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Difference between revisions of "v0.31:Seed"

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(Added milling and plant processing for obtaining seeds from plants, warn about kitchen not giving any, added trade as method of obtaining. added count for barrels.)
(Only one type of seed to the bag; seed bags can be stored in pots; other seedless plants; links; copy editing)
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{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}
 
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}
  
Seeds are used in {{l|farming}}. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels (10 bags per barrel). They can be brought on embark or obtained by {{l|gather plants|gathering}} or growing the respective {{l|crops}} or by {{L|trading}}. When crops are eaten or used in {{l|brewing}}, {{l|milling}} or {{l|plant processing}}, they typically leave one or more plantable seeds. One notable exception is the {{l|Valley herb}} which will not leave behind seeds after processing. {{l|Kitchen}} will not produce seeds when plants are cooked, even under the limit.
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Seeds are used in {{l|farming}}. They can be stored in {{L|bag}}s (100 seeds per bag), which can in turn be stored in {{L|barrel}}s or {{L|pot}}s (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 ten different bags. Seeds can be brought on embark, obtained by {{l|gather plants|gathering}} or growing the respective {{l|crops}}, or by {{L|trading}}. When crops are eaten or used in {{l|brewing}}, {{l|milling}} or {{l|plant processing}}, they typically leave one or more plantable seeds. The exceptions are {{L|valley herb}}, {{L|bloated tuber}}, {{L|kobold bulb}}, and {{L|muck root}}, which will not leave behind seeds after processing. {{L|Cooking}} in a {{l|kitchen}} will not produce seeds when plants are cooked, even under the limit.
  
There is a cap for number of seeds, once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in {{l|workshop}} that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.
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There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in {{l|workshop}} that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.

Revision as of 22:52, 8 July 2011

This article is about an older version of DF.

Seeds are used in Template:L. They can be stored in Template:Ls (100 seeds per bag), which can in turn be stored in Template:Ls or Template:Ls (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 ten different bags. Seeds can be brought on embark, obtained by Template:L or growing the respective Template:L, or by Template:L. When crops are eaten or used in Template:L, Template:L or Template:L, they typically leave one or more plantable seeds. The exceptions are Template:L, Template:L, Template:L, and Template:L, which will not leave behind seeds after processing. Template:L in a Template:L will not produce seeds when plants are cooked, even under the limit.

There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in Template:L that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.