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Difference between revisions of "Plant fiber"

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(reword, adjust labor/profession/skill terminology, use "farm plot" to match game, move sentence to relevant paragraph)
 
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'''Plant fiber''' is a resource material that is the precursor to several useful things for running a healthy fortress. Certain plant fibers can be used by [[brewer]]s in [[still]]s to make [[alcohol]], ground up into a paste or slurry at a [[quern]] or [[mill]] for other products, or  by [[cook]]s preparing them in a [[kitchen]] to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, a consistent source of plant fibers is essential to a healthy [[textile industry]].
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[[File:plant_fiber_sprite_preview.png|right]]'''Plant fiber''' is a resource material that is the precursor to several useful things for running a healthy fortress. Certain plant fibers can be used by [[brewer]]s in [[still]]s to make [[alcohol]], ground up into a paste or slurry at a [[quern]] or [[mill]] for other products, or  by [[cook]]s preparing them in a [[kitchen]] to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into [[thread]] and ultimately [[cloth]]. Ergo, a consistent source of plant fibers is essential to a healthy [[textile industry]].
  
 
The following plants qualify as plant fiber:
 
The following plants qualify as plant fiber:
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Type !! '''Value''' !! '''Weight''' !! '''Grows''' !! '''Growable''' !! '''Brewable''' !! '''Millable''' !! '''Cookable'''
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! Type !! '''Graphic''' !! '''Value''' !! '''Weight''' !! '''Grows''' !! '''Growable''' !! '''Brewable''' !! '''Millable''' !! '''Cookable'''
 
|-
 
|-
| [[rope reed|rope reeds]] || 4☼ || 1Γ || Any Season(Wet) || Surface || Yes || Slurry || Yes (Seeds)
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| [[rope reed|rope reeds]] || style="text-align:center;" | [[File:rope_reed_item_sprite.png]] || 2☼ || 1Γ || Any Season (Wet) || Surface || Yes || Slurry || Yes (Seeds)
 
|-
 
|-
| [[pig tail|pig tails]] || 4☼ || 1Γ || Summer/Autumn ||Below Ground || Yes || Slurry || Yes (Seeds)
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| [[pig tail|pig tails]] || style="text-align:center;" | [[File:pig_tail_item_sprite.png]] || 2☼ || 1Γ || Summer/Autumn ||Below Ground || Yes || Slurry || Yes (Seeds)
 
|-
 
|-
| [[hemp]] || 2☼ || 1Γ || Any Season(Wet) || Surface || No || Slurry/Flour || Yes
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| [[hemp]] || style="text-align:center;" | [[File:hemp_item_sprite.png]] || 2☼ || 1Γ || Any Season (Wet) || Surface || No || Slurry/Flour || Yes
 
|-
 
|-
| [[cotton]] || 2☼ || 1Γ || Any Season(Dry) || Surface || No || Slurry || Yes (Seeds)
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| [[cotton]] || style="text-align:center;" | [[File:cotton_item_sprite.png]] || 2☼ || 1Γ || Any Season (Dry) || Surface || No || Slurry || Yes (Seeds)
 
|-
 
|-
| [[ramie]] || 2☼ || 1Γ || Any Season(Dry) || Surface || No || Slurry || No
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| [[ramie]] || style="text-align:center;" | [[File:ramie_item_sprite.png]] || 2☼ || 1Γ || Any Season (Dry) || Surface || No || Slurry || No
 
|-
 
|-
| [[flax]]|| 2☼ || 1Γ || Any Season(Dry) || Surface || No || Slurry/Flour || Yes (Seeds)
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| [[flax]] || style="text-align:center;" | [[File:flax_item_sprite.png]] || 2☼ || 1Γ || Any Season (Dry) || Surface || No || Slurry/Flour || Yes (Seeds)
 
|-
 
|-
| [[jute]] || 2☼ || 1Γ || Any Season(Dry) || Surface || No || Slurry || No
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| [[jute]] || style="text-align:center;" | [[File:jute_item_sprite.png]] || 2☼ || 1Γ || Any Season (Dry) || Surface || No || Slurry || No
 
|-
 
|-
| [[kenaf]] || 2☼ || 1Γ || Any Season(Dry)  || Surface || No || Slurry || Yes (Seeds)  
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| [[kenaf]] || style="text-align:center;" | [[File:hemp_item_sprite.png]] || 2☼ || 1Γ || Any Season (Dry)  || Surface || No || Slurry || Yes (Seeds)  
 
|}
 
|}
  
a dwarf the [[plant processing]] labor, then designating plants to be gathered with {{k|d}}esignations menu and selecting the "gather {{k|p}}lants" option, before designating a rectangular area to harvest by a dwarf with the Plant Gathering labor
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Ensure that at least one dwarf has the [[plant processing]] labor, then designating plants to be gathered with {{k|d}}esignations menu and selecting the "gather {{k|p}}lants" option, before designating a rectangular area to harvest by a dwarf with the Plant Gathering labor
  
 
By default, fortresses embark with [[pig tail]] seeds, which can be grown underground in soft, loamy or muddy ground. The other kinds of plant fibers can be obtained, if the corresponding plants are growing naturally above ground, by assigning a dwarf the [[plant gathering]] labor, then designating plants to be gathered in an area with {{k-|d|p}}. Alternatively, to repeatedly gather plants from a specific area, you can set up a plant gathering zone by pressing {{k|i}}, selecting the desired area to be gathered from, and enabling the "{{k|g}}ather/pick fruit" option - in this case, dwarves with the "plant gathering" labor automatically tend to the zone as soon as new naturally-occurring vegetation can be harvested. '''Warning!''' naturally occurring plant fibers are uncommon; you can try to scope out any of the above plants with the loo{{k|k}} command to find suitable areas to gather from, but it might be more worthwhile to wait until you can [[trading|trade]] for their seeds.
 
By default, fortresses embark with [[pig tail]] seeds, which can be grown underground in soft, loamy or muddy ground. The other kinds of plant fibers can be obtained, if the corresponding plants are growing naturally above ground, by assigning a dwarf the [[plant gathering]] labor, then designating plants to be gathered in an area with {{k-|d|p}}. Alternatively, to repeatedly gather plants from a specific area, you can set up a plant gathering zone by pressing {{k|i}}, selecting the desired area to be gathered from, and enabling the "{{k|g}}ather/pick fruit" option - in this case, dwarves with the "plant gathering" labor automatically tend to the zone as soon as new naturally-occurring vegetation can be harvested. '''Warning!''' naturally occurring plant fibers are uncommon; you can try to scope out any of the above plants with the loo{{k|k}} command to find suitable areas to gather from, but it might be more worthwhile to wait until you can [[trading|trade]] for their seeds.

Latest revision as of 21:05, 13 August 2024

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

Plant fiber sprite preview.png

Plant fiber is a resource material that is the precursor to several useful things for running a healthy fortress. Certain plant fibers can be used by brewers in stills to make alcohol, ground up into a paste or slurry at a quern or mill for other products, or by cooks preparing them in a kitchen to make prepared meals, but what sets plant fibers apart from other edible plants is their ability to be made into thread and ultimately cloth. Ergo, a consistent source of plant fibers is essential to a healthy textile industry.

The following plants qualify as plant fiber:

Type Graphic Value Weight Grows Growable Brewable Millable Cookable
rope reeds Rope reed item sprite.png 2☼ Any Season (Wet) Surface Yes Slurry Yes (Seeds)
pig tails Pig tail item sprite.png 2☼ Summer/Autumn Below Ground Yes Slurry Yes (Seeds)
hemp Hemp item sprite.png 2☼ Any Season (Wet) Surface No Slurry/Flour Yes
cotton Cotton item sprite.png 2☼ Any Season (Dry) Surface No Slurry Yes (Seeds)
ramie Ramie item sprite.png 2☼ Any Season (Dry) Surface No Slurry No
flax Flax item sprite.png 2☼ Any Season (Dry) Surface No Slurry/Flour Yes (Seeds)
jute Jute item sprite.png 2☼ Any Season (Dry) Surface No Slurry No
kenaf Hemp item sprite.png 2☼ Any Season (Dry) Surface No Slurry Yes (Seeds)

Ensure that at least one dwarf has the plant processing labor, then designating plants to be gathered with designations menu and selecting the "gather plants" option, before designating a rectangular area to harvest by a dwarf with the Plant Gathering labor

By default, fortresses embark with pig tail seeds, which can be grown underground in soft, loamy or muddy ground. The other kinds of plant fibers can be obtained, if the corresponding plants are growing naturally above ground, by assigning a dwarf the plant gathering labor, then designating plants to be gathered in an area with d-p. Alternatively, to repeatedly gather plants from a specific area, you can set up a plant gathering zone by pressing i, selecting the desired area to be gathered from, and enabling the "gather/pick fruit" option - in this case, dwarves with the "plant gathering" labor automatically tend to the zone as soon as new naturally-occurring vegetation can be harvested. Warning! naturally occurring plant fibers are uncommon; you can try to scope out any of the above plants with the look command to find suitable areas to gather from, but it might be more worthwhile to wait until you can trade for their seeds.

To convert plant fiber into thread, you must construct a farmer's workshop and add a "process plants" task. If there is an available plant fiber material, a dwarf with the plant processing labor assigned will take the plant fiber to the farmer's workshop and convert the plant fiber into thread. When this is done, seeds of the processed type of plant fiber are also produced, which allows you to install plant fiber- producing crops in farm plots. Dwarves who perform this task level up their thresher skill, and gain the title of "Thresher" if it is their highest-leveled skill.

Pre-rope material.

See Also[edit]

More: GemsMetalsStones
Creature
BloodBoneCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkMeatNailNervous tissueOrgansParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlourSugar) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science