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{{Quality|Superior}}
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{{migrated article}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]
 
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]
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'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.
 
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.
  
Farming is done at a '''farm plot''' building {{Menu icon|b|o|f|p}} | Build->Workshops->Farming->Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the "Farming (Fields)" [[labor]], and uses the [[Planter]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.
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Farming is done at a '''farm plot''' building {{Menu icon|b|o|f|p}} | Build->Workshops->Farming->Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the "Farming (Fields)" [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.
  
 
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor {{Menu icon|b|n|f}} | Build->Constructions->Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid for planting them.
 
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor {{Menu icon|b|n|f}} | Build->Constructions->Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid for planting them.
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First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select W{{K|o}}rkshops, {{K|f}}arming, and then Farm {{K|p}}lot to build your [[Farming|farm]].  
 
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select W{{K|o}}rkshops, {{K|f}}arming, and then Farm {{K|p}}lot to build your [[Farming|farm]].  
  
To define the width and height of your farm plot, click the first desired corner, then the second, as you would build constructions like floors and walls. Keep your farms ''small'' – 2×2, up to 4×4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Now a dwarf with the Planters work detail (default set to "everybody does this", meaning any available dwarf will come) will come and prepare the plot for planting.  
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To define the width and height of your farm plot, click the first desired corner, then the second, as you would build constructions like floors and walls. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Now a dwarf with the Planters work detail (default set to "everybody does this", meaning any available dwarf will come) will come and prepare the plot for planting.  
  
 
Once the farm plot has been built, you must select which crops to grow. Click on the farm - you will see a list of crops you can select to grow in the local biome and current season. Now click on the [[crop]] you wish to plant in that season. Instructing a plot to remain fallow during a particular season will tell dwarves not to plant in that plot during that season. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.
 
Once the farm plot has been built, you must select which crops to grow. Click on the farm - you will see a list of crops you can select to grow in the local biome and current season. Now click on the [[crop]] you wish to plant in that season. Instructing a plot to remain fallow during a particular season will tell dwarves not to plant in that plot during that season. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.
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| 10 (1×10, 2×5) || 3 || 0.300
 
| 10 (1×10, 2×5) || 3 || 0.300
 
|-
 
|-
| 11 (1×11) || 3 || '''0.272'''
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| 11 (1x11) || 3 || '''0.272'''
 
|-
 
|-
| 12 (1×12, 2×6, 3×4) || 4 || ''0.333''
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| 12 (1x12, 2×6, 3×4) || 4 || ''0.333''
 
|-
 
|-
| 15 (1×15, 3×5) || 4 || '''0.267'''
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| 15 (1x15, 3×5) || 4 || '''0.267'''
 
|-
 
|-
| 16 (1×16, 2×8, 4×4) || 5 || ''0.312''
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| 16 (1x16, 2×8, 4×4) || 5 || ''0.312''
 
|-
 
|-
| 18 (1×18, 2×9, 3×6) || 5 || '''0.278'''
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| 18 (1x18, 2×9, 3×6) || 5 || '''0.278'''
 
|-
 
|-
| 19 (1×19) || 5 || '''0.263'''
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| 19 (1x19) || 5 || '''0.263'''
 
|-
 
|-
| 20 (1×20, 2×10, 4×5) || 6 || ''0.300''
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| 20 (1x20, 2×10, 4×5) || 6 || ''0.300''
 
|-
 
|-
| 21 (1×21, 3×7) || 6 || 0.286
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| 21 (1x21, 3×7) || 6 || 0.286
 
|-
 
|-
| 23 (1×23) || 6 || '''0.261'''''
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| 23 (1x23) || 6 || '''0.261'''''
 
|-
 
|-
| 24 (1×24, 3×8, 4×6) || 7 || ''0.292''
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| 24 (1x24, 3×8, 4×6) || 7 || ''0.292''
 
|-
 
|-
| 27 (1×27, 3×9) || 7 || '''0.259'''
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| 27 (1x27, 3×9) || 7 || '''0.259'''
 
|-
 
|-
| 30 (1×30) || 8 || '''0.266'''
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| 30 (1x30) || 8 || '''0.266'''
 
|-
 
|-
 
| 31 (''n/a'') || 8 || '''''0.257'''''
 
| 31 (''n/a'') || 8 || '''''0.257'''''
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| 35 (5×7) || 9 || '''0.257'''
 
| 35 (5×7) || 9 || '''0.257'''
 
|-
 
|-
| 39 (3×13) || 10 || '''0.256'''
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| 39 (3x13) || 10 || '''0.256'''
 
|-
 
|-
| 42 (2×21, 3×14, 6×7) || 11 || '''0.262'''
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| 42 (2x21, 3x14, 6×7) || 11 || '''0.262'''
 
|-
 
|-
 
| 43 (''n/a'') || 11 || '''''0.262'''''
 
| 43 (''n/a'') || 11 || '''''0.262'''''
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| 45 (5×9) || 12 || 0.267
 
| 45 (5×9) || 12 || 0.267
 
|-
 
|-
| 46 (2×23) || 12 || '''0.261'''
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| 46 (2x23) || 12 || '''0.261'''
 
|-
 
|-
 
| 47 (''n/a'') || 12 || '''''0.255'''''
 
| 47 (''n/a'') || 12 || '''''0.255'''''
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| 50 (5×10) || 13 || 0.260
 
| 50 (5×10) || 13 || 0.260
 
|-
 
|-
| 51 (3×17) || 13 || '''0.255'''
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| 51 (3x17) || 13 || '''0.255'''
 
|-
 
|-
| 55 (5×11) || 14 || '''0.254'''
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| 55 (5x11) || 14 || '''0.254'''
 
|-
 
|-
| 63 (3×21, 7×9) || 16 || '''0.254'''
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| 63 (3x21, 7×9) || 16 || '''0.254'''
 
|-
 
|-
| 75 (3×25, 5×15) || 19 || '''0.253'''
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| 75 (3x25, 5x15) || 19 || '''0.253'''
 
|-
 
|-
| 87 (3×29) || 22 || '''0.252'''
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| 87 (3x29) || 22 || '''0.252'''
 
|-
 
|-
 
| 90 (9×10) || 23 || 0.256
 
| 90 (9×10) || 23 || 0.256
 
|-
 
|-
| 91 (7×13) || 23 || '''0.252'''
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| 91 (7x13) || 23 || '''0.252'''
 
|-
 
|-
| 95 (5×19) || 24 || '''0.252'''
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| 95 (5x19) || 24 || '''0.252'''
 
|-
 
|-
| 99 (9×11) || 25 || '''0.252'''
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| 99 (9x11) || 25 || '''0.252'''
 
|-
 
|-
 
| 100 (10×10) || 26 || ''0.260''
 
| 100 (10×10) || 26 || ''0.260''
 
|}
 
|}
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Fertilizing a farm plot boosts production by up to 4 additional plants per stack each harvest. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}
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Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}
  
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 30 per side) are both '''''bold & italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3×9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.
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Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 30 per side) are both '''''bold & italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.
  
 
Fertilizer may be applied to a plot by checking the box next to "Not set to fertilize" while in the farm plot menu, or checking "Fertilize every season". Only dwarves with the Planting work order will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.   
 
Fertilizer may be applied to a plot by checking the box next to "Not set to fertilize" while in the farm plot menu, or checking "Fertilize every season". Only dwarves with the Planting work order will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.   
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=== Exact yield mechanics ===
 
=== Exact yield mechanics ===
The outcome below is affected by non-cavern "poor soil" underground. You receive roughly 1/4th of the calculated yield. 1-2 plants per seed is typical even with high level planters and fertilizer. 
 
  
There is always at least one plant harvested. Each of the following conditions, if true, has a 50% chance to yield an additional plant:
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*Base yield is set to 1.
* If the farm plot is at least 25% fertilized.
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*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).
* If the farm plot is at least 50% fertilized.
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*If the farm plot is at least 50% fertilized, increase yield by rand(2).
* If the farm plot is at least 75% fertilized.
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*If the farm plot is at least 75% fertilized, increase yield by rand(2).
* If the farm plot is 100% fertilized.
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*If the farm plot is 100% fertilized, increase yield by rand(2).
* Randomly, with a (skill in 5) chance -- where the skill is the Farmer's skill level when the seed was planted.  Always for Proficient (5) skill or higher.
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*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).
* Randomly, with a (skill in 10) chance.  Always for Accomplished or higher.
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*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).
* Randomly, with a (skill in 15) chance.  Always for Legendary.
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*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).
* Randomly, with a (skill in 20) chance.  Always for Legendary+5 or higher.
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*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).
* Randomly, with a (skill in 75) chance.  For this last check, the skill level is capped at Legendary+10 (25).
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*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).
A Legendary+10 farmer working in a completely fertilized plot will always satisfy the first eight conditions, with a 33.3% chance of making the last check.  Even then, each of these only has a 50% chance to increase yield, so the result can, in theory, be as low as 1!  But on average, such a farmer can expect 5.17 crops per seed planted.
 
  
 
== Subterranean farming ==
 
== Subterranean farming ==
To grow the six [[Crop#Dwarven_crops|"dwarven" plants]], you will need an [[Tile_attributes|underground]] farm plot.  The seeds and spawn available to your dwarves at [[embark]] will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone. Non-[[cavern]] soil is considered "poor" and will impose severe penalties on the crop yield; muddy stone is reportedly fine. [http://www.bay12forums.com/smf/index.php?topic=180689.msg8448153#msg8448153]
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To grow the six [[Crop#Dwarven_crops|"dwarven" plants]], you will need an [[Tile_attributes|underground]] farm plot.  The seeds and spawn available to your dwarves at [[embark]] will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone. Soil quality will be decreased when building a subterranean farm on anything other than a muddy [[cavern]] floor.  
  
 
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a cavern, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain piles of mud that are perfect for quickly setting up farms. However, given the wide variety of [[Creature#Subterranean|creatures found in caverns]], you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.
 
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a cavern, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain piles of mud that are perfect for quickly setting up farms. However, given the wide variety of [[Creature#Subterranean|creatures found in caverns]], you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.
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== Above-ground farming ==
 
== Above-ground farming ==
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[lake]], [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with "freezing" temperatures allows farming above ground plants.
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Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with "freezing" temperatures allows farming above ground plants.
  
 
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.
 
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.
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|classic=File:Quickstart_layout_3.png
 
|classic=File:Quickstart_layout_3.png
 
|width=100px
 
|width=100px
|caption=A 5×5 room with a 3×3 farm plot
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|caption=A 5x5 room with a 3x3 farm plot
 
}}
 
}}
  
 
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.
 
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.
  
A properly-managed and fully-utilized 3×3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5×5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.
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A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.
  
 
== Management ==
 
== Management ==
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== Adventure mode ==
 
== Adventure mode ==
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it takes an inordinate amount of time for your adventurer to do a single harvest.
+
 
 +
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.
  
 
== Bugs ==
 
== Bugs ==
 +
 
* "Store item in container" jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}
 
* "Store item in container" jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}
 
** Workaround #1: set your seed stockpile to only take from links. When seed supplies run low, toggle it back to "anywhere" temporarily to gather up all the loose seeds.
 
** Workaround #1: set your seed stockpile to only take from links. When seed supplies run low, toggle it back to "anywhere" temporarily to gather up all the loose seeds.
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== Caveats (warnings) ==
 
== Caveats (warnings) ==
 +
 
=== Red crops ===
 
=== Red crops ===
 +
 
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.
 
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.
  
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{{Category|Buildings}}
 
{{Category|Buildings}}
 
{{Category|Agriculture| }}
 
{{Category|Agriculture| }}
{{Category|Farming Workshops}}
 
 
{{Industry}}
 
{{Industry}}
{{Workshops}}
 
 
{{V50 menus}}
 
{{V50 menus}}
 
[[ru:Farming]][[zh:Farming]]
 
[[ru:Farming]][[zh:Farming]]

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