
A single 6圆 of plump helmets, set year-round, can keep a pop of at least 50 dwarves well supplied (and, honestly, could probably handle 100 dwarves) If your plots are too big, farmers may get stuck either harvesting or planting and not have time to do the other job. If you're growing on soil, it's possible that they haven't finished growing yet.ĭwarves, especially unskilled ones, can take quite a while to plant and harvest crops. One of the first things you should do is either irrigate a farming room (either with buckets or smart use of floodgates), or dig down to the cavern layers and set up a farm down there. Mushroom crops grow exceptionally slowly on soil floors. They just use the TREE tag to obtain a wood material (they also have a structural material for their live form).Plump helmets will only make seeds when eaten or brewed cooking will destroy the seed (though you already know that).so, since it's probably not that.Īre they on the soil you get from digging under the surface soil layers, or are they on muddy ground such as cavern floors or an irrigated room? Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc.

The seed material and information is established in a similar fashion. We also set a few more numbers to distinguish the alcohol from the template. The material template is just called "alcohol" so we need to give it a proper name. Next we establish an alcohol material in much the same way as the structural material. Any token material can be used here to modify the material that was created from the template. We also modify it a bit to make the plant edible. In general, you can use LOCAL_PLANT_MAT|, PLANT_MAT||, CREATURE_MAT|| or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants). Here the material is marked as the structural material (this could be below the edible tags which come next). Here the material is added to the plant, using a template from the material file. Some dwarves like plump helmets for their rounded tops.Įvery plant needs a structural material so that the game knows how it behaves when it's alive. Plump helmet men are humanoid, intelligent versions of these plants.

Secondly, rotate your crops to include such things as pig tail (to bootstrap a textile industry) or cave wheat (to provide some variety in the diet). This will also level up a cook and produce happy thoughts in your dwarves.

These produce no spawn, and thus put a dent in the population. There are two ways to combat this - firstly, start cooking them into meals, the fancier the better. If you grow nothing but plump helmets over a large area, your fort may start drowning in plump helmets, a truly terrible condition wherein barrels upon barrels are needed to hold back the waves of purple mushrooms. New players should definitely farm this crop because it grows relatively quickly, can be planted in any season, may be used to make alcohol, or eaten raw if need be. Both eating a plant raw and brewing it will leave plump helmet spawn behind, which can then be transferred to a seed bag, then planted and used to grow more. Keep in mind that cooking plants destroys their seeds, or in this case their "spawn". They are the only plant food-item that can be purchased at embark. They require an underground farm plot, which requires soil or muddy ground. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine, and even eaten raw. Plump helmets are the most basic, resilient, and versatile of the six underground plants for dwarves to grow.
