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Editing 23a:Seed

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{{quality|Exceptional|21:16, 28 April 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|21:16, 28 April 2011 (UTC)}}{{av}}
Dwarves can use '''seeds''' to grow [[crop]]s in [[farm plot]]s.  All underground plants produce seeds, as well as several outdoor plants.  1-2 seeds are created when a plant is [[Plant processing|processed]]/[[Miller|milled]], [[brewing|brewed]], or eaten (but not when [[cook|cooked]]!). Seeds are stockpiled with [[food]].
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Dwarves can use '''seeds''' to grow {{L|crop}}s in {{L|farm plot}}s.  All underground plants produce seeds, as well as several outdoor plants.  1-2 seeds are created when a plant is {{L|Plant processing|processed}}/{{L|Miller|milled}}, {{L|brewing|brewed}}, or eaten (but not when {{L|cook|cooked}}!). Seeds are stockpiled with {{L|food}}.
  
The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see [[Starting build|Starting Builds]]), with the sole exception of [[quarry bush|rock nuts]].
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The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see {{L|Starting build|Starting Builds}}), with the sole exception of {{L|quarry bush|rock nuts}}.
  
 
__TOC__
 
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All seed types can be cooked, producing one unit of edible food per seed. Cooking seeds has the danger of cooking all seeds, sabotaging your own farming. Thus, only cook seed types you cannot or want not to plant. Seeds have the further disadvantage that they tend to produce small meals thus using up lots of stockpile space.
 
All seed types can be cooked, producing one unit of edible food per seed. Cooking seeds has the danger of cooking all seeds, sabotaging your own farming. Thus, only cook seed types you cannot or want not to plant. Seeds have the further disadvantage that they tend to produce small meals thus using up lots of stockpile space.
  
Since dwarves always place seeds in the nearest available [[bag]], poor stockpile arrangement can cause seed stocks to use a huge number of bags. In order to avoid this, make sure that all possible seed sources ([[still]]s, [[farmer's workshop]]s, [[mill]]s, and all dining rooms) are closer to a seed [[stockpile]] than a bag-enabled furniture stockpile.
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Since dwarves always place seeds in the nearest available {{L|bag}}, poor stockpile arrangement can cause seed stocks to use a huge number of bags. In order to avoid this, make sure that all possible seed sources ({{L|still}}s, {{L|farmer's workshop}}s, {{L|mill}}s, and all dining rooms) are closer to a seed {{L|stockpile}} than a bag-enabled furniture stockpile.
  
 
== Plantable seeds ==
 
== Plantable seeds ==
There are six types of seeds that can be used to plant crops underground (in stone that has been muddied by [[irrigation]]):
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There are six types of seeds that can be used to plant crops underground (in stone that has been muddied by {{L|irrigation}}):
* [[Plump helmet]] spawn
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* {{L|Plump helmet}} spawn
* [[Sweet pod]] seeds
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* {{L|Sweet pod}} seeds
* [[Pig tail]] seeds
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* {{L|Pig tail}} seeds
* [[Cave wheat]] seeds
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* {{L|Cave wheat}} seeds
* [[Dimple cup]] spawn
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* {{L|Dimple cup}} spawn
* [[Quarry bush|Rock nuts]] (used to grow quarry bushes)
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* {{L|Quarry bush|Rock nuts}} (used to grow quarry bushes)
  
These are the only plants (aside from [[tower-cap]]s) that will grow inside the cave; all other plants can only be found outdoors.  Several aboveground plants will produce seeds (specifically, [[wild strawberry|wild strawberries]], [[prickle berry|prickle berries]], and [[longland grass]]), but since dwarves don't know how to farm outdoors, these seeds are usable only for cooking.
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These are the only plants (aside from {{L|tower-cap}}s) that will grow inside the cave; all other plants can only be found outdoors.  Several aboveground plants will produce seeds (specifically, {{L|wild strawberry|wild strawberries}}, {{L|prickle berry|prickle berries}}, and {{L|longland grass}}), but since dwarves don't know how to farm outdoors, these seeds are usable only for cooking.
  
 
==Cooking with seeds==
 
==Cooking with seeds==
Cooking seeds can be an effective way of [[experience|training]] a new [[cook]].
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Cooking seeds can be an effective way of {{L|experience|training}} a new {{L|cook}}.
  
:1) In the {{k|z}}-[[Status#Kitchen Status Screen|Kitchen]] sub-menu, only allow the seeds you want to have cooked ({{k|c}})
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:1) In the {{k|z}}-{{L|Status#Kitchen Status Screen|Kitchen}} sub-menu, only allow the seeds you want to have cooked ({{k|c}})
:2) Limit a [[kitchen]] workshop in the workshop profile (assuming the [[Manager]] has arrived) so only your new cook will use that kitchen (by limiting the skill level, or assigning it by name, or both.)
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:2) Limit a {{L|kitchen}} workshop in the workshop profile (assuming the {{L|Manager}} has arrived) so only your new cook will use that kitchen (by limiting the skill level, or assigning it by name, or both.)
 
:3) Set that kitchen on "Easy Meal - Repeat"
 
:3) Set that kitchen on "Easy Meal - Repeat"
  
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'''Disadvantages'''
 
'''Disadvantages'''
*Once 200 seeds for a particular plant have been accumulated, additional seeds will not be produced when eating, [[brewer|brewing]], [[miller|milling]], or [[thresher|threshing]], saving a considerable amount of work for food haulers. By cooking them, haulers will always be gathering additional seeds.
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*Once 200 seeds for a particular plant have been accumulated, additional seeds will not be produced when eating, {{L|brewer|brewing}}, {{L|miller|milling}}, or {{L|thresher|threshing}}, saving a considerable amount of work for food haulers. By cooking them, haulers will always be gathering additional seeds.
 
*For new forts, cooking your seeds can leave your dwarves without anything to eat.
 
*For new forts, cooking your seeds can leave your dwarves without anything to eat.
  
 
{{Category|Agriculture}}
 
{{Category|Agriculture}}

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