Farm plots:My farm plots are 3x5 size and have 1x3 seed stockpiles besides. When kick-starting production, exactly 4 potash bars are used for 1 season fertilization per 1 plot.
For above ground crops I have one dedicated farm plot with its seed stockpile to one crop, which is planted and harvested all the time.
For underground crops I fit 6 farm plots to cover 4 yearly harvests from each crop.
In my init_d.txt seeds are restricted to 60 per type and 6000 in total.
My plant stockpiles are 3x6, which contain around 1000 plants in barrels each.
These plant stockpiles are linked with dedicated to them farmer workshops, stills and querns, which in turn are linked to barrel and bag stockpiles.
My fruit stockpiles are 1x2, which contain around 2000 fruits in one barrel, each.
Automated production for stills: if there is less then 60 units of given alcohol, then do 10 more barrels of that alcohol, checked daily.
Automated production for querns: if there is less then 1 unit of given powder, then do 3 mill jobs, checked daily.
This automation requires quite few workers in brewing, milling and growing. Do not be surprised with a planter's guild in your fortress.
Mead production:I have set up a closed and highly in traffic restrictive 3x15 room with 5 doors with 35 (34 actually because of one odd corner) hives.
XXXXXXXXXXXXXXXXX
XRRRRRRRRRRRRRRRX
XR+RR+RR+RR+RR+RX
XR+RR+RR+RR+RR+RX
XXoXXoXXoXXoXXoXX
X -wall
R -restricted traffic, hive
+ -low traffic, floor
o -low traffic, door, closed for pets. Cats get still in, but they get out eventually on their own with beekeeper.
I have one stockpile accepting both all honey products and all tools.
This would be a cumbersome business without additional quantum stockpile for all tools, royal jelly and honey.
Wax cakes are being fed to quantum stockpile, where I changed stockpile for a 1x1 hole in a floor, which bottom can be squashed by bridge. Now I use it to dump all materials and production, which I wish atom-smashed. The thing is to forbid the minecart before each pulling of the lever for the bridge, so no additional items are piled on top of it, when it is down.
Though I have a dedicated press and still for mead and honey production, those do not need to be dedicated at all to have automated mead and honey production.
The setup for cooking royal jelly (jugs have to be emptied somehow) is more complicated.
Dedicated kitchen is right by the quantum stockpile for all tools, but it is linked both with quantum stockpile for all tools as the general stockpile for all tools.
I have quantum stockpile with bags of all kinds of flour in some good distance from kitchen, which is also linked to that kitchen.
Automated order for mead: if there is less then 60 units of mead and 1 honey, then brew 1 barrel (=5 units) of mead, checked daily.
Automated order for kitchen: If there are 3 royal jellies, run order for 1 lavish meal, checked daily.
Due overproduction of mead, sometimes you get honey beside royal jelly in the flour roasts.
Due a bug (work conflicts), only 1 beekeeper can be assigned for beekeeping. Make sure, it is stress resistant Dwarf from your latest migrants, so not cave adapted. He will be going on surface fetching wild beehives. When you spot a hive with around 19k bees in it, then lock it for colony install and gathering of products. Locking around 5 of such gives seems to keep your farm going alone on those copied hives for ever.
Tree farm:(This part is always last to implement, as it needs some above ground construction)
Closed all around with walls 32x32 room with roof at 2nd level, so trees can grow inside and directly connected with a safe passage into fortress.
Stepladder reaches only to 2nd level, so no point doing it higher.
There are some issues with stepladders, but not from wild animals (keas?).
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Cooking is still done mostly manually (exception being for royal flour/sugar-jelly roasts).
This covers 18+ different alcohol types plus mead for my oldest embark fortress now.
I could imagine some automated fish farming both for pest fish and animal fish, animal husbandry (breeding, shearing, milking, butchering, egg gathering, training and taming), but currently game misses some counting abilities for manager to use proficiently auto-orders on those jobs. Particularly butchery does not distinguish females from males, even if restricted in their own burrows (why burrows can not cover each other btw?). Plus cooking lavish meals on auto-orders is too cumbersome.
I usually just buy all cooking ingredients from caravans and use those for cooking variety of foods. Plus some own butchering, own rare cheeses and wide variety of own produced eggs. I allow alcohol to be used as the last ingredients, as alcohol barrels get picked last anyhow and because the stockpile is pretty far from kitchens.
What do you think about this automated farming-setup?