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Editing 40d:Food guide

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This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages.  
 
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages.  
  
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
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There are seven possible ways to get [[Main:food|food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.
  
 
== Gathering ==  
 
== Gathering ==  
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* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.
 
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.
 
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.
 
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.
* "there is no [[fish]] left in X body of water" can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.
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* "there is no [[fish]] left in X body of warter" can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.
 
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.
 
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.
 
* You still need a [[farm]], or trade, for [[booze]].
 
* You still need a [[farm]], or trade, for [[booze]].
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* '''Armor user''' to reduce encumbrance
 
* '''Armor user''' to reduce encumbrance
* '''Wrestling''' for dodging aggressive animals
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* '''Wrestling''' for dodging agressive animals
  
 
=== Material ===
 
=== Material ===
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Few; Cheap
 
Few; Cheap
  
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations->Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.
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The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations->Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven hehavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.
  
 
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].
 
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].
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Few
 
Few
  
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.
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The only specific farming-related skill is [[Main:grower|grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above groud plant seeds.
  
 
=== Acreage ===
 
=== Acreage ===
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High
 
High
  
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.
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Farming skills should be devoted to dwarfs who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.
  
 
=== Tips ===
 
=== Tips ===
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== Trading ==
 
== Trading ==
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.
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[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarfs eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.
  
 
=== Materials ===
 
=== Materials ===
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None, then normal
 
None, then normal
  
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.
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Same as with skills and and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.
  
 
=== Priority ===
 
=== Priority ===
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The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.
 
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.
  
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of "normal fortress behavior."  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.
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Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[Main:trading|liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Main:Goblins|Goblins]] and [[Main:elves|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of "normal fortress behavior."  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.
  
 
=== Misc. ===
 
=== Misc. ===

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