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		<id>https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=288244</id>
		<title>Macros and keymaps</title>
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		<updated>2023-01-27T03:10:28Z</updated>

		<summary type="html">&lt;p&gt;DarkVex9: Added brief notes about the limitations of macros in premium versions and reworded introduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing ''Dwarf Fortress'' means lots of clicking and/or typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth. Unfortunately macros can only do keyboard inputs, meaning that with the premium mouse/UI overhaul macros are far more limited than they used to be. Allegedly there are plans to reintroduce more keyboard controls, but that is not yet implemented. Remember that many of the features and techniques listed on this page have yet to be tested in premium versions. &lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The [[controls]] for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times (maximum of 99) - Note that this seems to be broken as of v50.05&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. If you just recorded the macro, it is loaded even without saving. You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
The macros are stored in the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/prefs/macros/&amp;lt;/code&amp;gt; folder. The macros are saved in .mak format. The first line of the macro file must match the filename, or the file will not be recognized as a valid macro. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creating loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
&lt;br /&gt;
=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or non-wood items if you're trading with the Elves.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DarkVex9</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=286982</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=286982"/>
		<updated>2023-01-22T06:27:38Z</updated>

		<summary type="html">&lt;p&gt;DarkVex9: Fixed table header formatting from my previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+[[Sedimentary layer|Sedimentary]]&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} || [[File:ChalkSwatch.png|64px|center]] || [[Chalk]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} || [[File:ChertSwatch.png|64px|center]] || [[Chert]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ClaystoneSwatch.png|64px|center]] || [[Claystone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} || [[File:ConglomerateSwatch.png|64px|center]] || [[Conglomerate]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} || [[File:DolomiteSwatch.png|64px|center]] || [[Dolomite]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || [[File:LimestoneSwatch.png|64px|center]] || [[Limestone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} || [[File:MudstoneSwatch.png|64px|center]] || [[Mudstone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} || [[File:Rock_saltSwatch.png|64px|center]] || [[Rock salt]] ||&lt;br /&gt;
|-&lt;br /&gt;
|-{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SandstoneSwatch.png|64px|center]] ||| [[Sandstone]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ShaleSwatch.png|64px|center]] || [[Shale]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SiltstoneSwatch.png|64px|center]] || [[Siltstone]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+[[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} || [[File:Swatch.png|64px|center]] || [[Diorite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || [[File:GabbroSwatch.png|64px|center]] || [[Gabbro]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} || [[File:GraniteSwatch.png|64px|center]] || [[Granite]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+[[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} || [[File:AndesiteSwatch.png|64px|center]] || [[Andesite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} || [[File:BasaltSwatch.png|64px|center]] || [[Basalt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} || [[File:DaciteSwatch.png|64px|center]] || [[Dacite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ObsidianSwatch.png|64px|center]] || [[Obsidian]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || [[File:RhyoliteSwatch.png|64px|center]] || [[Rhyolite]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+[[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} || [[File:GneissSwatch.png|64px|center]] || [[Gneiss]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || [[File:MarbleSwatch.png|64px|center]] || [[Marble]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} || [[File:PhylliteSwatch.png|64px|center]] || [[Phyllite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} || [[File:MarbleSwatch.png|64px|center]] || [[Quartzite]]  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SchistSwatch.png|64px|center]] || [[Schist]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} || [[File:SlateSwatch.png|64px|center]] || [[Slate]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color in Classic ASCII Dwarf Fortress ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>DarkVex9</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=286980</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=286980"/>
		<updated>2023-01-22T06:21:34Z</updated>

		<summary type="html">&lt;p&gt;DarkVex9: Rearranged the stone layer table to include color sample images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
&lt;br /&gt;
===[[Sedimentary layer|Sedimentary]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} || [[File:ChalkSwatch.png|64px|center]] || [[Chalk]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} || [[File:ChertSwatch.png|64px|center]] || [[Chert]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ClaystoneSwatch.png|64px|center]] || [[Claystone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} || [[File:ConglomerateSwatch.png|64px|center]] || [[Conglomerate]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} || [[File:DolomiteSwatch.png|64px|center]] || [[Dolomite]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || [[File:LimestoneSwatch.png|64px|center]] || [[Limestone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} || [[File:MudstoneSwatch.png|64px|center]] || [[Mudstone]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} || [[File:Rock_saltSwatch.png|64px|center]] || [[Rock salt]] ||&lt;br /&gt;
|-&lt;br /&gt;
|-{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SandstoneSwatch.png|64px|center]] ||| [[Sandstone]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ShaleSwatch.png|64px|center]] || [[Shale]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SiltstoneSwatch.png|64px|center]] || [[Siltstone]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Igneous intrusive layer|Igneous intrusive]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} || [[File:Swatch.png|64px|center]] || [[Diorite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || [[File:GabbroSwatch.png|64px|center]] || [[Gabbro]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} || [[File:GraniteSwatch.png|64px|center]] || [[Granite]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Igneous extrusive layer|Igneous extrusive]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} || [[File:AndesiteSwatch.png|64px|center]] || [[Andesite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} || [[File:BasaltSwatch.png|64px|center]] || [[Basalt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} || [[File:DaciteSwatch.png|64px|center]] || [[Dacite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || [[File:ObsidianSwatch.png|64px|center]] || [[Obsidian]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || [[File:RhyoliteSwatch.png|64px|center]] || [[Rhyolite]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Metamorphic layer|Metamorphic]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} || [[File:GneissSwatch.png|64px|center]] || [[Gneiss]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || [[File:MarbleSwatch.png|64px|center]] || [[Marble]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} || [[File:PhylliteSwatch.png|64px|center]] || [[Phyllite]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} || [[File:MarbleSwatch.png|64px|center]] || [[Quartzite]]  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || [[File:SchistSwatch.png|64px|center]] || [[Schist]] ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} || [[File:SlateSwatch.png|64px|center]] || [[Slate]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color in Classic ASCII Dwarf Fortress ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
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Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
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On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
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Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
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Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
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An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
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Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
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A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
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Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
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{{DF2014 stones}}{{materials}}&lt;br /&gt;
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{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>DarkVex9</name></author>
	</entry>
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