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Difference between revisions of "v0.31:Farming"

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(Explanation of fallow for the FAQ)
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You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.
 
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.
  
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Instructing a plot to remain fallow{{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.
  
 
=== Subterranean Farming ===
 
=== Subterranean Farming ===

Revision as of 15:32, 14 August 2010

Template:AV


Farming is the action of growing Template:L for Template:L, Template:L production and Template:L manufacturing. While small forts can easily be sustained by plant gathering, Template:L and trading, farming is vital to large settlements.

Farming is done at a farm plot building (b-p, resize with umkh). It requires Template:L and a worker with the "Farming (Fields)" Template:L enabled.

Depending on where the farm plot is constructed, different crops may be planted; Farm plots built Template:L are not suitable for the crops grown on Template:L farm plots and vice versa. Note that the attributes Inside , Dark , Outside and Light are of no relevance.

See the article on Template:Ls for details on the conditions needed to grow the available plants.

Introduction to Farming

After building a farm plot building (b-p, resize with umkh), you must select which crops to plant there.

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. To move to plan for crops to be farmed in different seasons use a,b,c, or d. You can select a farm to be fertilized but starting out you won't have the necessary items to do so, and it's largely unnecessary.

You must have the appropriate Template:Ls to plant a crop there. To easily see how many of each seeds you have you can go to the Kitchen menu z right Enter. Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good. Check the Template:Ls page for details on different seeds. Only some plants are edible so make sure the seeds you're using will produce food. It's often a good idea to pick a seed which produces a plant which can be Template:Led. This will create Template:L and also give you a seed to plant again next season.

Instructing a plot to remain fallowz during a particular season will instruct dwarves not to plant in that plot during that season.

Subterranean Farming

Underground farms are required to grow the 6 "dwarven" plants, including the Template:L. Seeds and spawn available at embark are for underground crops only.

In order to create a Template:L underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or controlled flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a Template:L) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.31.0x

Underground Template:Ls will most often have multiple Template:L to build Subterranean plots on. Note: Underground Template:Ls are very dangerous places, it would be a good idea to have a Template:L guard the farm and to set up walls around the area.

See Template:L for more.

Above Ground Farming

Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots do not need to be pre-muddied. However, there are some complications.

The first complication is that seeds cannot be chosen at embark. They can be bought from caravans (Template:L or Template:L); or above-ground plants can be gathered using the Template:L designation, and then Template:L, Template:L, Template:L or Template:L directly (depending on the plant) to produce seeds.

The second complication is that the farming must be done on Template:L. Typically, it is done above ground, 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 dark and protected) lower soil will still be suitable for farming Template:L, Template:L, Template:L, and anything else you may find.

Above ground farms built on rock layers (muddied or otherwise) will show the message "No seeds available for this location," and you will not be able to plant anything in them.



See also