<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Allstreamer</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Allstreamer"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Allstreamer"/>
	<updated>2026-04-07T01:15:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=284461</id>
		<title>User:Allstreamer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=284461"/>
		<updated>2023-01-07T18:13:02Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Avid Programmer and Dwarf Fortress enjoyer&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=284440</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=284440"/>
		<updated>2023-01-07T13:41:48Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Updated Setup instructions for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|z}} or press the place zone button in the Toolbar, select Meeting Area and mark the area to be designated as a library. After hitting Accept you will be placed back into the place zone window, in which you can create a library location by hitting the bottom right button and selecting New library. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort.&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=279132</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=279132"/>
		<updated>2022-12-22T22:42:38Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Fixed some semantics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[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|o}}-{{k|f}}-{{k|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|n}}-{{k|f}} | Build-&amp;gt;Constructions-&amp;gt;Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[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;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. 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). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, 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 [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[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 [[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 [[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 [[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 [[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;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&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 [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|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 [[soil]] or muddied rock, which is [[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 [[strawberry|strawberries]], [[longland grass]], [[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 stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&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 &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  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. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. 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. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=279129</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=279129"/>
		<updated>2022-12-22T22:41:08Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Fixed Keycombo for creating a floor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[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|o}}-{{k|f}}-{{k|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, resize by dragging over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|n}}-{{k|f}} | Build-&amp;gt;Constructions-&amp;gt;Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[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;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. 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). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, 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 [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[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 [[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 [[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 [[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 [[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;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&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 [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|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 [[soil]] or muddied rock, which is [[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 [[strawberry|strawberries]], [[longland grass]], [[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 stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&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 &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  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. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. 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. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=278637</id>
		<title>User:Allstreamer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=278637"/>
		<updated>2022-12-21T11:57:16Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Avid Programmer and Dwarf Fortress enjoyer&lt;br /&gt;
&lt;br /&gt;
Contact me about my edits at &lt;br /&gt;
anonymerDachs@protonmail.com or via Discord&lt;br /&gt;
AllStreamer#3560&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278629</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278629"/>
		<updated>2022-12-21T10:44:15Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Added GUI instructions for building Farm plot matching v50.03&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[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|o}}-{{k|f}}-{{k|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, resize by dragging over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[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;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. 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). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, 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 [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[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 [[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 [[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 [[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 [[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;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&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 [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|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 [[soil]] or muddied rock, which is [[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 [[strawberry|strawberries]], [[longland grass]], [[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 stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&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 &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  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. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. 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. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278628</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278628"/>
		<updated>2022-12-21T10:33:23Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Updated plot selection info to match v50.03&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[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|o}}-{{k|f}}-{{k|p}}, resize by dragging over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[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;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. 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). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, 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 [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[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 [[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 [[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 [[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 [[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;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&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 [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|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 [[soil]] or muddied rock, which is [[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 [[strawberry|strawberries]], [[longland grass]], [[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 stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&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 &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  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. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. 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. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=278626</id>
		<title>User:Allstreamer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Allstreamer&amp;diff=278626"/>
		<updated>2022-12-21T09:52:53Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Created page with &amp;quot;Avid Programmer and Dwarf Fortress enjoyer  Contact me about my edits at: anonymerDachs@protonmail.com&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Avid Programmer and Dwarf Fortress enjoyer&lt;br /&gt;
&lt;br /&gt;
Contact me about my edits at:&lt;br /&gt;
anonymerDachs@protonmail.com&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278608</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=278608"/>
		<updated>2022-12-21T08:37:02Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Update Plot building info to be current with v50.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[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|o}}-{{k|f}}-{{k|p}}, resize by dragging over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[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;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. 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). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, 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 [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[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 [[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 [[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 [[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 [[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;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&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 [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|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 [[soil]] or muddied rock, which is [[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 [[strawberry|strawberries]], [[longland grass]], [[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 stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&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 &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  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. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. 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. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=276163</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=276163"/>
		<updated>2022-12-20T22:14:10Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Appended happiness as a condition for migration messages &amp;amp; Fixed up some grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:immigration_preview.png|thumb|300px|right|Immigrants from the Colonial Era.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embark. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refuges fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress doesn't have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved, bypassing the two hardcoded migrant waves. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration,and has no effect on pregnancies - you will need to alter STRICT_POPULATION_CAP, in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort doesn't start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it was blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The DFHack command &amp;lt;b&amp;gt;fix/dead-units&amp;lt;/b&amp;gt; can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.&lt;br /&gt;
&lt;br /&gt;
The maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is currently not exactly known what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrivial)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrivial)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap th is season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be targeted for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Can't find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course, any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be sorted into three categories - those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, weaponsmiths can also be used to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form a militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
&lt;br /&gt;
* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters, and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product.  Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Training gem cutters so they don't waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It's often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close-quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less-appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment, and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently-patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=276162</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=276162"/>
		<updated>2022-12-20T22:10:24Z</updated>

		<summary type="html">&lt;p&gt;Allstreamer: Add All possible Migration messages (Someone else can do the conditions, I'm getting stuck on how the stack keeps track of values (Contact me for a ghidra project with &amp;quot;some&amp;quot; things decompiled/documented))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:immigration_preview.png|thumb|300px|right|Immigrants from the Colonial Era.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embark. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refuges fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress doesn't have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved, bypassing the two hardcoded migrant waves. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration,and has no effect on pregnancies - you will need to alter STRICT_POPULATION_CAP, in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort doesn't start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it was blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The DFHack command &amp;lt;b&amp;gt;fix/dead-units&amp;lt;/b&amp;gt; can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.&lt;br /&gt;
&lt;br /&gt;
The maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrivial)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrivial)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap th is season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be targeted for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Can't find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course, any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be sorted into three categories - those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, weaponsmiths can also be used to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form a militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
&lt;br /&gt;
* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters, and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product.  Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Training gem cutters so they don't waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It's often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close-quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less-appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment, and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently-patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Allstreamer</name></author>
	</entry>
</feed>