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Difference between revisions of "v0.34:Seed"

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(Importing content from v0.31 (447/614))
 
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''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
 
''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
  
Seeds are used in [[farming]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require ten different bags. Seeds can be brought on embark, obtained by [[gather plants|gathering]] or growing the respective [[crops]], or by [[trading]]. When crops are eaten or used in [[brewing]], [[milling]] or [[plant processing]], they typically leave one or more plantable seeds. The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] in a [[kitchen]] will not produce seeds when plants are cooked, even under the limit.
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Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.
  
There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in [[workshop]] that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.
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Seeds can be brought on embark, or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s, or by [[trading]]). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds. The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.
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There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processing (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.

Revision as of 19:19, 27 March 2012

This article is about an older version of DF.

Looking for information on world generation seeds? See Advanced world generation.

Seeds are used in farming to grow crops. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels or pots (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.

Seeds can be brought on embark, or obtained by trading. They can also be produced from plants (acquired by plant gathering or growing the respective crops, or by trading). When a plant is eaten or used in brewing, milling or plant processing, it leaves one or two plantable seeds. The exceptions are valley herb, bloated tuber, kobold bulb, and muck root, which will not leave behind seeds after processing. Cooking plants in a kitchen will not produce seeds.

There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processing (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.