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 23a:Grower

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 "23a"). 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 12: Line 12:
 
{{av}}
 
{{av}}
  
'''Grower''' is the [[skill]] for use with the "Farming (Fields)" [[labor]], which allows a dwarf to plant [[seed]]s at [[farm plot]]s. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of [[plant]]s at harvest, increasing [[food]] output significantly.  A single [[Skill#Skill ranks|proficient]] grower can easily outproduce several dabbling ones.  Grower should be strongly considered to be included in the skills of your starting dwarves to help produce food early on to keep your dwarves fed and to attract migrants.   
+
'''Grower''' is the [[skill]] for use with the "Farming (Fields)" [[labor]], which allows a dwarf to plant [[seed]]s at [[farm plot]]s. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of [[plants]] at harvest, increasing [[food]] output significantly.  A single [[Skill#Skill ranks|proficient]] grower can easily outproduce several dabbling ones.  Grower should be strongly considered to be included in the skills of your starting dwarves to help produce food early on to keep your dwarves fed and to attract migrants.   
  
A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since [[brewer]]s, [[cook]]s, and [[thresher]]s perform tasks with a single [[stack]] at a time.  This has the effect of a huge multiplier on several [[labor]]s, and also of making storage more efficient.  For example, to get 25 booze, brewing five stacks of [[plump helmet]] [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the [[still]], five trips to haul five barrels, five brewing tasks, and will make five separate "stacks" of [[dwarven wine]] [5] requiring five separate [[barrel]]s stored on five separate tiles - and ''then'' 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed!  And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting.  On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile.  High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient.  The impact this has on your overall labour force and fortress cannot be over-emphasized.
+
A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since [[brewer]]s, [[cook]]s, and [[thresher]]s perform tasks with a single [[stack]] at a time.  This has the effect of a huge multiplier on several [[labour]]s, and also of making storage more efficient.  For example, to get 25 booze, brewing five stacks of [[plump helmet]] [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the [[still]], five trips to haul five barrels, five brewing tasks, and will make five separate "stacks" of [[dwarven wine]] [5] requiring five separate [[barrel]]s stored on five separate tiles - and ''then'' 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed!  And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting.  On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile.  High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient.  The impact this has on your overall labour force and fortress cannot be over-emphasized.
  
 
:''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)''
 
:''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)''
Line 20: Line 20:
 
If you leave the "All Dwarves Harvest" option on ''(in the {{k|o}}rders menu)'', all dwarves, even [[noble]]s and [[children]] (but not soldiers or babies), will harvest when needed and gain experience in Grower. The size of the stack harvested is not affected by skill level.  However, your dedicated growers (who ''are'' doing the planting!) will gain skill in growing more slowly because other dwarves are performing this task, sharing the [[experience]], and then doing nothing with the increased skill.
 
If you leave the "All Dwarves Harvest" option on ''(in the {{k|o}}rders menu)'', all dwarves, even [[noble]]s and [[children]] (but not soldiers or babies), will harvest when needed and gain experience in Grower. The size of the stack harvested is not affected by skill level.  However, your dedicated growers (who ''are'' doing the planting!) will gain skill in growing more slowly because other dwarves are performing this task, sharing the [[experience]], and then doing nothing with the increased skill.
  
If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and [[dining room]] are all located close to each other - as they should be.  Depending on the size of your farm industry, a dedicated grower who starts at ''Proficient'' can easily achieve ''Accomplished'' (5 ranks higher) by the end of the first year, and that one dedicated farmer can easily harvest all the food necessary for a fortress approaching 100 dwarves - ~if~ the stacks are large, and they ''will'' be if you have one dedicated grower.
+
If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and [[dining hall]] are all located close to each other - as they should be.  Depending on the size of your farm industry, a dedicated grower who starts at ''Proficient'' can easily achieve ''Accomplished'' (5 ranks higher) by the end of the first year, and that one dedicated farmer can easily harvest all the food necessary for a fortress approaching 100 dwarves - ~if~ the stacks are large, and they ''will'' be if you have one dedicated grower.
  
 
Note: If your setting is "Only Farmers Harvest" and your lone Grower dies, is injured or otherwise occupied, your other dwarves '''will not''' harvest the plants, and they will rot in the fields, leaving no seeds.  If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.
 
Note: If your setting is "Only Farmers Harvest" and your lone Grower dies, is injured or otherwise occupied, your other dwarves '''will not''' harvest the plants, and they will rot in the fields, leaving no seeds.  If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.

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)

Templates used on this page: