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 40d:Herbalist

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 "40d"). 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 17: Line 17:
 
The herbalist skill will only affect shrubs that you did not plant as [[crop]]s, and will only collect those you designate {{K|d}} with the gather plant {{K|p}} command.
 
The herbalist skill will only affect shrubs that you did not plant as [[crop]]s, and will only collect those you designate {{K|d}} with the gather plant {{K|p}} command.
  
Plant gathering can be a good food source early on, and a source for [[seed]]s otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable [[Kobold bulb]] or [[Valley herb]] or feel the weird urge to do no farming or food trading at all. However, as both trees and shrubs compete against each other toward an overall plant life limit within a particular region, having several skilled herbalists can be useful in encouraging [[tree]] growth (if you mark the otherwise trampled saplings as restricted traffic areas).
+
Plant gathering can be a good food source early on, and a source for [[seed]]s otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable [[Kobold bulb]] or [[Valley herb]] or feel the weird urge to do no farming or food trading at all. However, having several skilled herbalists can be useful in encouraging [[tree]] growth in a particular region if you mark the -otherwise trampled down- saplings as restricted traffic area.
  
 
Any plant appropriate to the [[biome]] will appear as a shrub. This includes seedless plants such as the [[muck root]] and [[bloated tuber]]. If you have discovered an underground [[river]] or [[lake|pool]], shrubs (and [[tower-cap]]s) will start to grow in [[underground]] [[soil]] and [[mud]] in all biomes of the map.
 
Any plant appropriate to the [[biome]] will appear as a shrub. This includes seedless plants such as the [[muck root]] and [[bloated tuber]]. If you have discovered an underground [[river]] or [[lake|pool]], shrubs (and [[tower-cap]]s) will start to grow in [[underground]] [[soil]] and [[mud]] in all biomes of the map.

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: