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 v0.34:Seed

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 "v0.34"). 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 1: Line 1:
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}
+
{{quality|Fine|15:49 27 December 2011 (UTC)}}{{av}}
{{av}}
 
  
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
+
''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''
 
  
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[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 10 different bags.
+
Seeds are used in [[farming]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[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 [[gather plants|gathering]] or growing the respective [[crops]], or by [[trading]]. When crops are eaten or used in [[brewing]], [[milling]] or [[plant processing]], they typically leave one or more plantable seeds. The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] in a [[kitchen]] will not produce seeds when plants are cooked, even under the limit.
  
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.
+
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 [[workshop]] that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.
 
 
==Seed Production==
 
 
 
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.
 
 
 
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.
 
 
 
For information on where to grow and/or collect plants, consult the page on [[crops]].
 
 
 
{|class="wikitable sortable" style="text-align:center"
 
|+Seed Production Methods
 
|-
 
!Plant Name
 
!Type
 
!Brewing
 
!Eating Raw
 
!Milling
 
!Process Plants
 
|-
 
|style="text-align:left"|[[Plump helmet]]
 
|Food/Drink
 
|Dwarven wine
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Pig tail]]
 
|Drink/Cloth
 
|Dwarven ale
 
|
 
|
 
|{{X}}
 
|-
 
|style="text-align:left"|[[Cave wheat]]
 
|Food/Drink
 
|Dwarven beer
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Sweet pod]]
 
|Food/Drink
 
|Dwarven rum
 
|
 
|{{X}}
 
|{{X|Barrel}}
 
|-
 
|style="text-align:left"|[[Quarry bush]]
 
|Food/Oil
 
|
 
|
 
|
 
|{{X|Bag}}
 
|-
 
|style="text-align:left"|[[Dimple cup]]
 
|Dye
 
|
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Prickle berry]]
 
|Food/Drink
 
|Prickle berry wine
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Wild strawberry]]
 
|Food/Drink
 
|Strawberry wine
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Longland grass]]
 
|Food/Drink
 
|Longland beer
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Rat weed]]
 
|Food/Drink
 
|Sewer brew
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Fisher berry]]
 
|Food/Drink
 
|Fisher berry wine
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Rope reed]]
 
|Drink/Cloth
 
|River spirits
 
|
 
|
 
|{{X}}
 
|-
 
|style="text-align:left"|[[Blade weed]]
 
|Dye
 
|
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Hide root]]
 
|Dye
 
|
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Sliver barb]]
 
|Drink/Dye
 
|Gutter cruor
 
|
 
|{{X}}
 
|
 
|-
 
|style="text-align:left"|[[Sun berry]]
 
|Food/Drink
 
|Sunshine
 
|{{X}}
 
|
 
|
 
|-
 
|style="text-align:left"|[[Whip vine]]
 
|Food/Drink
 
|Whip wine
 
|
 
|{{X}}
 
|
 
|}
 
 
 
 
 
'''Note:''' In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant Seeds: Needs %seedname%", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.
 
 
 
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that.
 
 
 
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links. Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam.
 
 
 
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.
 

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)