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Editing 40d:Seed

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{{quality|Exceptional|16:39, 4 August 2011 (UTC)}}{{av}}
 
 
:''You may be looking for world generation seeds, listed at [[Pregenerated worlds]].''
 
:''You may be looking for world generation seeds, listed at [[Pregenerated worlds]].''
  
Dwarves can use '''seeds''' to grow [[crop]]s in [[farm plot]]sAlmost every plant in the gameproduces seeds.  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 [[crops]] in [[farm plots]].  Every plant in the game produces seeds.  1-2 seeds are created when a plant is [[Plant_Processing|processed]]/[[Miller|milled]], [[brew]]ed, or eaten (but not when [[cook]]ed!). Seeds are stockpiled with [[food]].
  
:''(* The exceptions are [[bloated tuber]], [[muck root]], [[valley herb]], and [[kobold bulb]], which cannot be grown, but can only be acquired by [[plant gathering]] or [[trading]].)''
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The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see [[Starting Builds]]).
 
 
The 6 underground ("genuine dwarven") plant seeds can be purchased at the beginning of the game (see [[Starting build|Starting Builds]]).
 
  
 
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__TOC__
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There are six types of seeds that can be used to plant crops underground (in [[soil]] or in stone that has been muddied by [[irrigation]]):
 
There are six types of seeds that can be used to plant crops underground (in [[soil]] or in stone that has been muddied by [[irrigation]]):
  
* [[Plump helmet]] spawn
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* [[Plump Helmet]] spawn
* [[Sweet pod]] seeds
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* [[Sweet Pod]] seeds
* [[Pig tail]] seeds
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* [[Pig Tail]] seeds
* [[Cave wheat]] seeds
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* [[Cave Wheat]] seeds
* [[Dimple cup]] spawn
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* [[Dimple Cup]] spawn
* [[Rock nut]]s (which are used to grow [[Quarry bush]]es)
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* [[Rock Nut]]s (which are used to grow [[Quarry Bush]]es)  
  
 
These are the only plants (aside from Tower Caps) that will grow inside the cave; all other (gatherable) plants can only be found and grown aboveground.  Most (but not all) aboveground plants will produce seeds (see [[List of crops]]), which in turn can be planted to grow crops.  [[Trade]]rs will almost always bring seeds with them (if the [[biome]] fits) which can be used for farming if you cannot find any yourself.
 
These are the only plants (aside from Tower Caps) that will grow inside the cave; all other (gatherable) plants can only be found and grown aboveground.  Most (but not all) aboveground plants will produce seeds (see [[List of crops]]), which in turn can be planted to grow crops.  [[Trade]]rs will almost always bring seeds with them (if the [[biome]] fits) which can be used for farming if you cannot find any yourself.
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* [[Wild strawberry]]
 
* [[Wild strawberry]]
* [[Rope reed]]
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* [[Rope reed]] (very rarely found, though you can buy them from traders)
 
* [[Prickle berry]]
 
* [[Prickle berry]]
 
* [[Sun berry]]
 
* [[Sun berry]]
* [[Sliver barb]]
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* [[Muck root]]
 
* [[Hide root]]
 
* [[Hide root]]
 
* [[Whip vine]]
 
* [[Whip vine]]
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==Cooking with seeds==
 
==Cooking with seeds==
Cooking seeds can be an effective way of [[experience|training]] a new [[cook]].
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Some players recommend cooking seeds as a cheap way of training up a new [[cook]] -
  
 
:1) In the {{k|z}}-[[Status#Kitchen_Status_Screen|Kitchen]] sub-menu, only allow the seeds you want to have cooked ({{k|c}})
 
:1) In the {{k|z}}-[[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 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 [[kitchen]] workshop in the workshop profile so only your new cook will use that kitchen
 
:3) Set that kitchen on "Easy Meal - Repeat"
 
:3) Set that kitchen on "Easy Meal - Repeat"
  
'''Advantage'''
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Only 2 seeds/meal will be used, and the amateur cook consumes no costly materials in his efforts to learn his new art. 
*The chef will only consume two seeds per meal. This allows them to make an abundance of meals without consuming costly materials.
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However, others argue that it is better ''not'' to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work.  
  
'''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.
 
*For new forts, cooking your seeds can leave your dwarves without anything to eat.
 
  
{{Category|Agriculture}}
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[[Category:Agriculture]]

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