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v0.34:Farming

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This article is about an older version of DF.
General farming flowchart.

Farming is the act of growing crops for food, alcohol production and cloth manufacturing. While small forts can easily be sustained by plant gathering, hunting and trading, farming is vital to large settlements.

Farming is done at a farm plot building (b-p, resize with umkh). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The "Farming (Fields)" labor must be enabled.

Depending on where the farm plot is constructed, different crops may be planted. Farm plots built above ground are not suitable for the crops grown on subterranean farm plots and vice versa. Note that the attributes Inside, Outside are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor (b-C-f) over the open space. Doing this changes the tile from Dark to Light, despite there being a roof (you do not need to make the roof out of glass for this to work).

Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of all above-ground crops.

The yellow warning message, No mud/soil for farm, Mud is left by water, is displayed on all above-ground tiles, regardless of whether the farm will function.v0.34.11 This warning may be ignored. Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either Blocked or Needs soil or mud).

See the article on crops for details on the conditions needed to grow the available plants.

Introduction to Farming

First, build a farm plot "building" (b-p, resize with umkh) on soil or muddy rock. Keep your farms small -- 2x2 up to 4x4 or so. Farms are surprisingly productive. You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops. (Each farm plot can only grow one kind of plant per season.)

Once the farm plot has been built, you must select which crops to grow. Press q and move the cursor over the farm. You will see a list of crops you can select to grow in the current season. You can change which season is displayed by pressing a,b,c, or d. Move the blue selector up and down with - and +, and press Enter to choose a crop to plant during that season (highlighted in white).

You must have the appropriate seeds to plant a crop there (or even for the plant to appear in the season list). To easily see how many of each seed you have, you can go to the Kitchen menu (z right Enter).

Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. Plump helmets are a good beginning crop for a first cave farm, and wild strawberries are a good choice for outdoor fields -- both can be eaten raw, or brewed. Pig tails produce cloth, which will become important once your clothing starts to wear. Check the crops page for details on different seeds.

Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.

Instructing a plot to remain fallow (z) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.

Fertilization

Farm Size Potash Per Square
1 1 1.000
2 1 0.500
3 1 0.333
4 2 0.500
5 2 0.400
6 2 0.333
7 2 0.286
8 3 0.375
11 3 0.272
15 4 0.266
19 5 0.263
23 6 0.260
27 7 0.259

Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile). The exact improvement is not known. To fertilize a farm plot, one needs potash, which is produced by processing ash. The plot must be re-fertilized each season, requiring floor(plot_size / 4) + 1 potash. The table on the right illustrates the efficiency of potash as a function of plot size. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size 4n - 1.

Fertilizer may be applied to a plot by pressing f while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing s toggles seasonal fertilization. This does nothing until the next season, at which time the plot will be automatically fertilized. Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.

Subterranean Farming

To grow the six "dwarven" plants, you will need an underground farm plot. The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or muddy stone.

Muddying a stone floor requires temporarily covering it with water; common methods include a bucket brigade or controlled flooding (see: Irrigation) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a cavern, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet. Underground caverns are dirty, and frequently contain piles of mud that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions. Consider keeping a squad close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.

Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it. See irrigation for tips on getting the right amount of water to the farm plots.

Above Ground Farming

  • Above ground crops farming is impossible on tiles that are part of Mountain biomes (or any other "freezing" biome such as Glacier or Tundra), regardless of how much mud or soil is present.

Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.

The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants. They can be bought from elven and human caravans; above-ground plants can be gathered using the Plant gathering designation, and then brewed, milled, threshed or eaten directly (depending on the plant) to produce seeds.

The second complication is that the farming must be done on soil or muddied rock, which is above ground. Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges). However, any land which has ever been exposed to sunlight becomes permanently marked as "above ground". So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was. The (now inside and protected) lower soil will still be suitable for farming outdoor plants like wild strawberries, longland grass, rope reed, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by walling around some soil.

Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.[Verify]

Farm plots in action

Once a farm plot has been built and crops have been selected for the current season, dwarves with the growing labor enabled will begin planting the selected seeds. One seed is used per tile. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.

Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option "Only Farmers Harvest" oh. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.

Plants that remain in the field for too long will wither. These plants will eventually rot away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.

Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.

Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using k over each square of the plot and remake as needed to follow the proper attributes.

Management

Create a custom stockpile near your farm which will only accept seeds. This will consolidate your seeds into one place, instead of having them littered all through the dining room. As a single barrel can hold up to 10 seed bags (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of potash for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and forbid them, as a seed bank in case of catastrophe.

You can also create a custom stockpile that will only accept plants, to avoid having it all mixed up with your meat and drinks. It would be a good idea to have this stockpile near your still, farmer's workshop, kitchen, etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth nothing that withering crops in the field do not produce miasma.

Use the stocks menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant "Cook" setting to red. Cooking plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed "Cook" setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.




See also

Template:V0.34 industry