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Author Topic: How To Farm (versions 0.31.x through 0.42.x)  (Read 329224 times)

Berserkenstein

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Re: How To Farm in 0.31.x and 0.34.x (DF2010/2012)
« Reply #120 on: August 03, 2014, 11:36:43 pm »

Here's a question: I'm not really a fan of 200 seed cap coupled with seeds always going into 100-seed bags, as it means I can have at most two such bags. Is there a way to stockpile seeds individually / make them not use bags / change bag size / change seed cap?

The seed caps can be changed in d_init.txt in 0.40.* (but not in earlier versions, as far as I know).

There is no way to prevent bags being used, if bags exist.  Dwarves will happily stockpile 1 seed per tile if your fortress has no bags, but that will restrict some of the things you can make (no dye, flour, quarry bush leaves, sugar, sand, glass, etc.).

I can think of a couple of ways to prevent bags from being used on your seed stockpiles.

The first is using burrow restrictions to restrict farming dwarves from being able to access bags.

The second is if you hermetically seal your farming dwarves to their farms with their own food and drink and shuttle farm goods in and out via a minecart system or simply exported by gravity via a drop hole.

Albeit these methods are pretty excessive, but if you REALLY don't want your dwarves from using bags on seed stockpiles it could work.



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laularukyrumo

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #121 on: October 25, 2014, 05:06:21 pm »

I've got a grand total of two plump helmet spawn planted among my four farming plots... There's a pile of seeds in a stockpile, with no stockpile links, and no stockpile has ever been linked to the farms. Yet it insists that I don't have plump helmet seeds. :( How fix?
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greycat

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #122 on: October 31, 2014, 03:37:24 pm »

First, it's not possible to link stockpiles to farms.  Unfortunately.

Second, are you getting "no seeds" when you view the farm plot, or are you getting job cancellation messages when dwarves go to plant them?  (Giving the exact messages might be helpful, too.)

Third, make sure the farm plots are strictly above-ground (each tile has been lit at some point),  or strictly underground (no tile has ever been lit).  If even one tile of an underground plot is ever exposed to light, that tile becomes above-ground.  This makes the plot partly above-ground and partly underground, and then it won't do anything right.

The normal workaround for planting job cancellations is to make sure there are no barrels allowed in your seed stockpile.  You'll still get some cancellations when dwarves take a seed bag out to collect seeds, but with barrels they can take all the bags at once, which is far worse.
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smeeprocket

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #123 on: November 21, 2014, 04:30:41 pm »

I hope this hasn't been answered but I did look.

Is there a reason to leave a field fallow? As in will the soil deplete of minerals if I continue to grow in it season after season?
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greycat

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #124 on: November 22, 2014, 11:43:02 am »

No, there's nothing like mineral depletion in Dwarf Fortress yet.  The only reason to leave a field fallow for a season would be if you don't want any of the available crops from that field in that season.  (During the winter underground, for example, you can only grow plump helmets and dimple cups.  If you aren't using dimple cups for dyeing, and if you have enough plump helmets already, you might not want your dwarves to waste time growing any more of them.)
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smeeprocket

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #125 on: November 22, 2014, 12:59:03 pm »

That actually makes me a little bit sad. Crop rotation sounded like fun.
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Snaake

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #126 on: November 24, 2014, 10:13:00 am »

Soil moisture and nutrient tracking are planned features though, so eventually irrigation/rain/seasonal flooding will be necessary, as will crop rotation or ferilizer use.
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Amperzand

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #127 on: December 06, 2014, 08:53:39 pm »

So, I, in my nubderpness, may be doing something hilariously idiotic, but how does one convince the dorfs to harvest the food they require to live? I have a farmer dwarf with literally nothing but Farming{Fields} enabled, and several tiles of what are, to my knowledge, fully grown plump helmets, but he insists on doing nothing.

{Edit} Guess what, I was being hilariously stupid. Damn botched burrow usage.
« Last Edit: December 07, 2014, 05:57:09 pm by Amperzand »
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CyberianK

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #128 on: January 07, 2015, 05:48:07 am »

Hey, is there a list which above ground plants currently work and which are bugged?
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suburbanplankton

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #129 on: January 07, 2015, 11:24:36 am »

Hey, is there a list which above ground plants currently work and which are bugged?
There's a listing on the Wiki, but I'm not sure how complete and accurate it is...
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Amperzand

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #130 on: January 15, 2015, 11:36:45 pm »

Oh, hey, they're doing it again. Anyone got ideas? No burrows in existence this time. Just, y'know, my farmers are sitting around doing nothing when they have perfectly good jobs to do.
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Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Rafe

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #131 on: January 28, 2015, 01:26:31 pm »

What about re-sizing a plot? Can i delete it and the contents of the plot will still grow and then i simply make a new plot with larger dimensions over the existing one and it will no disturb the growth of the plot?
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Sanctume

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #132 on: March 19, 2015, 09:12:19 am »

Oh, hey, they're doing it again. Anyone got ideas? No burrows in existence this time. Just, y'know, my farmers are sitting around doing nothing when they have perfectly good jobs to do.

Do you have stock pile big enough to contain the plants that needs to be harvested?
If there is no room to put the plants in the stock piles, plants will not get harvested.

Albedo

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #133 on: May 18, 2015, 04:53:44 am »

(That's been suggested)

What about re-sizing a plot? Can i delete it and the contents of the plot will still grow and then i simply make a new plot with larger dimensions over the existing one and it will no disturb the growth of the plot?

No. Your phrase "make a new plot" is, unfortunately, quite literal.

There is no option to "resize" an  existing plot. You can delete a plot, but all seeds and/or plants and growing time are lost. Altho' if you're looking at a plot w/ plants that don't grow in that season (say, Winter), it's zero loss except for the labor to re-construct it.

Get it right the first time, or accept the loss (which is no big, really, or at least shouldn't be), OR stick to small plots (which are no diff from larger unless you are doing a lot of fertilization).
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PFunk

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Re: How To Farm (versions 0.31.x through 0.40.x)
« Reply #134 on: June 03, 2015, 05:38:03 pm »

I have an issue where my farmers won't build new plots on perfectly good soil. The plot just sits there blinking and diverting more labour to the farming labour just leads to more guys planting plump helmets rather than starting the new plot.

Nothing else is having problems being built, just that.

EDIT. Apparently after a few seasons they finally got around to building it.
« Last Edit: June 04, 2015, 12:04:57 pm by PFunk »
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