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Difference between revisions of "v0.34:Pasture"
(Added new grazer animals, including bugged giant animals. Removed pigs. I don't know the formula for calculating minimum pasture size, so new pasture sizes are guesses.) |
m (Fixed links, removed reference to dungeon master) |
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{{av}} | {{av}} | ||
− | Pastures | + | Pastures are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals. Herbivorous animals require [[grass]], cave moss, or floor fungus to graze upon, and larger herbivores need a greater amount of grass to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat. |
− | A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}} and | + | A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves with [[Hauling#animal hauling|animal hauling]] will lead the animals to pasture. |
− | Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors the animals will consume that in place of grass. | + | Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors, the animals will consume that in place of grass. |
==Grazing animals and pasture size== | ==Grazing animals and pasture size== | ||
− | Grazing animals use the [GRAZER:<value>] token to signify how much grass they need to eat. This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass. A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches. | + | Grazing animals use the [GRAZER:<value>] token to signify how much grass they need to eat. This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass. A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches. |
− | Animals which graze are typically good livestock candidates, as many of them produce [[wool]] or [[milk]], and the only creatures which can produce both wool and milk are grazers. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher | + | Animals which graze are typically good livestock candidates, as many of them produce [[wool]] or [[milk]], and the only creatures which can produce both wool and milk are grazers. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed. |
− | Each [[time]] unit adds one point to hunger. An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like | + | Each [[time]] unit adds one point to hunger. An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like [[draltha]]s are virtually impossible to keep fed, and [[elephant]]s are incapable of feeding themselves fast enough to stave off starvation. |
− | If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]] In this way you receive a visual clue as to the size of the pasture required. | + | If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required. |
==Overcrowding== | ==Overcrowding== | ||
It is possible to overcrowd a pasture. Animals may become enraged and start fights. This is similar to a dwarf throwing a [[tantrum]] and can be solved by enlarging your pasture or keeping fewer animals in it. | It is possible to overcrowd a pasture. Animals may become enraged and start fights. This is similar to a dwarf throwing a [[tantrum]] and can be solved by enlarging your pasture or keeping fewer animals in it. | ||
− | Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with{{Verify}} | + | Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.{{Verify}} |
==Other Applications== | ==Other Applications== | ||
− | + | A pasture can serve as a more advanced replacement for a [[rope]], which allows you to "tie" multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves. | |
− | This can be used to safely get rid of immigrant pets or cat | + | This can be used to safely get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with [[magma]]. |
Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and into the face of the enemy. | Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and into the face of the enemy. | ||
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|- | |- | ||
− | |style="text-align:left"| [[Giant moose|Giant | + | |style="text-align:left"| [[Giant moose|Giant bull moose]] |
| 23 || 4,257,750 || || | | 23 || 4,257,750 || || | ||
|style="text-align:left"| 29 x 29 | |style="text-align:left"| 29 x 29 | ||
Line 63: | Line 63: | ||
|- | |- | ||
− | |style="text-align:left"| [[Giant moose|Giant | + | |style="text-align:left"| [[Giant moose|Giant moose cow]] |
| 38 | | 38 | ||
| 2,554,650 | | 2,554,650 | ||
Line 119: | Line 119: | ||
|- | |- | ||
− | |style="text-align:left"| [[Moose|Bull | + | |style="text-align:left"| [[Moose|Bull moose]] |
| 114 | | 114 | ||
| 525,000 | | 525,000 | ||
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|- | |- | ||
− | |style="text-align:left"| [[Moose|Cow | + | |style="text-align:left"| [[Moose|Cow moose]] |
| 190 | | 190 | ||
| 315,000 | | 315,000 | ||
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|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant red panda]] |
| 255 | | 255 | ||
| 235,100 | | 235,100 | ||
Line 343: | Line 343: | ||
|- | |- | ||
− | |style="text-align:left"| [[Red | + | |style="text-align:left"| [[Red panda]] |
| 12,000 | | 12,000 | ||
| 5,000 | | 5,000 | ||
Line 383: | Line 383: | ||
|} | |} | ||
− | The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate | + | The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate. |
{| class="wikitable sortable" style="text-align:right" | {| class="wikitable sortable" style="text-align:right" | ||
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|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant tapir]] |
| 300 | | 300 | ||
| 1,700,000 | | 1,700,000 | ||
Line 403: | Line 403: | ||
|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant kangaroo]] |
| 667 | | 667 | ||
| 857,700 | | 857,700 | ||
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|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant ibex]] |
| 1,200 | | 1,200 | ||
| 560,000 | | 560,000 | ||
Line 419: | Line 419: | ||
|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant impala]] |
| 1,200 | | 1,200 | ||
| 560,000 | | 560,000 | ||
Line 427: | Line 427: | ||
|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant wombat]] |
| 2,308 | | 2,308 | ||
| 377,750 | | 377,750 | ||
Line 435: | Line 435: | ||
|- | |- | ||
− | |style="text-align:left"| [[Giant | + | |style="text-align:left"| [[Giant hare]] |
| 17,143 | | 17,143 | ||
| 224,560 | | 224,560 |
Revision as of 07:28, 7 April 2012
This article is about an older version of DF. |
Pastures are activity zones that the player creates to hold tame animals, especially grazing animals. Herbivorous animals require grass, cave moss, or floor fungus to graze upon, and larger herbivores need a greater amount of grass to feed themselves. Pandas and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.
A pasture is defined using i-n to draw a rectangle, and then animals are selected to graze. Having pressed i to define a zone, highlight the pasture and press N (Shift+n), select the animal(s) you wish to pasture using +/-, and press Enter. Once all animals are selected, finish by pressing Esc and idle dwarves with animal hauling will lead the animals to pasture.
Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors, the animals will consume that in place of grass.
Grazing animals and pasture size
Grazing animals use the [GRAZER:<value>] token to signify how much grass they need to eat. This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass. A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.
Animals which graze are typically good livestock candidates, as many of them produce wool or milk, and the only creatures which can produce both wool and milk are grazers. Creatures with larger sizes consume more grass, but also produce more meat when butchered.
Each time unit adds one point to hunger. An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be sand, clay or soil. In this way you receive a visual clue as to the size of the pasture required.
Overcrowding
It is possible to overcrowd a pasture. Animals may become enraged and start fights. This is similar to a dwarf throwing a tantrum and can be solved by enlarging your pasture or keeping fewer animals in it.
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.[Verify]
Other Applications
A pasture can serve as a more advanced replacement for a rope, which allows you to "tie" multiple animals to the same spot and even allows you to place pets and animals assigned to dwarves.
This can be used to safely get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with magma.
Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and into the face of the enemy.
List of grazing animals
Animal | Grazer value |
Creature Size |
Milkable | Shearable | Minimal Pasture Size per individual |
---|---|---|---|---|---|
Elephant | 12 | 5,000,000 | Cannot Self Feed (Graze Value <= 20) | ||
Rhinoceros | 20 | 3,000,000 | Cannot Self Feed (Graze Value <= 20) | ||
Giant bull moose | 23 | 4,257,750 | 29 x 29 | ||
Draltha | 24 | 2,500,000 | 29 x 29 | ||
Giant moose cow | 38 | 2,554,650 | 28 x 28 | ||
Water buffalo | 60 | 1,000,000 | Yes | 18 x 18 | |
Giraffe | 60 | 1,000,000 | 18 x 18 | ||
Yak | 85 | 700,000 | Yes | 16 x 16 | |
Gigantic panda | 92 | 1,160,900 | N/A (only eat bamboo, will starve without it) | ||
Cow | 100 | 600,000 | Yes | 14 x 14 | |
Unicorn | 100 | 600,000 | 14 x 14 | ||
Bull moose | 114 | 525,000 | 14 x 14 | ||
Horse | 120 | 500,000 | Yes | 13 x 13 | |
Camel (both) | 120 | 500,000 | Yes | 13 x 13 | |
Giant capybara | 133 | 523,350 | 13 x 13 | ||
Mule | 150 | 400,000 | 12 x 12 | ||
Cow moose | 190 | 315,000 | 11 x 11 | ||
Donkey | 200 | 300,000 | Yes | 10 x 10 | |
Elk | 200 | 300,000 | 10 x 10 | ||
Muskox | 210 | 285,000 | 10 x 10 | ||
Giant red panda | 255 | 235,100 | N/A (only eat bamboo, will starve without it) | ||
Tapir | 300 | 200,000 | Yes | 9 x 9 ? | |
Llama | 333 | 180,000 | Yes | Yes | 8 x 8 |
Deer | 428 | 140,000 | 7 x 7 | ||
Reindeer | 461 | 130,000 | Yes | 7 x 7 | |
Panda | 462 | 130,000 | N/A (only eat bamboo, will starve without it) | ||
Warthog | 600 | 100,000 | 6 x 6 | ||
Elk bird | 600 | 100,000 | 6 x 6 | ||
Kangaroo | 667 | 90,000 | Yes | 6 x 6 | |
Alpaca | 857 | 70,000 | Yes | Yes | 5 x 5 |
Goat | 1,200 | 50,000 | Yes | 4 x 4 | |
Mountain goat | 1,200 | 50,000 | 4 x 4 | ||
Ibex | 1,200 | 50,000 | 4 x 4 | ||
Impala | 1,200 | 50,000 | 4 x 4 | ||
Sheep | 1,200 | 50,000 | Yes | Yes | 4 x 4 |
Capybara | 1,333 | 45,000 | 4 x 4 | ||
Wombat | 2,308 | 25,000 | 3 x 3 ? | ||
Gazelle | 3,000 | 20,000 | 3 x 3 | ||
Hoary marmot | 6,000 | 10,000 | 2 x 2 | ||
Red panda | 12,000 | 5,000 | N/A (only eat bamboo, will starve without it) | ||
Hare | 17,143 | 3,500 | 1 x 1 ? | ||
Groundhog | 20,000 | 3,000 | 1 x 1 | ||
Cavy | 75,000 | 800 | 1 x 1 (can feed up to 3 cavies) | ||
Rabbit | 120,000 | 500 | 1 x 1 (can feed up to 5 rabbits) |
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.
Animal | Grazer value |
Creature Size |
Milkable | Shearable | Minimal Pasture Size per individual |
---|---|---|---|---|---|
Giant tapir | 300 | 1,700,000 | Yes | 9 x 9 ? | |
Giant kangaroo | 667 | 857,700 | Yes | 6 x 6 | |
Giant ibex | 1,200 | 560,000 | 4 x 4 | ||
Giant impala | 1,200 | 560,000 | 4 x 4 | ||
Giant wombat | 2,308 | 377,750 | 3 x 3 ? | ||
Giant hare | 17,143 | 224,560 | 1 x 1 ? |