Plantworks

Mod raws to underground plants grow in all seasons. The plantworks should be in a soil area. Either near the surface, a previously flooded digging or the caverns. While it should usually be the first works put in operation security wise that is often a bad location. During the initial digging just setup a temporary plot of plump helmets for food and drink. Later dig back up through the aquifer in a safer location (one with several layers of soil above so roof collapses don't happen) and build the complete works. If it can be safely put near the surface a windmill and Millstone can replace the Quern. Otherwise water flow is needed to power a millstone. See Millworks Construction for a powered millstone. A screw Press can also be added to press rock nut oil.

The entire dig (outside the waterwheel room) is 19x13. If the aboveground and output stockpiles are left off 19x9.

Farm plots are 1x7 to match fertilizer stacks. run the following in DFhack so seeds will not be lost.
seedwatch MUSHROOM_HELMET_PLUMP 10
seedwatch GRASS_TAIL_PIG 10
seedwatch POD_SWEET 10
seedwatch GRASS_WHEAT_CAVE 10
seedwatch BUSH_QUARRY 10
seedwatch MUSHROOM_CUP_DIMPLE 10
seedwatch start

Skills Required

  • Farming
  • Milling
  • Plant Processing
  • Papermaking
  • Pressing

    Custom Profession: Food Guild Farmer (FF)

    Inputs

  • Potash: for fertilizer from Woodworks
  • Bags: to store everything from Clothworks
  • Barrels/Pots: to store bags from Woodworks or Stoneworks
  • Aboveground Plants: collected from the surface or surface farm plots.
  • Seeds: from Foodworks and Drinkworks.

    Stockpiles and links
    Create two SeedsUnderground stockpiles one with no barrels and one with barrels. Give from the one with no barrels to the one with barrels.

  • Plump Helmets: Drinkworks stills. Go into the stocks-> kitchen menu and forbid cooking plump helmets.
  • Cave Wheat: Drinkworks stills, millstone or Quern
  • Sweet Pods: Drinkworks stills, farmers workshop, millstone.
  • Quarry Bush Leaves: Foodworks kitchen.
  • Dimple CupsDyePlants: millstone
  • Pigtails: Farmers workshop, Drinkworks still, millstone
  • Sugar Plants: millstone
  • Slurry Plants: millstone
  • Thread plants: farmer's workshop
  • Flour plants: millstone
  • Slurry: Screw press
  • Paste: Screw Press, Foodworks kitchen
  • Sugar: takes from millstone gives to Foodworks kitchen.
  • Flour: takes from millstone gives to Foodworks kitchen.
  • Syurp: takes from farmers workshop gives to Foodworks kitchen.
  • Paste: takes from millstone gives to Foodworks kitchen and screw press.
  • Dye: takes from millstone gives to Clothworks dyers.
  • Plant Thread: takes form farmers workshop gives to Clothworks loom.
  • Rock Nut Oil: takes from screw press gives to Woodworks soapworks.
  • Sheets: takes from farmers workshop gives to Craftsdwarves for book binding

    A Bag stockpile and a Barrel/Pot stockpile which give to the Millstone and the UndergoundSeeds stockpiles can help facilitate jobs.

    Job Setup
    Millstone
    Use workflows Create a standard Mill Plants job and set to repeating. Hit Alt-A. Then m and select the appropriate plant material. Hit alt-w and shift-A and set an appropriate constraint. Repeat for each plant type available to be milled (Cave Wheat -> Flour, Sweet Pods -> Sugar, Dimple Cups -> Dye, other plants as applicable).

    Do the same for Mill plant into slurry but choose pig tails or other slurry plant as the material.

    Farmers workshop

  • Process to barrel: proceses sweet pods to syrup
  • Process Plants: process pigtails and ThreadPlants to thread.
  • Process plant to bag: process quarry bush into leaves and rock nuts
  • Make sheet from plant: processes slurry into paper

    Above Ground Crops

    Look for Hemp (food & clothing) on the surface.
    Rope seed, flax, jute, cotton, ramie, kenaf for clothing
    blade weed, hide root, silver barb for dye