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'''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  Each dwarf has a [[preference]] for certain foods.
'''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].   
 
  
A healthy adult dwarf consumes 8 to 9 units of food per year.
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==Types of Food==
  
Eating good food will make your dwarves happy, so a good [[cook]] is an excellent investment. Also, each dwarf has a [[Preferences|preference]] for certain foods.
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Food comes in two main varieties: [[Meat industry|meat]] and [[plants]], with cooked food possibly mixing the two.
  
For details on the different ways to obtain food, see the [[Food guide]].
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Plants can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses.  The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cooking]].  Further processing plants leads to greater amount delivered as an end product. The disadvantage is it's exponential growth; without control, [[seed]]/plant [[stockpile]]s will envelop all available space.
  
==Food is essential==
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Meat can be obtained from [[hunting]] and [[fishing]], as well as raising livestock. Uncooked meat and fish is subject to [[wear]] and will eventually rot if it is not cooked, even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butchering]] meat or [[fish cleaner|cleaning]] fish than planting a seed, waiting for it to grow, eating it, moving the seed back, etc.  Cleaned [[Turtle]]s leave behind [[bone]]s and [[shell]]s.  [[Animal]]s, when butchered, leave behind large stacks of [[bone]]s, and usually [[raw hide]]s and [[skull]]s.  An export industry devoted to bone [[craft]]s can be profitable, and [[marksdwarf|marksdwarves]] always benefit from a cheap supply of [[bolt]]s made from bone.  The disadvantages are a limited supply of food; in the current version, animals are eventually depleted from a map, and even though aquatic life restocks, there are limited numbers present at a particular time, so larger fortresses usually cannot be supported with hunting/fishing alone.  There is also no way to make alcohol from animals, so without trading some plants are necessary.  Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.
  
Food is the only resource that a dwarf will die from not having access to. This makes food crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.
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On occasion, if you have a trapper that has captured a [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food.
 
 
Remember to keep a large stockpile of food. If you do not have food;
 
*Dwarves will become unhappy and generate bad thoughts
 
*Dwarves will start hunting for vermin instead of doing important jobs
 
*Dwarves will get upset and start breaking things
 
*Dwarves will get mad and start trying to kill each other
 
*Dwarves will die from starvation
 
*The new dead bodies will only make everyone even more depressed
 
 
 
==Sources==
 
 
 
The possible sources of food are [[farming]], [[plant gathering]], [[fishing]], [[trading]], [[butcher's shop|butchering animals]], [[Ambusher|hunting]], and a few exotic [[Dwarven milk|processes]].  Farming is by far the most reliable, plant gathering is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into additional means of procuring food.
 
 
 
==Processes==
 
 
 
Some food is inedible raw, and needs processing first.  For example:
 
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])
 
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])
 
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[Millstone|mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[Alcohol|dwarven rum]] ([[Still|brewery]]) before they can finally be cooked ([[kitchen]])
 
* [[Cave wheat]], [[Whip vine]] and [[Longland grass]] must be milled into their respective flours and cooked.
 
* Milk has to be cooked or turned into cheese.
 
 
 
Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space; the [[bookkeeper]] can tell you how much of each type of "food" you have in the [[stocks]] screen.
 
  
 
==Eating==
 
==Eating==
  
A dwarf with the "Eat" task will pick up a unit of food, often according to his or her dietary preferences, but also influenced by proximity and age of the item (new first), then bring it to an available [[table]] or [[throne|chair]] for consumption.  A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's [[Thought|mood]].
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A dwarf with the "Eat" task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption.  A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's [[Thoughts|mood]].
  
 
Dwarves will eat two meals per season on average, and drink four drinks. A fortress of 100 dwarves will thus consume 800 meals (food-units) and 1600 drinks (booze-units) in a single year. Plan your stockpiles accordingly.
 
Dwarves will eat two meals per season on average, and drink four drinks. A fortress of 100 dwarves will thus consume 800 meals (food-units) and 1600 drinks (booze-units) in a single year. Plan your stockpiles accordingly.
  
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==Storage==
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Food is stored in food [[stockpile]]s and may be placed in barrels.  [[Seed]]s (and powders, such as flour or dye) are put in [[bag]]s, which are themselves stored within barrels.  [[Meat]] and [[prepared meal]]s will [[rot]] (making it inedible) if not placed on a stockpile within a month or so.  Plants not on a stockpile will wither, which also makes them inedible but does not produce [[miasma]].  Food on a stockpile will never rot, nor will food in a barrel even if it is not on a stockpile.  Seeds will never rot no matter where they are.
  
==Types==
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According to [[Toady]], [[vermin]] can eat your food, even when it is on a stockpile (although the amount they eat appears to be quite minimal).  Food in barrels is even less likely to be eaten by vermin.
  
Food comes in two main varieties: [[Meat industry|meat]] and [[plant]]s, with cooked food possibly mixing the two.
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==Cooked food==
  
'''Plants''' can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses. The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth|clothing]] and [[dye]], and also used as further ingredients for [[Cook|cooking]]Further processing plants leads to greater amount delivered as an end product. The small disadvantage is its potential for continuous growth - when you do produce more plants than your dwarves eat, food [[stockpile]]s will eventually fill up with plants, potentially leaving no room for other foods such as meat, fish, or prepared meals. Check occasionally and possibly let your [[farm plot|plots]] lie [[farming|fallow]] for some time.
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Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that mealAdditionally, some foods must be cooked before they can be eaten.  Cooking destroys all seeds, shells and bones.
  
'''Meat''' can be obtained from [[Ambusher|hunting]] and [[fishing]], as well as raising livestock. If vermin are left unchecked, uncooked meat and fish will succumb to [[wear]] and eventually rot, even on stockpiles, and even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butcher|butchering]] meat or [[fish cleaner|cleaning]] fish than planting a seed, harvesting, eating or processing the crop, and storing the seed in a stockpile. Cleaned fish leave behind [[bone]]s, and [[turtle]]s also leave behind [[shell]]s. Animals, when butchered, leave behind large stacks of [[bone]]s, [[tallow]], and usually [[raw hide|raw hides]] and [[skull]]s.  An export industry devoted to bone [[Bone carver|crafts]] can be worthwhile, and [[marksman|marksdwarves]] always benefit from a cheap supply of [[bolt]]s made from bone. The disadvantages are a limited supply of food; in the current version, wildlife and fish are eventually depleted from a map, so larger fortresses usually cannot be supported with hunting/fishing alone.  There is also no way to make alcohol from animals, so without trading, some plants are necessary. Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.
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See Also: [[Kitchen#Prepared meals|Kitchen]]
  
On occasion, if you have a trapper that has captured a live [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food, even if the dwarf detests said vermin. Strangely, this does not seem to make the dwarf unhappy.
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==Obtaining food==
  
==Storage==
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The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]].  Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food.
  
Food is stored in food [[stockpile]]s and may be placed in barrels.  [[Seed]]s (and powders, such as flour or dye) are put in [[bag]]s, which are themselves stored within barrels.  [[Meat]] and [[Kitchen#Prepared meals|prepared meals]] will [[rot]] (becoming inedible) if not placed on a stockpile within a month or so.  Plants not on a stockpile will wither, which also makes them inedible but does not produce [[miasma]].  Food on a stockpile will never rot, nor will food in a barrel even if it is not on a stockpile.  Seeds will never rot no matter where they are.
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==Processing food==
  
According to [[Main:Toady|Toady]], [[vermin]] can eat your food, even when it is on a stockpile (although the amount they eat appears to be quite minimal).  Food located inside the fortress and in barrels is less likely to be eaten by vermin.
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Some food is inedible raw, and needs processing first.  For example:
 +
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])
 +
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])
 +
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]])
  
==Cooking==
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Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of "food" you have in the [[stocks]] screen.
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[[Category:Food]]
  
Raw food can be [[cook|cooked]] into "[[Kitchen#Prepared meals|prepared meals]]" at a [[kitchen]]. Cooked meals have a [[quality]] modifier, and a high quality meal is far more valuable as a trade item or in generating happy [[thought]]s in the dwarf eating that meal. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal. Cooking destroys all seeds, shells and bones.
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==Food is important==
  
See Also: [[Kitchen#Prepared meals|Kitchen]]
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Food is crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.
  
{{Category|Food|*}}
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Remember to keep a large stockpile of food. If you do not have food;
 +
*Dwarves will become unhappy and generate bad thoughts
 +
*Dwarves will start hunting for vermin instead of doing important jobs
 +
*Dwarves will get upset and start breaking things
 +
*Dwarves will get mad and start trying to kill each other
 +
*Dwarves will die from starvation
 +
*The new dead bodies will only make everyone even more depressed

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