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 "v0.34:Seed"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Undo revision 169539 by 91.182.125.94 (talk) not double: one is trading for seeds, one is trading for plants from which you get seeds)
(Added seed production table)
Line 5: Line 5:
 
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]] 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 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, or by [[trading]]). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds. 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.
+
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 processing (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.
 
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 processing (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.
 +
 +
==Seed Production==
 +
 +
Most seeds are produced by brewing, milling, processing, or by dwarves eating the plants raw.  Some seeds can also be gained by plant gathering or purchase from traders.  Below is a table showing the various seed production method for all seed-producing plants.
 +
 +
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 +
|+Seed Production Methods
 +
|- style="background:#F2F2F2;text-align:center;"
 +
!style="border:1px #AAA solid;padding:0.2em;"|Plant Name
 +
!style="border:1px #AAA solid;padding:0.2em;"|Brewing
 +
!style="border:1px #AAA solid;padding:0.2em;"|Eating Raw
 +
!style="border:1px #AAA solid;padding:0.2em;"|Milling
 +
!style="border:1px #AAA solid;padding:0.2em;"|Gather Plants (Biome)
 +
!style="border:1px #AAA solid;padding:0.2em;"|Process Plants
 +
|-
 +
|[[Plump helmet]]
 +
|style="text-align:center"|Dwarven wine
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|-
 +
|[[Pig tail]]
 +
|style="text-align:center"|Dwarven ale
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|-
 +
|[[Cave wheat]]
 +
|style="text-align:center"|Dwarven beer
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|-
 +
|[[Sweet pod]]
 +
|style="text-align:center"|Dwarven rum
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Barrel
 +
|-
 +
|[[Quarry bush]]
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|Bag
 +
|-
 +
|[[Dimple cup]]
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|-
 +
|[[Prickle berry]]
 +
|style="text-align:center"|Prickle berry wine
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Dry
 +
|style="text-align:center"|
 +
|-
 +
|[[Wild strawberry]]
 +
|style="text-align:center"|Strawberry wine
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Dry
 +
|style="text-align:center"|
 +
|-
 +
|[[Longland grass]]
 +
|style="text-align:center"|Longland beer
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|Not freezing, Dry
 +
|style="text-align:center"|
 +
|-
 +
|[[Rat weed]]
 +
|style="text-align:center"|Sewer brew
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Wet
 +
|style="text-align:center"|
 +
|-
 +
|[[Fisher berry]]
 +
|style="text-align:center"|Fisher berry wine
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Wet
 +
|style="text-align:center"|
 +
|-
 +
|[[Rope reed]]
 +
|style="text-align:center"|River spirits
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Wet
 +
|style="text-align:center"|X
 +
|-
 +
|[[Blade weed]]
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|Not freezing, Dry
 +
|style="text-align:center"|
 +
|-
 +
|[[Hide root]]
 +
|style="text-align:center"|
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|Not freezing, Dry
 +
|style="text-align:center"|
 +
|-
 +
|[[Sliver barb]]
 +
|style="text-align:center"|Gutter cruor
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|Not freezing, Dry, Evil
 +
|style="text-align:center"|
 +
|-
 +
|[[Sun berry]]
 +
|style="text-align:center"|Sunshine
 +
|style="text-align:center"|X
 +
|style="text-align:center"|
 +
|style="text-align:center"|Not freezing, Wet, Good
 +
|style="text-align:center"|
 +
|-
 +
|[[Whip vine]]
 +
|style="text-align:center"|Whip wine
 +
|style="text-align:center"|
 +
|style="text-align:center"|X
 +
|style="text-align:center"|Not freezing, Dry, Savage
 +
|style="text-align:center"|
 +
|}

Revision as of 04:41, 10 May 2012

This article is about an older version of DF.

Looking for information on world generation seeds? See Advanced world generation.

Seeds are used in farming to grow crops. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels or pots (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 can be brought on embark or obtained by trading. They can also be produced from plants (acquired by plant gathering or growing the respective crops). 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 processing (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.

Seed Production

Most seeds are produced by brewing, milling, processing, or by dwarves eating the plants raw. Some seeds can also be gained by plant gathering or purchase from traders. Below is a table showing the various seed production method for all seed-producing plants.

Seed Production Methods
Plant Name Brewing Eating Raw Milling Gather Plants (Biome) Process Plants
Plump helmet Dwarven wine X
Pig tail Dwarven ale X
Cave wheat Dwarven beer X
Sweet pod Dwarven rum X Barrel
Quarry bush Bag
Dimple cup X
Prickle berry Prickle berry wine X Not freezing, Dry
Wild strawberry Strawberry wine X Not freezing, Dry
Longland grass Longland beer X Not freezing, Dry
Rat weed Sewer brew X Not freezing, Wet
Fisher berry Fisher berry wine X Not freezing, Wet
Rope reed River spirits Not freezing, Wet X
Blade weed X Not freezing, Dry
Hide root X Not freezing, Dry
Sliver barb Gutter cruor X Not freezing, Dry, Evil
Sun berry Sunshine X Not freezing, Wet, Good
Whip vine Whip wine X Not freezing, Dry, Savage