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Difference between revisions of "v0.31:Stonegears/Farming"

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m (Created page with ':''Back to the {{L|Stonegears|main tutorial page}}'' Make sure that the game is paused. == Experience == Each time a dwarf does some type of activity, the more {{L|experience|…')
 
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:''Back to the {{L|Stonegears|main tutorial page}}''
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:''Back to the [[../|main tutorial page}}''
  
 
Make sure that the game is paused.
 
Make sure that the game is paused.
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Okay, now unpause long enough for your farmer to come down and construct the four plots, then re-pause.  The plots will stop blinking when the construction is complete.
 
Okay, now unpause long enough for your farmer to come down and construct the four plots, then re-pause.  The plots will stop blinking when the construction is complete.
  
== Setting up your plots ==
+
== Setting up your plots and selecting crops ==
  
Now that the plots are constructed, use {{K|q}} to interact with them again.  You'll see a different screen:
+
Now that the plots are constructed, use {{K|q}} to interact with them again (select any one of the four, it doesn't matter).  You'll see some different text:
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
First of all, ignore {{DFtext|Fertilize|white}} and {{DFtext|Seas Fert|white}} (Seasonal Fertilize).  Soil in Dwarf Fortress never runs out of nutrients, so fertilization only provides a short term boost that generally isn't worth the effort.
+
First of all, ignore {{DFtext|Fertilize|white}} and {{DFtext|Seas Fert|white}} (Seasonal Fertilize).  Soil in Dwarf Fortress never runs out of nutrients, so {{L|Farming#Fertilization|fertilization}} only provides a short term boost that generally isn't worth the effort.
 +
 
 +
At the bottom are the four seasons. You select a season (with {{K|a}}, {{K|b}}, {{K|c}}, or {{K|d}}) to see and/or change which crop is planted that season for the current farm plot.  The currently selected season is spring, indicated by it being {{DFtext|white|white}} and the other season being {{DFtext|light gray|lightgray}}.  At the top are the four underground crops which can be planted in spring. No crops are selected yet, indicated by all of them being {{DFtext|light gray|lightgray}} and "fallow" being {{DFtext|white|white}}. You can scroll through the list of crops with {{K|+}} and {{K|-}}, then choose a crop to be planted for spring with {{K|Enter}}, at which point that crop will be {{DFtext|white|white}} and "fallow" will be {{DFtext|light gray|lightgray}}.  If you change your mind and wish for no crop to be planted or harvested for that season use {{K|z}} to revert that season back to being fallow.  Once the crop for a season has been set it will be planted year after year when the season comes around without you having to intervene.
 +
 
 +
So, which crops should you pick?  For this particular farm plot, chose {{L|plump helmet}} for all four seasons.  It can be eaten both {{L|cook}}ed and raw, can be {{L|brewer|brewed}} into {{L|booze}}, and can be grown in all four seasons, making it a very versatile crop.
 +
 
 +
Now, you could grow nothing but plump helmets on the other three plots, but dwarves get an unhappy {{L|thought}} if there's only one kind of food to eat or if there's only one kind of booze to drink (each type of crop produces a different type of booze when brewed).  Further, if a dwarf eats the type of food they {{L|preference|prefer}} or drink the type of booze they prefer they get a happy thought, so that's two reasons to have a variety of crops.
 +
 
 +
So, in a second plot set {{L|sweet pod}}s to grow during spring and summer, in a third set {{L|cave wheat}} to grow during summer and autumn, and in a fourth set to grow {{L|pig tail}}s during summer and autumn.  This will provide us with four different types of booze to drink.  These three crops can be used for things besides booze, but booze is all we'll do with them for now.
 +
 
 +
Now this setup leaves three out of four plots growing stuff only half the time.  You can set these three plots to grow plump helmets during the winter ({{L|dimple cup}}s can't be eaten or brewed, so don't choose that), but that leaves a single unproductive season in each of those three plots.  You can set those seasons to grow {{L|quarry bush}}.  Quarry bush is the least versatile and most involved crop, since it can only be used for food, must be cooked before it can be eaten, and has to go through processing before it can be cooked.  On the plus side it gives five times as much food as plump helmet farming does.
 +
 
 +
== Surface farming ==
 +
 
 +
Farming on the surface is just as easy as farming underground, but you don't have seeds for any of the surface crops yet.  When you've gotten some surface seeds you can use them to grow surface crops if you want more variety in booze.
 +
 
 +
== Managing the food and booze supply ==
 +
 
 +
Farming in Dwarf Fortress is currently overpowered, so you'll soon be swimming in excess food. Unfortunately there's no way to tell the game to automatically stop growing crops whens there's too much food and start up again when there's not enough, so you'll have to keep track of the supply situation on your own. The lower left-hand corner of the [[../Status screen|status screen]] can give you a quick overview of your supplies, and its [[../Status screen#kitchen|kitchen]] and [[../Status screen#stocks|stocks]] sub-screens can give more detailed information.
 +
 
 +
When you find yourself with too much food there's several things you can do:
 +
 
 +
# Change some or all of the farm plots to lie fallow and find something else for your farmer to do.
 +
# Sell all the excess food to the {{L|caravan}}s.
 +
# Change your plots to grow pig tails and dimple cups.  Turn the pig tails into thread, the dimple cups into dye, and use them to make dyed {{L|cloth}}. Turn the cloth into {{L|rope}}s, {{L|bag}}s and {{L|clothing}}.
  
 
== Notes ==
 
== Notes ==
 
*  In Dwarf Fortress "building" means something like "a reversible physical modification to your site which 1) has settings which can be changed and/or 2) is made from items".
 
*  In Dwarf Fortress "building" means something like "a reversible physical modification to your site which 1) has settings which can be changed and/or 2) is made from items".
 +
* While setting up farm plots, planting them and harvesting them, your farmer uses no tools, not even a pointed stick.  Almost all jobs in the game are done without tools, the exceptions being combat/hunting (which uses armor and weapons), cutting trees (which uses axes), and mining (which uses pickaxes).
 +
* Growing plants on a farm plot never requires {{L|water}}.  However, turning bare stone into something which can be farmed requires the one time use of water. See {{L|irrigation}}.
 +
* Underground crops are presumably fungi.  However, in spite of being fungal, they have seeds instead of spores.
 +
* Underground crops, in spite of being underground, are affected by the seasons (except for plump helmets).  However, all surface crops are '''un'''affected by seasons.
 +
* When placing a farming plot on the surface the game will say {{DFtext|No mud/soil for farm|yellow}} {{DFtext|Mud if left by water|yellow}}.  This is a bug which you can ignore.

Revision as of 06:48, 9 June 2011

Back to the [[v0.31:Stonegears|main tutorial page}}

Make sure that the game is paused.

Experience

Each time a dwarf does some type of activity, the more Template:L they become at it. With greater experience a dwarf will do the job both faster and more skillfully. For farmers, this means:

  1. More food is produced per farmed tile.
  2. Farmers plant and harvest faster, so a single farmer can handle more farmed tiles all alone.

Farmers gain experience both from planting and from harvesting. However, when a game starts everyone in the fortress helps in harvesting, so the farmer gains only a fraction of the available harvesting experience gain. You can change this via o to select the Set Orders command:

SCREENSHOT PLACEHOLDER

h will toggle Dwarves All Harvest to Only Farmers Harvest, so your farmer will gain farming experience more quickly. More sure to only use h; modifying other standing orders will result in the game behaving in ways you don't want.

Placing farm plots

From the main menu use b to enter the Building menu. You can either use + and - to scroll through the list and then Enter to select a particular type of building, or you can just press the key for that building. In this case, you want p. One obvious difference from Template:Ls and Template:Ls is that you don't place a farm plot by specifying two opposite corners of a rectangle. Instead, you grow and shrink a visible rectangle, move it around with the arrow keys, and then place it with Enter. u grows the rectangle in the north/south direction and m shrinks it, while k grows it in the west/east direction and h shrinks it. Since we want a 2x2 farm plot press u once a k once, then move it to the southwest corner of the farming area with the arrow keys and hit Enter. (Note that if you accidentally position part of the rectangle in the wall the game won't complain, and you'll get a 2x1 plot instead of a 2x2 plot)

SCREENSHOT PLACEHOLDER

The farm plot will be blinking to indicate that it's not a real plot, but merely a command to your dwarves to build a farm plot. However, even though it has no physical reality yet, you can still interact with it. Use Esc to exit the building menu, then q to interact with it, just like you interact with stockpiles. Since there's a stockpile right next to it you have to move the X cursor so it's closer to the plot than the stockpile. Doing so you'll see:

SCREENSHOT PLACEHOLDER

Waiting for construction... means that no work has been done to turn the tiles into an actual farm plot. Needs Farming (Fields) indicates the Template:L which is used to construct the plot, and that at least one dwarf must have the "Farming (Fields)" labor turned on for the construction to happen; your farmer already has this labor on, so no worries about that. Construction inactive merely means that no dwarf has yet claimed the "construct plot" job, since the game is paused, and dwarfs don't claim new jobs while the game is paused.

If you've made a mistake in the placement or size of the plot you can use x to remove it. Since it's still just a command to build a plot this will happen instantly.

Besides removing the plot you can also suspend its construction using s. This causes your farmer to ignore the "build plot" command, leaving the blinking plot as a place holder. A s a second time toggles it back to merely inactive.

Okay, we want three more 2x2 farm plots. Put a one tile gap between each of them like this:

SCREENSHOT PLACEHOLDER

Different farm plots can be put up right next to each other, but having a gap between them makes it easier to visually tell them apart.

Okay, now unpause long enough for your farmer to come down and construct the four plots, then re-pause. The plots will stop blinking when the construction is complete.

Setting up your plots and selecting crops

Now that the plots are constructed, use q to interact with them again (select any one of the four, it doesn't matter). You'll see some different text:

SCREENSHOT PLACEHOLDER

First of all, ignore Fertilize and Seas Fert (Seasonal Fertilize). Soil in Dwarf Fortress never runs out of nutrients, so Template:L only provides a short term boost that generally isn't worth the effort.

At the bottom are the four seasons. You select a season (with a, b, c, or d) to see and/or change which crop is planted that season for the current farm plot. The currently selected season is spring, indicated by it being white and the other season being light gray. At the top are the four underground crops which can be planted in spring. No crops are selected yet, indicated by all of them being light gray and "fallow" being white. You can scroll through the list of crops with + and -, then choose a crop to be planted for spring with Enter, at which point that crop will be white and "fallow" will be light gray. If you change your mind and wish for no crop to be planted or harvested for that season use z to revert that season back to being fallow. Once the crop for a season has been set it will be planted year after year when the season comes around without you having to intervene.

So, which crops should you pick? For this particular farm plot, chose Template:L for all four seasons. It can be eaten both Template:Led and raw, can be Template:L into Template:L, and can be grown in all four seasons, making it a very versatile crop.

Now, you could grow nothing but plump helmets on the other three plots, but dwarves get an unhappy Template:L if there's only one kind of food to eat or if there's only one kind of booze to drink (each type of crop produces a different type of booze when brewed). Further, if a dwarf eats the type of food they Template:L or drink the type of booze they prefer they get a happy thought, so that's two reasons to have a variety of crops.

So, in a second plot set Template:Ls to grow during spring and summer, in a third set Template:L to grow during summer and autumn, and in a fourth set to grow Template:Ls during summer and autumn. This will provide us with four different types of booze to drink. These three crops can be used for things besides booze, but booze is all we'll do with them for now.

Now this setup leaves three out of four plots growing stuff only half the time. You can set these three plots to grow plump helmets during the winter (Template:Ls can't be eaten or brewed, so don't choose that), but that leaves a single unproductive season in each of those three plots. You can set those seasons to grow Template:L. Quarry bush is the least versatile and most involved crop, since it can only be used for food, must be cooked before it can be eaten, and has to go through processing before it can be cooked. On the plus side it gives five times as much food as plump helmet farming does.

Surface farming

Farming on the surface is just as easy as farming underground, but you don't have seeds for any of the surface crops yet. When you've gotten some surface seeds you can use them to grow surface crops if you want more variety in booze.

Managing the food and booze supply

Farming in Dwarf Fortress is currently overpowered, so you'll soon be swimming in excess food. Unfortunately there's no way to tell the game to automatically stop growing crops whens there's too much food and start up again when there's not enough, so you'll have to keep track of the supply situation on your own. The lower left-hand corner of the status screen can give you a quick overview of your supplies, and its kitchen and stocks sub-screens can give more detailed information.

When you find yourself with too much food there's several things you can do:

  1. Change some or all of the farm plots to lie fallow and find something else for your farmer to do.
  2. Sell all the excess food to the Template:Ls.
  3. Change your plots to grow pig tails and dimple cups. Turn the pig tails into thread, the dimple cups into dye, and use them to make dyed Template:L. Turn the cloth into Template:Ls, Template:Ls and Template:L.

Notes

  • In Dwarf Fortress "building" means something like "a reversible physical modification to your site which 1) has settings which can be changed and/or 2) is made from items".
  • While setting up farm plots, planting them and harvesting them, your farmer uses no tools, not even a pointed stick. Almost all jobs in the game are done without tools, the exceptions being combat/hunting (which uses armor and weapons), cutting trees (which uses axes), and mining (which uses pickaxes).
  • Growing plants on a farm plot never requires Template:L. However, turning bare stone into something which can be farmed requires the one time use of water. See Template:L.
  • Underground crops are presumably fungi. However, in spite of being fungal, they have seeds instead of spores.
  • Underground crops, in spite of being underground, are affected by the seasons (except for plump helmets). However, all surface crops are unaffected by seasons.
  • When placing a farming plot on the surface the game will say No mud/soil for farm Mud if left by water. This is a bug which you can ignore.