v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

v0.34:Seed

From Dwarf Fortress Wiki
Revision as of 05:20, 16 May 2013 by Haydenmuhl (talk | contribs)
Jump to navigation Jump to search
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.

Seed Production Methods
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.