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.

Editing 40d:Food guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:
  
 
===Skills===
 
===Skills===
Minimal
+
Minimal: Not required but recommended.
 +
* '''herbalist''' dramatically improves quantity of food gathered
  
 
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.
 
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.
Line 22: Line 23:
 
== Fishing ==
 
== Fishing ==
 
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.
 
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.
 +
 +
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.
  
 
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.
 
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.
 +
 +
===Skills===
 +
Minimal: Not required but recommended.
 +
* '''Fisherdwarf''' Skill level dramatically improves catch rate.
 +
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.
 +
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production
  
 
=== Tips ===
 
=== Tips ===
Line 39: Line 48:
 
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.
 
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.
 
=== Skills ===
 
=== Skills ===
High
+
'''High'''
 
+
Required Skill:
 
* '''Ambusher'''
 
* '''Ambusher'''
 +
* '''Butcher''' turns hunted aniamls into meat/food
 +
* '''Tanner''' turns leather into products.
 +
Recommended skills:
 
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.
 
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.
 
 
* '''Armor user''' to reduce encumbrance
 
* '''Armor user''' to reduce encumbrance
* '''Wrestling''' for dodging aggressive animals
+
* '''Dodger ''' for dodging aggressive animals
  
 
=== Material ===
 
=== Material ===
Line 75: Line 86:
  
 
=== Skills ===
 
=== Skills ===
Few
+
'''Few''': Not required but recommended.
 +
* '''Planter''' dramatically improves FOOD production yield
 +
* '''Thresher''' dramatically improves SEEDs recovered from plants
  
 
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.
 
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.
Line 116: Line 129:
 
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].
 
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].
 
=== Skills ===
 
=== Skills ===
None.  
+
'''Few''': Not required but recommended.
 +
* '''Butcher''' turns livestock into meat/food
 +
* '''Tanner''' turns leather into products.
  
 
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.
 
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.
Line 129: Line 144:
 
   
 
   
 
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.
 
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.
 +
=== Skills ===
 +
''Few'': Not required but recommended
 +
* '''Butcher''' turns hunted aniamls into meat/food
 +
* '''Tanner''' turns leather into products.
 +
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.
 +
 +
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming.
 +
 +
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.
  
 
=== Tips ===
 
=== Tips ===

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)