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Difference between revisions of "v0.31:Crop"

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All drinks require a spare barrel for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that while any number of seeds fits in one barrel, there is a limit of 200 total seeds of any one type; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).
 
All drinks require a spare barrel for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that while any number of seeds fits in one barrel, there is a limit of 200 total seeds of any one type; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).
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Plump helmets and pig tails can be harvested 25 days after sowing. All other crops need about 42 days.
 
   
 
   
  

Revision as of 21:01, 18 August 2010

This article is about an older version of DF.
(This article is about plants. If you want information about trees, see Template:L.)

Crops (or more accurately plants) can either be farmed, traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The seeds of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).

A few of the plants listed below are not strictly crops as such as they have no seeds and can't be planted (see note "4", below.)

Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products. Despite the option to do so (even enabled by default in the z-stocks-kitchen menu), drinks can not reliably be cooked into meals; the process is bugged.

All drinks require a spare barrel for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that while any number of seeds fits in one barrel, there is a limit of 200 total seeds of any one type; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).

Plump helmets and pig tails can be harvested 25 days after sowing. All other crops need about 42 days.


Some of the values given below may be inaccurate. Please use with care and verify!
Tile Graphic Name Biome
& seasons
Align Value Drink Drink
value1
Eat Cook2 Product(s)5
& value
Plump helmet

Wet cavern

Wet Dry
Spring Summer Autumn Winter
All 4☼ Dwarven
wine
10☼ Yes Yes
None
τ Pig tail

Wet cavern

Wet Dry

style="border:1px #AAA solid;"|

Spring Summer
Autumn Winter
All 4☼ Dwarven
ale
10☼ No No
None
τ Cave wheat

Wet cavern

Wet Dry

style="border:1px #AAA solid;"|

Spring Summer
Autumn Winter
All 4☼ Dwarven
beer
10☼ No Pr3
None
Φ Sweet pod

Wet cavern

Wet Dry

style="border:1px #AAA solid;"|

Spring Summer
Autumn Winter
All 4☼ Dwarven
rum
10☼ Pr3 Pr3
None
Quarry bush

Wet cavern

Wet Dry

style="border:1px #AAA solid;"|

Spring Summer
Autumn Winter
All 4☼ None No Pr3
None
Dimple cup

Wet cavern

Wet Dry
Spring Summer Autumn Winter
All 4☼ None No No
None
τ Muck root/4

Wetland  (Wet)

Wet Dry
Spring Summer Autumn Winter
All 1☼ Swamp
whiskey
5☼ Yes Yes
None
Φ Bloated tuber/4

Wetland  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 2☼ Tuber
beer
10☼ Yes Yes
None
Φ Kobold bulb/4

Wetland  (Wet)

Wet Dry
Spring Summer Autumn Winter
All 5☼ None No No
None
: Prickle berry

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 1☼ Prickle
berry wine
5☼ Yes Yes
None
: Wild strawberry

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 4☼ Strawberry
wine
10☼ Yes Yes
None
τ Longland grass

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 4☼ Longland
beer
10☼ No Pr3
None
ÿ Valley herb/4

Temperate grassland  (Dry)

Wet Dry

style="border:1px #AAA solid;"|

Spring Summer
Autumn Winter
All 10☼ None No Yes
None
τ Rat weed

Not freezing  (Wet)

Wet Dry
Spring Summer Autumn Winter
All 1☼ Sewer
brew
5☼ Yes Yes
None
: Fisher berry

Not freezing  (Wet)

Wet Dry
Spring Summer Autumn Winter
All 4☼ Fisher
berry wine
10☼ Yes Yes
None
ƒ Rope reed

Not freezing  (Wet)

Wet Dry
Spring Summer Autumn Winter
All 4☼ River
spirits
10☼ No No
None
τ Blade weed

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 4☼ None No No
None
τ Hide root

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
All 1☼ None No No
None
τ Sliver barb

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
Evil 1☼ Gutter
cruor
5☼ No No
None
: Sun berry

Not freezing  (Wet)

Wet Dry
Spring Summer Autumn Winter
Good 9☼ Sunshine 25☼ Yes Yes
None
§ Whip vine

Not freezing  (Dry)

Wet Dry
Spring Summer Autumn Winter
Savage 1☼ Whip wine 15☼ No Pr3
None

Notes:

1 This is the value for a stack of 5 units, which is the number rendered from a single plant.
2 Anything that can be cooked is edible afterwards. Cooking leaves no seeds for re-planting.
3 These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.
4 These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.

To get the products/extracts from the plants they have to be processed, in the following Template:Ls, using the following Template:Ls: