming [[honey bee]]s.
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=== Finding wild bees ===
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[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]Wild colonies of honey bees must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].
  
== Basic setup ==
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[[Bumblebee]]s cannot be used in beekeeping.<sup>[https://dwarffortress.mantishub.io/view.php?id=4003#c15306 &#91;1&#93;]</sup> They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.
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).
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Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the "space" is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.
  
Once you are sure you have a colony of bees, the next step is to create an artificial [[hive]], either from [[stone]] or [[wood]] at a [[craftsdwarf's workshop]], from [[ceramic]]s at a [[kiln]], from [[glass]] at a [[glass furnace]], 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}} [[hotkeys|hotkey]]. In order to be productive, a hive must be constructed on or adjacent to a [[tile]] that is [[Tile attributes|above ground]]. Dwarves will install colonies in hives installed underground, and such colonies will grow and allow splitting off new colonies, but they will not produce honey.
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If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.
  
Once a hive is installed, it is automatically toggled to "install colony when ready", which will generate an "Install Colony in Hive" job onto the [[manager|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 is 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.
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=== Building hives ===
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 +
{{Main|Hive}}
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 +
{| class="wikitable floatright"
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|+ Workshop and labor requirements
 +
! Material !! Workshop !! Labor
 +
|-
 +
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]
 +
|-
 +
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]
 +
|-
 +
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]
 +
|-
 +
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]
 +
|-
 +
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]
 +
|}
 +
Hives are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.
 +
 
 +
Hives can be built ({{Menu icon|b|o|f|h}}) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.
 +
 
 +
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. Subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has "Outdoor access" or "No outdoor access" - relating to the above ground or subterranean attribute respectively. So long as hives are placed adjacent to or on an above ground tile, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.
  
 
== Hive management ==
 
== Hive management ==
Once there is a colony (of 10 000 to 20 000 bees) in your hive, you have two options:
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Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.
* 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 nine 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.
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In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:
  
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.
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* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.
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* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.
  
===Examining hives===
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=== Examining hives ===
Interacting with a hive ({{K|q}}) will show:
+
Clicking on the hive will display:
  
* Which options have been set for that hive (install colony or don't, gather products or save for split).
+
* Which options have been set for that hive:
 +
** {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.
 +
** {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.
 
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.
 
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.
* If the hive is {{DFtext|Ready to be split|2:1}}.
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* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.
 +
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).
  
If interacting with the hive shows {{DFtext|Not ready to be split|7:0}} then it might mean it has a colony too small to be split, or that it has no colony at all.  To see if a hive has a colony, uses "view items in buildings" ({{K|t}}), which will show an item [[stack]] of thousands of bees if there's a colony. {{K|t}} will also show if the hive has a honey comb or lump of royal jelly.
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To see if a hive has a colony, use the "view i{{k|t}}ems in buildings" menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the "Hive" button.
  
===Artificial hive limits===
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=== Colony installation ===
If your fortress has more than 40 inhabited artificial hives, but less than 60, then interacting with a hive ({{K|q}}) will show:
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Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.
  
{{Gametext|Too many hives|6:1}}
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Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.
{{Gametext|* Output restricted|6:0}}
 
  
Presumably this means that existing artificial hives grow more slowly. {{Verify}}
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=== Splitting colonies ===
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Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.
  
Having more than 40 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.
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Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.
  
If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show:
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=== Gathering products ===
 +
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are "part" of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.
  
{{Gametext|Too many hives|4:1}}
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Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.
{{Gametext|* No output|4:1}}
 
  
Presumably this means that existing artificial hives no longer grow, or that grown hives can't be split.
+
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.
  
==Products==
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=== Limit ===
Harvesting a hive produces two items, one of which is a lump of [[royal jelly]], which must be collected in an empty [[jug]], an item used only by the beekeeping industry and in the production of [[quarry bush|rock nut oil]]. Royal jelly is a liquid [[food]] item, and so can only be used in [[cook]]ing [[prepared meal]]s, and only if another, solid food item is included in the meal. Every harvest will result in a single jug filled with jelly. The other item produced by a harvest job is the [[honeycomb]], which is a little more complicated to process: it is considered a [[wax]] [[tool]] and doesn't have any direct application, but when [[presser|pressed]] at a [[screw press]] produces two products, one jug filled with [[honey]] and a [[wax]] press cake, both of which are handled as food items for storage.
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There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:
  
Harvesting a hive requires a jug (ae. you cannot harvest the honeycomb alone), as does pressing the honeycomb; carrying the products to their destination [[stockpile]] or production point is considered an [[item hauling]] job unrelated with the beekeeping labor, so after being harvested by a beekeeper they will be left at the foot of the hive until someone comes by to haul them off, unless the beekeeper has item hauling enabled themselves (in which case they'll send it to nearest applicable stockpiles). The same is true of honeycomb pressing.
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<div style="background: {{fgcolor|0:0}}; width: 12em;">
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{{DFtext|Too many hives|6:1}}<br/>{{DFtext|* Output restricted|6:0}}
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</div>
  
[[Honey]] can be cooked into a meal or brought to a [[still]] and processed with a [[barrel]] or [[large pot]] into mead, the only non plant-based alcoholic drink in the game. [[Wax]], meanwhile, can be processed into various wax [[craft]]s by a [[wax worker]] at a [[craftsdwarf's workshop]]. Wax crafts are not particularly valuable - they have a [[material value]] of one, the same as [[wood]] and non-[[flux]] [[stone]] - but they're something.
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The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:
  
==Bugs==
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<div style="background: {{fgcolor|0:0}}; width: 12em;">
* Filled [[Jug]]s may be stored in [[bin]]s as [[finished goods]], preventing the use of their contents in the food industry.{{bug|4229}}
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{{DFtext|Too many hives|4:1}}<br/>{{DFtext|* No output|4:0}}
* 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}}
+
</div>
 +
 
 +
The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.
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The total number of colonies can be checked in the [[stocks]] under "Small live animals" and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.
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=== Removing hives ===
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Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].
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 +
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.
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 +
== Production and processing ==
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Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.
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Royal jelly is a liquid [[food]] used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.
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Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select "Press honey from honeycomb" ({{k|h}}), or search and select "Press honey from honeycomb" in the [[manager]] screen. An empty jug is needed for the job to store the honey.
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Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.
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== Bugs ==
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* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}
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* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}
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{{d for dwarf}}
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The entire beekeeping industry is a bug exploit.(''with regards to the Apis genus, to be exact'')
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[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]
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{{Industry}}
  
 
{{Category|Guides}}
 
{{Category|Guides}}
 
{{Category|Industry}}
 
{{Category|Industry}}
{{Industry}}
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[[ru:Beekeeping industry]]

Latest revision as of 10:15, 21 September 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Honey bee sprite preview.png

The beekeeping industry is an agricultural process that involves farming honey bees in built hives to produce honeycombs and royal jelly, the former of which is further processed into honey and wax. The primary skill and labor used in the industry is beekeeping.

Setup[edit]

Finding wild bees[edit]

Beekeeping industry flowchart

Wild colonies of honey bees must be present on the map. Since live vermin cannot be bought during embark, wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any non-freezing land biome, which excludes mountains, glaciers, and tundras. While they are common in places they appear ([FREQUENCY:100]), bees are not [UBIQUITOUS], thus are not guaranteed to appear in every region.

Bumblebees cannot be used in beekeeping.[1] They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.

Honey bees are one of the [VERMIN_SOIL_COLONY] creatures, which includes bumblebees, ants, and termites. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the "space" is occupied by other vermin colonies. Building dirt roads over existing colonies frees up space for new ones to generate.

If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.

Building hives[edit]

Main article: Hive
Workshop and labor requirements
Material Workshop Labor
Ceramic Kiln or magma kiln Pottery
Glass Glass furnace or magma glass furnace Glassmaking
Metal Metalsmith's forge or magma forge Metalcrafting
Stone Craftsdwarf's workshop Stonecrafting
Wood Craftsdwarf's workshop Woodcrafting

Hives are a tool. They can be made in a variety of hard materials from their respective workshops and labors. Beekeepers themselves do not craft them. Hives are stored in finished goods stockpiles.

Hives can be built (Ui b.pngbUi bo.pngoUi bof.pngfUi bofh.pngh) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.

Tile attributes affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. Subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has "Outdoor access" or "No outdoor access" - relating to the above ground or subterranean attribute respectively. So long as hives are placed adjacent to or on an above ground tile, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.

Hive management[edit]

Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.

In the job list, two notable beekeeping jobs are:

  • Install Colony In Hive – when a beekeeper installs a colony to a new hive.
  • Collect Hive Products – when a beekeeper gathers the products from a hive.

Examining hives[edit]

Clicking on the hive will display:

  • Which options have been set for that hive:
    • Install colony when ready or Do not install colony.
    • Gather any products or Do not gather products.
  • Whether it has Outdoor access or No outdoor access.
  • If the hive is Ready to be split or Not ready to be split.
  • If there are too many colonized hives on the map (due to a limit).

To see if a hive has a colony, use the "view items in buildings" menu. If a colony is present, it will show a stack of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the building menu and look for the number next to the "Hive" button.

Colony installation[edit]

Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to Install colony when ready. Hives set to Do not install colony will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.

Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to burrows can prevent them from seeking other hives.

Splitting colonies[edit]

Colonies can split in three months after installation. A split-able colony is indicated in the building settings as Ready to be split. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.

Splitting a colony does not reset the honeycomb and royal jelly production. Forbidding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.

Gathering products[edit]

Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are "part" of the building, as indicated by the [B] symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty jug is required to gather the products, since royal jelly must be stored in a container.

Hives must set to Gather any products for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.

The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.

Limit[edit]

There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:

Too many hives
* Output restricted

The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:

Too many hives
* No output

The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.

The total number of colonies can be checked in the stocks under "Small live animals" and hitting Tab to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, dump the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.

Removing hives[edit]

Built hives can be removed using the building menu (q + x). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by building destroyers, cave-ins, and magma.

Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.

Production and processing[edit]

Six months after installing a colony, a hive produces one honeycomb and one royal jelly . Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the surroundings, plants, weather, or seasons affect production.

Royal jelly is a liquid food used as an ingredient in prepared meals, but it can only be cooked if another solid food item is included in the meal.

Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when pressed at a screw press, each honeycomb produces two items: honey and pressed wax (or wax cake) , both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select "Press honey from honeycomb" (h), or search and select "Press honey from honeycomb" in the manager screen. An empty jug is needed for the job to store the honey.

Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a still and brewed into mead, the only obtainable non-plant-based alcoholic drink. Wax can be processed into various crafts by a wax worker, which all have a material value of one.

Bugs[edit]

  • Stacks of honey bees in their hives can be mangled by forest fires, but will still live, resulting in some odd descriptions.Bug:4101
  • Filled jugs may be stored in bins as finished goods, preventing the use of their contents in the food industry.Bug:4229
D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


The entire beekeeping industry is a bug exploit.(with regards to the Apis genus, to be exact)

You get used to the buzzing sounds. Honest.
Primary
Beekeeping · Farming · Fishing · Gathering · Meat · Poultry · Stone · Wood
Secondary
Alcohol · Armor · Arms · Ceramic · Extract · Finished goods · Fuel · Furniture · Gem · Glass · Metal · Paper · Soap · Textile
Tertiary
Quaternary