- 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:Grower"
(Cleaned up some links and formatting and re-rated) |
|||
Line 1: | Line 1: | ||
− | {{Quality| | + | {{Quality|Masterwork|23:26, 11 June 2010 (UTC)}} |
{{Skill | {{Skill | ||
| color = 6:0 | | color = 6:0 | ||
Line 13: | Line 13: | ||
{{av}} | {{av}} | ||
− | '''Grower''' is the {{L|skill}} for use with the {{L|farming|Farming (Fields)}} {{L|labor}}, which allows a dwarf to plant {{L|seed}}s and {{L|farm plot}} | + | '''Grower''' is the {{L|skill}} for use with the {{L|farming|Farming (Fields)}} {{L|labor}}, which allows a dwarf to plant {{L|seed}}s and {{L|farm plot|farm plots}}, both {{L|above ground}} and {{L|underground}}. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of {{L|plants}} at harvest, increasing {{L|food}} output significantly. A single {{L|Skill#Skill_ranks|proficient}} grower can easily outproduce several dabbling ones. |
− | A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since {{L|brewer}} | + | A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since {{L|brewer|brewers}}, {{L|cook|cooks}}, and {{L|thresher|threshers}} perform tasks with a single {{L|stack}} at a time. This has the effect of a huge multiplier on several {{L|labor|labors}}, and also of making {{L|stockpile|storage}} more efficient. For example, to get 25 booze, brewing five stacks of {{L|plump helmet}} [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the {{L|still}}, five trips to haul five barrels, five brewing tasks, and will make five separate "stacks" of {{L|dwarven wine}} [5] requiring five separate {{L|barrel|barrels}} stored on five separate tiles - and ''then'' 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed! And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting. On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile. High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient. The impact this has on your overall labour force and fortress cannot be over-emphasized. |
:''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)'' | :''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)'' | ||
Line 21: | Line 21: | ||
===All Dwarves Harvest=== | ===All Dwarves Harvest=== | ||
− | If you leave the "All Dwarves Harvest" option on ''(in the {{k|o}}rders menu)'', all dwarves, even {{L|noble}} | + | If you leave the "All Dwarves Harvest" option on ''(in the {{k|o}}rders menu)'', all dwarves, even {{L|noble|nobles}} and {{L|children}}, will harvest when needed and gain experience in Grower. Harvesting is not as important as planting, as the size of the stack harvested is not affected by the harvester's skill level. However, harvesting crops does give experience, and if other dwarves are harvesting, then your planters will not gain experience as quickly. |
If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and {{L|dining hall}} are all located close to each other - as they should be. | If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and {{L|dining hall}} are all located close to each other - as they should be. |
Revision as of 23:26, 11 June 2010
Association | ||
---|---|---|
Profession | Template:L | |
Job Title | Planter | |
Labor | Farming (Fields) | |
Tasks | ||
| ||
Workshop | ||
None
| ||
Attributes | ||
None
|
This article is about an older version of DF. |
Grower is the Template:L for use with the Template:L Template:L, which allows a dwarf to plant Template:Ls and Template:L, both Template:L and Template:L. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of Template:L at harvest, increasing Template:L output significantly. A single Template:L grower can easily outproduce several dabbling ones.
A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since Template:L, Template:L, and Template:L perform tasks with a single Template:L at a time. This has the effect of a huge multiplier on several Template:L, and also of making Template:L more efficient. For example, to get 25 booze, brewing five stacks of Template:L [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the Template:L, five trips to haul five barrels, five brewing tasks, and will make five separate "stacks" of Template:L [5] requiring five separate Template:L stored on five separate tiles - and then 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed! And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting. On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile. High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient. The impact this has on your overall labour force and fortress cannot be over-emphasized.
- (* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)
All Dwarves Harvest
If you leave the "All Dwarves Harvest" option on (in the orders menu), all dwarves, even Template:L and Template:L, will harvest when needed and gain experience in Grower. Harvesting is not as important as planting, as the size of the stack harvested is not affected by the harvester's skill level. However, harvesting crops does give experience, and if other dwarves are harvesting, then your planters will not gain experience as quickly.
If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and Template:L are all located close to each other - as they should be.
Note: If your setting is "Only Farmers Harvest" and your lone Grower dies, is injured or otherwise occupied, your other dwarves will not harvest the plants, and they will rot in the fields, leaving no seeds. If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.
Starting Builds
Many starting builds include grower as farming is the most reliable food source. Having a proficient grower can help produce food early on to keep your dwarves fed and to attract migrants.
Miner | |||||||
---|---|---|---|---|---|---|---|
Woodworker | |||||||
Stoneworker | |||||||
Ranger | |||||||
Doctor | |||||||
Farmer | |||||||
Fishery worker | |||||||
Metalsmith | |||||||
Jeweler | |||||||
Craftsdwarf |
Bone carver · Clothier · Glassmaker · Glazer · Leatherworker · Potter · Stone crafter · Strand extractor · Wax worker · Weaver · Wood crafter | ||||||
Engineer | |||||||
Administrator | |||||||
Military |
| ||||||
Social |
| ||||||
Other/Peasant | |||||||
Unused |
Balance · Coordination · Discipline · Druid · Military tactics · Poet · Reader · Speaker · Tracker · Wordsmith · Writer |