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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=176459</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=176459"/>
		<updated>2012-08-07T16:07:30Z</updated>

		<summary type="html">&lt;p&gt;Echoback: Minor grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]]. Other options that would [[Technical tricks|improve framerate]] by deactivating features are now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at '''Dwarf Fortress\data\init\init.txt'''.&lt;br /&gt;
&lt;br /&gt;
==Default Settings==&lt;br /&gt;
{{gamedata|1=WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]}}&lt;/div&gt;</summary>
		<author><name>Echoback</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:How_often_do_you_need_to_irrigate_your_farm_fields%3F&amp;diff=176458</id>
		<title>v0.34:How often do you need to irrigate your farm fields?</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:How_often_do_you_need_to_irrigate_your_farm_fields%3F&amp;diff=176458"/>
		<updated>2012-08-07T16:02:18Z</updated>

		<summary type="html">&lt;p&gt;Echoback: Marking for deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}{{quality|Tattered|14:07, 26 July 2012 (UTC)}}Irrigation of [[farming|farm plots]] is unnecessary in the latest release of Dwarf Fortress. Once a tile has become a [[soil]] or [[clay]] square, it will remain so forever.&lt;/div&gt;</summary>
		<author><name>Echoback</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=136357</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=136357"/>
		<updated>2011-02-17T03:12:59Z</updated>

		<summary type="html">&lt;p&gt;Echoback: Version-tagged the soil change&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.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&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;
Pressing {{k|f}} lets you toggle fertilization on or off.  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. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying the ground requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. 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 caverns 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 preparatory work. 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}}ed, {{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}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, 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 inside 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. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers 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>Echoback</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=136356</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=136356"/>
		<updated>2011-02-17T03:09:33Z</updated>

		<summary type="html">&lt;p&gt;Echoback: Underground farms appear to function on underground soil, as of 31.19&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.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&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;
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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;
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Pressing {{k|f}} lets you toggle fertilization on or off.  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;
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=== Subterranean Farming ===&lt;br /&gt;
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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. Underground farm plots must be placed on soil or {{L|mud}}dy stone.&lt;br /&gt;
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Muddying the ground requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. 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 caverns 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;
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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;
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=== 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 preparatory work. However, there are some complications.&lt;br /&gt;
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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}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
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The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, 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 inside 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. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
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Above ground farms built on unmuddied rock layers 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;
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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;
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== Farm plots in action ==&lt;br /&gt;
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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;
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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;
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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;
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== Management ==&lt;br /&gt;
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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;
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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;
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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;
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{{Farming FAQ}}&lt;br /&gt;
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== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
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{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Echoback</name></author>
	</entry>
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