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{{av}}{{Quality|Exceptional}}
 
 
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages.  
 
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages.  
  
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
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There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentyful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of booze and brewable plants, so you need to do one of them because [[booze]] is a must-have.
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== Gathering ==  
 
== Gathering ==  
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.
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This is the best you can do when you have a [[food]] shortage. It has the best returns to time value of all. Just, you won't get that much and you better invest in another method before you run out of bushes to harvest unless you are on a big, fertile map. You can also [[farming|farm]] most plants you gather with the same work and higher output, so outside a shortage its more a flavour than a sensible choice. The higher your gatherer skill, the more and faster you get. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds from gathering also allow you to start [[farming]] above ground plants that you can't buy seeds for on embark screen. Keep also in mind that heavy gathering, like logging, will cause your dwarves to go increasingly longer distances until they find shrubs, reducing yield per time.
  
 
=== Materials ===
 
=== Materials ===
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Minimal
 
Minimal
  
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.
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Activate the plant gathering labor on one or more dwarves and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.
  
 
===Acreage===
 
===Acreage===
 
Minimal
 
Minimal
  
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.
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You need a food stockpile, but you will have one anyway. Kitchen infrastructure is advisable as not all, but most, plants you gather will be edible raw.
  
 
== Fishing ==
 
== Fishing ==
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.
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Fishing will give a steady food supply, but the return to cost is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near carp is a steady risk. You can improve on supplementing your dwarves' diet with their [[preferences|likes]], and turtle or lobster shells are important for moods. You will also get some bones if the fish is eaten uncooked.
  
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.
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The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the fishery first, which increases the time needed to get from rod to plate.
  
 
=== Tips ===
 
=== Tips ===
 
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.
 
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.
 
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.
 
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.
* "there is no [[fish]] left in X body of water" can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.
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* "there is no [[fish]] left in X body of warter" can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.
 
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.
 
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.
 
* You still need a [[farm]], or trade, for [[booze]].
 
* You still need a [[farm]], or trade, for [[booze]].
  
 
== Hunting ==
 
== Hunting ==
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).
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This is almost like fishing, except ther's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bones]], tallow, [[leather]] and skulls (fishing just gets you single bones and shells).
  
 
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.
 
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.
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* '''Armor user''' to reduce encumbrance
 
* '''Armor user''' to reduce encumbrance
* '''Wrestling''' for dodging aggressive animals
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* '''Wrestling''' for dodging agressive animals
  
 
=== Material ===
 
=== Material ===
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Few; Cheap
 
Few; Cheap
  
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations->Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.
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The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations->Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven hehavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.
  
 
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].
 
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].
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Few
 
Few
  
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.
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The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above groud plant seeds.
  
 
=== Acreage ===
 
=== Acreage ===
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High
 
High
  
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.
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Farming skills should be devoted to dwarfs who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.
  
 
=== Tips ===
 
=== Tips ===
 
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.
 
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.
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* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood Furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.
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* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush leaves]] for cooking, and more [[dye]] or flour/sugar per bag.
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.
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*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-breaing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.
 
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.
 
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.
 
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.
 
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.
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== Trapping ==
 
== Trapping ==
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.
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While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage traps]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.
 
   
 
   
 
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.
 
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.
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== Trading ==
 
== Trading ==
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.
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[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarfs eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.
  
 
=== Materials ===
 
=== Materials ===
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The only physical requirement to initiate trading with some other civilization is a [[trade depot]].  
 
The only physical requirement to initiate trading with some other civilization is a [[trade depot]].  
  
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.
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More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshops]], a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.
  
 
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.
 
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.
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None, then normal
 
None, then normal
  
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.
+
Same as with skills and and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.
  
 
=== Priority ===
 
=== Priority ===
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The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.
 
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.
  
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of "normal fortress behavior."  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.
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Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[trading|liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblins]] and [[elves]] don't seem to trade much food, and the amount of food the [[humans]] bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of "normal fortress behavior."  Trading for food is a fubar'd idea if everyone hates you.  Since [[sieges]] keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.
  
 
=== Misc. ===
 
=== Misc. ===
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* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.
 
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.
 
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.
 
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.
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* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrels]]; exposure to rot and wither, make sure it is hauled to a stockpile in time.
  
  

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