Dwarf fortress how many farms
I have my default bedroom dig set to one, furnishing set to another, then assign as a bedroom set to another, with moving between rooms in the macro so I can do a whole row of rooms by mashing one key. I have both, never thought of using the macro keys for the game, good thought! While all those questions can be grouped as a general more efficient question, remember that questions are supposed to be reasonable in scope, and a general rule of thumb is one question should be exactly that, one question.
I still think you'd get better answers breaking it out, but the choice is yours. Show 4 more comments. Active Oldest Votes. Ok, I am going to attempt to answer all of your questions one at a time.
Improve this answer. I would hope that your rosters aren't laying eggs, that said however, you do need a male bird of the same species in your fortress for your female birds to start producing eggs.
Add a comment. Here's how I generally manage things: Bedrooms: As others have noted, all you really need for a bedroom is a bed.
Room planning: I really don't have any good tips for that, except to dig out lots of small rooms in advance and make sure you always have a surplus of doors and such. Farms: Farms are really productive in DF, so you don't need many of them or large ones. The typical ways to lose seeds are: cooking the plants or the seeds themselves, leaving unharvested plants to wilt, or leaving the harvested plants to rot outside a stockpile.
Pastures: Don't even bother. Ilmari Karonen Ilmari Karonen 4, 1 1 gold badge 23 23 silver badges 32 32 bronze badges. With the farming, how long do you wait to expand your farms, since it takes time to get a nice stockpile of seeds going.
I haven't played in a while but I remember there were animals worth the effort to keep. I don't usually bring raw plants, since the fort will survive fine on meat and wild plants until I get farms going. And yes, there are plenty of animals worth keeping, including dogs, cats and all kinds of birds; it's only the grazing herbivores that are currently all but useless.
Brewing is a fast way to turn harvested plants back into seeds, and thereby quickly build up your seed stock. Booze-cooking, in turn, can help you get rid of excess booze, if your dwarves aren't guzzling it fast enough. The resulting lavish meal stacks are great for trading, which lets you buy more materials and ingredients, etc. DF makes grazers viable. Did you say Pay attention to z-kitchen if you're nervous.
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Featured on Meta. Once the farm plot has been built, you must select which crops to grow. Press q and move the cursor over the farm. Check the crops page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Position the farm plot with the directional keys as normal. Dwarves require approximately 2 units of food and 5 units of drink each season.
Farming can produce enough crops to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance. Your dwarves can plant 1 seed per tile on each farm plot , and depending on the skill of the grower , whether the farm plot was fertilized , and random chance, each planted tile will yield a stack of plants each harvest cycle.
Legendary farmers more frequently produce larger stacks - up to 6 plants each with an average of 3. Brewing always quintuples stack sizes; for example, a stack of cave wheat [5] is brewed into a barrel of dwarven beer [25] at a still.
Processing quarry bush plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing sweet pods into dwarven syrup. Milling does not increase stack size. Then you can get one planter to Legendary in about one and a half years of having them do nothing but nonstop fertilizing and planting plump helmet spawns nonstop.
Itnetlolor Bay Watcher. I generally go for uber-production. With a supply of seeds for every type of plant, I just have a series of farm plots specialized for each separate crop. Works especially well for above-ground crops since they don't alternate.
As for the underground ones, I only make the maximum amount of plots for a season with the most options, and plan accordingly from there. It can be done well with 2x2 or 3x3 plots to save room, works well with irrigation farming. And it keeps plenty of variety to prevent bad thoughts. Given about a year, you have more than enough food, as well as some lavish foodstuff to trade, provided the skill of course. Martin Bay Watcher. If I can plant sun berries, I always run that as well.
With legendary growers, I do produce too much, but I turn most of it to flour where it takes up little space and is always ready in the event I need to crank out some meals. I hate how easy it is to farm in Dwarf Fortress. I ended up modding it to be less fruitful so you can't feed dwarves on a 5x5 farm. That's kind of ridiculous.
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