Thanks everyone for the comments and critiques! I'll be posting up a corrected version of the guide in a bit.
quote:
Originally posted by KotatsuNeko:
<STRONG>Also fat, remember, which can be rendered into tallow for more food. Nothing like roast tallow in the morning...
Also, you left out the (admittedly not very efficient) tactic of animal traps to collect cave lobsters, purring maggots, etc.</STRONG>
Good calls both. Will be added (just got through testing purring maggots).
quote:
Originally posted by KotatsuNeko:
<STRONG>I would say that the wiki should not encourage (maybe even mention?) the use of mods or utilities outside of a page reserved specifically for them.</STRONG>
For me, the wiki is where players go to learn how to play the game better. Everything that contributes to this should be welcome - and cross-referenced - in that reference. I see no reason to make a special exception to this principle for utilities.
quote:
Originally posted by Reynard:
<STRONG>Something I've tried recently - I surround my kitchens with food stockpiles, and if there's a backup in hauling so that cooked food could start to go bad, I just deconstruct and reconstruct the kitchen. Food gets kicked out onto the stockpile pretty quickly as the construction jobs have huge priority.</STRONG>
A good point; workshop reconstuction is a very handy trick, and not just with food. Will be added.
quote:
Originally posted by Solara:
<STRONG>Admit it Fedor, this whole guide was just written as an excuse to show off your fortress. 
<STRONG>Cooking seeds is mentioned several times.. I feel this is a lame exploit, but more importantly it's not needed at all, ever. If you need to cook seeds (and/or alcohol) to feed your dwarves you are doing something wrong. Furthermore, cooking seeds results in small prepared meals, which take up more space.</STRONG>
I'll downplay doing this.
<STRONG>you should also mention dwarves trampling over food not in barrels will ruin it eventually, this is a bigger problem with prepared meals but even other food gets trampled eventually. also, food in barrels will never rot no matter where it is. </STRONG>
Will be added.
<STRONG>You might also want to include a link to the thread with puke's elephant factory, morulingtak (or something like that). I don't remember what the thread is called offhand but it should be easy enough to find. making the animals come to you actually works very well, and while it's a pain to set up you never really have to worry about food again once it is. it works just as well on maps without elephants - deer/horses/ musk ox, whatever - they all provide PLENTY of food.</STRONG>
I'll add more on hunting, slaughtering (and mention puke's elephant factory), and military raids for food.
<STRONG>Overall it's a pretty good guide, but I think you make it way, way, way more complicated then it needs to be. You overemphasize hauling micromanagement, which is just not needed and a waste of time in general. Also you can easily feed 200 dwarves off just plump helmets with no problems at all, everything else is just for fun if you want to mess with it.</STRONG>
Disagreed. I see too many people chewing up dwarf time and effort like you would not believe just handling food. Food doesn't have to be that way. With a little setup, especially if you use the Dwarf Foreman utility as a labor-management tool, you can easily get better, more reliable, more interesting food and drink - plus free up lots of dwarves for other jobs. This is the most important message in the guide.
[ October 23, 2007: Message edited by: Fedor ]