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Are there farm-plot profiles??? Dunno, but don't remember any - but diff versions/etc.)
Farming is easy to fail if you don't do everything you need to...
(comments in Italics are not dealbreakers, just recommended, while we're on the subject. ymmv)o Start with more than "1" seed of each type, just in case a Dwarf eats one as a preference.
(You don't need a lot - I find 3 (or even less?) seeds of each ample to get things jump-started.)o Designate "Farming" labor on (at least) 1 Dwarf.
(yeah, but you'd be surprised... )o No OTHER Labor on them that will conflict (any major
full-time workshop skill could prevent them from ever getting around to planting, as could Record-Keeping and Trade Depot Hauling during those times).
o If using Burrows, include the Farm Plots for your Farmer(s).
o Make sure there's a valid Path to your Farm Plots and Seeds.
(Rare, but never impossible. Must be checked visually.)o Under "Orders" {o}, have "all Dwarves Harvest" which is the default. (at least at first, or until you get enough Dwarves for more than 1 Farmer.)
o Make sure you have Stock{p}iles that accept those plants - gatherers need a place to put them, or they won't bother harvesting.
o
(Putting seed stock{p}iles near farm plots can speed things up, but <I believe> Farmers will scrounge seeds out of the Kitchens if they have to. Might as well make sure you have seed stockpiles, can't hurt.)o Build farm plots via {b} {p}. Don't need to be big if you have a Farmer 3-5 - 1x3 of each is ample for a new fort, 2x3 of each will get be more than enough for many years. Sooner is better in the season, or you might miss out on that first cycle or two.
o On Plots that have been completed, use {q} and then designate all 4 growing seasons (Spring {a} thru {b} and {c} to Winter {d}). Do NOT try to choose "fallow" for a season - that's
all year long, and turns the plot "off".*
o
(I'd turn off Fertilize for all 4 seasons too, at least at first - ymmv, but fewer Cancellation announcements.)o Do NOT remove a Plot that has been seeded (straight lines instead of wavy ones) - seeds will be lost. Wait until it's been harvested, and/or you have extra seeds.
o (If there are any...) Do NOT go in and mess w/ Plot permissions (at least not at first)
o In Stocks {z}, turn OFF all seeds for "Cook"ing {c}.
o
(I like to turn off "seeds" in all stockpiles EXCEPT a dedicated "seed-only" stockpile adjacent to the plots themselves.) o If you have no seeds but have the plants harvested, in a Still brew
plants to create more seeds. (Sim w/ fruit you are growing). Make sure (under {z}/Kitchen) that those Plants are Brew-able, and not-Cookable (unless/until you have enough for both). Cooking plants gives you zero seeds.
(With some (spec Quarry bushes) you can/must "process" them instead to get seeds, but Brewing seems a first-choice, at least early on. Dwarves can eat anything and be happy enough, but they NEED their alcohol.)
(* Growing seasons limit all but Plump Helmets and Dimple Cups. If you don't want to over-think how to rotate your crops, you could just have 1 plot dedicated to each crop and let it be empty in those off-seasons - easier visualization of what's happening in any given season. Again, ymmv.)