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Author Topic: Having Trouble Farming  (Read 909 times)

Aribar Hunter

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Having Trouble Farming
« on: February 09, 2007, 10:20:00 pm »

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« Last Edit: June 04, 2011, 08:30:23 pm by Aribar Hunter »
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Silleh Boy

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Re: Having Trouble Farming
« Reply #1 on: February 10, 2007, 02:03:00 am »

give them all the plant gathering skill.
seriously.
then designate large portions of the world outside, and assuming there's plants there, you'll gather plenty that you can use for two things. food and alchohol.

even in a big fort with a food supply that year after year continues growing, i give a couple of dwarves this skill to add a little variety to the food and alchohol that they have.

Mechanoid

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Re: Having Trouble Farming
« Reply #2 on: February 10, 2007, 04:32:00 am »

quote:
Originally posted by Silleh Boy:
then designate large portions of the world outside
and watch your dwarves die as they run to the farthest upper left corner of the map possible. Fortress mode does most designations by checking map squares from top to bottom and left to right. Selecting the entire outdoors will cause the above mentioned "lets all run to the upper lefthand corner of the map!" event. Instead, select small patches that are near your fortress entrance and work your way out gradually.

Also, because dwarves WILL ignore objects which are not in stockpiles when stockpiles that can store that object are present, removing all of your food stockpiles should let your dwarves find the seed bag that has the sweet pods in it.


What i mean by "ignore objects" is this:
Imagine you have 8 doors in your masons workshop.
If you create a 4 tile furniture stockpile, you can only place the doors that are present in that stockpile. BUT, if you remove the stockpile, the dwarves "remember" where all the other doors are, and can place all 8 of them freely (instead of just the 4 in the stockpile)

Also, explore the 'custom stockpile' settings. Very often, it's much better to make a custom stockpile that holds only seeds (with 0 or just 1 barrel used) and alter your main food stockpile to never hold any seeds. The same can be set for plants related to dyes, raw fish, etc.
Custom stone stockpiles that hold only limestone are very useful to prevent loss due to natural cave river floods. (but dwarves that seek 'light stone' will use it instead of marble, even if the marble is 1 tile away!)

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Aribar Hunter

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Re: Having Trouble Farming
« Reply #3 on: February 10, 2007, 08:48:00 am »

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« Last Edit: June 04, 2011, 08:30:00 pm by Aribar Hunter »
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GrimmSweeper

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Re: Having Trouble Farming
« Reply #4 on: February 10, 2007, 12:48:00 pm »

As long as there's a road three tiles wide leading to your trade depot, the human wagons can use it. The only reason to have a smooth stone road is if you like it better graphically (or if you're planning on using valuable materials like platinum, gold or whatever bars, for a more expensive path when the King arrives!).

You can't smooth out an existing road, you will have to pull it apart and rebuild.

In any case, destruction of the road will give back all the materials used in its construction.

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Aribar Hunter

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Re: Having Trouble Farming
« Reply #5 on: February 10, 2007, 01:02:00 pm »

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« Last Edit: June 04, 2011, 08:29:52 pm by Aribar Hunter »
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roguester

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Re: Having Trouble Farming
« Reply #6 on: February 10, 2007, 04:36:00 pm »

quote:
Originally posted by Aribar Hunter:
<STRONG>Ah, I thought I read somewhere that smooth roads were needed for caravans. </STRONG>

If you have your trade depot inside, you will need to smooth the floors leading to it, but outside rough stone or even dirt roads are fine. Dirt roads require no materials and are very quick to build, so they are useful for the first year or two, but they need to be rebuilt every spring.

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