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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134863</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134863"/>
		<updated>2011-01-12T01:00:58Z</updated>

		<summary type="html">&lt;p&gt;Adept: /* Above Ground Farming */  added a space between &amp;quot;like&amp;quot; and &amp;quot;{{L|wild strawberry|wild strawberrieds}}&amp;quot; last line of 3rd paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be fertilized but starting out you won't have the necessary items to do so, and it's largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow{{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires up to 1/4 * plot_size +1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. &lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground.&lt;br /&gt;
&lt;br /&gt;
Underground farm plots must be placed on mud.  Toady One has stated that underground farming should also be possible on soil floors under which exist natural soil walls, but this bug has not yet been fixed{{version|0.31.17}}. &lt;br /&gt;
&lt;br /&gt;
Muddying the ground requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door to stop the flow. (see: [[Irrigation]]) You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied.  Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground {{L|cavern}}s are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparations. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|elves|elven}} and {{L|humans|human}} caravans ; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}}.  Typically, it is done above ground, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now dark and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. Plants that remain in the field for too long will wither.  These plants will eventually rot away.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks (or just forbid one seed and leave it for emergency) and toggle it back before you run out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=134862</id>
		<title>v0.31:Hauling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=134862"/>
		<updated>2011-01-12T00:49:43Z</updated>

		<summary type="html">&lt;p&gt;Adept: &amp;quot;An herbalist&amp;quot; became &amp;quot;A herbalist&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Hauling''' is the process of bringing an object to its designated place.  There are several specific types of hauling, based on the type of item(s) to be hauled and determined by designating the specific {{L|labor}}s on indivual dwarves.  &lt;br /&gt;
&lt;br /&gt;
Although not a term found in-game, '''hauler''' generally refers to a dwarf in {{L|fortress mode}} who has no labors enabled other than hauling. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete. Haulers are good candidates for {{L|cross-training}} to help improve their strength and agility {{L|attributes}}, which are important attributes for moving heavy objects across a fortress quickly.&lt;br /&gt;
&lt;br /&gt;
Many larger fortresses use dedicated dwarves to do much of the hauling so that other, more specialized dwarves will spend more time in their {{L|workshop}}s and less time dragging raw materials or finished products to the appropriate {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling {{L|labor}}:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling {{L|labor}} to be moved out of the workshop in order to avoid {{L|clutter}}.  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* All adult civilian dwarves, including {{L|noble}}s, will bring goods to the {{L|Trade depot|depot}}.&lt;br /&gt;
* A {{L|mood|moody}} dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Carpentry, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
* A {{L|herbalist}} will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.{{verify}}&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* Removing constructed objects will be done by all dwarves.&lt;br /&gt;
* Filling pits and ponds will be done by all dwarves.&lt;br /&gt;
* If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling {{L|labor}} enabled will haul {{L|stone}}s, {{L|ore}}s, and stone {{L|block}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on {{L|Stone management}} for tips on combatting this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling {{L|labor}} enabled will haul wood {{L|log}}s to the corresponding {{L|stockpile}}s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt;Wood production can be sped up a lot by turning off wood hauling on your most skilled {{L|woodcutter}} who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling {{L|labor}} will haul miscellaneous items like blocks and collect {{L|sand}} for a {{L|glass furnace}}. Finished goods (such as crafted goods) and {{L|gem}}s (both rough and cut) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling {{L|labor}} will haul food and drinks to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling {{L|labor}} will haul rotting food, and non-dwarf bodyparts to refuse {{L|stockpile}}s. They will also {{L|dump}} marked items to the appropriate {{L|activity zone}}. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders'').&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the burial {{L|labor}} will haul dwarf and pet {{L|corpse}}s and bodyparts to corpse {{L|stockpile}}s or {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling {{L|labor}} will haul {{L|furniture}} to the appropriate {{L|stockpile}}s. They will also '''{{k|b}}uild''' simple furniture items ({{L|bed}}s, {{L|chair}}s, {{L|table}}s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling {{L|labor}} will haul {{L|animal trap}}s and occupied {{L|cage}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and ouput stockpiles should be placed near corresponding {{L|workshop}}s.&lt;br /&gt;
* Spoils of war: dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:&lt;br /&gt;
** Place a small {{L|bin}} stockpile and a general purpose stockpile near the battlefield.&lt;br /&gt;
** When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.&lt;br /&gt;
** When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.&lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or {{L|building designer|architecture}}) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of his strength so that he can pick up and carry heavy stones (such as {{L|gold}} and {{L|platinum}}) more quickly.&lt;br /&gt;
*The {{L|Grower}} profession can have a ''huge'' impact on hauling - see {{L|farming}} for a discussion.&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food, to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling {{L|labor}}s enabled.  This is most important for food hauling, where {{L|prepared meal}}s in the {{L|kitchen}} often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your {{L|butcher}}s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling {{L|job}} queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
=== Two stockpiles are better than one ===&lt;br /&gt;
&lt;br /&gt;
For stockpiles that use {{L|bin}}s or {{L|barrel}}s, it is usually better to cut one large stockpile into a handful of smaller ones.  This is because dwarves will only load one bin or barrel at a time, and may go idle for long periods while they wait for the next-chosen bin or barrel to actually get hauled to the stockpile before they can load it.  By using several smaller stockpiles, haulers can retrieve and fill multiple bins or barrels simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Adept&amp;diff=115651</id>
		<title>User:Adept</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Adept&amp;diff=115651"/>
		<updated>2010-05-27T20:20:18Z</updated>

		<summary type="html">&lt;p&gt;Adept: Created page with 'A guy whose username is based off a group of people in the 2nd greatest RPG ever created.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guy whose username is based off a group of people in the 2nd greatest RPG ever created.&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=115556</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=115556"/>
		<updated>2010-05-27T03:23:03Z</updated>

		<summary type="html">&lt;p&gt;Adept: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortifications are a special type of wall. They allow the passage of projectiles and liquids but not creatures, making them an important part in a fortress's {{l|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. First they can be carved out of existing stone wall, either one constructed by dwarfs or one mined out. This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the construction menu. First press {{K|b}}, {{K|C}} followed by {{K|F}}ortifications, as with most building this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=115555</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=115555"/>
		<updated>2010-05-27T03:22:22Z</updated>

		<summary type="html">&lt;p&gt;Adept: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
Fortifications are a special type of wall. They allow the passage of projectiles and liquids but not creatures, making them an important part in a fortress's {{l|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. First they can be carved out of existing stone wall, either one constructed by dwarfs or one mined out. This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the construction menu. First press {{K|b}}, {{K|C}} followed by {{K|F}}ortifications, as with most building this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}.&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Dacite&amp;diff=110197</id>
		<title>v0.31:Dacite</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Dacite&amp;diff=110197"/>
		<updated>2010-05-15T19:41:45Z</updated>

		<summary type="html">&lt;p&gt;Adept: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Dacite''' is one of the types of {{l|stone}} that forms entire {{l|stone#Stones forming entire layers |layer}}s.&lt;br /&gt;
&lt;br /&gt;
It is currently identical in all ways to 3 of the other 4 igneous extrusive stones: {{l|andesite}}, {{l|basalt}}, and {{l|rhyolite}} ({{l|obsidian}} being the sole exception).&lt;br /&gt;
&lt;br /&gt;
In previous versions, this stone was called {{l|Felsite}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Adept</name></author>
	</entry>
</feed>