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Difference between revisions of "v0.34:Pasture"
(removed references to animal hauling. Pasturing animals is not governed by the animal hauling labour, it's a completely skill-free job like bringing items to the depot.) |
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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. | 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 press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and <s>idle</s> dwarves | + | 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 <s>idle</s> dwarves will lead the animals to pasture. Contrary to a common misconception, this task is '''not'''an animal hauling job and will be performed by any adult civilian regardless of labors enabled. |
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. Since v0.34.11, baby animals born to pastured mothers will automatically be assigned to their mother's 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. Since v0.34.11, baby animals born to pastured mothers will automatically be assigned to their mother's pasture. | ||
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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]]. | 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 | + | 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 a 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 civilians rushing to the pasture and into the face of the enemy. Since the labor has no associated skill, you cannot govern who will take such a job, but you can cancel those jobs by e.g. temporarily deactivating the pasture zone. |
==List of grazing animals== | ==List of grazing animals== |
Revision as of 11:18, 13 January 2013
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 will lead the animals to pasture. Contrary to a common misconception, this task is notan animal hauling job and will be performed by any adult civilian regardless of labors enabled.
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. Since v0.34.11, baby animals born to pastured mothers will automatically be assigned to their mother's pasture.
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 a 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 civilians rushing to the pasture and into the face of the enemy. Since the labor has no associated skill, you cannot govern who will take such a job, but you can cancel those jobs by e.g. temporarily deactivating the pasture zone.
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 ? |