- 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.
Difference between revisions of "v0.31 Talk:Farming"
Line 37: | Line 37: | ||
::::::- Water both provides mud *and* washes it away. If you build an underground room with a hole in the ceiling and mark that hole with a "pond" zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen). | ::::::- Water both provides mud *and* washes it away. If you build an underground room with a hole in the ceiling and mark that hole with a "pond" zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen). | ||
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC) | ::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC) | ||
+ | |||
+ | ::::::: Finally got around to trying to build a farm on muddied soil above ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 aboveground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. aboveground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC) | ||
== Merge == | == Merge == |
Revision as of 21:05, 17 June 2010
Placing a farm on rock
Needs Soil or mud No Mud for underground farm Mud is left by water
Placing a farm on surface soil
No Mud for underground farm Mud is left by water
Placing a farm on mud found in an underground complex
<<No Error Message>>
So This is either a major bug, or a mechanics change and a minor text inconsistency.Doctorzuber 22:35, 1 April 2010 (UTC)
- This is a bug. You're supposed to be able to farm on soil. I'll try to track down the forum thread, one moment --Squirrelloid 22:37, 1 April 2010 (UTC)
- Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336
- --Squirrelloid 22:41, 1 April 2010 (UTC)
- Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--Birthright 15:31, 23 May 2010 (UTC)
Seeds can not be grown on non-soil, non-subterranean tiles
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message "No seeds available for this location" is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are "above ground" (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --Tatterdemalian 22:09, 22 May 2010 (UTC)
- Have same problem... did you dig out the level below your "aboveground" farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--99.67.238.66 05:54, 15 June 2010 (UTC)
- I just encountered this issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are "No seeds available for this location", despite having just embarked with many seeds. Maybe I'll try tearing down the farms and irrigating first. --Frewfrux 17:55, 15 June 2010 (UTC)
- DF2010 requires farms to have mud whether on rock or soil layers. Cheers--99.67.238.66 00:50, 16 June 2010 (UTC)
- Technically, it’s the bug that requires it (if I’m reading all the information correctly). It seems that DF 2010 is supposed to allow farms on soil regardless of mud. (Am I right, or is this actually intended behaviour?) I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case. You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.
- I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --Frewfrux 19:54, 16 June 2010 (UTC)
- I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --99.67.238.66 22:00, 16 June 2010 (UTC)
- Hmmm. I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil. Regardless, after testing it out, here's what I found:
- - You can *build* a farm on any soil (above ground or below)
- - Only the farm built above ground will "see" any available seeds (assuming no mud)
- - You can build an underground farm on soil and muddy the ground *afterward*
- - You can build a farm on part muddied ground and part soil and it will be able to "see" available seeds. HOWEVER, your dwarves will only plant on the muddied part of the farm.
- - Water both provides mud *and* washes it away. If you build an underground room with a hole in the ceiling and mark that hole with a "pond" zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).
- And that was the extent of my testing. --Frewfrux 01:47, 17 June 2010 (UTC)
- I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --99.67.238.66 22:00, 16 June 2010 (UTC)
- DF2010 requires farms to have mud whether on rock or soil layers. Cheers--99.67.238.66 00:50, 16 June 2010 (UTC)
- I just encountered this issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are "No seeds available for this location", despite having just embarked with many seeds. Maybe I'll try tearing down the farms and irrigating first. --Frewfrux 17:55, 15 June 2010 (UTC)
- Finally got around to trying to build a farm on muddied soil above ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 aboveground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. aboveground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--99.67.238.66 21:05, 17 June 2010 (UTC)
Merge
I don't see why we need a separate page for Farm Plot and Farming. Merger anyone? Kenji 03 12:28, 6 April 2010 (UTC)
- Also, labors are typically described in their respective skill page. In this case, Farmer --Eagle0600 13:05, 6 April 2010 (UTC)
- Both pages exist as full pages in the 40d namespace, in addition to a farmer page. This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --Squirrelloid 13:44, 6 April 2010 (UTC)
- Farming desribes the concept, plant uses, importance, possibilites and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --Birthright 14:34, 12 April 2010 (UTC)
- I agree, but with all the new info and users this approach seems not viable for now. --Confused 18:56, 13 April 2010 (UTC)
Farming Chart
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.