Dwarf fortress where to get seeds




















If you do not see dwarves moving to plant seeds and the farm plot tiles changing as the seeds are planted , try returning to the crop selection menu and choosing a different plant type. You should find something that the dwarves will plant relatively quickly. In the future, you will learn how to use the z Status menu to look at your fortress stocks, which will make selecting plants for which you have seeds much easier.

It will take some time for each plant to grow but when it is ready for harvesting a dwarf will come collect the ripe plant and move it to your stockpiles. With outdoor farming firmly in your grasp you may want to build two more small farm plots to ensure that you have several food plants growing at all times.

Note that it may take time to build up a seed stock that will keep your farm plots filled, but it will happen eventually. Each farm square takes one seed but produces several plants, each of which produces a seed when brewed, eaten or processes but not when cooked!

In this way, you can use the products of a small plant harvesting venture to eventually feed your entire fortress if you wish. Although outdoor farming is a great way to kick off some early food production it does come with a few risks and potential problems. First of all, your dwarves are exposed to the sun, not snug deep beneath the earth where all good, honest, hard-working dwarves belong. Second, your dwarves are far too close to wild animals and invading goblins.

Finally, as your fortress develops, you will naturally move storage, production, and housing facilities deeper underground, resulting in very long, inefficient hauling routes for your farmers. There are a few ways we can get around these problems while maintaining varied food production.

Some of these techniques rely on construction and management skills you will learn later, but it is worth bringing them up now for you to think about. First, you could take the aboveground farming deep down into your fortress by digging a deep shaft, open to the sun, that ends close to your production and storage floors.

Farming at the bottom of this shaft will count as farming outside. Second, you could create a burrow we will look at these later for your aboveground farmers, and force them to live their lives close to the food they are tasked with producing and processing, leaving the task of moving the food underground to other dwarves. Third, you could simply accept that aboveground farming is a risky endeavor and live life on the edge!

The final option is to ignore aboveground farming entirely and to focus solely on underground farms. In the end, you do not need vast swathes of land dedicated to farming in order to feed your fortress. Thirty farm squares busy with food production, a few chickens, and maybe a dwarf or two fishing should provide more than enough food for even a large fortress.

How you split your farming between aboveground or underground farms is entirely a matter of personal preference. Over the many years people have been playing Dwarf Fortress one of the most frequent complaints from new players centers around the difficulty of establishing sustainable underground farming. If you have built productive aboveground farms and your chickens are laying eggs, there is no need to immediately establish an underground farm.

You may wish to wait until you have worked through Chapter 7 before tackling the job of searching for soil or muddying some rock. Before we can begin, it is important to understand that underground farms must be placed on dirt or muddied rock.

If the only space you have for farming is a rock floor you are going to have to muddy the rock by spreading water across it or you are going to have to dig around to look for soil. Muddying the floor can be achieved through controlled flooding something we will look at in Chapter 11 or we can instruct our dwarves to haul water in buckets and to dump the water where we want our farm to be built covered in Chapter 7.

The easiest way to begin underground farming is to place the farm on soil that you have uncovered through digging. Using k for Look Around see if you can find any underground terrain marked sand, clay, loam, silt, or peat. All of these terrains will support a farm plot without any fiddly irrigation. If you find a suitable location dig out some space and connected to your fortress and then use b-p and place a farm plot or two on the ground. Once placed, use the techniques you have learned earlier to assign crops to your fields, focusing on Plump helmets for all seasons.

If you have dug straight into the lower levels of a large hill it is likely that the first couple of squares around your fortress entrance are a suitable terrain type but that the rest of the ground is rock and not suitable for easy underground farming.

First, you could find an area of flat grassland, press d-h for Channel , and then press enter over a square of ground near your fortress entrance. This will result in your miners channeling a ramp down to the layer just below the grass and trees. This should be a suitable soil type, and you can now use d-d on that lower level to carve out a space for your dwarves to farm on.

If you do this, be sure not to dig out the ground around your ramp, as ramps unconnected to neighboring rock, soil or a constructed wall will collapse or become unusable. Another option is to dig upwards from inside your fortress to try to find soil on layers above your fortress entrance. Press d-u for Upward Stairway and designate an upward stairway in an un-dug wall of your fortress, perhaps at the end of your first corridor. This, once dug, will provide your miners access to the level above your fortress entrance floor.

If you dig around this new level, you may find soil. Keep digging up until you find soil. If you accidentally breach the top of your hill and worry about invaders, build a floor tile on top of the entrance stair using the construction instructions in Chapter 7. Once you have dug out a suitable location simply place a farm plot as you would with outside farming. In Figure , I have found a corner of my world where there is enough dirt to start two small underground farm plots.

The larger is set to only grow plump helmets a delicious mushroom , and the other has a mix of cave wheat, pig tails, and sweet pods, crops which can be processed into further useful goods.

If you lack suitable soil or wish to farm deep underground, you will be forced to make a rocky surface muddy before you can place your farm plots. Surfaces are made muddy by allowing water to wash across them and then leaving the water to evaporate. Using dwarven engineering and machinery, this task can be accomplished relatively painlessly, but it does require some advanced skills which we will tackle in Chapter The alternative to flood gates, levers, and mechanisms is to tell our dwarves to carry buckets of water from a water source to the area we need muddied.

When we equipped and trained our dwarves in Chapter 2 , we gave one some skill in fishing. Chances are that this dwarf has been spending time, when not otherwise engaged, wandering around the water sources on your map fishing. Instead, dwarves simply pull the fish right out of the rivers and ponds. How they do this is a mystery, but I like to imagine that they dip their dirty, food-encrusted beards into the water and simply wait for seafood to get tangled in them.

To process the fish we need to build a Fishery, which is a workshop where fish are cleaned and processed into chopped-up processed raw fish. Find a clear space handy to your food stockpiles dig out more room if you need to and then press b-w-h for Fishery it is on the second page of workshops; use the alternate scroll keys to have a look if you wish. Place the workshop and wait for it to be built. Fish preparation tasks will be automatically added to your Fishery as required and dwarves with the Fish Cleaning labor enabled will work in the Fishery to prepare fish for cooking.

Unless migrants with the Fish Cleaning labor enabled join your fortress it is possible that your fisher dwarf will spend all their time fishing and no time cleaning and preparing the fish for cooking. The fishing labor seems to take some precedence over the cleaning labor. Fishing adds another useful food type to your fortress stockpiles and is easy if dwarf labor-intensive to gather and process.

It does come with some risk: fishing dwarves will often need to roam well beyond your fortress walls, where danger and strife await. Once you are confident that your other food production systems are running well, you may wish to consider disabling fishing and using fisher dwarves for other tasks.

Simply place a zone adjacent to the pool using i , and then press f to dedicate the zone to fishing. Press o-w-f to switch to zone-only fishing. Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags. Seeds can be brought on embark or obtained by trading. They can also be produced from plants acquired by plant gathering or growing the respective crops. When a plant is eaten or used in brewing , milling or plant processing , it leaves one or two plantable seeds see below for details.

The exceptions are valley herb , bloated tuber , kobold bulb , and muck root , which will not leave behind seeds after processing. Cooking plants in a kitchen will not produce seeds. Seeds are produced by brewing at a still , milling at a millstone or quern , processing at a farmer's workshop , or by dwarves eating the plants raw uncooked.

Below is a table showing the various seed production methods for all seed-producing plants. In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than seeds of that type. You can exceed the seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger primary one set to only accept items from links a.

Set the secondary smaller pile to take from a nywhere and g ive to the main stockpile. Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile. Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of seeds for each plant type and a global cap of seeds.

Seed-producing activities will only produce seeds if your fortress contains fewer than seeds of that type. You can exceed the seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below Seed production is not affected by the global cap; rather, the oldest seeds in the fortress will be periodically removed to remain at or around The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile.

During all this time, the seed barrel and all its contents will be blocked from access by any other job. You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that.

Tree seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Seeds are used in farming to grow crops. DFSeed Looking for information on world generation seeds? Well, inexperienced planters will give less seeds than experienced planters. I f you have the order "all dwarves harvest" on, I would turn it off.

Me: "Just imagine a load of dwarves sitting round a table, and one of them says, 'I like stranglers for Do you have a food stockpile, that accept plants from everywhere? Is foodgathering allowed? Does all dwarfs harvest? If not, your plants might have rot on your farmplots Seeds get lost then.

Note that some seeds are "grains" and get used in brewing, this results in the seeds being used up. So you might need to turn off brewing as well for certain types of seeds.

This may also be an artifact of the Plant Bug Fix mod that I have installed. I like to create 2 stockpiles for each seed crop. The first stockpile is no-barrels, take from anywhere, and gives to the second stockpile. The second stockpile is right next to the field, no-barrels, take only from link.

The first stockpile works well at 1x3, but the stockpile next to the field only needs to be 1x2 or 1x3. The two stockpiles should be no more then 20 tiles apart or less. Now, this doesn't completely cancel out the problem of "no seeds" messages, but it does minimize it. If there is a seed tiles away, the bag will get pulled off the first stockpile, carried tiles away, the seed gets picked up, then the bag gets brought back.

After which it gets moved to the stockpile next to the field which is a much shorter trip. I do have a generalized seed stockpile. It is set to no-barrels, take from anywhere, but any crops that I am actively growing are disabled in that stockpile.



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