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.

Difference between revisions of "Hive"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(+raws)
(9 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Quality|Exceptional}}{{av}}
+
{{Quality|Exceptional}}
{{Building|name=Hive|key=Alt + h|job=[[beekeeper|Beekeeping]]
+
{{av}}
|construction=
+
 
 +
{{Building
 +
| name = Hive
 +
| key = Alt + h
 +
| job = [[Beekeeper|Beekeeping]]
 +
| construction =
 +
* Hive
 +
* [[Honey bee]] colony
 +
| construction_job =
 +
* [[Beekeeper|Beekeeping]]
 +
| use =
 
* Hive
 
* Hive
* Honey bee colony
+
| purpose =
|construction_job=
 
* [[beekeeper|Beekeeping]]
 
|use=
 
* [[Hive]]
 
|purpose=
 
 
* Producing [[royal jelly]] and [[honeycomb]] for further processing
 
* Producing [[royal jelly]] and [[honeycomb]] for further processing
 
}}
 
}}
  
A hive is a building used to house [[honey bee]]s.  A [[tool|hive]] must first be created in a workshop before it can be {{k|b}}uilt. Hives can be created at a craftsdwarf's workshop, kiln, glass furnace or metalsmith's forge using stone, wood, ceramics, glass or metal. Once a hive is created, it is {{k|b}}uilt using the {{k|Alt}}+{{k|h}} hotkey. Hives are categorized as [[tool|Tools]] in [[Finished goods]] [[stockpile|stockpiles]].  
+
A '''hive''' is a [[tool]] and [[building]] that stores [[honey bee]] colonies. It is used in the [[beekeeping industry]] for the production of [[honeycomb]]s and [[royal jelly]], which can be processed into usable items. Citizens with the [[beekeeping]] labor enabled handle the building, removal, and management of hives.
 +
 
 +
Hives use the same character as [[log]]s. As an item, they have the color of their material, but built ones are displayed as yellow.
 +
 
 +
== Manufacturing ==
 +
 
 +
Hives can be made out of [[wood]], [[stone]], [[metal]], [[glass]], or [[ceramic]]. Each material is created from their respective [[workshop]]s by their appropriate [[labor]]s. Hives are categorized as "Tools" in [[finished goods]] [[stockpile]]s.
 +
 
 +
{| class="wikitable"
 +
|+ Workshop and labor requirements
 +
! Material !! Workshop !! Labor
 +
|-
 +
| Ceramic || [[Kiln]] or [[magma kiln]] || [[Pottery]]
 +
|-
 +
| Glass || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]
 +
|-
 +
| Metal || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]
 +
|-
 +
| Stone || [[Craftsdwarf's workshop]] || [[Stonecrafting]]
 +
|-
 +
| Wood || [[Craftsdwarf's workshop]] || [[Woodcrafting]]
 +
|}
 +
 
 +
=== Forging and melting ===
 +
 
 +
* Metal hives cost '''one''' metal bar to forge, or '''one''' [[adamantine]] wafer.
 +
* When a hive is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''.
 +
 
 +
== Building and removal ==
 +
 
 +
Hives are built by beekeepers from the [[building|{{k|b}}uilding]] menu, using {{k|Alt + h}} as a shortcut. For hives to produce honey, they must be built adjacent to (or on) an [[tile attributes|above ground]] tile. Subterranean hives can still store colonies but will not make products.
  
In order to house bees, a hive must be constructed on or adjacent to a tile that is [[Tile attributes|above ground]]. Incidentally, this means a constructed shed or tower whose inside is completely walled off is a suitable location for hives, and allows your beekeepers to work safely even during a siege, though also making them subject to [[cave adaptation]]. If you want a more realistic feel, though, you can replace at least one wall tile with a fortification which ostensibly would allow the bees to fly out to collect nectar, although this may allow some hostiles to enter by jumping through the fortification.
+
Removing a building ({{k|q + x}}) returns the hive and any items inside it, including the colony, which is released as a single honey bee that eventually disappears if left outside. Removed honeycombs can be collected and hauled, but any royal jelly is spilled onto the ground and wasted.
  
A dwarf with the [[beekeeper|beekeeping]] labor enabled will place bees in any hive toggled to "install colony when ready," so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split. You can find out if a hive has bees, and whether or not it has a honeycomb ready to collect by using the View I{{k|t}}ems in Buildings menu.
+
== Settings ==
  
Once a hive contains bees, it will eventually become "ready to be split," which will allow a beekeeper to populate an empty hive using bees from the original. In order to do that, you only have to place an empty hive and your beekeeper will do it automatically if the original hive is set as "Install colony when ready". Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.
+
The hive's settings can be found by opening the set building tasks/prefs menu ({{k|Q}}) and hovering over a built hive. There are two options which control beekeepers from doing certain jobs with the hive.
  
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to "gather any products," a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a suitable [[jug]] in which to put the royal jelly.  Deconstructing the hive manually ({{k|q}} {{k|x}}) will release the honeycomb for collection but waste the royal jelly which will spill out on the ground. Both these processes kill the bees.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a [[screw press]] workshop to yield [[wax]] and [[honey]].
+
{{k|c}} toggles whether beekeepers can install new colonies into the hive. It is set to true ({{DFtext|Install colony when ready|7:1}}) by default. Changing the settings to {{DFtext|Do not install colony|7:1}} will not allow the hive to accept new colonies. Preexisting colonies in the hive are not affected.
  
It may be possible to move a hive, but the easiest way to move it is to simply split one into the new location, turn off the original one, and harvest it.
+
{{k|g}} toggles whether beekeepers can gather honeycombs and royal jelly from the hive. It is also set to true ({{DFtext|Gather any products|7:1}}) by default. Changing the settings to {{DFtext|Do not gather products|7:1}} will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitting.
  
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive.  Additionally, it has been observed that placing a [[Activity zone#Meeting Area|Meeting zone]] next to hives puts idle dwarves at serious risk of being stung.
+
The settings also display additional information about the hive: whether it has outdoor access or not (relating to above ground and subterranean tile attributes, which affect honey production), if the colony is ready to be split, and if there are too many colonized hives on the map, which affects production speed.
  
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the [[Health screen]] will show "Slight pain" for the stung dwarf, which can trigger a "recover wounded" task. This can trigger good thoughts about being rescued and resting, even though the hospital stay was instantaneous. Being stung does not seem to produce a bad thought. But don't be surprised if your refuse pile fills up with bees that die after stinging your dwarves.
+
== Function ==
  
There appears to be an upper limit of 60 active colonies in built hives. Once you hit that limit, additional hives will have the message "Too many hives *No output" when examined (though this limit can be exceeded by installing wild colonies into artificial hives). There's also a "soft" limit of 40 active colonies, past which hives will have the message "Too many hives *Restricted output"; presumably this means that these colonies grow more slowly. {{Verify}}
+
:''Further information: [[Beekeeping industry#Hive management|Beekeeping industry § Hive management]]''
  
== Forging and melting ==
+
Items in the hive can be seen in the "view i{{k|t}}ems in buildings" menu. Each hive can store a colony, which is represented as a stack of live honey bees. Colonies are collected from the wild or by splitting colonies from other hives. Three months after installation, colonies become {{DFtext|Ready to be split|2:1}}, which allows them to be used to install other hives. It produces one [[honeycomb]] and [[royal jelly]] after six months after installation, unless the colony count limit was exceeded. Once both items are produced, a beekeeper with an empty [[jug]] goes to gather the items, storing the royal jelly in the jug. Beekeepers leave both the freed honeycomb and jug of royal jelly in the hive, and [[Hauling#Food hauling|food haulers]] carry them to a stockpile. When a hive's products are gathered, the colony is destroyed, and the hive requires a new colony in order to produce again.
  
* Metal hives cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.
+
Colonies used to install other hives are not destroyed after installing. They need another three months to become ready to split again.
  
* When a hive is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''
+
Colony size typically ranges between 10,000 and 20,000. The size of a colony does not affect production or its readiness to split. The number of bees is static and does not change over time, even after splitting. When beekeepers "split" a colony, they do not actually separate a portion of it; instead, they duplicate the old colony and haul away a new stack of live bees. Both the old and new stack will contain the same number of bees, and the number of bees in the old hive remains unchanged in the process.
  
 +
When the total number of colonized hives in a fortress reach over forty, the chance of production decreases as indicated by the warnings {{DFtext|Too many hives|6:1}} and {{DFtext|Output restricted|6:0}} seen in the building settings of colonized hives. When the number of colonies reach sixty, the warning turns red ({{DFtext|Too many hives|4:1}}) and products stop appearing. The limits do not affect the duration it takes for colonies to become ready to split, and hives can still be installed with new colonies; just nothing more is produced by hives until the number of colonies is reduced back below 60. [[Flower]]s and other surrounding vegetation do not affect production. The [[surroundings]], [[weather]], and the [[season]]s have no effect on the colony or honey production.
 +
 +
== Hazard ==
 +
 +
Honey bee workers spawn from colonized hives and will occasionally sting passersby. Honey bee workers die and leave [[remains]] after stinging. Placing a [[room]] or [[activity zone]] near colonized hives puts idle citizens, visitors, and animals at high risk of being stung. Honey bee stings are reported in the [[announcement]]s in yellow.
 +
 +
[[Syndrome#List of syndromes|Honey bee stings]] cause strong swelling and slight pain. They are relatively harmless and inconsequential for dwarves - they do not even produce a bad [[thought]]. Bee stings are not recorded as wounds, but the [[health screen]] will display "Slight pain" for the stung dwarf, which can trigger a "recover wounded" task. This can trigger good thoughts about being rescued and resting, even though the hospital stay is instantaneous.
  
 
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_HIVE}}}}
 
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_HIVE}}}}
 +
 +
{{Buildings}}
  
 
{{Category|Buildings}}
 
{{Category|Buildings}}

Revision as of 15:30, 13 October 2019

This article is about the current version of DF.
Note that some content may still need to be updated.


Hive

b-Alt + h

Hive.png
Job Requirement

Beekeeping

Construction
Materials Jobs
Purpose

A hive is a tool and building that stores honey bee colonies. It is used in the beekeeping industry for the production of honeycombs and royal jelly, which can be processed into usable items. Citizens with the beekeeping labor enabled handle the building, removal, and management of hives.

Hives use the same character as logs. As an item, they have the color of their material, but built ones are displayed as yellow.

Manufacturing

Hives can be made out of wood, stone, metal, glass, or ceramic. Each material is created from their respective workshops by their appropriate labors. Hives are categorized as "Tools" in finished goods stockpiles.

Workshop and labor requirements
Material Workshop Labor
Ceramic Kiln or magma kiln Pottery
Glass Glass furnace or magma glass furnace Glassmaking
Metal Metalsmith's forge or magma forge Metalcrafting
Stone Craftsdwarf's workshop Stonecrafting
Wood Craftsdwarf's workshop Woodcrafting

Forging and melting

  • Metal hives cost one metal bar to forge, or one adamantine wafer.
  • When a hive is melted down, it will return 0.3 metal bars/adamantine wafers for an efficiency of 30%.

Building and removal

Hives are built by beekeepers from the building menu, using Alt + h as a shortcut. For hives to produce honey, they must be built adjacent to (or on) an above ground tile. Subterranean hives can still store colonies but will not make products.

Removing a building (q + x) returns the hive and any items inside it, including the colony, which is released as a single honey bee that eventually disappears if left outside. Removed honeycombs can be collected and hauled, but any royal jelly is spilled onto the ground and wasted.

Settings

The hive's settings can be found by opening the set building tasks/prefs menu (Q) and hovering over a built hive. There are two options which control beekeepers from doing certain jobs with the hive.

c toggles whether beekeepers can install new colonies into the hive. It is set to true (Install colony when ready) by default. Changing the settings to Do not install colony will not allow the hive to accept new colonies. Preexisting colonies in the hive are not affected.

g toggles whether beekeepers can gather honeycombs and royal jelly from the hive. It is also set to true (Gather any products) by default. Changing the settings to Do not gather products will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitting.

The settings also display additional information about the hive: whether it has outdoor access or not (relating to above ground and subterranean tile attributes, which affect honey production), if the colony is ready to be split, and if there are too many colonized hives on the map, which affects production speed.

Function

Further information: Beekeeping industry § Hive management

Items in the hive can be seen in the "view items in buildings" menu. Each hive can store a colony, which is represented as a stack of live honey bees. Colonies are collected from the wild or by splitting colonies from other hives. Three months after installation, colonies become Ready to be split, which allows them to be used to install other hives. It produces one honeycomb and royal jelly after six months after installation, unless the colony count limit was exceeded. Once both items are produced, a beekeeper with an empty jug goes to gather the items, storing the royal jelly in the jug. Beekeepers leave both the freed honeycomb and jug of royal jelly in the hive, and food haulers carry them to a stockpile. When a hive's products are gathered, the colony is destroyed, and the hive requires a new colony in order to produce again.

Colonies used to install other hives are not destroyed after installing. They need another three months to become ready to split again.

Colony size typically ranges between 10,000 and 20,000. The size of a colony does not affect production or its readiness to split. The number of bees is static and does not change over time, even after splitting. When beekeepers "split" a colony, they do not actually separate a portion of it; instead, they duplicate the old colony and haul away a new stack of live bees. Both the old and new stack will contain the same number of bees, and the number of bees in the old hive remains unchanged in the process.

When the total number of colonized hives in a fortress reach over forty, the chance of production decreases as indicated by the warnings Too many hives and Output restricted seen in the building settings of colonized hives. When the number of colonies reach sixty, the warning turns red (Too many hives) and products stop appearing. The limits do not affect the duration it takes for colonies to become ready to split, and hives can still be installed with new colonies; just nothing more is produced by hives until the number of colonies is reduced back below 60. Flowers and other surrounding vegetation do not affect production. The surroundings, weather, and the seasons have no effect on the colony or honey production.

Hazard

Honey bee workers spawn from colonized hives and will occasionally sting passersby. Honey bee workers die and leave remains after stinging. Placing a room or activity zone near colonized hives puts idle citizens, visitors, and animals at high risk of being stung. Honey bee stings are reported in the announcements in yellow.

Honey bee stings cause strong swelling and slight pain. They are relatively harmless and inconsequential for dwarves - they do not even produce a bad thought. Bee stings are not recorded as wounds, but the health screen will display "Slight pain" for the stung dwarf, which can trigger a "recover wounded" task. This can trigger good thoughts about being rescued and resting, even though the hospital stay is instantaneous.


Furniture
Animal trapAnvilArmor standBedBlocksBox (chest • coffer) • BucketCabinetCage (aquarium • terrarium) • Coffin (casket • sarcophagus) • RestraintSlabStatueTableThrone (chair) • Weapon rack
Tools
AltarBookcaseDisplay (display case • pedestal) • HiveNest box

Access
BarsBridgeDoor (portal) • FloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

Related articles