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 Talk:Farming

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 18: Line 18:
  
 
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)
 
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)
 
'''Irrigation above ground''' seems bugged, and is certainly deceptive.  Muddied ground is not a problem, and a farmplot can be designated and will get created.  However, "no seeds available" is the only option for planting - usually.  If the farmplot overlaps even a single tile of soil, you get the option to ''designate'' any available AG seeds for all 4 seasons - but they never get planted. (I designated two side-by side farmplots with identical seeds (in season), one over mud + soil, one over pure soil (and placed the soil to the right, just because). The latter was planted immediately (and replanted next season), the mixed-muddy was not planted in 2 seasons.  --[[User:Albedo|Albedo]] 17:26, 10 August 2009 (UTC)
 
  
 
== Mixed Plots ==
 
== Mixed Plots ==
Line 33: Line 31:
  
 
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~
 
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)
 
:: I'm pretty sure this has nothing to do with food hauling, since plants in farm fields have to be harvested by someone with the Farming labor before they're even recognized as usable items, and farmers always store food in a stockpile immediately after it's harvested, even if they don't even have food hauling enabled. I'm also pretty sure I've seen dwarves grab meals off of the trade depot even when there's available stockpile space (I've ''definitely'' seen them drink booze straight from the depot and even fresh from the stills), so it should just be a matter of the "store item in stockpile/barrel" task being '''active''' (i.e. a dwarf is on his way to pick up the item, or he's already carrying it to the destination). --[[User:Quietust|Quietust]] 02:25, 7 October 2009 (UTC)
 
  
 
== Flowchart ==
 
== Flowchart ==
Line 73: Line 69:
  
 
::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)
 
::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)
 
  
 
I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)
 
I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)
 
::I have this too, with the latest build, too. There also seems to be a slight variation in the red text. Perhaps one shade is for out of season, another for having grown too many of that same crop or something. [http://img18.imageshack.us/i/redtext.jpg/] [http://img222.imageshack.us/i/redtext2.gif/] I suggest the latter because all game I had planted just wild strawberries and prickle berries outside.
 
:::The bright red shade just denotes that it's the currently assigned crop for that season. --[[User:Quietust|Quietust]] 13:53, 4 November 2009 (UTC)
 
::In Late Winter, my plump helmets were red. As soon as Early Spring arrived, they returned to normal and planting resumed. --[[User:Ozymandias|Ozymandias]] 16:01, 26 December 2009 (EST)
 
  
 
== Fertilization ==
 
== Fertilization ==
Line 102: Line 93:
  
 
:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)
 
:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)
 
:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)
 
 
:::'Irrigation' in DF doesn't mean having moats or channels, you actually have to get the ground wet.  --[[User:Arkenstone|Arkenstone]] 09:01, 12 August 2009 (EST)
 
::::My own testing shows that indoor farm plots won't respond to the {{k|f}}ertilize command unless at least one tile is muddy (tested with dtil's tile editor). --[[User:Quietust|Quietust]] 17:57, 3 September 2009 (UTC)
 
:::::Additionally, a freshly irrigated 5x5 indoor soil farm plot originally only indicated needing 1 potash, but after several seasons it started wanting 7, just as my aboveground plots. --[[User:Quietust|Quietust]] 15:49, 4 September 2009 (UTC)
 
  
 
== Greenhouse ==
 
== Greenhouse ==
Line 116: Line 101:
  
 
::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)
 
::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)
 
:::Cancel that. It's ''outsideness'' that they don't let it.
 
  
 
The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)
 
The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)
 
:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)
 
 
::Umm... pardon me, but walling an area in does NOT trigger cave adaptation, but building floors does. Walling the area in will cause them to vomit if they are cave-adapted, if that's maybe what you meant...? --[[User:Drake1500|Drake1500]] 02:48, 25 April 2009 (UTC)
 
 
:::Yeah, that's what I meant.  If you wall in an area, you're liable to have cave-adapted farmers barfing all over their fields. --[[User:LegacyCWAL|LegacyCWAL]] 17:01, 23 June 2009 (UTC)
 
 
----
 
 
Personally, I dislike the section Greenhouse, since it boils down to "constructions don't block light, so you can build an aboveground farm plot deep in the earth," which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)
 
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a "once lit by the sun, always lit by the sun" bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)
 
 
== Outdoor Farming Inside The Fort ==
 
 
If you like to grow berries on your farm, such as prickle berries or wild strawberries ( very common to most maps ) but dont like having a farm outside where your dwarfs keep getting scared by the wild life, then here is a simple solution!
 
 
Its simple, I have been doing this since the day I started Playing.
 
Dig out your farms underground and place farm plots over them as usual, ( as if u would for growing Plump Helmet ) once you have your farm ready for plump helmets the get your Miner Dwarf(s) to go above and Channel down to the farm to allow for light to shine on the plot. I is Important to note that you DO NOT channel out the whole roof, this will cause parts to collaps and cave in, injuring your Dwarfs, it is best to channel a line out skip 2 lines then channel again
 
 
Like So:
 
                          ( . ) Is channeled space
 
                          ( - ) Is Un-channeled space
 
      ...............
 
      ---------------
 
      ---------------
 
      ...............   
 
      ---------------
 
      ---------------
 
!!NOTE: you must have the first line of channeling on top of the first space of your farm,(the first square that the dwarfs plant on)Or else this technique will not work.!!
 
 
By using this technique you can give your Dwarfs both safely and a wide variety of plants to cook eat and brew.
 
I suggest Once you have a simple fort up and running you make 10 small farms, Two(2) for plump helmet, Two(2) for wild strawberry, Two(2) for prickle berry, One(1) for fisher berry, One(1) for Whip vine, One(1) for Long Grass and One(1), if your lucky, for Sun Berries.
 
This will allow for your dwarfs to have assess to varieties of fruits and alcohol, Also this will give you more ingredients to cook Lavishing meals with.
 
 
I Hope This Helps With The Agriculture, Good Luck On Your Fort!
 
 
 
== Growth Times? ==
 
 
How are the times calculated when it comes to growth times? Does skill affect it? How about plant type? Is it a set amount every time? Also, should these answers be listed in the wiki if found out, or would they be too much of a spoiler? [[User:Shardok|Shardok]] 09:30, 8 August 2009 (UTC)
 
:added a bit bout that. --[[User:Birthright|Birthright]] 14:15, 8 August 2009 (UTC)
 
 
== One crop/season ==
 
 
Hey, could you explain better what is exactly meant by that? Do you mean only one type of crop can grow per season, or do you mean you can only grow *one* farms worth of crop per season? Because I've grown 2 or 3 different outputs of crop with good farmers. And I've also changed from Plump Helmet to Pig Tails midseason because I ran out of seeds and they went and planted the new crop type. Can you verify this? [[User:Shardok|Shardok]] 18:21, 9 August 2009 (UTC)
 
:Well, looks like [[User:Höhlenschreck|Höhlenschreck]] decided to change it himself, but my questions still stand if you actually do have a better explanation of what was meant by what you said. [[User:Shardok|Shardok]] 22:30, 9 August 2009 (UTC)
 
::It seems he and I disagree - I'll hold off until one or the other is confirmed.  I said "one/season/plot" - one per farmplot (regardless of size, it's designated as only 1 crop type for each growing season), and one crop maturation per season, both. 
 
 
::(Edit - I was Wrong, Ignore!) Ime, if you plant a "fast" crop early in the season, it grows to maturity and can be harvested earlier - but if replanted you don't get a 2nd crop that same season, no matter how fast.  More (and this I'm ''not'' 100% sure about), if you plant something that grows all 4 seasons, like plump helmets, you'll only get 400 crops in 100 years - fast growth doesn't "carry over" to speed up later harvests.  But I've never done a long-term experiment that focuses ''solely'' on crops, so this is only from casual observation - namely, I've ''never'' noticed a crop ready to be harvested early in a season that wasn't left over from the last.  Doesn't mean it didn't escape my notice, but that's what I've seen.--[[User:Albedo|Albedo]] 22:46, 9 August 2009 (UTC)
 
:::I suggest you do just that experiment - crop grow time carries over to both the next month '''and''' the next season. --[[User:Höhlenschreck|Höhlenschreck]] 23:51, 9 August 2009 (UTC)
 
::::Have to agree with HS on that one. You also seem to confuse month and season. And calculating from yield is just not working because thats determined by skill. --[[User:Birthright|Birthright]] 00:00, 10 August 2009 (UTC)
 
:::::Just to clarify something Albedo said. He said 400 crops in 100 years. As in, 400 harvests of a single tile in 100 years. Which you seemed to have thought he meant 400 plants harvested in 100 years. [[User:Shardok|Shardok]] 00:07, 10 August 2009 (UTC)
 
::::::I see. That would, less dramatically put, make 4 harvests in a year per tile and that is not true. At all. Make that 12 per year and tile for plumps. Or 10 to 11, if your farmer is bad, lazy or otherwise occupied too. --[[User:Birthright|Birthright]] 00:38, 10 August 2009 (UTC)
 
:I was, indeed, dead ass wrong on that point - how embarrassing.  It seems because I rotate crops, I've never had that "carry over" effect - bah.  BR - thanks for removing the "arable" soil bits, and the other correction/repairs - Holenschreck needs to learn what "vandalism" really means (and/or just stop being lazy.)--[[User:Albedo|Albedo]] 17:13, 10 August 2009 (UTC)
 
 
 
::"'''''borders''''' on vandalism"; You were hiding a revert under a misleading summary. Afterwards you admitted on the disc that you never did actually check on the topic...once again you were acting overhasty --[[User:Höhlenschreck|Höhlenschreck]] 22:00, 10 August 2009 (UTC)
 
:::Stop being silly, that doesn't count as vandalism at all.--[[User:Richards|Richards]] 22:48, 10 August 2009 (UTC)
 
I rewrote that sub-section ([[Farming#Finding_farmland]]) - hopefully it's both clear ''and'' correct now.--[[User:Albedo|Albedo]] 22:59, 10 August 2009 (UTC)
 
 
== deepwater cultivation ==
 
 
Is there any effect on crops that grow in a 1/7 water tile, like higher harvest and/or faster growth? --[[User:Gnarker|Gnarker]]
 
:Hydroponics? Hmmm - might drown the plants - dunno. I know water will drown saplings (and sometimes wild shrubs?).  (Also, some plant types only grow as wild shrubs when near water, either a river bank or wetted area.) The game is rarely as simple as one would guess, and there are hidden mechanics everywhere. Try it and find out, report back?--[[User:Albedo|Albedo]] 07:33, 31 October 2009 (UTC)
 
:OK, I just thought about something like the rice terraces as in asia. Further report when I have results. --[[User:Gnarker|Gnarker]]
 

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!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)