- 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 "v0.34:Seed"
m (Fixed typo) |
Haydenmuhl (talk | contribs) |
||
Line 6: | Line 6: | ||
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). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). 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. | 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). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). 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. | ||
− | |||
− | |||
==Seed Production== | ==Seed Production== | ||
Most seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Some seeds can also be gained by plant gathering or purchased from traders. Below is a table showing the various seed production methods for all seed-producing plants. | Most seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Some seeds can also be gained by plant gathering or purchased from traders. Below is a table showing the various seed production methods for all seed-producing plants. | ||
+ | |||
+ | In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. | ||
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" | {| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" |
Revision as of 05:20, 16 May 2013
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). When a plant is eaten or used in brewing, milling or plant processing, it leaves one or two plantable seeds (see below for details). 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.
Seed Production
Most seeds are produced by brewing (at a still), milling (at a millstone or quern), processing (at a farmer's workshop), or by dwarves eating the plants raw (uncooked). Some seeds can also be gained by plant gathering or purchased from traders. Below is a table showing the various seed production methods for all seed-producing plants.
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.
Plant Name | Type | Brewing | Eating Raw | Milling | Gather Plants (Biome) | Process Plants |
---|---|---|---|---|---|---|
Plump helmet | Food/Drink | Dwarven wine | X | Subterranean, Wet (?) | ||
Pig tail | Drink/Cloth | Dwarven ale | Subterranean, Wet | X | ||
Cave wheat | Food/Drink | Dwarven beer | X | Subterranean, Wet | ||
Sweet pod | Food/Drink | Dwarven rum | X | Subterranean, Wet | Barrel | |
Quarry bush | Food/Oil | Subterranean, Wet (?) | Bag | |||
Dimple cup | Dye | X | Subterranean, Wet | |||
Prickle berry | Food/Drink | Prickle berry wine | X | Above Ground, Dry | ||
Wild strawberry | Food/Drink | Strawberry wine | X | Above Ground, Dry | ||
Longland grass | Food/Drink | Longland beer | X | Above Ground, Dry | ||
Rat weed | Food/Drink | Sewer brew | X | Above Ground, Wet | ||
Fisher berry | Food/Drink | Fisher berry wine | X | Above Ground, Wet | ||
Rope reed | Drink/Cloth | River spirits | Above Ground, Wet | X | ||
Blade weed | Dye | X | Above Ground, Dry | |||
Hide root | Dye | X | Above Ground, Dry | |||
Sliver barb | Drink/Dye | Gutter cruor | X | Above Ground, Dry, Evil | ||
Sun berry | Food/Drink | Sunshine | X | Above Ground, Wet, Good | ||
Whip vine | Food/Drink | Whip wine | X | Above Ground, Dry, Savage |
Note: All "Above Ground" plants will not be found in freezing environments (tundra, glacier, or mountain biomes). Also, the "Subterranean" plants will not grow randomly underground until a cavern is breached, then their spores will spread throughout your fortress and they will begin growing on any subterranean soil or muddied rock.