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Author Topic: Quick Farming Math  (Read 2512 times)

evictedSaint

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Quick Farming Math
« on: January 27, 2014, 06:13:19 pm »

  • 1 unit of food produces 5 units of drink.
  • A dwarf eats an average of 8 food and 16 drinks per year.
  • That means that a dwarf consumes 11.2 units of food per year.
  • In Masterwork, underground plants take 1 year to mature.
  • A legendary grower produces 5 units of food per tile of farm (unfertilized).

Therefor, it takes 2.24 tiles of farm to support a single dwarf (minimum).

Am I missing something? I've 160 tiles of farm, legendary farmers, and 53 dwarves.  By my math, I should be able to support ~71 dwarves, but I'm continually running out of food.

Additionally, does anyone know the exact amount potash affects farming? The wiki doesn't know.

Billy Jack

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Re: Quick Farming Math
« Reply #1 on: January 27, 2014, 06:47:13 pm »

If you are having trouble keeping your fortress fed, then you should build a fishpond and set a dwarf on repeatedly catching fish.  There are a couple of reactions that don't require poles, buckets or nets so he should be able to start generating a large amount of fish.  This type of fishing uses the Fish Dissection skill and not the standard Fishing one.

Farming should include above ground crops if your biome supports it and you should only plant in spring and summer as anything planted in autumn will die in winter before they can be harvested.

I spend my first two seasons planting the above ground crops which can quickly generate some food.  Depending on my OCD at the time, I may micromanage which crops are planted and only specify the food crops first, waiting until one field has completed before moving on to the next.

Moleweasels are also a good source of protein as they breed and mature quickly. Coupled with autobutcher, you should have plenty of food after the first year, especially if you realize that there may be shortcomings and start trading for it.  For a long while, I haven't bothered with maintaining a distill beyond emergency needs because I trade for the booze.

And finally, you can turn the harder farming off in the settings which will return many of the differences back to vanilla. (main thing being growing durations, not sure if egg clutches are also affected.)
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

mahrgell

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Re: Quick Farming Math
« Reply #2 on: January 27, 2014, 06:54:56 pm »

Or you just kill invaders, and never starve again, as butchering them brings so much meat, that you will really wonder what to do with all that food ^^ (you just have to bring their corpses close to your butcher shops) Oh, and you will never run out of work for your butchers and can make literally everything in your fortress out of bones.

evictedSaint

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Re: Quick Farming Math
« Reply #3 on: January 27, 2014, 06:55:50 pm »

There are no reactions for fishpond that don't require a pole, bucket, or net.

Lung-rotting dust scours the land above, and even if I had the chance to expose some underground land to the sun before flooring it off, I don't particularly want to do above ground crops. 

Underground crops do not die at any point in the year.

The point was trying to find the sweet-spot where a fortress could be maintained by a minimum amount of farming.

kamikazi1231

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Re: Quick Farming Math
« Reply #4 on: January 27, 2014, 07:21:40 pm »

You're saying you keep running out of food.  Are you taking into consideration brewing those plants into drinks as well?  You should probably double your farm plot space.  I will often have rotating underground crops as well with on plot of plump helmets being spring and fall and the other summer and winter.  That way I don't just get one large food burst per years but spread it out a bit more.

But that's the whole point of harder farming.  In vanilla three chickens and a 5x5 farm plot could support a whole fortress.  Now you actually need a large farming area to support hundreds of dwarves with five or six dedicated farmers at some point.  Also helps to breach the caverns in embarks like yours and bring along milkable animals for cheese.  The already mentioned idea of autobutchering moleweasles works well too.
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evictedSaint

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Re: Quick Farming Math
« Reply #5 on: January 27, 2014, 08:00:55 pm »

You're saying you keep running out of food.  Are you taking into consideration brewing those plants into drinks as well? 

I am! Brewing 1 plant results in 5 units of alcohol.  Dwarves drink 16 times a year and eat 8 times.  That's 11.2 plants, per dwarf.

I'm simply frustrated because, mathematically, I should have MORE than enough to sustain my fort, but I consistently run short of food and drink each year.  I'm positive none is lost to rot or theft.

zach123b

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Re: Quick Farming Math
« Reply #6 on: January 27, 2014, 08:18:09 pm »

well, i feel this calls for... !!SCIENCE!!

how about a pit with dwarves and food to see how much actually goes

hows a pit of 10 dwarves and 80 meat+160 drink with a cat sound for a year? maybe just the starting 7 would do
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SimRobert2001

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Re: Quick Farming Math
« Reply #7 on: January 27, 2014, 08:22:48 pm »

You're saying you keep running out of food.  Are you taking into consideration brewing those plants into drinks as well? 

I am! Brewing 1 plant results in 5 units of alcohol.  Dwarves drink 16 times a year and eat 8 times.  That's 11.2 plants, per dwarf.

I'm simply frustrated because, mathematically, I should have MORE than enough to sustain my fort, but I consistently run short of food and drink each year.  I'm positive none is lost to rot or theft.

have you considered that yoru dwarves are brewing too many plants, and not leaving enough to eat?
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razorback

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Re: Quick Farming Math
« Reply #8 on: January 27, 2014, 08:41:58 pm »

its also worth to mention that there is allways a little delay between harvesting and re-seeding so you can't meassure the farmingoutput per year that precise.
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Meph

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Re: Quick Farming Math
« Reply #9 on: January 27, 2014, 08:49:15 pm »

I really have to find a way to make invader meat inedible for some races, but I have no clue how. ^^
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Roses

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Re: Quick Farming Math
« Reply #10 on: January 27, 2014, 08:50:55 pm »

I really have to find a way to make invader meat inedible for some races, but I have no clue how. ^^

Isn't that an ethics thing?
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Meph

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Re: Quick Farming Math
« Reply #11 on: January 27, 2014, 08:52:28 pm »

Yes, but they wont butcher them anymore. But the scalp/soul thing comes from EBO items. If dwarves dont butcher invaders, they dont get souls for the religion system. But if I make invaders inedible, no race could use their meat, even those designed to eat them, like Ghouls.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

kamikazi1231

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Re: Quick Farming Math
« Reply #12 on: January 27, 2014, 10:09:44 pm »

Does anyone know if each dwarf has any variation on how much they eat or drink? Maybe some dwarfs are eating an extra meal once in a while.
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Verviticus

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Re: Quick Farming Math
« Reply #13 on: January 28, 2014, 01:12:55 am »

Yes, but they wont butcher them anymore. But the scalp/soul thing comes from EBO items. If dwarves dont butcher invaders, they dont get souls for the religion system. But if I make invaders inedible, no race could use their meat, even those designed to eat them, like Ghouls.

Can't you just make like, a set of invader shields that can also be used in soul reactions?  like instead of mithril root shields they use mithril SOUL that has the same block chance etc (kind of like how you created magic auras).  i guess thats clumsy though
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Meph

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Re: Quick Farming Math
« Reply #14 on: January 28, 2014, 01:50:08 am »

Yes, but they wont butcher them anymore. But the scalp/soul thing comes from EBO items. If dwarves dont butcher invaders, they dont get souls for the religion system. But if I make invaders inedible, no race could use their meat, even those designed to eat them, like Ghouls.

Can't you just make like, a set of invader shields that can also be used in soul reactions?  like instead of mithril root shields they use mithril SOUL that has the same block chance etc (kind of like how you created magic auras).  i guess thats clumsy though
Absolutely no. You could buy them from their caravans, and if you play orcs you could forge orc souls in the forge/carpenter. Wooden orc souls anyone that are used as shields? :P
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